UMetaSoundAssetSubsystem

The subsystem in charge of the MetaSound asset registry

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Inheritance Hierarchy

References

Module

MetasoundEngine

Header

/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundAssetSubsystem.h

Include

#include "MetasoundAssetSubsystem.h"

Syntax

UCLASS()
class UMetaSoundAssetSubsystem :
    public UEngineSubsystem,
    public Metasound::Frontend::IMetaSoundAssetManager

Remarks

The subsystem in charge of the MetaSound asset registry

Functions

Name Description

Public function

void

 

AddOrUpdateAsset

(
    const FAssetData& InAssetData
)

Protected function

void

 

PostEngineInit()

Protected function

void

 

PostInitAssetScan()

Protected function

void

 

RebuildDenyListCache

(
    const UAssetManager& InAssetManage...
)

Public function UFunction BlueprintCallable, Category

void

 

RegisterAssetClassesInDirectories

(
    const TArray< FMetaSoundAssetDirect...
)

Public function

void

 

RemoveAsset

(
    const FAssetData& InAssetData
)

Public function

void

 

RemoveAsset

(
    UObject& InObject
)

Public function

void

 

RenameAsset

(
    const FAssetData& InAssetData,
    bool bInReregisterWithFrontend
)

Protected function

void

 

SearchAndIterateDirectoryAssets

(
    const TArray< FDirectoryPath >& In...,
    TFunctionRef< void...
)

Protected function

void

 

SynchronizeAssetClassDisplayName

(
    const FAssetData& InAssetData
)

Public function UFunction BlueprintCallable, Category

void

 

UnregisterAssetClassesInDirectories

(
    const TArray< FMetaSoundAssetDirect...
)

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

Implement this for initialization of instances of the system

Overridden from IMetaSoundAssetManager

Name Description

Public function Virtual

void

 

AddAssetReferences

(
    FMetasoundAssetBase& InAssetBase
)

Adds missing assets using the provided asset's local reference class cache.

Public function Virtual

void

 

AddOrUpdateAsset

(
    UObject& InObject
)

Add or Update a MetaSound Asset's entry data.

Public function Virtual Const

bool

 

CanAutoUpdate

(
    const FMetasoundFrontendClassName&...
)

Whether or not the class is eligible for auto-update.

Public function Virtual Const

bool

 

ContainsKey

(
    const Metasound::Frontend::FNodeReg...
)

Whether or not the asset manager has loaded the given asset.

Public function Virtual Const

const FSoftO...

 

FindObjectPathFromKey

(
    const Metasound::Frontend::FNodeReg...
)

Returns path associated with the given key (null if key is not registered with the AssetManager or was not loaded from asset)

Public function Virtual Const

TSet< Metaso...

 

GetReferencedKeys

(
    const FMetasoundAssetBase& InAsset...
)

Generates all asset keys associated with registered assets that are referenced by the provided asset's graph.

Public function Virtual

void

 

RescanAutoUpdateDenyList()

Rescans settings for denied assets not to run reference auto-update against.

Public function Virtual Const

FMetasoundAs...

 

TryLoadAsset

(
    const FSoftObjectPath& InObjectPat...
)

Attempts to load an FMetasoundAssetBase from the given path, or returns it if its already loaded.

Public function Virtual Const

FMetasoundAs...

 

TryLoadAssetFromKey

(
    const Metasound::Frontend::FNodeReg...
)

Returns asset associated with the given key (null if key is not registered with the AssetManager or was not loaded from asset)

Public function Virtual Const

bool

 

TryLoadReferencedAssets

(
    const FMetasoundAssetBase& InAsset...,
    TArray< FMetasoundAssetBase* >...
)

Try to load referenced assets of the given asset or return them if they are already loaded (non-recursive).