// Copyright Epic Games, Inc. All Rights Reserved. #include "EpicSynth1PresetBank.h" #include "AudioAnalytics.h" #include "SynthComponents/EpicSynth1Component.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(EpicSynth1PresetBank) #define LOCTEXT_NAMESPACE "AssetTypeActions" UClass* FAssetTypeActions_ModularSynthPresetBank::GetSupportedClass() const { return UModularSynthPresetBank::StaticClass(); } const TArray& FAssetTypeActions_ModularSynthPresetBank::GetSubMenus() const { static const TArray SubMenus { FText(LOCTEXT("AssetSoundSynthesisSubMenu", "Synthesis")) }; return SubMenus; } UModularSynthPresetBankFactory::UModularSynthPresetBankFactory(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { SupportedClass = UModularSynthPresetBank::StaticClass(); bCreateNew = true; bEditorImport = false; bEditAfterNew = true; } UObject* UModularSynthPresetBankFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) { UModularSynthPresetBank* NewPresetBank = NewObject(InParent, InName, Flags); Audio::Analytics::RecordEvent_Usage(TEXT("SynthesisAndDSPEffects.ModularSynthPresetBankCreated")); return NewPresetBank; } #undef LOCTEXT_NAMESPACE