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UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Private/LevelEditor.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "LevelEditor.h"
#include "SLevelEditor.h"
#include "ModuleManager.h"
#include "LevelEditorActions.h"
#include "LevelEditorModesActions.h"
#include "AssetSelection.h"
#include "LevelEditorContextMenu.h"
#include "SLevelViewport.h"
#include "Editor/WorkspaceMenuStructure/Public/WorkspaceMenuStructureModule.h"
#include "Developer/MessageLog/Public/MessageLogModule.h"
#include "EditorViewportCommands.h"
#include "LevelViewportActions.h"
#include "GlobalEditorCommonCommands.h"
#include "IUserFeedbackModule.h"
#include "ISlateReflectorModule.h"
#include "SDockTab.h"
#include "ToolkitManager.h"
#include "TargetPlatform.h"
#include "IIntroTutorials.h"
#include "IProjectManager.h"
// @todo Editor: remove this circular dependency
#include "Editor/MainFrame/Public/Interfaces/IMainFrameModule.h"
#include "GenericCommands.h"
#define LOCTEXT_NAMESPACE "LevelEditor"
IMPLEMENT_MODULE( FLevelEditorModule, LevelEditor );
const FName LevelEditorApp = FName(TEXT("LevelEditorApp"));
const FName MainFrame("MainFrame");
FLevelEditorModule::FLevelEditorModule()
: ToggleImmersiveConsoleCommand(
TEXT( "LevelEditor.ToggleImmersive" ),
TEXT( "Toggle 'Immersive Mode' for the active level editing viewport" ),
FConsoleCommandDelegate::CreateRaw( this, &FLevelEditorModule::ToggleImmersiveOnActiveLevelViewport ) )
{
}
class SLevelEditorWatermark : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SLevelEditorWatermark) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs)
{
FString OptionalBranchPrefix;
GConfig->GetString(TEXT("LevelEditor"), TEXT("ProjectNameWatermarkPrefix"), /*out*/ OptionalBranchPrefix, GEditorPerProjectIni);
FFormatNamedArguments Args;
Args.Add(TEXT("Branch"), FText::FromString(OptionalBranchPrefix));
Args.Add(TEXT("GameName"), FText::FromString(FString(FApp::GetGameName())));
FText RightContentText;
FText RightContentTooltip;
const EBuildConfigurations::Type BuildConfig = FApp::GetBuildConfiguration();
if (BuildConfig != EBuildConfigurations::Shipping && BuildConfig != EBuildConfigurations::Development && BuildConfig != EBuildConfigurations::Unknown)
{
Args.Add(TEXT("Config"), EBuildConfigurations::ToText(BuildConfig));
RightContentText = FText::Format(NSLOCTEXT("UnrealEditor", "TitleBarRightContentAndConfig", "{Branch}{GameName} [{Config}]"), Args);
}
else
{
RightContentText = FText::Format(NSLOCTEXT("UnrealEditor", "TitleBarRightContent", "{Branch}{GameName}"), Args);
}
// Create the tooltip showing more detailed information
FFormatNamedArguments TooltipArgs;
const FString EngineVerisonString = GEngineVersion.ToString(GEngineVersion.IsPromotedBuild() ? EVersionComponent::Changelist : EVersionComponent::Patch);
TooltipArgs.Add(TEXT("Version"), FText::FromString(EngineVerisonString));
TooltipArgs.Add(TEXT("Branch"), FText::FromString(FApp::GetBranchName()));
TooltipArgs.Add(TEXT("BuildConfiguration"), EBuildConfigurations::ToText(BuildConfig));
TooltipArgs.Add(TEXT("BuildDate"), FText::FromString(FApp::GetBuildDate()));
RightContentTooltip = FText::Format(NSLOCTEXT("UnrealEditor", "TitleBarRightContentTooltip", "Version: {Version}\nBranch: {Branch}\nBuild Configuration: {BuildConfiguration}\nBuild Date: {BuildDate}"), TooltipArgs);
SetToolTipText(RightContentTooltip);
ChildSlot
[
SNew(STextBlock)
.Text(RightContentText)
.Visibility(EVisibility::HitTestInvisible)
.Font(FSlateFontInfo(FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Bold.ttf"), 14))
.ColorAndOpacity(FLinearColor(1.0f, 1.0f, 1.0f, 0.4f))
];
}
// SWidget interface
virtual EWindowZone::Type GetWindowZoneOverride() const override
{
return EWindowZone::TitleBar;
}
// End of SWidget interface
};
TSharedRef<SDockTab> FLevelEditorModule::SpawnLevelEditor( const FSpawnTabArgs& InArgs )
{
TSharedRef<SDockTab> LevelEditorTab = SNew(SDockTab)
.TabRole(ETabRole::MajorTab)
.ContentPadding( FMargin(0) );
SetLevelEditorInstanceTab(LevelEditorTab);
TSharedPtr< SWindow > OwnerWindow = InArgs.GetOwnerWindow();
if ( !OwnerWindow.IsValid() )
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( MainFrame );
OwnerWindow = MainFrameModule.GetParentWindow();
}
if ( OwnerWindow.IsValid() )
{
TSharedPtr<SLevelEditor> LevelEditorTmp;
LevelEditorTab->SetContent( SAssignNew(LevelEditorTmp, SLevelEditor ) );
SetLevelEditorInstance(LevelEditorTmp);
LevelEditorTmp->Initialize( LevelEditorTab, OwnerWindow.ToSharedRef() );
GLevelEditorModeTools().SetDefaultMode( FBuiltinEditorModes::EM_Placement );
GLevelEditorModeTools().DeactivateAllModes();
}
IUserFeedbackModule& UserFeedback = FModuleManager::LoadModuleChecked<IUserFeedbackModule>(TEXT("UserFeedback"));
TSharedRef<SWidget> UserFeedbackWidget = UserFeedback.CreateFeedbackWidget(NSLOCTEXT("UserFeedback", "LevelEditing", "Level Editing"));
IIntroTutorials& IntroTutorials = FModuleManager::LoadModuleChecked<IIntroTutorials>(TEXT("IntroTutorials"));
TSharedRef<SWidget> TutorialWidget = IntroTutorials.CreateTutorialsWidget(TEXT("LevelEditor"), OwnerWindow);
TSharedPtr< SWidget > RightContent;
{
RightContent =
SNew( SHorizontalBox )
+SHorizontalBox::Slot()
.Padding(0.0f, 0.0f, 14.0f, 0.0f)
.AutoWidth()
[
SNew(SLevelEditorWatermark)
]
// Put the level editor stats/notification widgets on the main window title bar since we don't have a menu bar on OS X
#if PLATFORM_MAC
+SHorizontalBox::Slot()
.AutoWidth()
.Padding(8.0f, 0.0f, 0.0f, 0.0f)
.VAlign(VAlign_Center)
[
LevelEditorTab->GetRightContent()
]
#endif
+SHorizontalBox::Slot()
.AutoWidth()
.Padding(8.0f, 0.0f, 0.0f, 0.0f)
Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG. Other Updates: - The WidgetReflector is now in its own module as well. It will be converted to a plug-in later. - The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed. - Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed. - Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.) Upgrade Notes: - The Slate Remote Server is currently disabled - will be re-enabled shortly! - If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file. - If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore' - The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed - IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget() Troubleshooting: - After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project - If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore' - If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine [CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
.VAlign(VAlign_Center)
[
UserFeedbackWidget
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(8.0f, 0.0f, 8.0f, 0.0f)
.VAlign(VAlign_Center)
[
TutorialWidget
]
;
}
LevelEditorTab->SetRightContent( RightContent.ToSharedRef() );
return LevelEditorTab;
}
/**
* Called right after the module's DLL has been loaded and the module object has been created
*/
void FLevelEditorModule::StartupModule()
{
// Our command context bindings depend on having the mainframe loaded
FModuleManager::LoadModuleChecked<IMainFrameModule>(MainFrame);
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
ToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
ModeBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
NotificationBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
// Note this must come before any tab spawning because that can create the SLevelEditor and attempt to map commands
FLevelEditorCommands::Register();
FLevelEditorModesCommands::Register();
FEditorViewportCommands::Register();
FLevelViewportCommands::Register();
// Bind level editor commands shared across an instance
BindGlobalLevelEditorCommands();
const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure();
FGlobalTabmanager::Get()->RegisterTabSpawner("LevelEditor", FOnSpawnTab::CreateRaw( this, &FLevelEditorModule::SpawnLevelEditor ) )
.SetDisplayName( NSLOCTEXT("LevelEditor", "LevelEditorTab", "Level Editor") );
Window menu refactor & polish - Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes. - Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely. - Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category. - Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly. - Added & updated lots of icons! (those missing will be TTP'd) - The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability. - Unreal frontend options were also moved into a context menu within the General section - Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category - Undo history now under Edit menu [CL 2324285 by Dan Hertzka in Main branch]
2014-10-09 12:34:55 -04:00
FModuleManager::LoadModuleChecked<ISlateReflectorModule>("SlateReflector").RegisterTabSpawner(MenuStructure.GetDeveloperToolsMiscCategory());
FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>("MessageLog");
MessageLogModule.RegisterLogListing("BuildAndSubmitErrors", LOCTEXT("BuildAndSubmitErrors", "Build and Submit Errors"));
}
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
void FLevelEditorModule::ShutdownModule()
{
IProjectManager::Get().OnTargetPlatformsForCurrentProjectChanged().RemoveAll(this);
FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>("MessageLog");
MessageLogModule.UnregisterLogListing("BuildAndSubmitErrors");
MenuExtensibilityManager.Reset();
ToolBarExtensibilityManager.Reset();
// Stop PIE/SIE before unloading the level editor module
// Otherwise, when the module is reloaded, it's likely to be in a bad state
if (GUnrealEd && GUnrealEd->PlayWorld)
{
GUnrealEd->EndPlayMap();
}
// If the level editor tab is currently open, close it
{
TSharedPtr<SDockTab> LevelEditorTab = LevelEditorInstanceTabPtr.Pin();
if (LevelEditorTab.IsValid())
{
LevelEditorTab->RemoveTabFromParent();
}
LevelEditorInstanceTabPtr.Reset();
}
// Clear out some globals that may be referencing this module
SetLevelEditorTabManager(nullptr);
WorkspaceMenu::GetModule().ResetLevelEditorCategory();
if ( FSlateApplication::IsInitialized() )
{
FGlobalTabmanager::Get()->UnregisterTabSpawner("LevelEditor");
Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG. Other Updates: - The WidgetReflector is now in its own module as well. It will be converted to a plug-in later. - The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed. - Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed. - Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.) Upgrade Notes: - The Slate Remote Server is currently disabled - will be re-enabled shortly! - If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file. - If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore' - The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed - IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget() Troubleshooting: - After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project - If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore' - If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine [CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
FModuleManager::LoadModuleChecked<ISlateReflectorModule>("SlateReflector").UnregisterTabSpawner();
}
FLevelEditorCommands::Unregister();
FLevelEditorModesCommands::Unregister();
FEditorViewportCommands::Unregister();
FLevelViewportCommands::Unregister();
}
void FLevelEditorModule::PreUnloadCallback()
{
// Disable the "tab closed" delegate that closes the editor if the level editor tab is closed
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( MainFrame );
MainFrameModule.DisableTabClosedDelegate();
}
void FLevelEditorModule::PostLoadCallback()
{
// Re-open the level editor tab and re-enable the "tab closed" delegate
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( MainFrame );
TSharedRef<SDockTab> LevelEditorTab = FGlobalTabmanager::Get()->InvokeTab(FTabId("LevelEditor"));
MainFrameModule.SetMainTab(LevelEditorTab);
MainFrameModule.EnableTabClosedDelegate();
}
/**
* Spawns a new property viewer
* @todo This only works with the first level editor. Fix it.
