Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Public/MetasoundTriggerOnThresholdNode.h
rob gay 38332680ea Move FString/FText VertexName identifers to FNames. Convention is as follows:
- FGuid IDs are used to identify unique verticies within an entire graph (currently may be duplicated if graph is duplicated).
- FNames are used to be readible vertex identifiers that are only unique within a node's API.
- FText is only for ***OPTIONAL*** DisplayNames that can be provided as a more descriptive, readible descriptor of a given vertex (But are not necessarily unique). Currently disabled until loc tool on FText property in MetaSoundDetailsCustomization is properly displayed.
#rb phil.popp
#jira UE-123982
#preflight 613f6ff892b32b00016cf188

#ROBOMERGE-AUTHOR: rob.gay
#ROBOMERGE-SOURCE: CL 17494445 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17494469 by rob gay in ue5-release-engine-test branch]
2021-09-13 14:14:37 -04:00

29 lines
766 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MetasoundAudioBuffer.h"
#include "MetasoundBuilderInterface.h"
#include "MetasoundDataReferenceCollection.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundNode.h"
#include "MetasoundOperatorInterface.h"
#include "MetasoundVertex.h"
namespace Metasound
{
class METASOUNDSTANDARDNODES_API FTriggerOnThresholdNode : public FNodeFacade
{
public:
FTriggerOnThresholdNode(const FVertexName& InName, const FGuid& InInstanceID, float InDefaultThreshold);
FTriggerOnThresholdNode(const FNodeInitData& InInitData);
float GetDefaultThreshold() const { return DefaultThreshold; }
private:
float DefaultThreshold;
};
}