// Copyright Epic Games, Inc. All Rights Reserved. #include "SkeletalMeshEditor.h" #include "SkeletalMeshEditorCommands.h" #include "SkeletalMeshEditorMode.h" #include "SSkeletalMeshEditorToolbox.h" #include "Algo/Transform.h" #include "Animation/DebugSkelMeshComponent.h" #include "AssetRegistry/AssetData.h" #include "ClothingAsset.h" #include "ClothingSystemEditorInterfaceModule.h" #include "ComponentReregisterContext.h" #include "EdGraph/EdGraphSchema.h" #include "Editor/EditorEngine.h" #include "EditorFramework/AssetImportData.h" #include "EditorModeManager.h" #include "EditorReimportHandler.h" #include "EditorViewportClient.h" #include "EngineGlobals.h" #include "EngineUtils.h" #include "Factories/FbxSkeletalMeshImportData.h" #include "FbxMeshUtils.h" #include "Framework/Application/SlateApplication.h" #include "Framework/MultiBox/MultiBoxBuilder.h" #include "IAssetFamily.h" #include "IDetailsView.h" #include "IPersonaPreviewScene.h" #include "IPersonaToolkit.h" #include "IPersonaViewport.h" #include "ISkeletalMeshEditorModule.h" #include "ISkeletonEditorModule.h" #include "ISkeletonTree.h" #include "ISkeletonTreeItem.h" #include "LODUtilities.h" #include "Misc/MessageDialog.h" #include "Modules/ModuleManager.h" #include "PersonaCommonCommands.h" #include "PersonaModule.h" #include "PersonaToolMenuContext.h" #include "Preferences/PersonaOptions.h" #include "Rendering/SkeletalMeshModel.h" #include "ScopedTransaction.h" #include "SCreateClothingSettingsPanel.h" #include "Settings/EditorExperimentalSettings.h" #include "SkeletalMeshToolMenuContext.h" #include "ToolMenus.h" #include "Engine/SkeletalMeshSocket.h" #include "Widgets/Docking/SDockTab.h" #include "Widgets/Layout/SBorder.h" #include "Widgets/Layout/SBox.h" #include "Interfaces/ITargetPlatform.h" #include "Interfaces/ITargetPlatformManagerModule.h" #include "Misc/CoreMisc.h" #include "Toolkits/AssetEditorToolkitMenuContext.h" #include "MeshMergeModule.h" #include "AssetToolsModule.h" #include "IAssetTools.h" #include "SkeletalMeshEditorContextMenuContext.h" #include "Styling/AppStyle.h" #include "InterchangeAssetImportData.h" const FName SkeletalMeshEditorAppIdentifier = FName(TEXT("SkeletalMeshEditorApp")); const FName SkeletalMeshEditorModes::SkeletalMeshEditorMode(TEXT("SkeletalMeshEditorMode")); const FName SkeletalMeshEditorTabs::DetailsTab(TEXT("DetailsTab")); const FName SkeletalMeshEditorTabs::SkeletonTreeTab(TEXT("SkeletonTreeView")); const FName SkeletalMeshEditorTabs::AssetDetailsTab(TEXT("AnimAssetPropertiesTab")); const FName SkeletalMeshEditorTabs::ViewportTab(TEXT("Viewport")); const FName SkeletalMeshEditorTabs::AdvancedPreviewTab(TEXT("AdvancedPreviewTab")); const FName SkeletalMeshEditorTabs::MorphTargetsTab("MorphTargetsTab"); const FName SkeletalMeshEditorTabs::AnimationMappingTab("AnimationMappingWindow"); const FName SkeletalMeshEditorTabs::ToolboxDetailsTab("ToolBoxDetailsTab"); DEFINE_LOG_CATEGORY(LogSkeletalMeshEditor); #define LOCTEXT_NAMESPACE "SkeletalMeshEditor" FSkeletalMeshEditor::FSkeletalMeshEditor() { UEditorEngine* Editor = Cast(GEngine); if (Editor != nullptr) { Editor->RegisterForUndo(this); } } FSkeletalMeshEditor::~FSkeletalMeshEditor() { UEditorEngine* Editor = Cast(GEngine); if (Editor != nullptr) { Editor->UnregisterForUndo(this); } //We have to do this differently, make sure we do not have any cloth paint mode active before deleting the PersonaToolkit { //At this point the ClothPaintMode, if exist is deactivate but not destroy //This is why we do not verify if the mode is active. Calling DestroyMode on a unexisting mode is ok const FEditorModeID ClothModeID = FName("ClothPaintMode"); GetEditorModeManager().DestroyMode(ClothModeID); } // Reset the preview scene mesh before closing the toolkit or destroying the preview scene so the viewports can clean up properly. // This is due to the viewports directly needing to use delegates on a nested USkeletalMesh parented to a debug component the editor uses. // The USkeletalMesh persists beyond the lifetime of the debug component used by the toolkit or viewports, // which can cause issues for viewports with delegates for on change notifications on the skeletal mesh to track undo/redo for things like floor mesh movement, // since the floor mesh position is stored on the skeletal mesh, and not the debug component. if (PersonaToolkit.IsValid()) { constexpr bool bSetPreviewMeshInAsset = false; PersonaToolkit->SetPreviewMesh(nullptr, bSetPreviewMeshInAsset); } } bool IsReductionParentBaseLODUseSkeletalMeshBuildWorkflow(USkeletalMesh* SkeletalMesh, int32 TestLODIndex) { FSkeletalMeshLODInfo* LODInfo = SkeletalMesh->GetLODInfo(TestLODIndex); if (LODInfo == nullptr || !SkeletalMesh->GetImportedModel() || !SkeletalMesh->GetImportedModel()->LODModels.IsValidIndex(TestLODIndex)) { return false; } if (SkeletalMesh->IsLODImportedDataBuildAvailable(TestLODIndex)) { return true; } if (LODInfo->bHasBeenSimplified || SkeletalMesh->IsReductionActive(TestLODIndex)) { int32 ReduceBaseLOD = LODInfo->ReductionSettings.BaseLOD; if (ReduceBaseLOD < TestLODIndex) { return IsReductionParentBaseLODUseSkeletalMeshBuildWorkflow(SkeletalMesh, ReduceBaseLOD); } } return false; } bool FSkeletalMeshEditor::OnRequestClose() { bool bAllowClose = true; if (PersonaToolkit.IsValid() && SkeletalMesh) { bool bHaveModifiedLOD = false; for (int32 LODIndex = 0; LODIndex < SkeletalMesh->GetLODNum(); ++LODIndex) { FSkeletalMeshLODInfo* LODInfo = SkeletalMesh->GetLODInfo(LODIndex); if (LODInfo == nullptr || !SkeletalMesh->GetImportedModel() || !SkeletalMesh->GetImportedModel()->LODModels.IsValidIndex(LODIndex)) { continue; } bool bValidLODSettings = false; if (SkeletalMesh->GetLODSettings() != nullptr) { const int32 NumSettings = FMath::Min(SkeletalMesh->GetLODSettings()->GetNumberOfSettings(), SkeletalMesh->GetLODNum()); if (LODIndex < NumSettings) { bValidLODSettings = true; } } const FSkeletalMeshLODGroupSettings* SkeletalMeshLODGroupSettings = bValidLODSettings ? &SkeletalMesh->GetLODSettings()->GetSettingsForLODLevel(LODIndex) : nullptr; FGuid BuildGUID = LODInfo->ComputeDeriveDataCacheKey(SkeletalMeshLODGroupSettings); if (LODInfo->BuildGUID != BuildGUID) { bHaveModifiedLOD = true; break; } FString BuildStringID = SkeletalMesh->GetImportedModel()->LODModels[LODIndex].GetLODModelDeriveDataKey(); if (SkeletalMesh->GetImportedModel()->LODModels[LODIndex].BuildStringID != BuildStringID) { bHaveModifiedLOD = true; break; } } if (bHaveModifiedLOD) { // find out the user wants to do with this dirty material EAppReturnType::Type OkCancelReply = FMessageDialog::Open( EAppMsgType::OkCancel, FText::Format(LOCTEXT("SkeletalMeshEditorShouldApplyLODChanges", "We have to apply level of detail changes to {0} before exiting the skeletal mesh editor."), FText::FromString(PersonaToolkit->GetMesh()->GetName())) ); switch (OkCancelReply) { case EAppReturnType::Ok: { SkeletalMesh->MarkPackageDirty(); SkeletalMesh->PostEditChange(); bAllowClose = true; } break; case EAppReturnType::Cancel: // Don't exit. bAllowClose = false; break; } } } return bAllowClose; } void FSkeletalMeshEditor::RegisterTabSpawners(const TSharedRef& InTabManager) { WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SkeletalMeshEditor", "Skeletal Mesh Editor")); InTabManager->RegisterTabSpawner( SkeletalMeshEditorTabs::ToolboxDetailsTab, FOnSpawnTab::CreateSP(this, &FSkeletalMeshEditor::SpawnToolboxTab), FCanSpawnTab::CreateSP(this, &FSkeletalMeshEditor::CanSpawnToolboxTab) ) .SetDisplayName(LOCTEXT("ToolboxTab", "Toolbox")) .SetGroup(WorkspaceMenuCategory.ToSharedRef()) .SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Modes" )); FAssetEditorToolkit::RegisterTabSpawners(InTabManager); } void FSkeletalMeshEditor::UnregisterTabSpawners(const TSharedRef& InTabManager) { FAssetEditorToolkit::UnregisterTabSpawners(InTabManager); } void FSkeletalMeshEditor::InitSkeletalMeshEditor(const EToolkitMode::Type Mode, const TSharedPtr& InitToolkitHost, USkeletalMesh* InSkeletalMesh) { SkeletalMesh = InSkeletalMesh; FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked("Persona"); PersonaToolkit = PersonaModule.CreatePersonaToolkit(InSkeletalMesh); PersonaToolkit->GetPreviewScene()->SetDefaultAnimationMode(EPreviewSceneDefaultAnimationMode::ReferencePose); TSharedRef AssetFamily = PersonaModule.CreatePersonaAssetFamily(InSkeletalMesh); AssetFamily->RecordAssetOpened(FAssetData(InSkeletalMesh)); TSharedPtr PreviewScene = PersonaToolkit->GetPreviewScene(); FSkeletonTreeArgs SkeletonTreeArgs; SkeletonTreeArgs.OnSelectionChanged = FOnSkeletonTreeSelectionChanged::CreateSP(this, &FSkeletalMeshEditor::HandleSelectionChanged); SkeletonTreeArgs.PreviewScene = PreviewScene; SkeletonTreeArgs.ContextName = GetToolkitFName(); ISkeletonEditorModule& SkeletonEditorModule = FModuleManager::GetModuleChecked("SkeletonEditor"); SkeletonTree = SkeletonEditorModule.CreateSkeletonTree(PersonaToolkit->GetSkeleton(), SkeletonTreeArgs); const bool bCreateDefaultStandaloneMenu = true; const bool bCreateDefaultToolbar = true; FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SkeletalMeshEditorAppIdentifier, FTabManager::FLayout::NullLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, InSkeletalMesh); BindCommands(); AddApplicationMode( SkeletalMeshEditorModes::SkeletalMeshEditorMode, MakeShareable(new FSkeletalMeshEditorMode(SharedThis(this), SkeletonTree.ToSharedRef()))); SetCurrentMode(SkeletalMeshEditorModes::SkeletalMeshEditorMode); ExtendMenu(); ExtendToolbar(); RegenerateMenusAndToolbars(); // Set