*/
void FLevelEditorModule::SummonSelectionDetails()
{
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
LevelEditorInstance->SyncDetailsToSelection();
}
void FLevelEditorModule::SummonBuildAndSubmit()
{
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
LevelEditorInstance->InvokeTab("LevelEditorBuildAndSubmit");
}
void FLevelEditorModule::SummonLevelBrowser()
{
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
LevelEditorInstance->InvokeTab("LevelEditorLevelBrowser");
}
void FLevelEditorModule::SummonWorldBrowserHierarchy()
{
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
LevelEditorInstance->InvokeTab("WorldBrowserHierarchy");
}
void FLevelEditorModule::SummonWorldBrowserDetails()
{
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
LevelEditorInstance->InvokeTab("WorldBrowserDetails");
}
void FLevelEditorModule::SummonWorldBrowserComposition()
{
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
LevelEditorInstance->InvokeTab("WorldBrowserComposition");
}
// @todo remove when world-centric mode is added
void FLevelEditorModule::AttachSequencer(TSharedPtr<SWidget> SequencerWidget, TSharedPtr<IAssetEditorInstance> SequencerAssetEditor )
{
if( FParse::Param( FCommandLine::Get(), TEXT( "Sequencer" ) ) )
{
struct Local
{
static void OnSequencerClosed( TSharedRef<SDockTab> DockTab, TWeakPtr<IAssetEditorInstance> InSequencerAssetEditor )
{
InSequencerAssetEditor.Pin()->CloseWindow();
}
};
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
if( SequencerWidget.IsValid() && SequencerAssetEditor.IsValid() )
{
LevelEditorInstance->InvokeTab("Sequencer");
LevelEditorInstance->SequencerTab->SetOnTabClosed( SDockTab::FOnTabClosedCallback::CreateStatic( &Local::OnSequencerClosed, TWeakPtr<IAssetEditorInstance>( SequencerAssetEditor ) ) );
LevelEditorInstance->SequencerTab->SetContent(SequencerWidget.ToSharedRef());
}
else
{
LevelEditorInstance->SequencerTab.Reset();
}
}
}
TSharedPtr<ILevelViewport> FLevelEditorModule::GetFirstActiveViewport()
{
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
return (LevelEditorInstance.IsValid()) ? LevelEditorInstance->GetActiveViewport() : nullptr;
}
void FLevelEditorModule::FocusPIEViewport()
{
TSharedPtr<SLevelEditor> LevelEditorInstance = LevelEditorInstancePtr.Pin();
if( LevelEditorInstance.IsValid() && LevelEditorTabManager.IsValid() && LevelEditorInstance->HasActivePlayInEditorViewport() )
{
FGlobalTabmanager::Get()->DrawAttentionToTabManager( LevelEditorTabManager.ToSharedRef() );
}
}
void FLevelEditorModule::FocusViewport()
{
TSharedPtr<ILevelViewport> ActiveLevelViewport = GetFirstActiveViewport();
if( ActiveLevelViewport.IsValid() )
{
TSharedRef< const SWidget > ViewportAsWidget = ActiveLevelViewport->AsWidget();
FWidgetPath FocusWidgetPath;
if( FSlateApplication::Get().GeneratePathToWidgetUnchecked( ViewportAsWidget, FocusWidgetPath ) )
{
FSlateApplication::Get().SetKeyboardFocus( FocusWidgetPath, EFocusCause::SetDirectly );
}
}
}
void FLevelEditorModule::BroadcastActorSelectionChanged(const TArray<UObject*>& NewSelection, bool bForceRefresh)
{
ActorSelectionChangedEvent.Broadcast(NewSelection, bForceRefresh);
}
void FLevelEditorModule::BroadcastRedrawViewports( bool bInvalidateHitProxies )
{
RedrawLevelEditingViewportsEvent.Broadcast( bInvalidateHitProxies );
}
void FLevelEditorModule::BroadcastTakeHighResScreenShots( )
{
TakeHighResScreenShotsEvent.Broadcast();
}
void FLevelEditorModule::BroadcastMapChanged( UWorld* World, EMapChangeType::Type MapChangeType )
{
MapChangedEvent.Broadcast( World, MapChangeType );
}
void FLevelEditorModule::BroadcastComponentsEdited()
{
ComponentsEditedEvent.Broadcast();
}
const FLevelEditorCommands& FLevelEditorModule::GetLevelEditorCommands() const
{
return FLevelEditorCommands::Get();
}
const FLevelEditorModesCommands& FLevelEditorModule::GetLevelEditorModesCommands() const
{
return FLevelEditorModesCommands::Get();
}
const FLevelViewportCommands& FLevelEditorModule::GetLevelViewportCommands() const
{
return FLevelViewportCommands::Get();
}
TWeakPtr<class SLevelEditor> FLevelEditorModule::GetLevelEditorInstance() const
{
return LevelEditorInstancePtr;
}
TWeakPtr<class SDockTab> FLevelEditorModule::GetLevelEditorInstanceTab() const
{
return LevelEditorInstanceTabPtr;
}
TSharedPtr<FTabManager> FLevelEditorModule::GetLevelEditorTabManager() const
{
return LevelEditorTabManager;
}
void FLevelEditorModule::SetLevelEditorInstance( TWeakPtr<SLevelEditor> LevelEditor )
{
LevelEditorInstancePtr = LevelEditor;
GLevelEditorModeTools().SetToolkitHost(LevelEditorInstancePtr.Pin().ToSharedRef());
}
void FLevelEditorModule::SetLevelEditorInstanceTab( TWeakPtr<SDockTab> LevelEditorTab )
{
LevelEditorInstanceTabPtr = LevelEditorTab;
}
void FLevelEditorModule::SetLevelEditorTabManager( const TSharedPtr<SDockTab>& OwnerTab )
{
if (LevelEditorTabManager.IsValid())
{
LevelEditorTabManager->UnregisterAllTabSpawners();
LevelEditorTabManager.Reset();
}
if (OwnerTab.IsValid())
{
LevelEditorTabManager = FGlobalTabmanager::Get()->NewTabManager(OwnerTab.ToSharedRef());
LevelEditorTabManager->SetOnPersistLayout(FTabManager::FOnPersistLayout::CreateRaw(this, &FLevelEditorModule::HandleTabManagerPersistLayout));
TabManagerChangedEvent.Broadcast();
}
}
void FLevelEditorModule::StartImmersivePlayInEditorSession()
{
TSharedPtr<ILevelViewport> ActiveLevelViewport = GetFirstActiveViewport();
if( ActiveLevelViewport.IsValid() )
{
// Make sure we can find a patch to the viewport. This will fail in cases where the viewport widget
// is in a backgrounded tab, etc. We can't currently support starting PIE in a backgrounded tab
// due to how PIE manages focus and requires event forwarding from the application.
TSharedPtr<SWindow> Window = FSlateApplication::Get().FindWidgetWindow( ActiveLevelViewport->AsWidget() );
if(Window.IsValid() )
{
// When in immersive play in editor, toggle game view on the active viewport
if( !ActiveLevelViewport->IsInGameView() )
{
ActiveLevelViewport->ToggleGameView();
}
// Start level viewport initially in immersive mode
{
const bool bWantImmersive = true;
const bool bAllowAnimation = false;
ActiveLevelViewport->MakeImmersive( bWantImmersive, bAllowAnimation );
FVector2D WindowSize = Window->GetSizeInScreen();
// Set the initial size of the viewport to be the size of the window. This must be done because Slate has not ticked yet so the viewport will have no initial size
ActiveLevelViewport->GetActiveViewport()->SetInitialSize( FIntPoint( FMath::TruncToInt( WindowSize.X ), FMath::TruncToInt( WindowSize.Y ) ) );
}
// Launch PIE
{
const FVector* StartLocation = NULL;
const FRotator* StartRotation = NULL;
// We never want to play from the camera's location at startup, because the camera could have
// been abandoned in a strange location in the map
if( 0 ) // @todo immersive
{
// If this is a perspective viewport, then we'll Play From Here
const FLevelEditorViewportClient& LevelViewportClient = ActiveLevelViewport->GetLevelViewportClient();
if( LevelViewportClient.IsPerspective() )
{
// Start PIE from the camera's location and orientation!
