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API > API/Plugins > API/Plugins/MetasoundFrontend
| Name | IMetaSoundAssetManager |
| Type | class |
| Header File | /Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundAssetManager.h |
| Include Path | #include "MetasoundAssetManager.h" |
Syntax
class IMetaSoundAssetManager
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IMetaSoundAssetManager() |
MetasoundAssetManager.h |
Structs
| Name | Remarks |
|---|---|
| FAssetRef | |
| FVersionAssetResults |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnUpdatedAssetLoaded | TFunction< void(FMetaSoundAssetKey, UObject &)> | Passed template function pointer to execute in certain contexts when a MetaSound object is either already loaded or has completed asynchronous load. | MetasoundAssetManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetPath | FSoftObjectPath | MetasoundAssetManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AddAssetReferences
(
FMetasoundAssetBase& InAssetBase |
Adds missing assets using the provided asset's local reference class cache. | MetasoundAssetManager.h | |
void AddOrLoadAndUpdateFromObjectAsync
(
const FAssetData& InAssetData, |
Add or Update a MetaSound Asset's entry data from an object, loading it if it isn't already. | MetasoundAssetManager.h | |
virtual FMetaSoundAssetKey AddOrUpdateAsset
(
const FAssetData& InAssetData |
MetasoundAssetManager.h | ||
virtual FMetaSoundAssetKey AddOrUpdateAsset
(
const UObject& InObject |
MetasoundAssetManager.h | ||
void AddOrUpdateFromAssetData
(
const FAssetData& InAssetData |
Add or Update a MetaSound Asset's entry data from AssetData. | MetasoundAssetManager.h | |
FMetaSoundAssetKey AddOrUpdateFromObject
(
const UObject& InObject |
Add or Update a MetaSound Asset's entry data from a loaded MetaSound asset UObject. | MetasoundAssetManager.h | |
virtual bool CanAutoUpdate
(
const FMetasoundFrontendClassName& InClassName |
MetasoundAssetManager.h | ||
bool ContainsKey
(
const FMetaSoundAssetKey& InAssetKey |
Whether or not the asset manager has loaded the given asset. | MetasoundAssetManager.h | |
bool ContainsKey
(
const Metasound::Frontend::FNodeRegistryKey& InRegistryKey |
Whether or not the asset manager has loaded one or more assets with the given registry key. | MetasoundAssetManager.h | |
FMetasoundAssetBase * FindAsset
(
const FMetaSoundAssetKey& InAssetKey |
Returns object (if loaded) associated with the given key (null if key not registered with the AssetManager) If multiple assets are associated with the given key, the last one is returned. | MetasoundAssetManager.h | |
TScriptInterface< IMetaSoundDocumentInterface > FindAssetAsDocumentInterface
(
const FMetaSoundAssetKey& InKey |
Returns object (if loaded) associated with the given key as a Document Interface (null if key not registered with the AssetManager) | MetasoundAssetManager.h | |
FTopLevelAssetPath FindAssetPath
(
const FMetaSoundAssetKey& InAssetKey |
Returns path associated with the given key (returns invalid asset path if key not registered with the AssetManager or was not loaded from asset) If multiple assets are associated with the given key, the last one is returned. | MetasoundAssetManager.h | |
TArray< FTopLevelAssetPath > FindAssetPaths
(
const FMetaSoundAssetKey& InAssetKey |
Returns all paths associated with the given key (returns empty array if key not registered with the AssetManager or was not loaded from asset) | MetasoundAssetManager.h | |
FMetasoundAssetBase * GetAsAsset
(
UObject& InObject |
Converts an object to an AssetBase if its a registered asset. | MetasoundAssetManager.h | |
const FMetasoundAssetBase * GetAsAsset
(
const UObject& InObject |
MetasoundAssetManager.h | ||
virtual PRAGMA_DISABLE_DEPRECATION_WARNINGS TSet< FAssetInfo > GetReferencedAssetClasses
(
