fixed issue

This commit is contained in:
Ji Yoon Rhee
2024-02-10 17:06:19 -05:00
parent b045551102
commit 2c8481bd61
647 changed files with 97393 additions and 6970 deletions

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// Copyright (c), Firelight Technologies Pty, Ltd. 2012-2023.
#pragma once
#include "ActorFactories/ActorFactory.h"
#include "FMODAmbientSoundActorFactory.generated.h"
/** FMOD Ambient Sound Actor Factory.
*/
UCLASS(MinimalAPI, config = Editor, collapsecategories, hidecategories = Object)
class UFMODAmbientSoundActorFactory : public UActorFactory
{
GENERATED_UCLASS_BODY()
// Begin UActorFactory Interface
virtual void PostSpawnActor(UObject *Asset, AActor *NewActor) override;
virtual void PostCreateBlueprint(UObject *Asset, AActor *CDO) override;
virtual bool CanCreateActorFrom(const FAssetData &AssetData, FText &OutErrorMsg) override;
virtual UObject *GetAssetFromActorInstance(AActor *ActorInstance) override;
// End UActorFactory Interface
};

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// Copyright (c), Firelight Technologies Pty, Ltd.
#pragma once
#include "CoreMinimal.h"
namespace FMOD
{
namespace Studio
{
class System;
}
} // namespace FMOD
class UFMODAsset;
class UFMODBankLookup;
class UFMODSettings;
class FFMODAssetBuilder
{
public:
~FFMODAssetBuilder();
/** Create studio system for asset building */
void Create();
/** Process FMOD banks into UE4 assets */
void ProcessBanks();
/** Path of strings bank */
FString GetMasterStringsBankPath();
private:
struct AssetCreateInfo
{
UClass *Class;
FGuid Guid;
FString StudioPath;
FString AssetName;
FString PackagePath;
FString Path;
};
void BuildBankLookup(const FString &AssetName, const FString &PackagePath, const UFMODSettings &InSettings, TArray<UObject*>& AssetsToSave);
void BuildAssets(const UFMODSettings &InSettings, const FString &AssetLookupName, const FString &AssetLookupPath, TArray<UObject*>& AssetsToSave,
TArray<UObject*>& AssetsToDelete);
FString GetAssetClassName(UClass *AssetClass);
bool MakeAssetCreateInfo(const FGuid &AssetGuid, const FString &StudioPath, AssetCreateInfo *CreateInfo);
UFMODAsset *CreateAsset(const AssetCreateInfo& CreateInfo, TArray<UObject*>& AssetsToSave);
void SaveAssets(TArray<UObject*>& AssetsToSave);
void DeleteAssets(TArray<UObject*>& AssetsToDelete);
FMOD::Studio::System *StudioSystem{};
UFMODBankLookup *BankLookup{};
};

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// Copyright (c), Firelight Technologies Pty, Ltd.
#pragma once
#include "CoreMinimal.h"
#include "Commandlets/Commandlet.h"
#include "FMODGenerateAssetsCommandlet.generated.h"
/**
*
*/
UCLASS()
class UFMODGenerateAssetsCommandlet : public UCommandlet
{
GENERATED_UCLASS_BODY()
//~ Begin UCommandlet Interface
virtual int32 Main(const FString &Params) override;
//~ End UCommandlet Interface
};