/******************************************************************************* 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 "AkUEFeatures.h" #include "WwiseItemType.h" #include "AssetRegistry/AssetData.h" class FWwiseAnyRef; namespace AkUnrealAssetDataHelper { AUDIOKINETICTOOLS_API bool IsSameType(const FAssetData& AssetData, EWwiseItemType::Type ItemType); AUDIOKINETICTOOLS_API FName GetUClassName(EWwiseItemType::Type ItemType); // Gets the AssetClass prior to UE 5.1, otherwise the AssetClassPath AUDIOKINETICTOOLS_API FName GetAssetClassName(const FAssetData& AssetData); AUDIOKINETICTOOLS_API bool IsAssetAkAudioType(const FAssetData& AssetData); AUDIOKINETICTOOLS_API bool IsAssetTransient(const FAssetData& AssetData); // Sets the AssetClass prior to UE 5.1, otherwise the AssetClassPath AUDIOKINETICTOOLS_API void SetAssetClassName(FAssetData& AssetData, UClass* Class); AUDIOKINETICTOOLS_API FString GetAssetDefaultPackagePath(const FAssetData& AssetData); AUDIOKINETICTOOLS_API FString GetAssetDefaultPackagePath(const FWwiseAnyRef* WwiseRef); AUDIOKINETICTOOLS_API FName GetAssetDefaultName(const FAssetData& AssetData); AUDIOKINETICTOOLS_API FName GetAssetDefaultName(const FWwiseAnyRef* WwiseRef); template bool AssetOfType(const FAssetData& AssetData) { #if UE_5_1_OR_LATER return AssetData.AssetClassPath == T::StaticClass()->GetClassPathName(); #else return AssetData.AssetClass == T::StaticClass()->GetFName(); #endif } }