Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/Commandlets/ImportLocalizedDialogueCommandlet.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

46 lines
1.5 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Commandlets/GatherTextCommandletBase.h"
#include "Factories/SoundFactory.h"
#include "ImportLocalizedDialogueCommandlet.generated.h"
class UDialogueWave;
class USoundWave;
/**
* UImportLocalizedDialogueCommandlet: Handles synchronizing localized raw audio files with dialogue and sound wave assets.
*/
UCLASS()
class UImportLocalizedDialogueCommandlet : public UGatherTextCommandletBase
{
GENERATED_UCLASS_BODY()
public:
//~ Begin UCommandlet Interface
virtual int32 Main(const FString& Params) override;
//~ End UCommandlet Interface
private:
struct FCultureImportInfo
{
FString Name;
FString AudioPath;
FString ArchiveFileName;
FString LocalizedRootContentPath;
FString LocalizedRootPackagePath;
FString LocalizedImportedDialoguePackagePath;
bool bIsNativeCulture;
};
bool ImportDialogueForCulture(FLocTextHelper& InLocTextHelper, UDialogueWave* const DialogueWave, const FString& DialogueWaveSubPath, const FCultureImportInfo& InCultureImportInfo, const bool bImportAsSource);
USoundWave* ConditionalImportSoundWave(const FString& InSoundWavePackageName, const FString& InSoundWaveAssetName, const FString& InWavFilename) const;
USoundWave* ImportSoundWave(const FString& InSoundWavePackageName, const FString& InSoundWaveAssetName, const FString& InWavFilename) const;
TSet<FName> AssetsToKeep;
};