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Previously the PerPlatformSettings was added to the MetasoundSettings, however as this is not a true asset they weren't being correctly cooked. The code previously pulled the global settings, then allowed overrides upon this. This decision is now made during cook. #rb jake.burga, Josh.Adams #tests Shelve tested back and forth with Sondra Moyles #jira UE-204075 [CL 32500022 by jimmy smith in 5.4 branch]
134 lines
4.8 KiB
C++
134 lines
4.8 KiB
C++
// 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 "Engine/DeveloperSettings.h"
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#include "MetasoundFrontendDocument.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "PerPlatformProperties.h"
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#include "MetasoundSettings.generated.h"
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// Forward Declarations
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struct FMetasoundFrontendClassName;
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struct FPropertyChangedChainEvent;
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UENUM()
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enum class EMetaSoundMessageLevel : uint8
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{
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Error,
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Warning,
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Info
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};
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USTRUCT()
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struct METASOUNDENGINE_API FDefaultMetaSoundAssetAutoUpdateSettings
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{
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GENERATED_BODY()
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/** MetaSound to prevent from AutoUpdate. */
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UPROPERTY(EditAnywhere, Category = "AutoUpdate", meta = (AllowedClasses = "/Script/MetasoundEngine.MetaSound, /Script/MetasoundEngine.MetaSoundSource"))
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FSoftObjectPath MetaSound;
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};
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UCLASS(Hidden)
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class METASOUNDENGINE_API UMetaSoundQualityHelper : public UObject
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{
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GENERATED_BODY()
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public:
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/**
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* Returns a list of quality settings to present to a combobox
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* */
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UFUNCTION()
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static TArray<FName> GetQualityList();
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};
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USTRUCT()
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struct METASOUNDENGINE_API FMetaSoundQualitySettings
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{
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GENERATED_BODY()
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#if WITH_EDITORONLY_DATA
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/** A hidden GUID that will be generated once when adding a new entry. This prevents orphaning of renamed entries. **/
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UPROPERTY()
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FGuid UniqueId = {};
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/** Name of this quality setting. This will appear in the quality dropdown list.
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The names should be unique and adequately describe the Entry. "High", "Low" etc. **/
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UPROPERTY(EditAnywhere, Category = "Quality")
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FName Name = {};
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#endif //WITH_EDITORONLY_DATA
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/** Sample Rate (in Hz). NOTE: A Zero value will have no effect and use the Device Rate. **/
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UPROPERTY(EditAnywhere, config, Category = "Quality", meta = (ClampMin = "0", ClampMax="96000"))
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FPerPlatformInt SampleRate = 0;
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/** Block Rate (in Hz). NOTE: A Zero value will have no effect and use the Default (100) **/
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UPROPERTY(EditAnywhere, config, Category = "Quality", meta = (ClampMin = "0", ClampMax="1000"))
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FPerPlatformFloat BlockRate = 0.f;
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};
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UCLASS(config = MetaSound, defaultconfig, meta = (DisplayName = "MetaSounds"))
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class METASOUNDENGINE_API UMetaSoundSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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/** If true, AutoUpdate is enabled, increasing load times. If false, skips AutoUpdate on load, but can result in MetaSounds failing to load,
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* register, and execute if interface differences are present. */
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UPROPERTY(EditAnywhere, config, Category = AutoUpdate)
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bool bAutoUpdateEnabled = true;
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/** List of native MetaSound classes whose node references should not be AutoUpdated. */
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UPROPERTY(EditAnywhere, config, Category = AutoUpdate, meta = (DisplayName = "DenyList", EditCondition = "bAutoUpdateEnabled"))
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TArray<FMetasoundFrontendClassName> AutoUpdateDenylist;
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/** List of MetaSound assets whose node references should not be AutoUpdated. */
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UPROPERTY(EditAnywhere, config, Category = AutoUpdate, meta = (DisplayName = "Asset DenyList", EditCondition = "bAutoUpdateEnabled"))
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TArray<FDefaultMetaSoundAssetAutoUpdateSettings> AutoUpdateAssetDenylist;
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/** If true, warnings will be logged if updating a node results in existing connections being discarded. */
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UPROPERTY(EditAnywhere, config, Category = AutoUpdate, meta = (DisplayName = "Log Warning on Dropped Connection", EditCondition = "bAutoUpdateEnabled"))
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bool bAutoUpdateLogWarningOnDroppedConnection = true;
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/** Directories to scan & automatically register MetaSound post initial asset scan on engine start-up.
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* May speed up subsequent calls to playback MetaSounds post asset scan but increases application load time.
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* See 'MetaSoundAssetSubsystem::RegisterAssetClassesInDirectories' to dynamically register or
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* 'MetaSoundAssetSubsystem::UnregisterAssetClassesInDirectories' to unregister asset classes.
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*/
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UPROPERTY(EditAnywhere, config, Category = Registration, meta = (RelativePath, LongPackageName))
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TArray<FDirectoryPath> DirectoriesToRegister;
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UPROPERTY(Transient)
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int32 DenyListCacheChangeID = 0;
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#if WITH_EDITORONLY_DATA
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const TArray<FMetaSoundQualitySettings>& GetQualitySettings() const { return QualitySettings; }
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static FName GetQualitySettingPropertyName();
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#endif //WITH_EDITORONLY_DATA
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private:
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/** Array of possible quality settings for Metasounds to chose from */
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// NOTE: Ideally this would be wrapped with WITH_EDITORONLY_DATA, but standalone "-game" requires
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// it to exist. Access is limited to the accessor above, which enforces it correctly.
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UPROPERTY(EditAnywhere, config, Category = Quality)
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TArray<FMetaSoundQualitySettings> QualitySettings;
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#if WITH_EDITOR
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private:
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virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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};
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