Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundAssetManager.h
phil popp cbdaf267bb Log warning when node connection is dropped during auto-update due to removed vertex.
#rnx
#jira UE-120726
#rb Rob.Gay
#lockdown Nick.Whiting
#preflight 621e6805257fd6e0992bb2ed

#ROBOMERGE-AUTHOR: phil.popp
#ROBOMERGE-SOURCE: CL 19204066 in //UE5/Release-5.0/... via CL 19209221
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19215316 by phil popp in ue5-main branch]
2022-03-01 21:25:04 -05:00

120 lines
4.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MetasoundVertex.h"
#include "UObject/SoftObjectPath.h"
#include "UObject/WeakObjectPtrTemplates.h"
// Forward Declarations
class FMetasoundAssetBase;
class UEdGraph;
struct FMetasoundFrontendClassName;
namespace Metasound
{
namespace Frontend
{
using FNodeRegistryKey = FString;
namespace AssetTags
{
extern const FString METASOUNDFRONTEND_API ArrayDelim;
extern const FName METASOUNDFRONTEND_API AssetClassID;
extern const FName METASOUNDFRONTEND_API RegistryVersionMajor;
extern const FName METASOUNDFRONTEND_API RegistryVersionMinor;
#if WITH_EDITORONLY_DATA
extern const FName METASOUNDFRONTEND_API RegistryInputTypes;
extern const FName METASOUNDFRONTEND_API RegistryOutputTypes;
#endif // WITH_EDITORONLY_DATA
} // namespace AssetTags
struct METASOUNDFRONTEND_API FMetaSoundAssetRegistrationOptions
{
// If true, forces a re-register of this class (and all class dependencies
// if the following option 'bRegisterDependencies' is enabled).
bool bForceReregister = true;
// If true, forces flag to resync all view (editor) data pertaining to the given asset(s) being registered.
bool bForceViewSynchronization = true;
// If true, recursively attempts to register dependencies. (TODO: Determine if this option should be removed.
// Must validate that failed dependency updates due to auto-update for ex. being disabled is handled gracefully
// at runtime.)
bool bRegisterDependencies = true;
// Attempt to auto-update (Only runs if class not registered or set to force re-register.
// Will not respect being set to true if project-level MetaSoundSettings specify to not run auto-update.)
bool bAutoUpdate = true;
// If true, warnings will be logged if updating a node results in existing connections being discarded.
bool bAutoUpdateLogWarningOnDroppedConnection = false;
// Attempt to rebuild referenced class keys (only run if class not registered or set to force re-register)
bool bRebuildReferencedAssetClassKeys = true;
};
class METASOUNDFRONTEND_API IMetaSoundAssetManager
{
static IMetaSoundAssetManager* Instance;
public:
static void Set(IMetaSoundAssetManager& InInterface)
{
if (!InInterface.IsTesting())
{
check(!Instance);
}
Instance = &InInterface;
}
static IMetaSoundAssetManager* Get()
{
return Instance;
}
static IMetaSoundAssetManager& GetChecked()
{
check(Instance);
return *Instance;
}
// Whether or not manager is being used to run tests or not (enabling instances to be reset without asserting.)
virtual bool IsTesting() const { return false; }
// Adds missing assets using the provided asset's local reference class cache. Used
// to prime system from asset attempting to register prior to asset scan being complete.
virtual void AddAssetReferences(FMetasoundAssetBase& InAssetBase) = 0;
// Add or Update a MetaSound Asset's entry data
virtual Metasound::Frontend::FNodeRegistryKey AddOrUpdateAsset(const UObject& InObject) = 0;
// Whether or not the class is eligible for auto-update
virtual bool CanAutoUpdate(const FMetasoundFrontendClassName& InClassName) const = 0;
// Whether or not the asset manager has loaded the given asset
virtual bool ContainsKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
// Returns path associated with the given key (null if key is not registered with the AssetManager or was not loaded from asset)
virtual const FSoftObjectPath* FindObjectPathFromKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
// Generates all asset keys associated with registered assets that are referenced by the provided asset's graph.
virtual TSet<Metasound::Frontend::FNodeRegistryKey> GetReferencedKeys(const FMetasoundAssetBase& InAssetBase) const = 0;
// Rescans settings for denied assets not to run reference auto-update against.
virtual void RescanAutoUpdateDenyList() = 0;
// Attempts to load an FMetasoundAssetBase from the given path, or returns it if its already loaded
virtual FMetasoundAssetBase* TryLoadAsset(const FSoftObjectPath& InObjectPath) const = 0;
// Returns asset associated with the given key (null if key is not registered with the AssetManager or was not loaded from asset)
virtual FMetasoundAssetBase* TryLoadAssetFromKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
// Try to load referenced assets of the given asset or return them if they are already loaded (non-recursive).
// @return - True if all referenced assets successfully loaded, false if not.
virtual bool TryLoadReferencedAssets(const FMetasoundAssetBase& InAssetBase, TArray<FMetasoundAssetBase*>& OutReferencedAssets) const = 0;
};
} // namespace Frontend
};