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- Add UX to communicate on first asset editor load that MetaSounds are still loading and class picker results may be incomplete #rb phil.popp #jira UE-134364 #rnx #preflight 6202b588bf28c072cbf2faeb #ROBOMERGE-AUTHOR: rob.gay #ROBOMERGE-SOURCE: CL 18911432 in //UE5/Release-5.0/... via CL 18919339 via CL 18920527 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374) [CL 18920775 by rob gay in ue5-main branch]
71 lines
3.0 KiB
C++
71 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/Engine.h"
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#include "MetasoundAssetBase.h"
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#include "MetasoundAssetManager.h"
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#include "Subsystems/EngineSubsystem.h"
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#include "UObject/Object.h"
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#include "MetasoundAssetSubsystem.generated.h"
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// Forward Declarations
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class UAssetManager;
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class FMetasoundAssetBase;
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struct FDirectoryPath;
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USTRUCT(BlueprintType)
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struct METASOUNDENGINE_API FMetaSoundAssetDirectory
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Directories, meta = (RelativePath, LongPackageName))
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FDirectoryPath Directory;
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};
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/** The subsystem in charge of the MetaSound asset registry */
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UCLASS()
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class METASOUNDENGINE_API UMetaSoundAssetSubsystem : public UEngineSubsystem, public Metasound::Frontend::IMetaSoundAssetManager
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{
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GENERATED_BODY()
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public:
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virtual void Initialize(FSubsystemCollectionBase& InCollection) override;
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Metasound::Frontend::FNodeRegistryKey AddOrUpdateAsset(const FAssetData& InAssetData);
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void RemoveAsset(const UObject& InObject);
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void RemoveAsset(const FAssetData& InAssetData);
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void RenameAsset(const FAssetData& InAssetData, bool bInReregisterWithFrontend = true);
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virtual void AddAssetReferences(FMetasoundAssetBase& InAssetBase) override;
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virtual Metasound::Frontend::FNodeRegistryKey AddOrUpdateAsset(const UObject& InObject) override;
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virtual bool CanAutoUpdate(const FMetasoundFrontendClassName& InClassName) const override;
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virtual bool ContainsKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const override;
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virtual const FSoftObjectPath* FindObjectPathFromKey(const Metasound::Frontend::FNodeRegistryKey& RegistryKey) const override;
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virtual TSet<Metasound::Frontend::FNodeRegistryKey> GetReferencedKeys(const FMetasoundAssetBase& InAssetBase) const override;
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virtual void RescanAutoUpdateDenyList() override;
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virtual FMetasoundAssetBase* TryLoadAsset(const FSoftObjectPath& InObjectPath) const override;
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virtual FMetasoundAssetBase* TryLoadAssetFromKey(const Metasound::Frontend::FNodeRegistryKey& RegistryKey) const override;
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virtual bool TryLoadReferencedAssets(const FMetasoundAssetBase& InAssetBase, TArray<FMetasoundAssetBase*>& OutReferencedAssets) const override;
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UFUNCTION(BlueprintCallable, Category = "MetaSounds|Registration")
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void RegisterAssetClassesInDirectories(const TArray<FMetaSoundAssetDirectory>& Directories);
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UFUNCTION(BlueprintCallable, Category = "MetaSounds|Registration")
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void UnregisterAssetClassesInDirectories(const TArray<FMetaSoundAssetDirectory>& Directories);
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protected:
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void PostEngineInit();
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void PostInitAssetScan();
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void RebuildDenyListCache(const UAssetManager& InAssetManager);
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void ResetAssetClassDisplayName(const FAssetData& InAssetData);
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void SearchAndIterateDirectoryAssets(const TArray<FDirectoryPath>& InDirectories, TFunctionRef<void(const FAssetData&)> InFunction);
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private:
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int32 AutoUpdateDenyListChangeID = INDEX_NONE;
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TSet<FName> AutoUpdateDenyListCache;
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TMap<Metasound::Frontend::FNodeRegistryKey, FSoftObjectPath> PathMap;
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};
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