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- #pragma once
- #include "ComponentAssetBroker.h"
- #include "AkAudioEvent.h"
- class FAkEventAssetBroker : public IComponentAssetBroker
- {
- public:
- UClass* GetSupportedAssetClass() override
- {
- return UAkAudioEvent::StaticClass();
- }
- virtual bool AssignAssetToComponent(UActorComponent* InComponent, UObject* InAsset) override
- {
- UAkComponent* AkComp = Cast<UAkComponent>(InComponent);
- UAkAudioEvent* AkEvent = Cast<UAkAudioEvent>(InAsset);
-
- if (AkComp && AkEvent)
- {
- AkComp->AkAudioEvent = AkEvent;
- return true;
- }
- return false;
- }
- virtual UObject* GetAssetFromComponent(UActorComponent* InComponent) override
- {
- UAkComponent* AkComp = Cast<UAkComponent>(InComponent);
-
- if (AkComp)
- {
- return AkComp->AkAudioEvent;
- }
- return NULL;
- }
- };
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