up mesh click selection PreviewScene->RegisterOnMeshClick(FOnMeshClick::CreateSP(this, &FSkeletalMeshEditor::HandleMeshClick)); PreviewScene->SetAllowMeshHitProxies(true); if(PreviewScene->GetPreviewMeshComponent()) { PreviewScene->GetPreviewMeshComponent()->bSelectable = PreviewScene->AllowMeshHitProxies(); PreviewScene->GetPreviewMeshComponent()->MarkRenderStateDirty(); } // Make sure we get told when the editor mode changes so we can switch to the appropriate tab // if there's a toolbox available. GetEditorModeManager().OnEditorModeIDChanged().AddSP(this, &FSkeletalMeshEditor::OnEditorModeIdChanged); } FName FSkeletalMeshEditor::GetToolkitFName() const { return FName("SkeletalMeshEditor"); } FText FSkeletalMeshEditor::GetBaseToolkitName() const { return LOCTEXT("AppLabel", "SkeletalMeshEditor"); } FString FSkeletalMeshEditor::GetWorldCentricTabPrefix() const { return LOCTEXT("WorldCentricTabPrefix", "SkeletalMeshEditor ").ToString(); } FLinearColor FSkeletalMeshEditor::GetWorldCentricTabColorScale() const { return FLinearColor(0.3f, 0.2f, 0.5f, 0.5f); } void FSkeletalMeshEditor::AddReferencedObjects(FReferenceCollector& Collector) { Collector.AddReferencedObject(SkeletalMesh); } void FSkeletalMeshEditor::BindCommands() { FSkeletalMeshEditorCommands::Register(); ToolkitCommands->MapAction(FSkeletalMeshEditorCommands::Get().ReimportMesh, FExecuteAction::CreateSP(this, &FSkeletalMeshEditor::HandleReimportMesh, (int32)INDEX_NONE)); ToolkitCommands->MapAction(FSkeletalMeshEditorCommands::Get().ReimportAllMesh, FExecuteAction::CreateSP(this, &FSkeletalMeshEditor::HandleReimportAllMesh, (int32)INDEX_NONE)); ToolkitCommands->MapAction(FPersonaCommonCommands::Get().TogglePlay, FExecuteAction::CreateRaw(&GetPersonaToolkit()->GetPreviewScene().Get(), &IPersonaPreviewScene::TogglePlayback)); // Bake Materials ToolkitCommands->MapAction(FSkeletalMeshEditorCommands::Get().BakeMaterials, FExecuteAction::CreateSP(this, &FSkeletalMeshEditor::BakeMaterials), FCanExecuteAction()); } TSharedPtr FSkeletalMeshEditor::GetSkeletalMeshEditor(const FToolMenuContext& InMenuContext) { if (USkeletalMeshToolMenuContext* Context = InMenuContext.FindContext()) { if (Context->SkeletalMeshEditor.IsValid()) { return StaticCastSharedPtr(Context->SkeletalMeshEditor.Pin()); } } return TSharedPtr(); } void FSkeletalMeshEditor::OnEditorModeIdChanged(const FEditorModeID& ModeChangedID, bool bIsEnteringMode) { if (GetEditorModeManager().IsDefaultMode(ModeChangedID)) { return; } if (bIsEnteringMode) { // FIXME: We should get the hosted toolkit from here. if (GetEditorModeManager().GetActiveScriptableMode(ModeChangedID)->UsesToolkits()) { TabManager->TryInvokeTab(SkeletalMeshEditorTabs::ToolboxDetailsTab); } } else { TSharedPtr ToolboxTab = TabManager->FindExistingLiveTab(SkeletalMeshEditorTabs::ToolboxDetailsTab); if (ToolboxTab.IsValid()) { ToolboxTab->RequestCloseTab(); } } } bool FSkeletalMeshEditor::CanSpawnToolboxTab(const FSpawnTabArgs& InArgs) const { return HostedToolkit.IsValid(); } TSharedRef FSkeletalMeshEditor::SpawnToolboxTab(const FSpawnTabArgs& Args) { ToolboxWidget = SNew(SSkeletalMeshEditorToolbox, SharedThis(this)); TSharedRef DockTab = SNew(SDockTab) .Label(LOCTEXT("ToolboxTab", "Toolbox")) [ SNew(SBox) .AddMetaData(FTagMetaData(TEXT("ToolboxTab"))) [ ToolboxWidget.ToSharedRef() ] ]; ToolboxWidget->SetOwningTab(DockTab); ToolboxWidget->AttachToolkit(HostedToolkit.ToSharedRef()); return DockTab; } void FSkeletalMeshEditor::OnToolboxTabClosed(TSharedRef InClosedTab) { // If the user closed the tab, then we want to go back to the base skel mesh editor mode. GetEditorModeManager().ActivateDefaultMode(); } void FSkeletalMeshEditor::RegisterReimportContextMenu(const FName InBaseMenuName) { static auto ReimportMeshWithNewFileAction = [](const FToolMenuContext& InMenuContext, int32 SourceFileIndex) { TSharedPtr SkeletalMeshEditor = GetSkeletalMeshEditor(InMenuContext); if (SkeletalMeshEditor.IsValid()) { if (USkeletalMesh* FoundSkeletalMesh = SkeletalMeshEditor->SkeletalMesh) { if (UFbxSkeletalMeshImportData* SkeletalMeshImportData = Cast(FoundSkeletalMesh->GetAssetImportData())) { SkeletalMeshImportData->ImportContentType = SourceFileIndex == 0 ? EFBXImportContentType::FBXICT_All : SourceFileIndex == 1 ? EFBXImportContentType::FBXICT_Geometry : EFBXImportContentType::FBXICT_SkinningWeights; SkeletalMeshEditor->HandleReimportMeshWithNewFile(SourceFileIndex); } else if (UInterchangeAssetImportData* InterchangeImportData = Cast(FoundSkeletalMesh->GetAssetImportData())) { SkeletalMeshEditor->HandleReimportMeshWithNewFile(SourceFileIndex); } } } }; static auto