2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "StreamingLevels/StreamingLevelModel.h"
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#include "UObject/UnrealType.h"
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#include "Misc/PackageName.h"
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#include "Editor.h"
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#include "EditorLevelUtils.h"
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2014-03-14 14:13:41 -04:00
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "StreamingLevels/StreamingLevelCollectionModel.h"
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#define LOCTEXT_NAMESPACE "WorldBrowser"
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2015-07-23 03:15:45 -04:00
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FStreamingLevelModel::FStreamingLevelModel(FStreamingLevelCollectionModel& InWorldData, ULevelStreaming* InLevelStreaming)
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2015-07-23 03:15:45 -04:00
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: FLevelModel(InWorldData)
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, LevelStreaming(InLevelStreaming)
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, bHasValidPackageName(false)
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{
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GEditor->RegisterForUndo( this );
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}
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FStreamingLevelModel::~FStreamingLevelModel()
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{
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GEditor->UnregisterForUndo( this );
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}
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bool FStreamingLevelModel::HasValidPackage() const
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{
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return bHasValidPackageName;
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}
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UObject* FStreamingLevelModel::GetNodeObject()
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{
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return LevelStreaming.Get();
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}
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ULevel* FStreamingLevelModel::GetLevelObject() const
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{
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ULevelStreaming* StreamingObj = LevelStreaming.Get();
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if (StreamingObj)
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{
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return StreamingObj->GetLoadedLevel();
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}
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else // persistent level does not have associated level streaming object
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{
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return LevelCollectionModel.GetWorld()->PersistentLevel;
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}
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}
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FName FStreamingLevelModel::GetAssetName() const
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{
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return NAME_None;
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}
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FName FStreamingLevelModel::GetLongPackageName() const
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{
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if (LevelStreaming.IsValid())
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{
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return LevelStreaming->GetWorldAssetPackageFName();
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}
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else
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{
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return LevelCollectionModel.GetWorld()->PersistentLevel->GetOutermost()->GetFName();
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}
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}
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void FStreamingLevelModel::UpdateAsset(const FAssetData& AssetData)
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{
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if (LevelStreaming.IsValid())
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{
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LevelStreaming->SetWorldAssetByPackageName(AssetData.PackageName);
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}
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}
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FLinearColor FStreamingLevelModel::GetLevelColor() const
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{
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if (LevelStreaming.IsValid())
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{
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return LevelStreaming.Get()->LevelColor;
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}
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return FLevelModel::GetLevelColor();
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}
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void FStreamingLevelModel::SetLevelColor(FLinearColor InColor)
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{
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if (LevelStreaming.IsValid())
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{
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UProperty* DrawColorProperty = FindField<UProperty>(LevelStreaming->GetClass(), "LevelColor");
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LevelStreaming->PreEditChange(DrawColorProperty);
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LevelStreaming.Get()->LevelColor = InColor;
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FPropertyChangedEvent PropertyChangedEvent(DrawColorProperty, EPropertyChangeType::ValueSet);
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LevelStreaming->PostEditChangeProperty(PropertyChangedEvent);
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}
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}
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void FStreamingLevelModel::Update()
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{
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UpdatePackageFileAvailability();
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FLevelModel::Update();
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}
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void FStreamingLevelModel::OnDrop(const TSharedPtr<FLevelDragDropOp>& Op)
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{
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TArray<ULevelStreaming*> DropStreamingLevels;
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for (auto It = Op->StreamingLevelsToDrop.CreateConstIterator(); It; ++It)
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{
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if ((*It).IsValid())
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{
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DropStreamingLevels.AddUnique((*It).Get());
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}
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}
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// Prevent dropping items on itself
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if (DropStreamingLevels.Num() && DropStreamingLevels.Find(LevelStreaming.Get()) == INDEX_NONE)
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{
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UWorld* CurrentWorld = LevelCollectionModel.GetWorld();
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auto& WorldStreamingLevels = CurrentWorld->StreamingLevels;
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// Remove streaming level objects from a world streaming levels list
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for (auto It : DropStreamingLevels)
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{
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WorldStreamingLevels.Remove(It);
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}
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// Find a new place where to insert the in a world streaming levels list
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// Right after the current level, or at start of the list in case if this is persistent level
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int32 InsertIndex = WorldStreamingLevels.Find(LevelStreaming.Get());
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if (InsertIndex == INDEX_NONE)
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{
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InsertIndex = 0;
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}
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else
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{
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InsertIndex++;
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}
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WorldStreamingLevels.Insert(DropStreamingLevels, InsertIndex);
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CurrentWorld->MarkPackageDirty();
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// Force levels list refresh
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LevelCollectionModel.PopulateLevelsList();
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}
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}
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bool FStreamingLevelModel::IsGoodToDrop(const TSharedPtr<FLevelDragDropOp>& Op) const
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{
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return true;
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}
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//bool FStreamingLevelModel::IsReadOnly() const
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//{
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// ULevel* Level = GetLevelObject();
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//
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// const UPackage* pPackage = Cast<UPackage>( Level->GetOutermost() );
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// if ( pPackage )
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// {
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// FString PackageFileName;
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// if ( FPackageName::DoesPackageExist( pPackage->GetName(), NULL, &PackageFileName ) )
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// {
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// return IFileManager::Get().IsReadOnly( *PackageFileName );
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// }
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// }
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//
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// return false;
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//}
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2014-04-23 19:08:32 -04:00
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UClass* FStreamingLevelModel::GetStreamingClass() const
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{
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if (!IsPersistent() && LevelStreaming.IsValid())
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{
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return LevelStreaming.Get()->GetClass();
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}
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return FLevelModel::GetStreamingClass();
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}
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void FStreamingLevelModel::SetStreamingClass( UClass *LevelStreamingClass )
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{
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if (IsPersistent())
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{
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// Invalid operations for the persistent level
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return;
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}
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ULevelStreaming* StreamingLevel = LevelStreaming.Get();
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if (StreamingLevel)
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{
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StreamingLevel = EditorLevelUtils::SetStreamingClassForLevel( StreamingLevel, LevelStreamingClass );
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}
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Update();
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}
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const TWeakObjectPtr< ULevelStreaming > FStreamingLevelModel::GetLevelStreaming()
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{
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return LevelStreaming;
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}
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void FStreamingLevelModel::UpdatePackageFileAvailability()
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{
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// Check if streaming level has a valid package name
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if (!GetLevelObject())
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{
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if (LevelStreaming.IsValid())
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{
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FString PackageName = LevelStreaming->PackageNameToLoad == NAME_None ?
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LevelStreaming->GetWorldAssetPackageName() :
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LevelStreaming->PackageNameToLoad.ToString();
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bHasValidPackageName = FPackageName::DoesPackageExist(PackageName);
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}
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else
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{
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bHasValidPackageName = false;
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}
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}
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else
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{
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bHasValidPackageName = true;
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}
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}
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#undef LOCTEXT_NAMESPACE
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