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- Conform template build step nominclature to "Document Preprocessing" (as it may be used either directly before building or at time post serialization) - Use new preprocessor to cache edge data for more performant reroute template processing #rb phil.popp #rnx #jira UE-160476 #preflight 62fbe79fad3bd8ad645963ec [CL 21413130 by Rob Gay in ue5-main branch]
39 lines
1.3 KiB
C++
39 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MetasoundFrontendController.h"
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#include "MetasoundFrontendDocument.h"
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#include "MetasoundFrontendNodeTemplateRegistry.h"
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#include "MetasoundFrontendTransform.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/NoExportTypes.h"
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namespace Metasound
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{
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namespace Frontend
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{
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class METASOUNDFRONTEND_API FRerouteNodeTemplate : public INodeTemplate
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{
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public:
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static const FMetasoundFrontendClassName ClassName;
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static const FMetasoundFrontendVersion Version;
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static const FNodeRegistryKey& GetRegistryKey();
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static FMetasoundFrontendNodeInterface CreateNodeInterfaceFromDataType(FName InDataType);
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virtual ~FRerouteNodeTemplate() = default;
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virtual TUniquePtr<INodeTransform> GenerateNodeTransform(FMetasoundFrontendDocument& InPreprocessedDocument) const override;
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virtual const FMetasoundFrontendClass& GetFrontendClass() const override;
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virtual const FMetasoundFrontendVersion& GetVersion() const override;
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virtual bool IsValidNodeInterface(const FMetasoundFrontendNodeInterface& InNodeInterface) const override;
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#if WITH_EDITOR
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virtual bool HasRequiredConnections(FConstNodeHandle InNodeHandle) const override;
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#endif // WITH_EDITOR
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};
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} // namespace Frontend
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} // namespace Metasound
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