Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.cpp
phil popp 4cdd926b68 Metasound Frontend Revamp
- New node name {namespace.name.variant}
- PointIDs for exact pin-to-pin connections
- TAccessPtr updates
- Controller/Handle interface
- Document Handle
- Frontend Transforms
- Input/Output node external registration
- Revamped document model

#rb Max.Hayes, Rob.Gay
#jira UEAU-626

[CL 15066822 by phil popp in ue5-main branch]
2021-01-13 10:48:59 -04:00

31 lines
1007 B
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, "Primitive: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<UMetasoundSource>();
UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized"));
}
};
IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);