43 lines
1.7 KiB
C++
43 lines
1.7 KiB
C++
/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unreal(R) Engine End User
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License Agreement at https://www.unrealengine.com/en-US/eula/unreal
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2023 Audiokinetic Inc.
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*******************************************************************************/
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#pragma once
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#if WITH_EDITOR
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#include "Engine/EngineTypes.h"
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#include "Input/Reply.h"
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DECLARE_DELEGATE_RetVal(FReply, FOnButtonClickedMigration);
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namespace AkUnrealEditorHelper
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{
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AKAUDIO_API void ShowEventBasedPackagingMigrationDialog(FOnButtonClickedMigration in_OnclickedYes, FOnButtonClickedMigration in_OnclickedNo);
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AKAUDIO_API void SanitizePath(FString& Path, const FString& PreviousPath, const FText& DialogMessage);
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AKAUDIO_API bool SanitizeFolderPathAndMakeRelativeToContentDir(FString& Path, const FString& PreviousPath, const FText& DialogMessage);
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AKAUDIO_API bool SaveConfigFile(UObject* ConfigObject);
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AKAUDIO_API void DeleteOldSoundBanks();
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AKAUDIO_API FString GetLegacySoundBankDirectory();
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AKAUDIO_API FString GetContentDirectory();
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AKAUDIO_API void DeleteLegacySoundBanks();
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extern AKAUDIO_API const TCHAR* LocalizedFolderName;
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}
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#endif
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