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An example node update transform for maintaining a node's specified default values, when the next version has a new default value and would otherwise stomp currently unoverwritten values. If a user has overwritten the value, it will stay as that overwritten value. Ex. A filter bandwidth default is changed in v2.0, so use this transform to keep old content at the v1.0 default if the default was not set on the individual nodes, while new content will use the new v2.0 default
| Name | FMaintainDefaultsNodeUpdateTransform |
| Type | class |
| Header File | /Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundFrontendNodeUpdateTransform.h |
| Include Path | #include "MetasoundFrontendNodeUpdateTransform.h" |
Syntax
class FMaintainDefaultsNodeUpdateTransform : public Metasound::Frontend::FBaseNodeUpdateTransform
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMaintainDefaultsNodeUpdateTransform
(
const FNodeClassRegistryKey& InTargetNodeClassKey |
MetasoundFrontendNodeUpdateTransform.h |
Functions
Public
Public Virtual
Overridden from FBaseNodeUpdateTransform
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FNodeUpdateTransformData CreateNodeUpdateTransformData
(
const FMetaSoundFrontendDocumentBuilder& InOutBuilder, |
Data (ex. connections, defaults, node configuration) to be reapplied to the new node after it has been updated This represents the data we want applied to the new node (ex. new node configuration), which is not necessarily just what we currently have (though in simplest case those are the same) | MetasoundFrontendNodeUpdateTransform.h |
Overridden from INodeUpdateTransform
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ShouldAutoApply() |
Whether the transform should be automatically applied to node class keys registered with this transform during autoupdate. | MetasoundFrontendNodeUpdateTransform.h |