Files
helen yang 3303428716 Add MetaSound asset validation for assets with duplicate class names
- Move asset registration to engine module from editor
- Separate call for MetaSound asset manager prime and node class registry prime
- Fix bug causing MetaSound asset editor registration notification to close early
- Make editor asset registration async by default (remove au.MetaSound.Editor.AsyncRegistrationEnabled cvar)

#jira UE-216872
#rb rob.gay

[CL 34544373 by helen yang in ue5-main branch]
2024-06-20 16:42:12 -04:00

53 lines
910 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
namespace UnrealBuildTool.Rules
{
public class MetasoundEngine : ModuleRules
{
public MetasoundEngine(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.AddRange
(
new string[]
{
"AVEncoder",
}
);
PrivateDependencyModuleNames.AddRange
(
new string[]
{
"AssetRegistry",
"AudioExtensions",
"AudioMixer",
"MetasoundGraphCore",
"MetasoundGenerator",
"SignalProcessing"
}
);
PublicDependencyModuleNames.AddRange
(
new string[]
{
"Core",
"CoreUObject",
"DeveloperSettings",
"Engine",
"MetasoundFrontend",
"MetasoundStandardNodes",
"Serialization",
"AudioPlatformConfiguration",
"WaveTable"
}
);
bDisableAutoRTFMInstrumentation = true;
}
}
}