StartLocation = &LevelViewportClient.GetViewLocation();
StartRotation = &LevelViewportClient.GetViewRotation();
}
}
// Queue up the PIE session
const bool bSimulateInEditor = false;
const bool bUseMobilePreview = false;
GUnrealEd->RequestPlaySession( true, ActiveLevelViewport, bSimulateInEditor, StartLocation, StartRotation, -1, bUseMobilePreview );
// Kick off the queued PIE session immediately. This is so that at startup, we don't need to
// wait for the next engine tick. We want to see PIE gameplay when the editor first appears!
GUnrealEd->StartQueuedPlayMapRequest();
// Special case for immersive pie startup, When in immersive pie at startup we use the player start but we want to move the camera where the player
// was at when pie ended.
GEditor->bHasPlayWorldPlacement = true;
}
}
}
}
void FLevelEditorModule::ToggleImmersiveOnActiveLevelViewport()
{
TSharedPtr< ILevelViewport > ActiveLevelViewport = GetFirstActiveViewport();
if( ActiveLevelViewport.IsValid() )
{
// Toggle immersive mode (with animation!)
const bool bAllowAnimation = true;
ActiveLevelViewport->MakeImmersive( !ActiveLevelViewport->IsImmersive(), bAllowAnimation );
}
}
/** @return Returns the first Level Editor that we currently know about */
TSharedPtr<ILevelEditor> FLevelEditorModule::GetFirstLevelEditor()
{
return LevelEditorInstancePtr.Pin();
}
TSharedPtr<SDockTab> FLevelEditorModule::GetLevelEditorTab() const
{
return LevelEditorInstanceTabPtr.Pin();
}
void FLevelEditorModule::BindGlobalLevelEditorCommands()
{
check( !GlobalLevelEditorActions.IsValid() );
GlobalLevelEditorActions = MakeShareable( new FUICommandList );
const FLevelEditorCommands& Commands = FLevelEditorCommands::Get();
FUICommandList& ActionList = *GlobalLevelEditorActions;
// Make a default can execute action that disables input when in debug mode
FCanExecuteAction DefaultExecuteAction = FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::DefaultCanExecuteAction );
ActionList.MapAction( Commands.BrowseDocumentation, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BrowseDocumentation ) );
ActionList.MapAction( Commands.BrowseAPIReference, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BrowseAPIReference ) );
ActionList.MapAction( Commands.BrowseViewportControls, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BrowseViewportControls ) );
ActionList.MapAction( Commands.NewLevel, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::NewLevel ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::NewLevel_CanExecute ) );
ActionList.MapAction(Commands.OpenLevel, FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::OpenLevel), FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::OpenLevel_CanExecute));
ActionList.MapAction( Commands.Save, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Save ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanSaveWorld ) );
ActionList.MapAction( Commands.SaveAs, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SaveAs ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanSaveWorld ) );
ActionList.MapAction( Commands.SaveAllLevels, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SaveAllLevels ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanSaveWorld ) );
ActionList.MapAction( Commands.ToggleFavorite, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ToggleFavorite ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ToggleFavorite_CanExecute ), FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::ToggleFavorite_IsChecked ) );
for( int32 CurRecentIndex = 0; CurRecentIndex < FLevelEditorCommands::MaxRecentFiles; ++CurRecentIndex )
{
ActionList.MapAction( Commands.OpenRecentFileCommands[ CurRecentIndex ], FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OpenRecentFile, CurRecentIndex ), DefaultExecuteAction );
}
ActionList.MapAction( Commands.Import,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Import_Clicked ) );
ActionList.MapAction( Commands.ExportAll,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExportAll_Clicked ) );
ActionList.MapAction( Commands.ExportSelected,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExportSelected_Clicked ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExportSelected_CanExecute ) );
ActionList.MapAction( Commands.Build,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Build_Execute ) );
ActionList.MapAction(
Commands.ConnectToSourceControl,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ConnectToSourceControl_Clicked)
);
ActionList.MapAction(
Commands.ChangeSourceControlSettings,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ConnectToSourceControl_Clicked)
);
ActionList.MapAction(
Commands.CheckOutModifiedFiles,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::CheckOutModifiedFiles_Clicked),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::CheckOutModifiedFiles_CanExecute)
);
ActionList.MapAction(
Commands.SubmitToSourceControl,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SubmitToSourceControl_Clicked),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SubmitToSourceControl_CanExecute)
);
ActionList.MapAction(Commands.RecompileGameCode,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::RecompileGameCode_Clicked ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Recompile_CanExecute )
);
ActionList.MapAction(
FGlobalEditorCommonCommands::Get().FindInContentBrowser,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::FindInContentBrowser_Clicked )
);
ActionList.MapAction(
FGlobalEditorCommonCommands::Get().ViewReferences,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ViewReferences_Execute ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanViewReferences )
);
ActionList.MapAction(
FGlobalEditorCommonCommands::Get().ViewSizeMap,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ViewSizeMap_Execute ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanViewSizeMap )
);
const FVector* NullVector = nullptr;
ActionList.MapAction(
Commands.GoHere,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::GoHere_Clicked, NullVector )
);
ActionList.MapAction(
Commands.SnapCameraToObject,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("CAMERA SNAP") ) )
);
ActionList.MapAction(
Commands.SnapObjectToCamera,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapObjectToView_Clicked)
);
ActionList.MapAction(
Commands.GoToCodeForActor,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::GoToCodeForActor_Clicked )
);
ActionList.MapAction(
Commands.GoToDocsForActor,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::GoToDocsForActor_Clicked )
);
ActionList.MapAction(
FGenericCommands::Get().Duplicate,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("DUPLICATE") ) ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Duplicate_CanExecute )
);
ActionList.MapAction(
FGenericCommands::Get().Delete,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("DELETE") ) ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Delete_CanExecute )
);
ActionList.MapAction(
FGenericCommands::Get().Rename,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Rename_Execute ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Rename_CanExecute )
);
ActionList.MapAction(
FGenericCommands::Get().Cut,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("EDIT CUT") ) ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Cut_CanExecute )
);
ActionList.MapAction(
FGenericCommands::Get().Copy,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("EDIT COPY") ) ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Copy_CanExecute )
);
ActionList.MapAction(
