60 lines
2.3 KiB
C++
60 lines
2.3 KiB
C++
/*******************************************************************************
|
|
The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
|
|
Technology released in source code form as part of the game integration package.
|
|
The content of this file may not be used without valid licenses to the
|
|
AUDIOKINETIC Wwise Technology.
|
|
Note that the use of the game engine is subject to the Unreal(R) Engine End User
|
|
License Agreement at https://www.unrealengine.com/en-US/eula/unreal
|
|
|
|
License Usage
|
|
|
|
Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
|
|
this file in accordance with the end user license agreement provided with the
|
|
software or, alternatively, in accordance with the terms contained
|
|
in a written agreement between you and Audiokinetic Inc.
|
|
Copyright (c) 2023 Audiokinetic Inc.
|
|
*******************************************************************************/
|
|
|
|
#pragma once
|
|
|
|
#include "AkAssetMigrationHelper.h"
|
|
#include "AkSettings.h"
|
|
#include "Editor/LevelEditor/Public/LevelEditor.h"
|
|
|
|
class AkAssetMigrationManager
|
|
{
|
|
public:
|
|
struct MigrationResult
|
|
{
|
|
bool bSuccess = true;
|
|
bool bBankTransferSucceeded = true;
|
|
bool bProjectMigrationSucceeded = true;
|
|
bool bAssetMigrationSucceeded = true;
|
|
bool bAssetCleanupSucceeded = true;
|
|
|
|
TArray<FString> ErrorReport;
|
|
};
|
|
|
|
void Init();
|
|
void Uninit();
|
|
|
|
void EditorTryMigration();
|
|
MigrationResult PerformMigration(AkAssetMigration::FMigrationOperations MigrationOperations);
|
|
bool IsProjectMigrated();
|
|
bool IsMigrationRequired(AkAssetMigration::FMigrationContext& MigrationOptions);
|
|
void CreateMigrationMenuOption();
|
|
void RemoveMigrationMenuOption();
|
|
|
|
static void ClearSoundBanksForMigration();
|
|
static bool MigrateProjectSettings(const bool bWasUsingEBP, const bool bUseGeneratedSubFolders, const FString& GeneratedSoundBanksFolder);
|
|
static bool SetStandardProjectSettings();
|
|
static bool SetGeneratedSoundBanksPath(const FString& ProjectContent, const FString& GeneratedSoundBanksFolder);
|
|
static bool IsSoundDataPathInDirectoriesToAlwaysStage(const FString& SoundDataPath);
|
|
|
|
private:
|
|
#if !UE_5_0_OR_LATER
|
|
FLevelEditorModule::FLevelEditorMenuExtender LevelViewportToolbarBuildMenuExtenderAkMigration;
|
|
FDelegateHandle LevelViewportToolbarBuildMenuExtenderAkMigrationHandle;
|
|
#endif
|
|
FName MigrationMenuSectionName = "AkMigration";
|
|
}; |