const FMetasoundAssetBase& InAssetBase |
MetasoundAssetManager.h | ||
TSet< FAssetRef > GetReferencedAssets
(
const FMetasoundAssetBase& InAssetBase |
Generates all asset info associated with registered assets that are referenced by the provided asset's graph. | MetasoundAssetManager.h | |
bool GetReferencedPresetHierarchy
(
FMetasoundAssetBase& InAsset, |
Get assets this asset is a preset of, recursively for presets of presets. | MetasoundAssetManager.h | |
bool IsAssetClass
(
const FMetasoundFrontendClassMetadata& ClassMetadata |
Returns whether or not the given class is defined as a registered asset | MetasoundAssetManager.h | |
virtual void IterateAssets
(
TFunctionRef< void(const FMetaSoundAssetKey, const TArray< FTopLevelAssetPath >&)> Iter |
MetasoundAssetManager.h | ||
bool ReassignClassName
(
TScriptInterface< IMetaSoundDocumentInterface > DocInterface |
Assigns a new arbitrary class name to the given document, which can cause references to be invalidated. | MetasoundAssetManager.h | |
void ReloadMetaSoundAssets() |
Synchronously requests unregister and re-register of all loaded MetaSound assets node class entries. | MetasoundAssetManager.h | |
void RemoveAsset
(
const UObject& InObject |
Removes object from MetaSound asset manager. | MetasoundAssetManager.h | |
void RemoveAsset
(
const FAssetData& InAssetData |
Removes object from MetaSound asset manager. | MetasoundAssetManager.h | |
void RenameAsset
(
const FAssetData& InAssetData, |
Updates the given MetaSound's asset record with the new name and optionally reregisters it with the Frontend Node Class Registry. | MetasoundAssetManager.h | |
void RequestAsyncLoadReferencedAssets
(
FMetasoundAssetBase& InAssetBase |
Requests an async load of all async referenced assets of the input asset. | MetasoundAssetManager.h | |
FVersionAssetResults SetAccessFlagsOnAssetsInFolders
(
const TArray< FString >& FolderPaths, |
Sets all access flags to the provided flags for the given assets. | MetasoundAssetManager.h | |
void SetLogActiveAssetsOnShutdown
(
bool bLogActiveAssetsOnShutdown |
Set flag for logging active assets on shutdown. In certain cases (ex. validation), it is expected that assets are active at shutdown. | MetasoundAssetManager.h | |
bool TryGetAssetIDFromClassName
(
const FMetasoundFrontendClassName& InClassName, |
Attempts to retrieve the AssetID from the given ClassName if the ClassName is from a valid asset. | MetasoundAssetManager.h | |
FMetasoundAssetBase * TryLoadAsset
(
const FSoftObjectPath& InObjectPath |
Attempts to load an FMetasoundAssetBase from the given path, or returns it if its already loaded. | MetasoundAssetManager.h | |
FMetasoundAssetBase * TryLoadAssetFromKey
(
const FMetaSoundAssetKey& InAssetKey |
Returns asset associated with the given key (null if key not registered with the AssetManager or was not loaded from asset) | MetasoundAssetManager.h | |
bool TryLoadReferencedAssets
(
const FMetasoundAssetBase& InAssetBase, |
Try to load referenced assets of the given asset or return them if they are already loaded (non-recursive). | MetasoundAssetManager.h | |
FVersionAssetResults VersionAssetsInFolders
(
const TArray< FString >& FolderPaths, |
Versions all MetaSound asset tags & documents found within the given folder paths. | MetasoundAssetManager.h | |
void WaitUntilAsyncLoadReferencedAssetsComplete
(
FMetasoundAssetBase& InAssetBase |
Waits until all async load requests related to this asset are complete. | MetasoundAssetManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void Deinitialize() |
MetasoundAssetManager.h | ||
static IMetaSoundAssetManager * Get() |
MetasoundAssetManager.h | ||
static IMetaSoundAssetManager & GetChecked() |
MetasoundAssetManager.h | ||
static void Initialize
(
TUniquePtr< IMetaSoundAssetManager >&& InInterface |
MetasoundAssetManager.h |