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36 lines
1.0 KiB
C++
36 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MetasoundEngineModule.h"
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#include "Metasound.h"
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#include "Modules/ModuleManager.h"
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DEFINE_LOG_CATEGORY(LogMetasoundEngine);
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class FMetasoundEngineModule : public IMetasoundEngineModule
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{
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virtual UMetasound* DeserializeMetasound(const FString& InPath) override
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{
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FMetasoundDocument MetasoundDoc;
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ensureAlwaysMsgf(false, TEXT("Implement the actual loading part!"));
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UMetasound* NewMetasoundNode = NewObject<UMetasound>();
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NewMetasoundNode->SetMetasoundDocument(MetasoundDoc);
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return NewMetasoundNode;
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}
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virtual void SerializeMetasound(const UMetasound& InMetasound, const FString& InPath) override
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{
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ensureAlwaysMsgf(false, TEXT("Implement the actual saving part!"));
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ensureAlwaysMsgf(false, TEXT("Decide whether to delete this graph from the asset that owns it!"));
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}
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virtual void StartupModule() override
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{
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UE_LOG(LogMetasoundEngine, Log, TEXT("Metasound Engine Initialized"));
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}
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};
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IMPLEMENT_MODULE(FMetasoundEngineModule, MetasoundEngine);
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