// Copyright Epic Games, Inc. All Rights Reserved. #include "MetasoundFrontendLiteralBlueprintAccess.h" namespace MetasoundFrontendLiteralBlueprintAccessPrivate { template FMetasoundFrontendLiteral CreatePODMetaSoundLiteral(const TLiteralType& Value) { FMetasoundFrontendLiteral Literal; Literal.Set(Value); return Literal; } } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateBoolMetaSoundLiteral(bool Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateBoolArrayMetaSoundLiteral( const TArray& Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateFloatMetaSoundLiteral(float Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateFloatArrayMetaSoundLiteral( const TArray& Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateIntMetaSoundLiteral(int32 Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateIntArrayMetaSoundLiteral( const TArray& Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateObjectMetaSoundLiteral(UObject* Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateObjectArrayMetaSoundLiteral( const TArray& Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateStringMetaSoundLiteral(const FString& Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateStringArrayMetaSoundLiteral( const TArray& Value) { return MetasoundFrontendLiteralBlueprintAccessPrivate::CreatePODMetaSoundLiteral(Value); } FMetasoundFrontendLiteral UMetasoundFrontendLiteralBlueprintAccess::CreateMetaSoundLiteralFromParam( const FAudioParameter& Param) { return FMetasoundFrontendLiteral{ Param }; }