FGenericCommands::Get().Paste,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("EDIT PASTE") ) ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::Paste_CanExecute )
);
ActionList.MapAction(
Commands.PasteHere,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("EDIT PASTE TO=HERE") ) ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::PasteHere_CanExecute )
);
bool bAlign = false;
bool bPerActor = false;
ActionList.MapAction(
Commands.SnapOriginToGrid,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::MoveActorToGrid_Clicked, bAlign, bPerActor),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bPerActor = true;
ActionList.MapAction(
Commands.SnapOriginToGridPerActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::MoveActorToGrid_Clicked, bAlign, bPerActor),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = true;
bPerActor = false;
ActionList.MapAction(
Commands.AlignOriginToGrid,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::MoveActorToGrid_Clicked, bAlign, bPerActor),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = false;
ActionList.MapAction(
Commands.SnapOriginToActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::MoveActorToActor_Clicked, bAlign),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorsSelected_CanExecute)
);
bAlign = true;
ActionList.MapAction(
Commands.AlignOriginToActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::MoveActorToActor_Clicked, bAlign),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorsSelected_CanExecute)
);
bAlign = false;
bool bUseLineTrace = false;
bool bUseBounds = false;
bool bUsePivot = false;
ActionList.MapAction(
Commands.SnapToFloor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapToFloor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = true;
bUseLineTrace = false;
bUseBounds = false;
bUsePivot = false;
ActionList.MapAction(
Commands.AlignToFloor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapToFloor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = false;
bUseLineTrace = true;
bUseBounds = false;
bUsePivot = true;
ActionList.MapAction(
Commands.SnapPivotToFloor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapToFloor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = true;
bUseLineTrace = true;
bUseBounds = false;
bUsePivot = true;
ActionList.MapAction(
Commands.AlignPivotToFloor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapToFloor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = false;
bUseLineTrace = true;
bUseBounds = true;
bUsePivot = false;
ActionList.MapAction(
Commands.SnapBottomCenterBoundsToFloor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapToFloor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = true;
bUseLineTrace = true;
bUseBounds = true;
bUsePivot = false;
ActionList.MapAction(
Commands.AlignBottomCenterBoundsToFloor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapToFloor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = false;
bUseLineTrace = false;
bUseBounds = false;
bUsePivot = false;
ActionList.MapAction(
Commands.SnapToActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapActorToActor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorsSelected_CanExecute)
);
bAlign = true;
bUseLineTrace = false;
bUseBounds = false;
bUsePivot = false;
ActionList.MapAction(
Commands.AlignToActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapActorToActor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorsSelected_CanExecute)
);
bAlign = false;
bUseLineTrace = true;
bUseBounds = false;
bUsePivot = true;
ActionList.MapAction(
Commands.SnapPivotToActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapActorToActor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorsSelected_CanExecute)
);
bAlign = true;
bUseLineTrace = true;
bUseBounds = false;
bUsePivot = true;
ActionList.MapAction(
Commands.AlignPivotToActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapActorToActor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorsSelected_CanExecute)
);
bAlign = false;
bUseLineTrace = true;
bUseBounds = true;
bUsePivot = false;
ActionList.MapAction(
Commands.SnapBottomCenterBoundsToActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapActorToActor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorsSelected_CanExecute)
);
bAlign = true;
bUseLineTrace = true;
bUseBounds = true;
bUsePivot = false;
ActionList.MapAction(
Commands.AlignBottomCenterBoundsToActor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapActorToActor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorsSelected_CanExecute)
);
ActionList.MapAction(
Commands.DeltaTransformToActors,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::DeltaTransform ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ActorSelected_CanExecute ) );
ActionList.MapAction(
Commands.MirrorActorX,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR MIRROR X=-1") ) ),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
ActionList.MapAction(
Commands.MirrorActorY,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR MIRROR Y=-1") ) ),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
ActionList.MapAction(
Commands.MirrorActorZ,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR MIRROR Z=-1") ) ),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
ActionList.MapAction(
Commands.DetachFromParent,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::DetachActor_Clicked )
);
ActionList.MapAction(
Commands.AttachSelectedActors,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::AttachSelectedActors )
);
ActionList.MapAction(
Commands.AttachActorIteractive,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::AttachActorIteractive )
);
ActionList.MapAction(
Commands.CreateNewOutlinerFolder,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CreateNewOutlinerFolder_Clicked )
);
ActionList.MapAction(
Commands.LockActorMovement,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::LockActorMovement_Clicked ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::LockActorMovement_IsChecked )
);
ActionList.MapAction(
Commands.RegroupActors,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::RegroupActor_Clicked )
);
ActionList.MapAction(
Commands.UngroupActors,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::UngroupActor_Clicked )
);
ActionList.MapAction(
Commands.LockGroup,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::LockGroup_Clicked )
);
ActionList.MapAction(
Commands.UnlockGroup,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::UnlockGroup_Clicked )
);
ActionList.MapAction(
Commands.AddActorsToGroup,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::AddActorsToGroup_Clicked )
);
ActionList.MapAction(
Commands.RemoveActorsFromGroup,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::RemoveActorsFromGroup_Clicked )
);
ActionList.MapAction(
Commands.MergeActors,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::MergeActors_Clicked ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanExecuteMergeActors )
);
ActionList.MapAction(
Commands.MergeActorsByMaterials,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::MergeActorsByMaterials_Clicked ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanExecuteMergeActorsByMaterials )
);
ActionList.MapAction(
Commands.ShowAll,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR UNHIDE ALL") ) )
);
ActionList.MapAction(
Commands.ShowSelectedOnly,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnShowOnlySelectedActors )
);
ActionList.MapAction(
Commands.ShowSelected,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR UNHIDE SELECTED") ) )
