Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundFrontendBaseClasses.h
rob gay e26ac0345b - Migrate MetaSound InputLiterals to DefaultLiterals housed on FrontendNodes
- 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]
2021-05-28 14:09:45 -04:00

25 lines
1000 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> ConstructVariableNode(const FName& InVariableType, FVariableNodeConstructorParams&& InParams);
METASOUNDFRONTEND_API TUniquePtr<INode> ConstructOutputNode(const FName& InOutputType, FOutputNodeConstructorParams&& InParams);
}
}