add Tts storage cache functioins to blueprint#47
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@wangpingsx this looks good. I think this auto-save behaviour should be added in other places as well like some of the editors and the voice presets. But I can do that separately |
phil-mm
reviewed
Nov 10, 2022
| @@ -349,6 +350,12 @@ bool FWitHelperUtilities::SaveClipToAssetFile(const FString& ClipDirectory, cons | |||
| FMemory::Memcpy(CacheAsset->ClipData.GetData(), ClipData.GetData(), ClipData.Num()); | |||
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| (void)CacheAsset->MarkPackageDirty(); | |||
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I wonder is it necessary to mark both the asset and the package as dirty? Maybe only the package is needed?
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I found making the asset dirty doesn't help on saving.
phil-mm
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Nov 10, 2022
removed 140 limit, however we still log if more than 280 chars but ne…
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can auto save the storage assets.
but still not able to remove the asset on removeclips. The file can be deleted from file system, but UE editor can still see a ghost file, this is not a big issue for now, as the log mentioned, we don't support deleting asset in content, users can manually delete them.