You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- 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]
37 lines
1.2 KiB
C++
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);
|