Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.cpp
rob gay 0e4f7a7c51 MetaSound UI/UX Composition/Preset Scaffolding
- Revive UMetaSound Asset type
- Revive MS Output generation
- Fix copy pasta'ed type name so MetaSound Source shows up properly in editor
- Clean-up to dynamic doc version reporting if required (show the new version number in log)
- Add versioning to update the RootGraphClass name & add DisplayName

MetaSound Registry Scaffolding Part 1 (From Phil Popp)

#rb phil.popp
#jira UE-117108
#jira UE-117109
#jira UE-117110
#preflight 60bf11780c76f90001db5f5f


#ROBOMERGE-SOURCE: CL 16587155
#ROBOMERGE-BOT: (v828-16531559)

[CL 16587204 by rob gay in ue5-main branch]
2021-06-08 10:52:31 -04:00

37 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundEngineModule.h"
#include "Metasound.h"
#include "MetasoundDataReference.h"
#include "MetasoundDataTypeRegistrationMacro.h"
#include "MetasoundSource.h"
#include "MetasoundUObjectRegistry.h"
#include "MetasoundWave.h"
#include "Modules/ModuleManager.h"
DEFINE_LOG_CATEGORY(LogMetasoundEngine);
REGISTER_METASOUND_DATATYPE(Metasound::FWaveAsset, "WaveAsset", Metasound::ELiteralType::UObjectProxy, USoundWave);
class FMetasoundEngineModule : public IMetasoundEngineModule
{
virtual void StartupModule() override
{
// If there is no archetype name, use UMetaSound
Metasound::IMetasoundUObjectRegistry::RegisterUClassArchetype<UMetaSound>(TEXT(""));
// Register preferred archetypes
Metasound::IMetasoundUObjectRegistry::RegisterUClassPreferredArchetypes<UMetaSound>();
Metasound::IMetasoundUObjectRegistry::RegisterUClassPreferredArchetypes<UMetaSoundSource>();
// flush node registration queue
FMetasoundFrontendRegistryContainer::Get()->RegisterPendingNodes();
FModuleManager::Get().LoadModuleChecked("AudioCodecEngine");
UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized"));
}
};
IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);