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- Avoids PreDefault vs Default module Init which can interact negatively and obscurely with EngineSubsystems not being loaded prior to certain builds/scenarios where serialized assets are loaded earlier - Sunset existing Subsystem non-UFUNCTION calls not pertaining to direct Blueprint exposition - Optimize AssetManager to use own key vs NodeRegistryKey and TopLevelPaths vs SoftObjectPaths - Misc module clean-up - Misc callsite refactors to use new monolithics #rb phil.popp [FYI] sondra.moyls, helen.yang #tests EngineTest & AudioQA Automation PIE Packaged Build -game [CL 33522338 by rob gay in ue5-main branch]
39 lines
1.0 KiB
C++
39 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MetasoundDocumentInterface.h"
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namespace Metasound::Frontend
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{
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namespace DocumentInterfacePrivate
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{
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TUniquePtr<IDocumentBuilderRegistry> Instance;
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}
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IDocumentBuilderRegistry* IDocumentBuilderRegistry::Get()
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{
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return DocumentInterfacePrivate::Instance.Get();
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}
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IDocumentBuilderRegistry& IDocumentBuilderRegistry::GetChecked()
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{
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return *DocumentInterfacePrivate::Instance.Get();
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}
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void IDocumentBuilderRegistry::Deinitialize()
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{
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check(DocumentInterfacePrivate::Instance.IsValid());
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DocumentInterfacePrivate::Instance.Reset();
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}
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void IDocumentBuilderRegistry::Initialize(TUniquePtr<IDocumentBuilderRegistry>&& InInstance)
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{
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check(!DocumentInterfacePrivate::Instance.IsValid());
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DocumentInterfacePrivate::Instance = MoveTemp(InInstance);
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}
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IMetaSoundDocumentBuilderRegistry& IMetaSoundDocumentBuilderRegistry::GetChecked()
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{
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return static_cast<IMetaSoundDocumentBuilderRegistry&>(IDocumentBuilderRegistry::GetChecked());
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}
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} // namespace Metasound::Frontend
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