Files
UnrealEngine/Engine/Plugins/Interchange/Runtime/Source/Nodes/Private/InterchangeAudioSoundWaveNode.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

47 lines
1.6 KiB
C++

// 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<UInterchangeAudioSoundWaveNode>();
check(SoundWaveNode);
const FString SoundWaveNodeUid = MakeNodeUid(NodeName);
NodeContainer.SetupNode(SoundWaveNode, SoundWaveNodeUid, NodeName, EInterchangeNodeContainerType::TranslatedAsset);
return SoundWaveNode;
}
const TOptional<FString> UInterchangeAudioSoundWaveNode::GetPayloadKey() const
{
using namespace UE::Interchange;
FString OutAttributeValue;
if (InterchangePrivateNodeBase::GetCustomAttribute(*Attributes, FSoundWaveNodeStaticData::PayloadSourceFileKey(), TEXT("UInterchangeAudioSoundWaveNode.GetPayloadKey"), OutAttributeValue))
{
return TOptional<FString>(MoveTemp(OutAttributeValue));
}
return TOptional<FString>();
}
void UInterchangeAudioSoundWaveNode::SetPayloadKey(const FString& PayloadKey)
{
using namespace UE::Interchange;
InterchangePrivateNodeBase::SetCustomAttribute(*Attributes, FSoundWaveNodeStaticData::PayloadSourceFileKey(), TEXT("UInterchangeAudioSoundWaveNode.SetPayloadKey"), PayloadKey);
}