Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundFrontendLiteralBlueprintAccess.h
T
charlie huguenard 3e492af94e [Metasound] Move FMetasoundFrontendLiteral BP library to MetasoundEngine to avoid Engine dependency
#rb phil.popp

[CL 28039552 by charlie huguenard in ue5-main branch]
2023-09-20 12:06:01 -04:00

52 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MetasoundFrontendLiteral.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MetasoundFrontendLiteralBlueprintAccess.generated.h"
/**
* Blueprint support for FMetasoundFrontendLiteral
*/
UCLASS()
class UMetasoundFrontendLiteralBlueprintAccess : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Bool Literal"))
static UPARAM(DisplayName = "Bool Literal") FMetasoundFrontendLiteral CreateBoolMetaSoundLiteral(bool Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Bool Array Literal"))
static UPARAM(DisplayName = "Bool Array Literal") FMetasoundFrontendLiteral CreateBoolArrayMetaSoundLiteral(const TArray<bool>& Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Float Literal"))
static UPARAM(DisplayName = "Float Literal") FMetasoundFrontendLiteral CreateFloatMetaSoundLiteral(float Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Float Array Literal"))
static UPARAM(DisplayName = "Float Array Literal") FMetasoundFrontendLiteral CreateFloatArrayMetaSoundLiteral(const TArray<float>& Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Int Literal"))
static UPARAM(DisplayName = "Int32 Literal") FMetasoundFrontendLiteral CreateIntMetaSoundLiteral(int32 Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Int Array Literal"))
static UPARAM(DisplayName = "Int32 Array Literal") FMetasoundFrontendLiteral CreateIntArrayMetaSoundLiteral(const TArray<int32>& Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Object Literal"))
static UPARAM(DisplayName = "Object Literal") FMetasoundFrontendLiteral CreateObjectMetaSoundLiteral(UObject* Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Object Array Literal"))
static UPARAM(DisplayName = "Object Array Literal") FMetasoundFrontendLiteral CreateObjectArrayMetaSoundLiteral(const TArray<UObject*>& Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound String Literal"))
static UPARAM(DisplayName = "String Literal") FMetasoundFrontendLiteral CreateStringMetaSoundLiteral(const FString& Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound String Array Literal"))
static UPARAM(DisplayName = "String Array Literal") FMetasoundFrontendLiteral CreateStringArrayMetaSoundLiteral(const TArray<FString>& Value);
UFUNCTION(BlueprintCallable, Category = "Audio|MetaSound", meta = (DisplayName = "Create MetaSound Literal From AudioParameter"))
static UPARAM(DisplayName = "Param Literal") FMetasoundFrontendLiteral CreateMetaSoundLiteralFromParam(const FAudioParameter& Param);
};