CreateMultiContentSubMenu = [](UToolMenu* InMenu) { FToolMenuSection& Section = InMenu->AddSection("Reimport"); TSharedPtr SkeletalMeshEditor = GetSkeletalMeshEditor(InMenu->Context); if (SkeletalMeshEditor.IsValid()) { Section.AddMenuEntry( "ReimportGeometryContentLabel", LOCTEXT("ReimportGeometryContentLabel", "Geometry"), LOCTEXT("ReimportGeometryContentLabelTooltipTooltip", "Reimport Geometry Only"), FSlateIcon(FAppStyle::GetAppStyleSetName(), "ContentBrowser.AssetActions.ReimportAsset"), FToolMenuExecuteAction::CreateLambda(ReimportMeshWithNewFileAction, 1) ); Section.AddMenuEntry( "ReimportSkinningAndWeightsContentLabel", LOCTEXT("ReimportSkinningAndWeightsContentLabel", "Skinning And Weights"), LOCTEXT("ReimportSkinningAndWeightsContentLabelTooltipTooltip", "Reimport Skinning And Weights Only"), FSlateIcon(FAppStyle::GetAppStyleSetName(), "ContentBrowser.AssetActions.ReimportAsset"), FToolMenuExecuteAction::CreateLambda(ReimportMeshWithNewFileAction, 2) ); } }; static auto ReimportAction = [](const FToolMenuContext& InMenuContext, const int32 SourceFileIndex, const bool bReimportAll, const bool bWithNewFile) { TSharedPtr SkeletalMeshEditor = GetSkeletalMeshEditor(InMenuContext); if (SkeletalMeshEditor.IsValid()) { if (USkeletalMesh* FoundSkeletalMesh = SkeletalMeshEditor->SkeletalMesh) { UFbxSkeletalMeshImportData* SkeletalMeshImportData = FoundSkeletalMesh ? Cast(FoundSkeletalMesh->GetAssetImportData()) : nullptr; if (SkeletalMeshImportData) { SkeletalMeshImportData->ImportContentType = SourceFileIndex == 0 ? EFBXImportContentType::FBXICT_All : SourceFileIndex == 1 ? EFBXImportContentType::FBXICT_Geometry : EFBXImportContentType::FBXICT_SkinningWeights; } if (bReimportAll) { if (bWithNewFile) { SkeletalMeshEditor->HandleReimportAllMeshWithNewFile(SourceFileIndex); } else { SkeletalMeshEditor->HandleReimportAllMesh(SourceFileIndex); } } else { if (bWithNewFile) { SkeletalMeshEditor->HandleReimportMeshWithNewFile(SourceFileIndex); } else { SkeletalMeshEditor->HandleReimportMesh(SourceFileIndex); } } } } }; static auto CreateReimportSubMenu = [](UToolMenu* InMenu, bool bReimportAll, bool bWithNewFile) { TSharedPtr SkeletalMeshEditor = GetSkeletalMeshEditor(InMenu->Context); if (SkeletalMeshEditor.IsValid()) { USkeletalMesh* InSkeletalMesh = SkeletalMeshEditor->SkeletalMesh; if (InSkeletalMesh && InSkeletalMesh->GetAssetImportData()) { //Get the data TArray SourceFilePaths; InSkeletalMesh->GetAssetImportData()->ExtractFilenames(SourceFilePaths); TArray SourceFileLabels; InSkeletalMesh->GetAssetImportData()->ExtractDisplayLabels(SourceFileLabels); if (SourceFileLabels.Num() > 0 && SourceFileLabels.Num() == SourceFilePaths.Num()) { FToolMenuSection& Section = InMenu->AddSection("Reimport"); for (int32 SourceFileIndex = 0; SourceFileIndex < SourceFileLabels.Num(); ++SourceFileIndex) { FText ReimportLabel = FText::Format(LOCTEXT("ReimportNoLabel", "SourceFile {0}"), SourceFileIndex); FText ReimportLabelTooltip = FText::Format(LOCTEXT("ReimportNoLabelTooltip", "Reimport File: {0}"), FText::FromString(SourceFilePaths[SourceFileIndex])); if (SourceFileLabels[SourceFileIndex].Len() > 0) { ReimportLabel = FText::Format(LOCTEXT("ReimportLabel", "{0}"), FText::FromString(SourceFileLabels[SourceFileIndex])); ReimportLabelTooltip = FText::Format(LOCTEXT("ReimportLabelTooltip", "Reimport {0} File: {1}"), FText::FromString(SourceFileLabels[SourceFileIndex]), FText::FromString(SourceFilePaths[SourceFileIndex])); } Section.AddMenuEntry( NAME_None, ReimportLabel, ReimportLabelTooltip, FSlateIcon(FAppStyle::GetAppStyleSetName(), "ContentBrowser.AssetActions.ReimportAsset"), FToolMenuExecuteAction::CreateLambda(ReimportAction, SourceFileIndex, bReimportAll, bWithNewFile) ); } } } } }; if (!UToolMenus::Get()->IsMenuRegistered(UToolMenus::JoinMenuPaths(InBaseMenuName, "ReimportContextMenu"))) { UToolMenu* ToolMenu = UToolMenus::Get()->RegisterMenu(UToolMenus::JoinMenuPaths(InBaseMenuName, "ReimportContextMenu")); ToolMenu->AddDynamicSection("Section", FNewToolMenuDelegate::CreateLambda([](UToolMenu* InMenu) { TSharedPtr SkeletalMeshEditor = GetSkeletalMeshEditor(InMenu->Context); if (SkeletalMeshEditor.IsValid()) { USkeletalMesh* InSkeletalMesh = SkeletalMeshEditor->SkeletalMesh; bool bShowSubMenu = InSkeletalMesh != nullptr && InSkeletalMesh->GetAssetImportData() != nullptr && InSkeletalMesh->GetAssetImportData()->GetSourceFileCount() > 1; FToolMenuSection& Section = InMenu->AddSection("Section"); if (!bShowSubMenu) { //Reimport Section.AddMenuEntry( FSkeletalMeshEditorCommands::Get().ReimportMesh->GetCommandName(), FSkeletalMeshEditorCommands::Get().ReimportMesh->GetLabel(), FSkeletalMeshEditorCommands::Get().ReimportMesh->GetDescription(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(SkeletalMeshEditor.ToSharedRef(), &FSkeletalMeshEditor::HandleReimportMesh, 