Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.cpp
Rob Gay bdc971b2d0 Move UMetasound to MetasoundEngine (step toward editor enablement as EdGraph reference will be required on class).
#rb ethan.geller
#jira UEAU-476

[CL 13860810 by Rob Gay in ue5-main branch]
2020-07-15 00:16:40 -04:00

36 lines
1.0 KiB
C++

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