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UX Scaffolding for MetaSound Composition/Presets Part 2
- Leverage AssetRegistry/Manager to only load data on MetaSounds required to register (disabled until frontend registry supports this) - Drag-And-Drop assets on MetaSound Graph - Move ConvertToPreset to toolbar (WIP, still need to properly hide when clicked instead of closing editor blindly, has issue with refresh) #rb phil.popp #preflight 60c9a0a83e1b3c0001335ee7 #ROBOMERGE-SOURCE: CL 16689213 via CL 16689237 #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16689251 by rob gay in ue5-release-engine-test branch]
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-2
@@ -1,10 +1,35 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "MetasoundAssetBase.h"
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#include "UObject/Object.h"
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#include "MetasoundUObjectRegistry.generated.h"
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/** The subsystem in charge of the MetaSound asset registry */
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UCLASS()
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class METASOUNDENGINE_API UMetaSoundAssetSubsystem : public UEngineSubsystem
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{
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GENERATED_BODY()
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public:
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virtual void Initialize(FSubsystemCollectionBase& InCollection) override;
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virtual void Deinitialize() override;
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static UMetaSoundAssetSubsystem& Get()
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{
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check(GEngine);
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return *GEngine->GetEngineSubsystem<UMetaSoundAssetSubsystem>();
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}
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void AddOrUpdateAsset(const FAssetData& InAssetData);
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void RemoveAsset(const FAssetData& InAssetData);
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protected:
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void PostEngineInit();
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void PostInitAssetScan();
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};
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namespace Metasound
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{
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@@ -195,4 +220,4 @@ namespace Metasound
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*/
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virtual const FMetasoundAssetBase* GetObjectAsAssetBase(const UObject* InObject) const = 0;
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};
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}
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} // namespace Metasound
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