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- #pragma once
- #include "AkAssetMigrationHelper.h"
- #include "AkSettings.h"
- #include "WwiseUnrealDefines.h"
- #include "LevelEditor.h"
- class AkAssetMigrationManager
- {
- public:
- struct MigrationResult
- {
- bool bSuccess = true;
- bool bBankTransferSucceeded = true;
- bool bProjectMigrationSucceeded = true;
- bool bAssetMigrationSucceeded = true;
- bool bAssetCleanupSucceeded = true;
- TArray<FString> ErrorReport;
- };
-
- void Init();
- void Uninit();
- void EditorTryMigration();
- MigrationResult PerformMigration(AkAssetMigration::FMigrationOperations MigrationOperations);
- bool IsProjectMigrated();
- bool IsMigrationRequired(AkAssetMigration::FMigrationContext& MigrationOptions);
- void CreateMigrationMenuOption();
- void RemoveMigrationMenuOption();
- static void ClearSoundBanksForMigration();
- static bool MigrateProjectSettings(const bool bWasUsingEBP, const bool bUseGeneratedSubFolders, const FString& GeneratedSoundBanksFolder);
- static bool SetStandardProjectSettings();
- static bool SetGeneratedSoundBanksPath(const FString& ProjectContent, const FString& GeneratedSoundBanksFolder);
- static bool IsSoundDataPathInDirectoriesToAlwaysStage(const FString& SoundDataPath);
- private:
- #if !UE_5_0_OR_LATER
- FLevelEditorModule::FLevelEditorMenuExtender LevelViewportToolbarBuildMenuExtenderAkMigration;
- FDelegateHandle LevelViewportToolbarBuildMenuExtenderAkMigrationHandle;
- #endif
- FName MigrationMenuSectionName = "AkMigration";
- };
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