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add Tts storage cache functioins to blueprint#47

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wangpingsx merged 5 commits into
mainfrom
TTSStorageCache_add_funs_to_BP
Nov 10, 2022
Merged

add Tts storage cache functioins to blueprint#47
wangpingsx merged 5 commits into
mainfrom
TTSStorageCache_add_funs_to_BP

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@wangpingsx
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@wangpingsx wangpingsx commented Nov 8, 2022

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.

@wangpingsx wangpingsx changed the title Tts storage cache add funs to bp add Tts storage cache functioins to blueprint Nov 8, 2022
@wangpingsx wangpingsx requested a review from phil-mm November 9, 2022 16:08
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phil-mm commented Nov 10, 2022

@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

@@ -349,6 +350,12 @@ bool FWitHelperUtilities::SaveClipToAssetFile(const FString& ClipDirectory, cons
FMemory::Memcpy(CacheAsset->ClipData.GetData(), ClipData.GetData(), ClipData.Num());

(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.

removed 140 limit, however we still log if more than 280 chars but ne…
@wangpingsx wangpingsx merged commit 09b6c7b into main Nov 10, 2022
@wangpingsx wangpingsx deleted the TTSStorageCache_add_funs_to_BP branch November 10, 2022 17:41
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3 participants