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