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73 lines
2.5 KiB
C++
73 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DeveloperSettings.h"
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#include "MetasoundFrontendDocument.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "MetasoundSettings.generated.h"
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// Forward Declarations
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struct FMetasoundFrontendClassName;
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UENUM()
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enum class EMetaSoundMessageLevel : uint8
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{
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Error,
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Warning,
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Info
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};
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USTRUCT()
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struct METASOUNDENGINE_API FDefaultMetaSoundAssetAutoUpdateSettings
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{
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GENERATED_BODY()
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/** MetaSound to prevent from AutoUpdate. */
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UPROPERTY(EditAnywhere, Category = "AutoUpdate", meta = (AllowedClasses = "MetaSound, MetaSoundSource"))
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FSoftObjectPath MetaSound;
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};
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UCLASS(config = MetaSound, defaultconfig, meta = (DisplayName = "MetaSounds"))
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class METASOUNDENGINE_API UMetaSoundSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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/** If true, AutoUpdate is enabled, increasing load times. If false, skips AutoUpdate on load, but can result in MetaSounds failing to load,
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* register, and execute if interface differences are present. */
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UPROPERTY(EditAnywhere, config, Category = AutoUpdate)
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bool bAutoUpdateEnabled = true;
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/** List of native MetaSound classes whose node references should not be AutoUpdated. */
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UPROPERTY(EditAnywhere, config, Category = AutoUpdate, meta = (DisplayName = "DenyList", EditCondition = "bAutoUpdateEnabled"))
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TArray<FMetasoundFrontendClassName> AutoUpdateBlacklist;
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/** List of MetaSound assets whose node references should not be AutoUpdated. */
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UPROPERTY(EditAnywhere, config, Category = AutoUpdate, meta = (DisplayName = "Asset DenyList", EditCondition = "bAutoUpdateEnabled"))
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TArray<FDefaultMetaSoundAssetAutoUpdateSettings> AutoUpdateAssetBlacklist;
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/** Directories to scan & automatically register MetaSound post initial asset scan on engine start-up.
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* May speed up subsequent calls to playback MetaSounds post asset scan but increases application load time.
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* See 'MetaSoundAssetSubsystem::RegisterAssetClassesInDirectories' to dynamically register or
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* 'MetaSoundAssetSubsystem::UnregisterAssetClassesInDirectories' to unregister asset classes.
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*/
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UPROPERTY(EditAnywhere, config, Category = Registration, meta = (RelativePath, LongPackageName))
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TArray<FDirectoryPath> DirectoriesToRegister;
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UPROPERTY(Transient)
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int32 DenyListCacheChangeID = 0;
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override
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{
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DenyListCacheChangeID++;
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}
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#endif // WITH_EDITOR
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};
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