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- Leverage AssetRegistry/Manager to only load data on MetaSounds required to register (disabled until frontend registry supports this) - Drag-And-Drop assets on MetaSound Graph - Move ConvertToPreset to toolbar (WIP, still need to properly hide when clicked instead of closing editor blindly, has issue with refresh) #rb phil.popp #preflight 60c9a0a83e1b3c0001335ee7 #ROBOMERGE-SOURCE: CL 16689213 via CL 16689237 #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16689251 by rob gay in ue5-release-engine-test branch]
393 lines
11 KiB
C++
393 lines
11 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MetasoundUObjectRegistry.h"
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#include "Algo/Copy.h"
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#include "AssetData.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "Async/Async.h"
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#include "Async/TaskGraphInterfaces.h"
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#include "CoreMinimal.h"
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#include "Engine/AssetManager.h"
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#include "Metasound.h"
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#include "MetasoundAssetBase.h"
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#include "MetasoundFrontendRegistries.h"
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#include "MetasoundFrontendTransform.h"
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#include "MetasoundSource.h"
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#include "UObject/Object.h"
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namespace Metasound
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{
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namespace AssetSubsystemPrivate
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{
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static bool GetAssetClassInfo(const FAssetData& InAssetData, Frontend::FNodeClassInfo& OutInfo)
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{
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using namespace Metasound;
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using namespace Metasound::Frontend;
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bool bSuccess = true;
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OutInfo.Type = EMetasoundFrontendClassType::External;
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OutInfo.AssetPath = InAssetData.ObjectPath;
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FString AssetClassID;
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bSuccess &= InAssetData.GetTagValue(AssetTags::AssetClassID, AssetClassID);
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OutInfo.AssetClassID = FGuid(AssetClassID);
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OutInfo.ClassName = FMetasoundFrontendClassName(FName(), *AssetClassID, FName());
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int32 RegistryVersionMajor = 0;
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bSuccess &= InAssetData.GetTagValue(AssetTags::RegistryVersionMajor, RegistryVersionMajor);
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OutInfo.Version.Major = RegistryVersionMajor;
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int32 RegistryVersionMinor = 0;
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bSuccess &= InAssetData.GetTagValue(AssetTags::RegistryVersionMinor, RegistryVersionMinor);
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OutInfo.Version.Minor = RegistryVersionMinor;
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#if WITH_EDITORONLY_DATA
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auto ParseTypesString = [&](const FName AssetTag, TArray<FName>& OutTypes)
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{
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FString TypesString;
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if (InAssetData.GetTagValue(AssetTag, TypesString))
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{
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TArray<FString> DataTypeStrings;
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TypesString.ParseIntoArray(DataTypeStrings, *AssetTags::ArrayDelim);
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Algo::Transform(DataTypeStrings, OutTypes, [](const FString& DataType) { return *DataType; });
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return true;
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}
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return false;
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};
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OutInfo.InputTypes.Reset();
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bSuccess &= ParseTypesString(AssetTags::RegistryInputTypes, OutInfo.InputTypes);
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OutInfo.OutputTypes.Reset();
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bSuccess &= ParseTypesString(AssetTags::RegistryOutputTypes, OutInfo.OutputTypes);
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#endif // WITH_EDITORONLY_DATA
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return bSuccess;
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}
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}
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}
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void UMetaSoundAssetSubsystem::Initialize(FSubsystemCollectionBase& InCollection)
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{
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// TODO: Enable Composition
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// FCoreDelegates::OnPostEngineInit.AddUObject(this, &UMetaSoundAssetSubsystem::PostEngineInit);
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}
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void UMetaSoundAssetSubsystem::PostEngineInit()
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{
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if (UAssetManager* AssetManager = UAssetManager::GetIfValid())
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{
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AssetManager->CallOrRegister_OnCompletedInitialScan(FSimpleMulticastDelegate::FDelegate::CreateUObject(this, &UMetaSoundAssetSubsystem::PostInitAssetScan));
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}
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else
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{
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UE_LOG(LogMetaSound, Error, TEXT("Cannot initialize MetaSoundAssetSubsystem: Enable AssetManager or disable MetaSound plugin"));
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}
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}
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void UMetaSoundAssetSubsystem::PostInitAssetScan()
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{
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UAssetManager& AssetManager = UAssetManager::Get();
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FAssetManagerSearchRules Rules;
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Rules.AssetScanPaths.Add(TEXT("/Game"));
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Rules.AssetBaseClass = UMetaSound::StaticClass();
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TArray<FAssetData> MetaSoundAssets;
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AssetManager.SearchAssetRegistryPaths(MetaSoundAssets, Rules);
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for (const FAssetData& AssetData : MetaSoundAssets)
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{
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AddOrUpdateAsset(AssetData);
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}
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Rules.AssetBaseClass = UMetaSoundSource::StaticClass();
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TArray<FAssetData> MetaSoundSourceAssets;
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AssetManager.SearchAssetRegistryPaths(MetaSoundSourceAssets, Rules);
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for (const FAssetData& AssetData : MetaSoundSourceAssets)
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{
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AddOrUpdateAsset(AssetData);
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}
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}
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void UMetaSoundAssetSubsystem::Deinitialize()
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{
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}
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void UMetaSoundAssetSubsystem::AddOrUpdateAsset(const FAssetData& InAssetData)
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{
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using namespace Metasound;
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using namespace Metasound::AssetSubsystemPrivate;
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using namespace Metasound::Frontend;
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// TODO: Set to false for editor data only builds once registering
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// without loading asset is supported.
