Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundFrontendBaseClasses.h
phil popp d4af456a9c Metasound Frontend Perf Tuneup
- Added frontend search engine to cache frontend queries
- Allowing frontend queries to be updated in place.
- Tracking node registration transactions to allow incremental runtime checks of newly registered nodes.
- Create public RegistryContainer interface and hide implementation to allow for further optimizations without changing public headers
#jira UEAU-749
#rb Max.Hayes, Jimmy.Smith
#preflight 606399a6e05c4e0001a0d173

#ROBOMERGE-SOURCE: CL 15868737 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15868744 by phil popp in ue5-main branch]
2021-03-30 18:22:10 -04:00

24 lines
868 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/TVariant.h"
#include "MetasoundAccessPtr.h"
#include "MetasoundFrontendDocument.h"
#include "MetasoundFrontendRegistries.h"
namespace Metasound
{
namespace Frontend
{
// This is called by FMetasoundFrontendModule, and flushes any node or datatype registration that was done prior to boot.
void RegisterPendingNodes();
// Convenience functions to create an INode corresponding to a specific input or output for a metasound graph.
// @returns nullptr if the type given wasn't found.
METASOUNDFRONTEND_API TUniquePtr<INode> ConstructInputNode(const FName& InInputType, FInputNodeConstructorParams&& InParams);
METASOUNDFRONTEND_API TUniquePtr<INode> ConstructOutputNode(const FName& InOutputType, const FOutputNodeConstructorParams& InParams);
}
}