0))); Section.AddMenuEntry( FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetCommandName(), FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetLabel(), FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetDescription(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(SkeletalMeshEditor.ToSharedRef(), &FSkeletalMeshEditor::HandleReimportMeshWithNewFile, 0))); //Reimport ALL Section.AddMenuEntry( FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetCommandName(), FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetLabel(), FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetDescription(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(SkeletalMeshEditor.ToSharedRef(), &FSkeletalMeshEditor::HandleReimportAllMesh, 0))); Section.AddMenuEntry( FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetCommandName(), FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetLabel(), FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetDescription(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(SkeletalMeshEditor.ToSharedRef(), &FSkeletalMeshEditor::HandleReimportAllMeshWithNewFile, 0))); Section.AddSubMenu( "ReimportMultiSources", LOCTEXT("ReimportMultiSources", "Reimport Content"), LOCTEXT("ReimportMultiSourcesTooltip", "Reimport Geometry or Skinning Weights content, this will create multi import source file."), FNewToolMenuDelegate::CreateLambda(CreateMultiContentSubMenu)); } else { //Create 4 submenu: Reimport, ReimportWithNewFile, ReimportAll and ReimportAllWithNewFile Section.AddSubMenu( FSkeletalMeshEditorCommands::Get().ReimportMesh->GetCommandName(), FSkeletalMeshEditorCommands::Get().ReimportMesh->GetLabel(), FSkeletalMeshEditorCommands::Get().ReimportMesh->GetDescription(), FNewToolMenuDelegate::CreateLambda(CreateReimportSubMenu, false, false)); Section.AddSubMenu( FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetCommandName(), FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetLabel(), FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetDescription(), FNewToolMenuDelegate::CreateLambda(CreateReimportSubMenu, false, true)); Section.AddSubMenu( FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetCommandName(), FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetLabel(), FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetDescription(), FNewToolMenuDelegate::CreateLambda(CreateReimportSubMenu, true, false)); Section.AddSubMenu( FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetCommandName(), FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetLabel(), FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetDescription(), FNewToolMenuDelegate::CreateLambda(CreateReimportSubMenu, true, true)); } } })); } } void FSkeletalMeshEditor::ExtendToolbar() { // Add in Editor Specific functionality FName ParentName; static const FName MenuName = GetToolMenuToolbarName(ParentName); RegisterReimportContextMenu(MenuName); UToolMenu* ToolMenu = UToolMenus::Get()->ExtendMenu(MenuName); const FToolMenuInsert SectionInsertLocation("Asset", EToolMenuInsertType::After); { ToolMenu->AddDynamicSection("Persona", FNewToolBarDelegateLegacy::CreateLambda([](FToolBarBuilder& ToolbarBuilder, UToolMenu* InMenu) { TSharedPtr SkeletalMeshEditor = GetSkeletalMeshEditor(InMenu->Context); if (SkeletalMeshEditor.IsValid() && SkeletalMeshEditor->PersonaToolkit.IsValid()) { FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked("Persona"); FPersonaModule::FCommonToolbarExtensionArgs Args; Args.bPreviewMesh = false; PersonaModule.AddCommonToolbarExtensions(ToolbarBuilder, SkeletalMeshEditor->PersonaToolkit.ToSharedRef(), Args); } }), SectionInsertLocation); } { FToolMenuSection& Section = ToolMenu->AddSection("Mesh", FText(), SectionInsertLocation); FToolMenuEntry Entry = FToolMenuEntry::InitToolBarButton(FSkeletalMeshEditorCommands::Get().ReimportMesh); Section.AddEntry(FToolMenuEntry::InitToolBarButton(FSkeletalMeshEditorCommands::Get().ReimportMesh)); Section.AddEntry(FToolMenuEntry::InitComboButton("ReimportContextMenu", FUIAction(), FNewToolMenuDelegate(), FText(), FText(), FSlateIcon(), true)); } // If the ToolbarExtender is valid, remove it before rebuilding it if (ToolbarExtender.IsValid()) { RemoveToolbarExtender(ToolbarExtender); ToolbarExtender.Reset(); } ToolbarExtender = MakeShareable(new FExtender); AddToolbarExtender(ToolbarExtender); ISkeletalMeshEditorModule& SkeletalMeshEditorModule = FModuleManager::GetModuleChecked("SkeletalMeshEditor"); AddToolbarExtender(SkeletalMeshEditorModule.GetToolBarExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects())); TArray