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1) The node registry and METASOUND_REGISTER_NODE(FMyNodeType) 2) The datatype registry and REGISTER_METASOUND_DATATYPE(FMyDataType) (which I have to rename to METASOUND_REGISTER_DATATYPE) 3) Integration of literals, which are handled with FDataTypeLiteralParam and serialized out with FMetasoundLiteralDescription , and can be expanded to pass in a UObject*/TArray<UObject*> in the future 4) And finally, the full construction of an arbitrary graph to build operators out of in Metasound::Frontend::FGraphHandle::BuildOperator, which needs a sample rate/frame count per callback to work. #rb rob.gay, phil.popp [CL 13891250 by Ethan Geller in ue5-main branch]
32 lines
621 B
C#
32 lines
621 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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namespace UnrealBuildTool.Rules
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{
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public class MetasoundFrontend : ModuleRules
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{
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public MetasoundFrontend(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"SignalProcessing"
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"MetasoundGraphCore",
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"CoreUObject",
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"Serialization"
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}
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);
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PublicDefinitions.Add("WITH_METASOUND_FRONTEND=1");
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}
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}
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}
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