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