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static const bool bLoadRequiredToRegisterAssetClasses = true;
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FNodeClassInfo ClassInfo;
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bool bClassInfoFound = GetAssetClassInfo(InAssetData, ClassInfo);
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if (!bClassInfoFound || bLoadRequiredToRegisterAssetClasses)
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{
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UObject* Object = nullptr;
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FSoftObjectPath Path(InAssetData.ObjectPath);
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if (InAssetData.IsAssetLoaded())
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{
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Object = Path.ResolveObject();
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}
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else
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{
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if (!bLoadRequiredToRegisterAssetClasses)
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{
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UE_LOG(LogMetaSound, Warning,
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TEXT("Failed to find serialized MetaSound asset registry data for asset '%s'. "
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"Forcing synchronous load which increases load times. Re-save asset to avoid this."),
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*InAssetData.ObjectPath.ToString());
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}
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Object = Path.TryLoad();
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}
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if (ensure(Object))
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{
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FMetasoundAssetBase* MetaSoundAsset = Metasound::IMetasoundUObjectRegistry::Get().GetObjectAsAssetBase(Object);
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check(MetaSoundAsset);
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FDocumentHandle Document = MetaSoundAsset->GetDocumentHandle();
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// Must version to ensure registration uses the correct key,
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// which must be based off of most up-to-date document model
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// for safety.
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const FName AssetName = Object->GetFName();
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const FString AssetPath = Object->GetPathName();
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FVersionDocument(AssetName, AssetPath).Transform(Document);
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MetaSoundAsset->RegisterGraphWithFrontend();
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}
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}
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}
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void UMetaSoundAssetSubsystem::RemoveAsset(const FAssetData& InAssetData)
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{
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using namespace Metasound;
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using namespace Metasound::AssetSubsystemPrivate;
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using namespace Metasound::Frontend;
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FNodeClassInfo ClassInfo;
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if (!GetAssetClassInfo(InAssetData, ClassInfo))
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{
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UObject* Object = nullptr;
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FSoftObjectPath Path(InAssetData.ObjectPath);
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if (InAssetData.IsAssetLoaded())
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{
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Object = Path.ResolveObject();
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}
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else
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{
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Object = Path.TryLoad();
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}
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if (ensure(Object))
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{
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FMetasoundAssetBase* MetaSoundAsset = Metasound::IMetasoundUObjectRegistry::Get().GetObjectAsAssetBase(Object);
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check(MetaSoundAsset);
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FDocumentHandle Document = MetaSoundAsset->GetDocumentHandle();
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// Must version to ensure registration uses the correct key,
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// which must be based off of most up-to-date document model
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// for safety.
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const FName AssetName = Object->GetFName();
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const FString AssetPath = Object->GetPathName();
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FVersionDocument(AssetName, AssetPath).Transform(Document);
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ClassInfo = MetaSoundAsset->GetAssetClassInfo();
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}
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}
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const FNodeRegistryKey RegistryKey = FMetasoundFrontendRegistryContainer::Get()->GetRegistryKey(ClassInfo);
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FMetasoundFrontendRegistryContainer::Get()->UnregisterNode(RegistryKey);
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}
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namespace Metasound
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{
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class FMetasoundUObjectRegistry : public IMetasoundUObjectRegistry
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{
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public:
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void RegisterUClassArchetype(TUniquePtr<IMetasoundUObjectRegistryEntry>&& InEntry) override
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{
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if (InEntry.IsValid())
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{
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FName ArchetypeName = InEntry->GetArchetypeName();
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EntriesByArchetype.Add(ArchetypeName, InEntry.Get());
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Entries.Add(InEntry.Get());
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Storage.Add(MoveTemp(InEntry));
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}
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}
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TArray<UClass*> GetUClassesForArchetype(const FName& InArchetypeName) const override
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{
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TArray<UClass*> Classes;
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TArray<const IMetasoundUObjectRegistryEntry*> EntriesForArchetype;
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EntriesByArchetype.MultiFind(InArchetypeName, EntriesForArchetype);
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for (const IMetasoundUObjectRegistryEntry* Entry : EntriesForArchetype)
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{
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if (nullptr != Entry)
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{
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if (UClass* Class = Entry->GetUClass())
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{
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Classes.Add(Class);
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}
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}
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}
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return Classes;
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}
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UObject* NewObject(UClass* InClass, const FMetasoundFrontendDocument& InDocument, const FMetasoundFrontendArchetype& InArchetype, const FString& InPath) const override
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{
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auto IsChildClassOfRegisteredClass = [&](const IMetasoundUObjectRegistryEntry* Entry)
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{
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return Entry->IsChildClass(InClass);
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};