ToolbarExtenderDelegates = SkeletalMeshEditorModule.GetAllSkeletalMeshEditorToolbarExtenders(); for (auto& ToolbarExtenderDelegate : ToolbarExtenderDelegates) { if (ToolbarExtenderDelegate.IsBound()) { AddToolbarExtender(ToolbarExtenderDelegate.Execute(GetToolkitCommands(), SharedThis(this))); } } ToolbarExtender->AddToolBarExtension( "Asset", EExtensionHook::After, GetToolkitCommands(), FToolBarExtensionDelegate::CreateLambda([this](FToolBarBuilder& ParentToolbarBuilder) { // Second toolbar on right side FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked("Persona"); TSharedRef AssetFamily = PersonaModule.CreatePersonaAssetFamily(SkeletalMesh); AddToolbarWidget(PersonaModule.CreateAssetFamilyShortcutWidget(SharedThis(this), AssetFamily)); } )); } void FSkeletalMeshEditor::InitToolMenuContext(FToolMenuContext& MenuContext) { FAssetEditorToolkit::InitToolMenuContext(MenuContext); USkeletalMeshToolMenuContext* Context = NewObject(); Context->SkeletalMeshEditor = SharedThis(this); MenuContext.AddObject(Context); UPersonaToolMenuContext* PersonaContext = NewObject(); PersonaContext->SetToolkit(GetPersonaToolkit()); MenuContext.AddObject(PersonaContext); } void FSkeletalMeshEditor::OnToolkitHostingStarted(const TSharedRef& Toolkit) { if (ensure(!HostedToolkit.IsValid())) { HostedToolkit = Toolkit; if (ToolboxWidget.IsValid()) { ToolboxWidget->AttachToolkit(Toolkit); } } } void FSkeletalMeshEditor::OnToolkitHostingFinished(const TSharedRef& Toolkit) { if (ensure(Toolkit == HostedToolkit)) { if (ToolboxWidget.IsValid()) { ToolboxWidget->DetachToolkit(Toolkit); } HostedToolkit.Reset(); } } void FSkeletalMeshEditor::AddViewportOverlayWidget(TSharedRef InOverlaidWidget) { if (Viewport.IsValid()) { Viewport->AddOverlayWidget(InOverlaidWidget); } } void FSkeletalMeshEditor::RemoveViewportOverlayWidget(TSharedRef InOverlaidWidget) { if (Viewport.IsValid()) { Viewport->RemoveOverlayWidget(InOverlaidWidget); } } bool FSkeletalMeshEditor::ProcessCommandBindings(const FKeyEvent& InKeyEvent) const { if (HostedToolkit.IsValid() && HostedToolkit->ProcessCommandBindings(InKeyEvent)) { return true; } return ISkeletalMeshEditor::ProcessCommandBindings(InKeyEvent); } void FSkeletalMeshEditor::OnRemoveSectionFromLodAndBelowMenuItemClicked(int32 LodIndex, int32 SectionIndex) { if (SkeletalMesh == nullptr || !SkeletalMesh->GetImportedModel()->LODModels.IsValidIndex(LodIndex) || !SkeletalMesh->GetImportedModel()->LODModels[LodIndex].Sections.IsValidIndex(SectionIndex)) { return; } const FSkeletalMeshLODInfo* SkeletalMeshLODInfo = SkeletalMesh->GetLODInfo(LodIndex); if (SkeletalMeshLODInfo == nullptr) { return; } FScopedTransaction Transaction(LOCTEXT("ChangeGenerateUpTo", "Set Generate Up To")); SkeletalMesh->Modify(); SkeletalMesh->GetImportedModel()->LODModels[LodIndex].Sections[SectionIndex].GenerateUpToLodIndex = LodIndex; FSkeletalMeshUpdateContext UpdateContext; UpdateContext.SkeletalMesh = SkeletalMesh; UpdateContext.AssociatedComponents.Push(GetPersonaToolkit()->GetPreviewMeshComponent()); //Generate only the LODs that can be affected by the changes TArray BaseLodIndexes; BaseLodIndexes.Add(LodIndex); for (int32 GenerateLodIndex = LodIndex + 1; GenerateLodIndex < SkeletalMesh->GetImportedModel()->LODModels.Num(); ++GenerateLodIndex) { const FSkeletalMeshLODInfo* CurrentSkeletalMeshLODInfo = SkeletalMesh->GetLODInfo(GenerateLodIndex); if (CurrentSkeletalMeshLODInfo != nullptr && CurrentSkeletalMeshLODInfo->bHasBeenSimplified && BaseLodIndexes.Contains(CurrentSkeletalMeshLODInfo->ReductionSettings.BaseLOD)) { FLODUtilities::SimplifySkeletalMeshLOD(UpdateContext, GenerateLodIndex, GetTargetPlatformManagerRef().GetRunningTargetPlatform(), true); BaseLodIndexes.Add(GenerateLodIndex); } } SkeletalMesh->PostEditChange(); GetPersonaToolkit()->GetPreviewScene()->InvalidateViews(); } void FSkeletalMeshEditor::FillApplyClothingAssetMenu(FMenuBuilder& MenuBuilder, int32 InLodIndex, int32 InSectionIndex) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); // Nothing to fill if(!Mesh) { return; } MenuBuilder.BeginSection(TEXT("ApplyClothingMenu"), LOCTEXT("ApplyClothingMenuHeader", "Available Assets")); { for(UClothingAssetBase* BaseAsset : Mesh->GetMeshClothingAssets()) { UClothingAssetCommon* ClothAsset = CastChecked(BaseAsset); FUIAction Action; Action.CanExecuteAction = FCanExecuteAction::CreateSP(this, &FSkeletalMeshEditor::CanApplyClothing, InLodIndex, InSectionIndex); const int32 NumClothLods = ClothAsset->GetNumLods(); for(int32 ClothLodIndex = 0; ClothLodIndex < NumClothLods; ++ClothLodIndex) { Action.ExecuteAction = FExecuteAction::CreateSP(this, &FSkeletalMeshEditor::OnApplyClothingAssetClicked, BaseAsset, InLodIndex, InSectionIndex, ClothLodIndex); MenuBuilder.AddMenuEntry( FText::Format(LOCTEXT("ApplyClothingMenuItem", "{0} - LOD{1}"), FText::FromString(ClothAsset->GetName()), FText::AsNumber(ClothLodIndex)), LOCTEXT("ApplyClothingMenuItem_ToolTip", "Apply this clothing asset to the selected mesh LOD and section"), FSlateIcon(), Action ); } } } MenuBuilder.EndSection(); } void FSkeletalMeshEditor::FillCreateClothingMenu(FMenuBuilder& MenuBuilder, int32 InLodIndex, int32 InSectionIndex) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); if(!Mesh) { return; } TSharedRef Widget = SNew(SCreateClothingSettingsPanel) .Mesh(Mesh) .MeshName(Mesh->GetName()) .LodIndex(InLodIndex) .SectionIndex(InSectionIndex) .OnCreateRequested(this, &FSkeletalMeshEditor::OnCreateClothingAssetMenuItemClicked) .bIsSubImport(false); MenuBuilder.AddWidget(Widget, FText::GetEmpty(), true, false); } void FSkeletalMeshEditor::FillCreateClothingLodMenu(FMenuBuilder& MenuBuilder, int32 InLodIndex, int32 InSectionIndex) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); if(!Mesh) { return; } TSharedRef Widget = SNew(SCreateClothingSettingsPanel) .Mesh(Mesh) .MeshName(Mesh->GetName()) .LodIndex(InLodIndex) .SectionIndex(InSectionIndex) .OnCreateRequested(this, &FSkeletalMeshEditor::OnCreateClothingAssetMenuItemClicked) .bIsSubImport(true); MenuBuilder.AddWidget(Widget, FText::GetEmpty(), true, false); } void FSkeletalMeshEditor::OnRemoveClothingAssetMenuItemClicked(int32 InLodIndex, int32 InSectionIndex) { RemoveClothing(InLodIndex, InSectionIndex); } void FSkeletalMeshEditor::OnCreateClothingAssetMenuItemClicked(FSkeletalMeshClothBuildParams& Params) { // Close the menu we created FSlateApplication::Get().DismissAllMenus(); USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); if(Mesh) { Mesh->Modify(); FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(Mesh); if (Params.bRemoveFromMesh) // Remove section prior to importing, otherwise the UsedBoneIndices won't be reflecting the loss of the section in the sub LOD { // Force the rebuilding of the render data at the end of this scope to update the used bone array FScopedSkeletalMeshPostEditChange ScopedSkeletalMeshPostEditChange(Mesh); // User doesn't want the section anymore as a renderable, get rid of it Mesh->RemoveMeshSection(Params.LodIndex, Params.SourceSection); } // Update the skeletal mesh at the end of the scope, this time with the new clothing changes FScopedSkeletalMeshPostEditChange ScopedSkeletalMeshPostEditChange(Mesh); // Handle the creation through the clothing asset factory FClothingSystemEditorInterfaceModule& ClothingEditorModule = FModuleManager::LoadModuleChecked("ClothingSystemEditorInterface"); UClothingAssetFactoryBase* AssetFactory = ClothingEditorModule.GetClothingAssetFactory(); // See if we're importing a LOD or new asset if(Params.TargetAsset.IsValid()) { UClothingAssetBase* TargetAssetPtr = Params.TargetAsset.Get(); int32 SectionIndex = -1, AssetLodIndex = -1; if (Params.bRemapParameters) { if (TargetAssetPtr && Mesh->GetImportedModel()->LODModels.IsValidIndex(Params.TargetLod)) { //Cache the section and asset LOD this asset was bound at before unbinding FSkeletalMeshLODModel& SkelLod = Mesh->GetImportedModel()->LODModels[Params.TargetLod]; for (int32 i = 0; i < SkelLod.Sections.Num(); ++i) { if (SkelLod.Sections[i].ClothingData.AssetGuid == TargetAssetPtr->GetAssetGuid()) { SectionIndex = i; AssetLodIndex = SkelLod.Sections[i].ClothingData.AssetLodIndex; RemoveClothing(Params.TargetLod, SectionIndex); break; } } } } AssetFactory->ImportLodToClothing(Mesh, Params); if (Params.bRemapParameters) { //If it was bound previously, rebind at same section with same LOD if (TargetAssetPtr && SectionIndex > -1) { ApplyClothing(TargetAssetPtr, Params.TargetLod, SectionIndex, AssetLodIndex); } } } else { UClothingAssetBase* NewClothingAsset = AssetFactory->CreateFromSkeletalMesh(Mesh, Params); if(NewClothingAsset) { Mesh->AddClothingAsset(NewClothingAsset); } } //Make sure no section is isolated or highlighted UDebugSkelMeshComponent * MeshComponent = GetPersonaToolkit()->GetPreviewScene()->GetPreviewMeshComponent(); if(MeshComponent) { MeshComponent->SetSelectedEditorSection(INDEX_NONE); MeshComponent->SetSelectedEditorMaterial(INDEX_NONE); MeshComponent->SetMaterialPreview(INDEX_NONE); MeshComponent->SetSectionPreview(INDEX_NONE); } } } void FSkeletalMeshEditor::OnApplyClothingAssetClicked(UClothingAssetBase* InAssetToApply, int32 InMeshLodIndex, int32 InMeshSectionIndex, int32 InClothLodIndex) { ApplyClothing(InAssetToApply, InMeshLodIndex, InMeshSectionIndex, InClothLodIndex); } bool FSkeletalMeshEditor::CanApplyClothing(int32 InLodIndex, int32 