);
ActionList.MapAction(
Commands.HideSelected,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR HIDE SELECTED") ) )
);
ActionList.MapAction(
Commands.ShowAllStartup,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR UNHIDE ALL STARTUP") ) )
);
ActionList.MapAction(
Commands.ShowSelectedStartup,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR UNHIDE SELECTED STARTUP") ) )
);
ActionList.MapAction(
Commands.HideSelectedStartup,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR HIDE SELECTED STARTUP") ) )
);
ActionList.MapAction(
Commands.CycleNavigationDataDrawn,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("CYCLENAVDRAWN") ) )
);
ActionList.MapAction(
FGenericCommands::Get().SelectAll,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT ALL") ) )
);
ActionList.MapAction(
Commands.SelectNone,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("SELECT NONE") ) )
);
ActionList.MapAction(
Commands.InvertSelection,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT INVERT") ) )
);
ActionList.MapAction(
Commands.SelectAllActorsOfSameClass,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSelectAllActorsOfClass, (bool)false )
);
ActionList.MapAction(
Commands.SelectAllActorsOfSameClassWithArchetype,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSelectAllActorsOfClass, (bool)true )
);
ActionList.MapAction(
Commands.SelectComponentOwnerActor,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSelectComponentOwnerActor ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanSelectComponentOwnerActor )
);
ActionList.MapAction(
Commands.SelectRelevantLights,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT RELEVANTLIGHTS") ) )
);
ActionList.MapAction(
Commands.SelectStaticMeshesOfSameClass,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT MATCHINGSTATICMESH") ) )
);
ActionList.MapAction(
Commands.SelectStaticMeshesAllClasses,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT MATCHINGSTATICMESH ALLCLASSES") ) )
);
ActionList.MapAction(
Commands.SelectSkeletalMeshesOfSameClass,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT MATCHINGSKELETALMESH") ) )
);
ActionList.MapAction(
Commands.SelectSkeletalMeshesAllClasses,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT MATCHINGSKELETALMESH ALLCLASSES") ) )
);
ActionList.MapAction(
Commands.SelectAllWithSameMaterial,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT MATCHINGMATERIAL") ) )
);
ActionList.MapAction(
Commands.SelectAllActorsControlledByMatinee,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSelectAllActorsControlledByMatinee )
);
ActionList.MapAction(
Commands.SelectMatchingEmitter,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR SELECT MATCHINGEMITTER") ) )
);
ActionList.MapAction(
Commands.SelectAllLights,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSelectAllLights )
);
ActionList.MapAction(
Commands.SelectStationaryLightsExceedingOverlap,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSelectStationaryLightsExceedingOverlap )
);
ActionList.MapAction(
Commands.SelectAllAddditiveBrushes,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("MAP SELECT ADDS") ) )
);
ActionList.MapAction(
Commands.SelectAllSubtractiveBrushes,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("MAP SELECT SUBTRACTS") ) )
);
ActionList.MapAction(
Commands.SelectAllSurfaces,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT ALL") ) )
);
ActionList.MapAction(
Commands.SurfSelectAllMatchingBrush,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT MATCHING BRUSH") ) )
);
ActionList.MapAction(
Commands.SurfSelectAllMatchingTexture,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT MATCHING TEXTURE") ) )
);
ActionList.MapAction(
Commands.SurfSelectAllAdjacents,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT ADJACENT ALL") ) )
);
ActionList.MapAction(
Commands.SurfSelectAllAdjacentCoplanars,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT ADJACENT COPLANARS") ) )
);
ActionList.MapAction(
Commands.SurfSelectAllAdjacentWalls,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT ADJACENT WALLS") ) )
);
ActionList.MapAction(
Commands.SurfSelectAllAdjacentFloors,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT ADJACENT FLOORS") ) )
);
ActionList.MapAction(
Commands.SurfSelectAllAdjacentSlants,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT ADJACENT SLANTS") ) )
);
ActionList.MapAction(
Commands.SurfSelectReverse,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT REVERSE") ) )
);
ActionList.MapAction(
Commands.SurfSelectMemorize,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT MEMORY SET") ) )
);
ActionList.MapAction(
Commands.SurfSelectRecall,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT MEMORY RECALL") ) )
);
ActionList.MapAction(
Commands.SurfSelectOr,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT MEMORY INTERSECTION") ) )
);
ActionList.MapAction(
Commands.SurfSelectAnd,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT MEMORY UNION") ) )
);
ActionList.MapAction(
Commands.SurfSelectXor,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("POLY SELECT MEMORY XOR") ) )
);
ActionList.MapAction(
Commands.SurfUnalign,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSurfaceAlignment, TEXALIGN_Default )
);
ActionList.MapAction(
Commands.SurfAlignPlanarAuto,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSurfaceAlignment, TEXALIGN_PlanarAuto )
);
ActionList.MapAction(
Commands.SurfAlignPlanarWall,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSurfaceAlignment, TEXALIGN_PlanarWall )
);
ActionList.MapAction(
Commands.SurfAlignPlanarFloor,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSurfaceAlignment, TEXALIGN_PlanarFloor )
);
ActionList.MapAction(
Commands.SurfAlignBox,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSurfaceAlignment, TEXALIGN_Box )
);
ActionList.MapAction(
Commands.SurfAlignFit,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSurfaceAlignment, TEXALIGN_Fit )
);
ActionList.MapAction(
Commands.ApplyMaterialToSurface,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnApplyMaterialToSurface )
);
ActionList.MapAction(
Commands.SavePivotToPrePivot,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR BAKEPREPIVOT") ) )
);
ActionList.MapAction(
Commands.ResetPivot,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR RESET PIVOT") ) )
);
ActionList.MapAction(
Commands.ResetPrePivot,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR UNBAKEPREPIVOT") ) )
);
ActionList.MapAction(
Commands.MovePivotHere,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("PIVOT HERE") ) )
);
ActionList.MapAction(
Commands.MovePivotHereSnapped,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("PIVOT SNAPPED") ) )
);
ActionList.MapAction(
Commands.MovePivotToCenter,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("PIVOT CENTERSELECTION") ) )
);
ActionList.MapAction(
Commands.ConvertToAdditive,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString::Printf(TEXT("MAP SETBRUSH BRUSHTYPE=%d"), (int32)Brush_Add) )
);
ActionList.MapAction(
Commands.ConvertToSubtractive,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString::Printf(TEXT("MAP SETBRUSH BRUSHTYPE=%d"), (int32)Brush_Subtract) )
);
ActionList.MapAction(
Commands.OrderFirst,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("MAP SENDTO FIRST") ) )
);
ActionList.MapAction(
Commands.OrderLast,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("MAP SENDTO LAST") ) )
);
ActionList.MapAction(