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TArray<const IMetasoundUObjectRegistryEntry*> EntriesForClass = FindEntriesByPredicate(IsChildClassOfRegisteredClass);
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for (const IMetasoundUObjectRegistryEntry* Entry : EntriesForClass)
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{
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if (Entry->GetArchetypeName() == InArchetype.Name)
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{
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return NewObject(*Entry, InDocument, InPath);
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}
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}
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return nullptr;
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}
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bool IsRegisteredClass(UObject* InObject) const override
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{
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return (nullptr != GetEntryByUObject(InObject));
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}
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FMetasoundAssetBase* GetObjectAsAssetBase(UObject* InObject) const override
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{
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if (const IMetasoundUObjectRegistryEntry* Entry = GetEntryByUObject(InObject))
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{
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return Entry->Cast(InObject);
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}
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return nullptr;
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}
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const FMetasoundAssetBase* GetObjectAsAssetBase(const UObject* InObject) const override
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{
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if (const IMetasoundUObjectRegistryEntry* Entry = GetEntryByUObject(InObject))
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{
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return Entry->Cast(InObject);
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}
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return nullptr;
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}
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private:
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UObject* NewObject(const IMetasoundUObjectRegistryEntry& InEntry, const FMetasoundFrontendDocument& InDocument, const FString& InPath) const
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{
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UPackage* PackageToSaveTo = nullptr;
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if (GIsEditor)
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{
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FText InvalidPathReason;
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bool const bValidPackageName = FPackageName::IsValidLongPackageName(InPath, false, &InvalidPathReason);
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if (!ensureAlwaysMsgf(bValidPackageName, TEXT("Tried to generate a Metasound UObject with an invalid package path/name Falling back to transient package, which means we won't be able to save this asset.")))
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{
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PackageToSaveTo = GetTransientPackage();
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}
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else
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{
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PackageToSaveTo = CreatePackage(*InPath);
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}
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}
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else
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{
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PackageToSaveTo = GetTransientPackage();
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}
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UObject* NewMetasoundObject = InEntry.NewObject(PackageToSaveTo, *InDocument.RootGraph.Metadata.ClassName.GetFullName().ToString());
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FMetasoundAssetBase* NewAssetBase = InEntry.Cast(NewMetasoundObject);
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if (ensure(nullptr != NewAssetBase))
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{
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NewAssetBase->SetDocument(InDocument);
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const FMetasoundFrontendArchetype& Archetype = NewAssetBase->GetArchetype();
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if (ensure(NewAssetBase->IsArchetypeSupported(Archetype)))
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{
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NewAssetBase->ConformDocumentToArchetype();
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}
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}
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#if WITH_EDITOR
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AsyncTask(ENamedThreads::GameThread, [NewMetasoundObject]()
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{
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FAssetRegistryModule::AssetCreated(NewMetasoundObject);
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NewMetasoundObject->MarkPackageDirty();
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// todo: how do you get the package for a uobject and save it? I forget
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});
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#endif
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return NewMetasoundObject;
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}
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const IMetasoundUObjectRegistryEntry* FindEntryByPredicate(TFunction<bool (const IMetasoundUObjectRegistryEntry*)> InPredicate) const
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{
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const IMetasoundUObjectRegistryEntry* const* Entry = Entries.FindByPredicate(InPredicate);
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if (nullptr == Entry)
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{
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return nullptr;
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}
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return *Entry;
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}
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TArray<const IMetasoundUObjectRegistryEntry*> FindEntriesByPredicate(TFunction<bool (const IMetasoundUObjectRegistryEntry*)> InPredicate) const
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{
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TArray<const IMetasoundUObjectRegistryEntry*> FoundEntries;
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Algo::CopyIf(Entries, FoundEntries, InPredicate);
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return FoundEntries;
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}
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const IMetasoundUObjectRegistryEntry* GetEntryByUObject(const UObject* InObject) const
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{
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auto IsChildClassOfRegisteredClass = [&](const IMetasoundUObjectRegistryEntry* Entry)
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{
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if (nullptr == Entry)
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{
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return false;
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}
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return Entry->IsChildClass(InObject);
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};
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return FindEntryByPredicate(IsChildClassOfRegisteredClass);
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}
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TArray<TUniquePtr<IMetasoundUObjectRegistryEntry>> Storage;
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TMultiMap<FName, const IMetasoundUObjectRegistryEntry*> EntriesByArchetype;
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TArray<const IMetasoundUObjectRegistryEntry*> Entries;
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};
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IMetasoundUObjectRegistry& IMetasoundUObjectRegistry::Get()
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{
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static FMetasoundUObjectRegistry Registry;
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return Registry;
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}
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}
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