// Copyright Epic Games, Inc. All Rights Reserved. #include "InterchangeAudioSoundWaveNode.h" #include "Misc/Paths.h" #include "Nodes/InterchangeBaseNodeContainer.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(InterchangeAudioSoundWaveNode) namespace UE::Interchange { const FAttributeKey& FSoundWaveNodeStaticData::PayloadSourceFileKey() { static FAttributeKey AttributeKey(TEXT("__PayloadSourceFile__")); return AttributeKey; } } UInterchangeAudioSoundWaveNode* UInterchangeAudioSoundWaveNode::Create(UInterchangeBaseNodeContainer& NodeContainer, const FString& NodeName) { UInterchangeAudioSoundWaveNode* SoundWaveNode = NewObject(); check(SoundWaveNode); const FString SoundWaveNodeUid = MakeNodeUid(NodeName); NodeContainer.SetupNode(SoundWaveNode, SoundWaveNodeUid, NodeName, EInterchangeNodeContainerType::TranslatedAsset); return SoundWaveNode; } const TOptional UInterchangeAudioSoundWaveNode::GetPayloadKey() const { using namespace UE::Interchange; FString OutAttributeValue; if (InterchangePrivateNodeBase::GetCustomAttribute(*Attributes, FSoundWaveNodeStaticData::PayloadSourceFileKey(), TEXT("UInterchangeAudioSoundWaveNode.GetPayloadKey"), OutAttributeValue)) { return TOptional(MoveTemp(OutAttributeValue)); } return TOptional(); } void UInterchangeAudioSoundWaveNode::SetPayloadKey(const FString& PayloadKey) { using namespace UE::Interchange; InterchangePrivateNodeBase::SetCustomAttribute(*Attributes, FSoundWaveNodeStaticData::PayloadSourceFileKey(), TEXT("UInterchangeAudioSoundWaveNode.SetPayloadKey"), PayloadKey); }