Commands.MakeSolid,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString::Printf( TEXT("MAP SETBRUSH CLEARFLAGS=%d SETFLAGS=%d"), PF_Semisolid + PF_NotSolid, 0 ) )
);
ActionList.MapAction(
Commands.MakeSemiSolid,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString::Printf( TEXT("MAP SETBRUSH CLEARFLAGS=%d SETFLAGS=%d"), (int32)(PF_Semisolid + PF_NotSolid), (int32)PF_Semisolid ) )
);
ActionList.MapAction(
Commands.MakeNonSolid,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString::Printf( TEXT("MAP SETBRUSH CLEARFLAGS=%d SETFLAGS=%d"), (int32)(PF_Semisolid + PF_NotSolid), (int32)PF_NotSolid ) )
);
ActionList.MapAction(
Commands.MergePolys,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("BRUSH MERGEPOLYS") ) )
);
ActionList.MapAction(
Commands.SeparatePolys,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("BRUSH SEPARATEPOLYS") ) )
);
ActionList.MapAction(
Commands.CreateBoundingBoxVolume,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR CREATE_BV_BOUNDINGBOX SnapToGrid=1") ) )
);
ActionList.MapAction(
Commands.CreateHeavyConvexVolume,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR CREATE_BV_CONVEXVOLUME NORMALTOLERANCE=0.01 SnapToGrid=1") ) )
);
ActionList.MapAction(
Commands.CreateNormalConvexVolume,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR CREATE_BV_CONVEXVOLUME NORMALTOLERANCE=0.15 SnapToGrid=1") ) )
);
ActionList.MapAction(
Commands.CreateLightConvexVolume,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR CREATE_BV_CONVEXVOLUME NORMALTOLERANCE=.5 SnapToGrid=1") ) )
);
ActionList.MapAction(
Commands.CreateRoughConvexVolume,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("ACTOR CREATE_BV_CONVEXVOLUME NORMALTOLERANCE=0.75 SnapToGrid=1") ) )
);
ActionList.MapAction(
Commands.SaveBrushAsCollision,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSaveBrushAsCollision )
);
ActionList.MapAction(
Commands.KeepSimulationChanges,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnKeepSimulationChanges ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanExecuteKeepSimulationChanges )
);
ActionList.MapAction(
Commands.MakeActorLevelCurrent,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnMakeSelectedActorLevelCurrent )
);
ActionList.MapAction(
Commands.MoveSelectedToCurrentLevel,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnMoveSelectedToCurrentLevel )
);
ActionList.MapAction(
Commands.FindLevelsInLevelBrowser,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnFindLevelsInLevelBrowser )
);
ActionList.MapAction(
Commands.AddLevelsToSelection,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnSelectLevelInLevelBrowser )
);
ActionList.MapAction(
Commands.RemoveLevelsFromSelection,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnDeselectLevelInLevelBrowser )
);
ActionList.MapAction(
Commands.FindActorInLevelScript,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnFindActorInLevelScript )
);
ActionList.MapAction( Commands.BuildAndSubmitToSourceControl,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BuildAndSubmitToSourceControl_Execute ) );
ActionList.MapAction( Commands.BuildLightingOnly,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BuildLightingOnly_Execute ),
FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BuildLighting_CanExecute ) );
ActionList.MapAction( Commands.BuildReflectionCapturesOnly,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BuildReflectionCapturesOnly_Execute ) );
ActionList.MapAction( Commands.BuildLightingOnly_VisibilityOnly,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BuildLightingOnly_VisibilityOnly_Execute ) );
ActionList.MapAction( Commands.LightingBuildOptions_UseErrorColoring,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::LightingBuildOptions_UseErrorColoring_Toggled ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::LightingBuildOptions_UseErrorColoring_IsChecked ) );
ActionList.MapAction( Commands.LightingBuildOptions_ShowLightingStats,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::LightingBuildOptions_ShowLightingStats_Toggled ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::LightingBuildOptions_ShowLightingStats_IsChecked ) );
ActionList.MapAction( Commands.BuildGeometryOnly,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BuildGeometryOnly_Execute ) );
ActionList.MapAction( Commands.BuildGeometryOnly_OnlyCurrentLevel,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BuildGeometryOnly_OnlyCurrentLevel_Execute ) );
ActionList.MapAction( Commands.BuildPathsOnly,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::BuildPathsOnly_Execute ) );
ActionList.MapAction(Commands.BuildLODsOnly,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::BuildLODsOnly_Execute));
ActionList.MapAction(
Commands.LightingQuality_Production,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingQuality, (ELightingBuildQuality)Quality_Production ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingQualityChecked, (ELightingBuildQuality)Quality_Production ) );
ActionList.MapAction(
Commands.LightingQuality_High,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingQuality, (ELightingBuildQuality)Quality_High ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingQualityChecked, (ELightingBuildQuality)Quality_High ) );
ActionList.MapAction(
Commands.LightingQuality_Medium,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingQuality, (ELightingBuildQuality)Quality_Medium ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingQualityChecked, (ELightingBuildQuality)Quality_Medium ) );
ActionList.MapAction(
Commands.LightingQuality_Preview,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingQuality, (ELightingBuildQuality)Quality_Preview ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingQualityChecked, (ELightingBuildQuality)Quality_Preview) );
ActionList.MapAction(
Commands.LightingDensity_RenderGrayscale,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingDensityRenderGrayscale ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingDensityRenderGrayscaleChecked ) );
ActionList.MapAction(
Commands.LightingResolution_CurrentLevel,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingResolutionLevel, (FLightmapResRatioAdjustSettings::AdjustLevels)FLightmapResRatioAdjustSettings::Current ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingResolutionLevelChecked, (FLightmapResRatioAdjustSettings::AdjustLevels)FLightmapResRatioAdjustSettings::Current ) );
ActionList.MapAction(
Commands.LightingResolution_SelectedLevels,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingResolutionLevel, (FLightmapResRatioAdjustSettings::AdjustLevels)FLightmapResRatioAdjustSettings::Selected ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingResolutionLevelChecked, (FLightmapResRatioAdjustSettings::AdjustLevels)FLightmapResRatioAdjustSettings::Selected ) );
ActionList.MapAction(
Commands.LightingResolution_AllLoadedLevels,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingResolutionLevel, (FLightmapResRatioAdjustSettings::AdjustLevels)FLightmapResRatioAdjustSettings::AllLoaded ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingResolutionLevelChecked, (FLightmapResRatioAdjustSettings::AdjustLevels)FLightmapResRatioAdjustSettings::AllLoaded ) );
ActionList.MapAction(
Commands.LightingResolution_SelectedObjectsOnly,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetLightingResolutionSelectedObjectsOnly ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsLightingResolutionSelectedObjectsOnlyChecked ) );
ActionList.MapAction(
Commands.LightingStaticMeshInfo,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ShowLightingStaticMeshInfo ) );
