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- /*******************************************************************************
- 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
- #if WITH_EDITOR
- #include "Engine/EngineTypes.h"
- #include "Input/Reply.h"
- DECLARE_DELEGATE_RetVal(FReply, FOnButtonClickedMigration);
- namespace AkUnrealEditorHelper
- {
- AKAUDIO_API void ShowEventBasedPackagingMigrationDialog(FOnButtonClickedMigration in_OnClickedYes, FOnButtonClickedMigration in_OnClickedNo);
- AKAUDIO_API void SanitizePath(FString& Path, const FString& PreviousPath, const FText& DialogMessage);
- AKAUDIO_API bool SanitizeFolderPathAndMakeRelativeToContentDir(FString& Path, const FString& PreviousPath, const FText& DialogMessage);
- AKAUDIO_API bool SaveConfigFile(UObject* ConfigObject);
- AKAUDIO_API void DeleteOldSoundBanks();
-
- AKAUDIO_API FString GetLegacySoundBankDirectory();
- AKAUDIO_API FString GetContentDirectory();
- AKAUDIO_API void DeleteLegacySoundBanks();
- extern AKAUDIO_API const TCHAR* LocalizedFolderName;
- }
- #endif
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