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- #pragma once
- #include "WwiseUEFeatures.h"
- #include "WwiseItemType.h"
- #include "AssetRegistry/AssetData.h"
- class FWwiseAnyRef;
- namespace AkUnrealAssetDataHelper
- {
- WWISERECONCILE_API bool IsSameType(const FAssetData& AssetData, EWwiseItemType::Type ItemType);
- WWISERECONCILE_API FName GetUClassName(EWwiseItemType::Type ItemType);
-
- WWISERECONCILE_API FName GetAssetClassName(const FAssetData& AssetData);
- WWISERECONCILE_API bool IsAssetAkAudioType(const FAssetData& AssetData);
- WWISERECONCILE_API bool IsAssetTransient(const FAssetData& AssetData);
-
- WWISERECONCILE_API void SetAssetClassName(FAssetData& AssetData, UClass* Class);
- WWISERECONCILE_API FString GetAssetDefaultPackagePath(const FAssetData& AssetData);
- WWISERECONCILE_API FString GetAssetDefaultPackagePath(const FWwiseAnyRef* WwiseRef);
- WWISERECONCILE_API FName GetAssetDefaultName(const FAssetData& AssetData);
- WWISERECONCILE_API FName GetAssetDefaultName(const FWwiseAnyRef* WwiseRef);
-
- template <typename T>
- 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
- }
- }
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