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- Add FrontendGraphBuilder support for generating VariableNodes for DefaultLiterals if no connection is provided on External/Output nodes - Move node names to be guids (they're never seen by the user and this will be easier to migrate later) - Fix DisplayName logic to be unique against one another SEPARATELY from node name logic - Fix for MetaSounds not compiling if trigger outputs do not have input connected - MetaSound Document Transform Support - Fix for for MetaSound Generators not stopping source if failed to create generator due to build errors #rb phil.popp #jira UE-112951 #jira UE-116172 #jira UE-116174 #jira UE-116176 #jira UE-116178 #preflight 60b11e7b7e4e6a0001b81c21 #preflight 60b1292d072a1d000164b470 #ROBOMERGE-SOURCE: CL 16502735 in //UE5/Private-Frosty/... #ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v826-16501804) [CL 16502750 by rob gay in ue5-main branch]
25 lines
1000 B
C++
25 lines
1000 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> ConstructVariableNode(const FName& InVariableType, FVariableNodeConstructorParams&& InParams);
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METASOUNDFRONTEND_API TUniquePtr<INode> ConstructOutputNode(const FName& InOutputType, FOutputNodeConstructorParams&& InParams);
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}
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}
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