* Refactored metasound source and patch asset actions to use new asset definitions
* Fixed issue with preset icons not showing up on restart
* Utilized sound base asset def
#jira UE-194293, UE-194188
#rb helen.yang
[CL 27799703 by aaron mcleran in ue5-main branch]
-fyi anna.lantz
Original CL Desc
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Reimporting an audio file over a Sound Wave marked as Ambisonic crashes editor
#jira UE-164583
#rb aaron.mcleran
#preflight 6470f4b89c600ef153867b83
#preflight 64711b94be2bf90819fa4e59
#p4v-preflight-copy 25711811
[CL 25715540 by jimmy smith in ue5-main branch]
Fix a crash in some asset editors when you force deleted an asset with pending changes and hit "cancel" on the save dialog
#jira UE-107248
#preflight 64517c880e33f2d51d6e3adb
[CL 25321878 by aditya ravichandran in ue5-main branch]
- Audio.h/.cpp Add functionality to read the `smpl` chunk in a `.wav` asset and adds SampleLoop data to `FWaveModInfo`
- SoundWaveFactor.cpp, parse `WaveSampleLoops` from `FWaveModInfo` and add them to the`CuePoints` array instead of creating a new array
- add `bIsLoopRegion` to `FSoundWaveCuePoint` to identify if a cue point is being used as a "Sample Loop"
- add methods to `USoundWave` to get filtered "CuePoints" and "LoopRegions" from cuepoints array
- When converting `USoundWave` to proxy data, split cue points into "Loop Regions" and "Cue Points" array (less of a memory issue to add new arrays to these classes)
- Fail import if the sample loop start and end points are invalid
#rb aaron.mcleran
[REVIEW] [at]buzz.burrowes [at]charlie.huguenard [at]aaron.mcleran
#preflight 63fe579bef1b24bf9421bb9c
[CL 24465016 by jake burga in ue5-main branch]
AssetDefinition - Fixing a regression where we needed to load assets on right click to check a 'can we create a blueprint from this asset' option.
AssetDefinition - Making the dynamic entries for GetAssetActions nameless so that they don't stomp eachother on accident.
AssetDefinition -
#jira UE-165574
[CL 23632575 by nick darnell in ue5-main branch]