Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Private/MetasoundEngineModule.h
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

28 lines
989 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Logging/LogMacros.h"
#include "Modules/ModuleInterface.h"
// Forward Declarations
class UMetasound;
DECLARE_LOG_CATEGORY_EXTERN(LogMetasoundEngine, Log, All);
class IMetasoundEngineModule : public IModuleInterface
{
// Deserializes Metasound from the graph at the provided path.
// @param InPath Content directory path to load metasound from.
// @returns New Metasound object on success, nullptr on failure.
// @todo decide if this means that we remove the graph in our current asset.
// This seems dangerous since we can fail to save the new asset and scratch the old one.
virtual UMetasound* DeserializeMetasound(const FString& InPath) = 0;
// Serializes Metasound to the provided path.
// @param InMetasound Metasound to serialize.
// @param InPath Path to serialize to.
virtual void SerializeMetasound(const UMetasound& InMetasound, const FString& InPath) = 0;
};