Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundSettings.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

77 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DeveloperSettings.h"
#include "MetasoundFrontendDocument.h"
#include "UObject/NoExportTypes.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "MetasoundSettings.generated.h"
// Forward Declarations
struct FMetasoundFrontendClassName;
UENUM()
enum class EMetaSoundMessageLevel : uint8
{
Error,
Warning,
Info
};
USTRUCT()
struct METASOUNDENGINE_API FDefaultMetaSoundAssetAutoUpdateSettings
{
GENERATED_BODY()
/** MetaSound to prevent from AutoUpdate. */
UPROPERTY(EditAnywhere, Category = "AutoUpdate", meta = (AllowedClasses = "MetaSound, MetaSoundSource"))
FSoftObjectPath MetaSound;
};
UCLASS(config = MetaSound, defaultconfig, meta = (DisplayName = "MetaSounds"))
class METASOUNDENGINE_API UMetaSoundSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
/** If true, AutoUpdate is enabled, increasing load times. If false, skips AutoUpdate on load, but can result in MetaSounds failing to load,
* register, and execute if interface differences are present. */
UPROPERTY(EditAnywhere, config, Category = AutoUpdate)
bool bAutoUpdateEnabled = true;
/** List of native MetaSound classes whose node references should not be AutoUpdated. */
UPROPERTY(EditAnywhere, config, Category = AutoUpdate, meta = (DisplayName = "DenyList", EditCondition = "bAutoUpdateEnabled"))
TArray<FMetasoundFrontendClassName> AutoUpdateDenylist;
/** List of MetaSound assets whose node references should not be AutoUpdated. */
UPROPERTY(EditAnywhere, config, Category = AutoUpdate, meta = (DisplayName = "Asset DenyList", EditCondition = "bAutoUpdateEnabled"))
TArray<FDefaultMetaSoundAssetAutoUpdateSettings> AutoUpdateAssetDenylist;
/** If true, warnings will be logged if updating a node results in existing connections being discarded. */
UPROPERTY(EditAnywhere, config, Category = AutoUpdate, meta = (DisplayName = "Log Warning on Dropped Connection", EditCondition = "bAutoUpdateEnabled"))
bool bAutoUpdateLogWarningOnDroppedConnection = true;
/** Directories to scan & automatically register MetaSound post initial asset scan on engine start-up.
* May speed up subsequent calls to playback MetaSounds post asset scan but increases application load time.
* See 'MetaSoundAssetSubsystem::RegisterAssetClassesInDirectories' to dynamically register or
* 'MetaSoundAssetSubsystem::UnregisterAssetClassesInDirectories' to unregister asset classes.
*/
UPROPERTY(EditAnywhere, config, Category = Registration, meta = (RelativePath, LongPackageName))
TArray<FDirectoryPath> DirectoriesToRegister;
UPROPERTY(Transient)
int32 DenyListCacheChangeID = 0;
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override
{
DenyListCacheChangeID++;
}
#endif // WITH_EDITOR
};