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