Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundAssetSubsystem.h
phil popp 07800695cd Replace use of FSoftObjectPath with UPROPERTY for dependent metasound assets.
#jira UE-156087
#rb rob.gay
#preflight 634841dffd22d1fbde5d7d73

[CL 22512918 by phil popp in ue5-main branch]
2022-10-13 17:38:11 -04:00

113 lines
4.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/Engine.h"
#include "Engine/StreamableManager.h"
#include "MetasoundAssetBase.h"
#include "MetasoundAssetManager.h"
#include "Subsystems/EngineSubsystem.h"
#include "UObject/Object.h"
#include "MetasoundAssetSubsystem.generated.h"
// Forward Declarations
class UAssetManager;
class FMetasoundAssetBase;
struct FDirectoryPath;
USTRUCT(BlueprintType)
struct METASOUNDENGINE_API FMetaSoundAssetDirectory
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Directories, meta = (RelativePath, LongPackageName))
FDirectoryPath Directory;
};
/** Contains info of assets which are currently async loading. */
USTRUCT()
struct FMetaSoundAsyncAssetDependencies
{
GENERATED_BODY()
// ID of the async load
int32 LoadID = 0;
// Parent MetaSound
UPROPERTY(Transient)
TObjectPtr<UObject> MetaSound;
// Dependencies of parent MetaSound
TArray<FSoftObjectPath> Dependencies;
// Handle to in-flight streaming request
TSharedPtr<FStreamableHandle> StreamableHandle;
};
/** The subsystem in charge of the MetaSound asset registry */
UCLASS()
class METASOUNDENGINE_API UMetaSoundAssetSubsystem : public UEngineSubsystem, public Metasound::Frontend::IMetaSoundAssetManager
{
GENERATED_BODY()
public:
using FAssetInfo = Metasound::Frontend::IMetaSoundAssetManager::FAssetInfo;
virtual void Initialize(FSubsystemCollectionBase& InCollection) override;
Metasound::Frontend::FNodeRegistryKey AddOrUpdateAsset(const FAssetData& InAssetData);
void RemoveAsset(const UObject& InObject);
void RemoveAsset(const FAssetData& InAssetData);
void RenameAsset(const FAssetData& InAssetData, bool bInReregisterWithFrontend = true);
#if WITH_EDITORONLY_DATA
virtual void AddAssetReferences(FMetasoundAssetBase& InAssetBase) override;
#endif
virtual Metasound::Frontend::FNodeRegistryKey AddOrUpdateAsset(const UObject& InObject) override;
virtual bool CanAutoUpdate(const FMetasoundFrontendClassName& InClassName) const override;
virtual bool ContainsKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const override;
virtual const FSoftObjectPath* FindObjectPathFromKey(const Metasound::Frontend::FNodeRegistryKey& RegistryKey) const override;
#if WITH_EDITOR
virtual TSet<FAssetInfo> GetReferencedAssetClasses(const FMetasoundAssetBase& InAssetBase) const override;
#endif
virtual void RescanAutoUpdateDenyList() override;
virtual FMetasoundAssetBase* TryLoadAsset(const FSoftObjectPath& InObjectPath) const override;
virtual FMetasoundAssetBase* TryLoadAssetFromKey(const Metasound::Frontend::FNodeRegistryKey& RegistryKey) const override;
virtual bool TryLoadReferencedAssets(const FMetasoundAssetBase& InAssetBase, TArray<FMetasoundAssetBase*>& OutReferencedAssets) const override;
virtual void RequestAsyncLoadReferencedAssets(FMetasoundAssetBase& InAssetBase) override;
virtual void WaitUntilAsyncLoadReferencedAssetsComplete(FMetasoundAssetBase& InAssetBase) override;
UFUNCTION(BlueprintCallable, Category = "MetaSounds|Registration")
void RegisterAssetClassesInDirectories(const TArray<FMetaSoundAssetDirectory>& Directories);
UFUNCTION(BlueprintCallable, Category = "MetaSounds|Registration")
void UnregisterAssetClassesInDirectories(const TArray<FMetaSoundAssetDirectory>& Directories);
protected:
void PostEngineInit();
void PostInitAssetScan();
void RebuildDenyListCache(const UAssetManager& InAssetManager);
void ResetAssetClassDisplayName(const FAssetData& InAssetData);
void SearchAndIterateDirectoryAssets(const TArray<FDirectoryPath>& InDirectories, TFunctionRef<void(const FAssetData&)> InFunction);
private:
UPROPERTY(Transient)
TArray<FMetaSoundAsyncAssetDependencies> LoadingDependencies;
FMetaSoundAsyncAssetDependencies* FindLoadingDependencies(const UObject* InParentAsset);
FMetaSoundAsyncAssetDependencies* FindLoadingDependencies(int32 InLoadID);
void RemoveLoadingDependencies(int32 InLoadID);
void OnAssetsLoaded(int32 InLoadID);
FStreamableManager StreamableManager;
int32 AsyncLoadIDCounter = 0;
int32 AutoUpdateDenyListChangeID = INDEX_NONE;
TSet<FName> AutoUpdateDenyListCache;
TMap<Metasound::Frontend::FNodeRegistryKey, FSoftObjectPath> PathMap;
std::atomic<bool> bIsInitialAssetScanComplete = false;
};