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UnrealEngine/Engine/Plugins/Interchange/Runtime/Source/Pipelines/Public/InterchangeGenericAudioPipeline.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

75 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InterchangePipelineBase.h"
#include "InterchangeAudioSoundWaveFactoryNode.h"
#include "InterchangeAudioSoundWaveNode.h"
#include "InterchangeGenericAudioPipeline.generated.h"
#define UE_API INTERCHANGEPIPELINES_API
/** Basic pipeline for importing sound wave assets. */
UCLASS(MinimalAPI, BlueprintType, EditInlineNew)
class UInterchangeGenericAudioPipeline : public UInterchangePipelineBase
{
GENERATED_BODY()
public:
static UE_API FString GetPipelineCategory(UClass* AssetClass);
/** The name of the pipeline that will be display in the import dialog. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Audio", meta = (StandAlonePipelineProperty = "True", PipelineInternalEditionData = "True"))
FString PipelineDisplayName;
/** If enabled, imports all sounds found in the source. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Audio")
bool bImportSounds = true;
virtual bool IsScripted() override
{
return false;
}
public:
UE_API virtual void AdjustSettingsForContext(const FInterchangePipelineContextParams& ContextParams) override;
UE_API virtual void ExecutePipeline(UInterchangeBaseNodeContainer* InBaseNodeContainer, const TArray<UInterchangeSourceData*>& InSourceDatas, const FString& ContentBasePath) override;
#if WITH_EDITOR
UE_API virtual bool IsPropertyChangeNeedRefresh(const FPropertyChangedEvent& PropertyChangedEvent) const override;
UE_API virtual void FilterPropertiesFromTranslatedData(UInterchangeBaseNodeContainer* InBaseNodeContainer) override;
UE_API virtual void GetSupportAssetClasses(TArray<UClass*>& PipelineSupportAssetClasses) const override;
#endif //WITH_EDITOR
protected:
virtual bool CanExecuteOnAnyThread(EInterchangePipelineTask PipelineTask) override
{
return false;
}
/**
* Creates a SoundWaveFactoryNode for a given SoundWaveNode, if one doesn't already exist.
* Initializes the factory node, sets the custom directory path, and sets the target nodes
* on both the factory and sound wave nodes.
*/
UFUNCTION(BlueprintCallable, Category = "Interchange")
UE_API UInterchangeAudioSoundWaveFactoryNode* CreateSoundWaveFactoryNode(const UInterchangeAudioSoundWaveNode* SoundWaveNode);
private:
UPROPERTY(Transient)
TObjectPtr<UInterchangeBaseNodeContainer> BaseNodeContainer;
UPROPERTY(Transient)
TArray<const TObjectPtr<UInterchangeSourceData>> SourceDatas;
UPROPERTY(Transient)
TArray<TObjectPtr<UInterchangeAudioSoundWaveNode>> SoundWaveNodes;
UPROPERTY(Transient)
TArray<TObjectPtr<UInterchangeAudioSoundWaveFactoryNode>> SoundWaveFactoryNodes;
};
#undef UE_API