ActionList.MapAction(
Commands.SceneStats,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ShowSceneStats ) );
ActionList.MapAction(
Commands.TextureStats,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ShowTextureStats ) );
ActionList.MapAction(
Commands.MapCheck,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::MapCheck_Execute ) );
ActionList.MapAction(
Commands.ShowTransformWidget,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleTransformWidgetVisibility ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnGetTransformWidgetVisibility )
);
ActionList.MapAction(
Commands.AllowTranslucentSelection,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnAllowTranslucentSelection ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsAllowTranslucentSelectionEnabled )
);
ActionList.MapAction(
Commands.AllowGroupSelection,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnAllowGroupSelection ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsAllowGroupSelectionEnabled )
);
ActionList.MapAction(
Commands.StrictBoxSelect,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleStrictBoxSelect ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsStrictBoxSelectEnabled )
);
ActionList.MapAction(
Commands.TransparentBoxSelect,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleTransparentBoxSelect ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsTransparentBoxSelectEnabled )
);
ActionList.MapAction(
Commands.DrawBrushMarkerPolys,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnDrawBrushMarkerPolys ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsDrawBrushMarkerPolysEnabled )
);
ActionList.MapAction(
Commands.OnlyLoadVisibleInPIE,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleOnlyLoadVisibleInPIE ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsOnlyLoadVisibleInPIEEnabled )
);
ActionList.MapAction(
Commands.ToggleSocketSnapping,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleSocketSnapping ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsSocketSnappingEnabled )
);
ActionList.MapAction(
Commands.ToggleParticleSystemLOD,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleParticleSystemLOD ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsParticleSystemLODEnabled )
);
ActionList.MapAction(
Commands.ToggleFreezeParticleSimulation,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleFreezeParticleSimulation ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsParticleSimulationFrozen )
);
ActionList.MapAction(
Commands.ToggleParticleSystemHelpers,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleParticleSystemHelpers ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsParticleSystemHelpersEnabled )
);
ActionList.MapAction(
Commands.ToggleLODViewLocking,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleLODViewLocking ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsLODViewLockingEnabled )
);
ActionList.MapAction(
Commands.LevelStreamingVolumePrevis,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleLevelStreamingVolumePrevis ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsLevelStreamingVolumePrevisEnabled )
);
ActionList.MapAction(
Commands.EnableActorSnap,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnEnableActorSnap ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsActorSnapEnabled )
);
ActionList.MapAction(
Commands.EnableVertexSnap,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnEnableVertexSnap ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::OnIsVertexSnapEnabled )
);
ActionList.MapAction(
Commands.ShowSelectedDetails,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("EDCALLBACK SELECTEDPROPS" ) ) )
);
//if (FParse::Param( FCommandLine::Get(), TEXT( "editortoolbox" ) ))
//{
// ActionList.MapAction(
// Commands.BspMode,
// FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("MODE BSP") ) ),
// FCanExecuteAction(),
// FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsEditorModeActive, FBuiltinEditorModes::EM_Bsp )
// );
// ActionList.MapAction(
// Commands.MeshPaintMode,
// FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("MODE MESHPAINT") ) ),
// FCanExecuteAction(),
// FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsEditorModeActive, FBuiltinEditorModes::EM_MeshPaint )
// );
// ActionList.MapAction(
// Commands.LandscapeMode,
// FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("MODE LANDSCAPE") ) ),
// FCanExecuteAction(),
// FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsEditorModeActive, FBuiltinEditorModes::EM_Landscape )
// );
// ActionList.MapAction(
// Commands.FoliageMode,
// FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("MODE FOLIAGE") ) ),
// FCanExecuteAction(),
// FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsEditorModeActive, FBuiltinEditorModes::EM_Foliage )
// );
//}
ActionList.MapAction(
Commands.RecompileShaders,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("RECOMPILESHADERS CHANGED" ) ) )
);
ActionList.MapAction(
Commands.ProfileGPU,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("PROFILEGPU") ) )
);
ActionList.MapAction(
Commands.ResetAllParticleSystems,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("PARTICLE RESET ALL") ) )
);
ActionList.MapAction(
Commands.ResetSelectedParticleSystem,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("PARTICLE RESET SELECTED") ) )
);
ActionList.MapAction(
FEditorViewportCommands::Get().LocationGridSnap,
FExecuteAction::CreateStatic(FLevelEditorActionCallbacks::LocationGridSnap_Clicked),
FCanExecuteAction(),
FIsActionChecked::CreateStatic(FLevelEditorActionCallbacks::LocationGridSnap_IsChecked)
);
ActionList.MapAction(
FEditorViewportCommands::Get().RotationGridSnap,
FExecuteAction::CreateStatic(FLevelEditorActionCallbacks::RotationGridSnap_Clicked),
FCanExecuteAction(),
FIsActionChecked::CreateStatic(FLevelEditorActionCallbacks::RotationGridSnap_IsChecked)
);
ActionList.MapAction(
FEditorViewportCommands::Get().ScaleGridSnap,
FExecuteAction::CreateStatic(FLevelEditorActionCallbacks::ScaleGridSnap_Clicked),
FCanExecuteAction(),
FIsActionChecked::CreateStatic(FLevelEditorActionCallbacks::ScaleGridSnap_IsChecked)
);
ActionList.MapAction(
Commands.ToggleHideViewportUI,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleHideViewportUI ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsViewportUIHidden )
);
ActionList.MapAction(
Commands.AddMatinee,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnAddMatinee )
);
ActionList.MapAction(
Commands.MaterialQualityLevel_Low,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetMaterialQualityLevel, (EMaterialQualityLevel::Type)EMaterialQualityLevel::Low ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsMaterialQualityLevelChecked, (EMaterialQualityLevel::Type)EMaterialQualityLevel::Low ) );
ActionList.MapAction(
Commands.MaterialQualityLevel_High,
FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::SetMaterialQualityLevel, (EMaterialQualityLevel::Type)EMaterialQualityLevel::High ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsMaterialQualityLevelChecked, (EMaterialQualityLevel::Type)EMaterialQualityLevel::High ) );
for (int32 i = 0; i < ERHIFeatureLevel::Num; ++i)
{
ActionList.MapAction(
Commands.FeatureLevelPreview[i],
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SetFeatureLevelPreview, (ERHIFeatureLevel::Type)i),
FCanExecuteAction(),
FIsActionChecked::CreateStatic(&FLevelEditorActionCallbacks::IsFeatureLevelPreviewChecked, (ERHIFeatureLevel::Type)i));
}
}
#undef LOCTEXT_NAMESPACE