Files
UnrealEngine/Engine/Plugins/Runtime/Synthesis/Source/SynthesisEditor/Private/EpicSynth1PresetBank.cpp
2025-05-18 13:04:45 +08:00

45 lines
1.3 KiB
C++

// 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<FText>& FAssetTypeActions_ModularSynthPresetBank::GetSubMenus() const
{
static const TArray<FText> 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<UModularSynthPresetBank>(InParent, InName, Flags);
Audio::Analytics::RecordEvent_Usage(TEXT("SynthesisAndDSPEffects.ModularSynthPresetBankCreated"));
return NewPresetBank;
}
#undef LOCTEXT_NAMESPACE