InSectionIndex) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); if(Mesh->GetMeshClothingAssets().Num() > 0) { FSkeletalMeshModel* MeshResource = Mesh->GetImportedModel(); if(MeshResource->LODModels.IsValidIndex(InLodIndex)) { FSkeletalMeshLODModel& LodModel = MeshResource->LODModels[InLodIndex]; if(LodModel.Sections.IsValidIndex(InSectionIndex)) { return !LodModel.Sections[InSectionIndex].HasClothingData(); } } } return false; } bool FSkeletalMeshEditor::CanRemoveClothing(int32 InLodIndex, int32 InSectionIndex) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); FSkeletalMeshModel* MeshResource = Mesh->GetImportedModel(); if(MeshResource->LODModels.IsValidIndex(InLodIndex)) { FSkeletalMeshLODModel& LodModel = MeshResource->LODModels[InLodIndex]; if(LodModel.Sections.IsValidIndex(InSectionIndex)) { return LodModel.Sections[InSectionIndex].HasClothingData(); } } return false; } bool FSkeletalMeshEditor::CanCreateClothing(int32 InLodIndex, int32 InSectionIndex) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); FSkeletalMeshModel* MeshResource = Mesh->GetImportedModel(); if(MeshResource->LODModels.IsValidIndex(InLodIndex)) { FSkeletalMeshLODModel& LodModel = MeshResource->LODModels[InLodIndex]; if(LodModel.Sections.IsValidIndex(InSectionIndex)) { FSkelMeshSection& Section = LodModel.Sections[InSectionIndex]; return !Section.HasClothingData(); } } return false; } bool FSkeletalMeshEditor::CanCreateClothingLod(int32 InLodIndex, int32 InSectionIndex) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); return Mesh && Mesh->GetMeshClothingAssets().Num() > 0 && CanApplyClothing(InLodIndex, InSectionIndex); } void FSkeletalMeshEditor::ApplyClothing(UClothingAssetBase* InAsset, int32 InLodIndex, int32 InSectionIndex, int32 InClothingLod) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); if (Mesh == nullptr || Mesh->GetImportedModel() == nullptr || !Mesh->GetImportedModel()->LODModels.IsValidIndex(InLodIndex)) { return; } FSkeletalMeshLODModel& LODModel = Mesh->GetImportedModel()->LODModels[InLodIndex]; const FSkelMeshSection& Section = LODModel.Sections[InSectionIndex]; FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(Mesh); { FScopedSkeletalMeshPostEditChange ScopedPostEditChange(Mesh); FScopedTransaction Transaction(LOCTEXT("SkeletalMeshEditorApplyClothingTransaction", "Persona editor: Apply Section Cloth")); Mesh->Modify(); FSkelMeshSourceSectionUserData& OriginalSectionData = LODModel.UserSectionsData.FindOrAdd(Section.OriginalDataSectionIndex); auto ClearOriginalSectionUserData = [&OriginalSectionData]() { OriginalSectionData.CorrespondClothAssetIndex = INDEX_NONE; OriginalSectionData.ClothingData.AssetGuid = FGuid(); OriginalSectionData.ClothingData.AssetLodIndex = INDEX_NONE; }; if (UClothingAssetCommon* ClothingAsset = Cast(InAsset)) { ClothingAsset->Modify(); // Look for a currently bound asset an unbind it if necessary first if (UClothingAssetBase* CurrentAsset = Mesh->GetSectionClothingAsset(InLodIndex, InSectionIndex)) { CurrentAsset->Modify(); CurrentAsset->UnbindFromSkeletalMesh(Mesh, InLodIndex); ClearOriginalSectionUserData(); } if (ClothingAsset->BindToSkeletalMesh(Mesh, InLodIndex, InSectionIndex, InClothingLod)) { //Successful bind so set the SectionUserData int32 AssetIndex = INDEX_NONE; check(Mesh->GetMeshClothingAssets().Find(ClothingAsset, AssetIndex)); OriginalSectionData.CorrespondClothAssetIndex = AssetIndex; OriginalSectionData.ClothingData.AssetGuid = ClothingAsset->GetAssetGuid(); OriginalSectionData.ClothingData.AssetLodIndex = InClothingLod; } } else if (Mesh) { //User set none, so unbind anything that is bind if (UClothingAssetBase* CurrentAsset = Mesh->GetSectionClothingAsset(InLodIndex, InSectionIndex)) { CurrentAsset->Modify(); CurrentAsset->UnbindFromSkeletalMesh(Mesh, InLodIndex); ClearOriginalSectionUserData(); } } } } void FSkeletalMeshEditor::RemoveClothing(int32 InLodIndex, int32 InSectionIndex) { USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh(); if (Mesh->GetImportedModel() == nullptr || !Mesh->GetImportedModel()->LODModels.IsValidIndex(InLodIndex)) { return; } FSkeletalMeshLODModel& LODModel = Mesh->GetImportedModel()->LODModels[InLodIndex]; const FSkelMeshSection& Section = LODModel.Sections[InSectionIndex]; FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(Mesh); { FScopedSkeletalMeshPostEditChange ScopedPostEditChange(Mesh); FScopedTransaction Transaction(LOCTEXT("SkeletalMeshEditorRemoveClothingTransaction", "Persona editor: Remove Section Cloth")); Mesh->Modify(); FSkelMeshSourceSectionUserData& OriginalSectionData = LODModel.UserSectionsData.FindOrAdd(Section.OriginalDataSectionIndex); auto ClearOriginalSectionUserData = [&OriginalSectionData]() { OriginalSectionData.CorrespondClothAssetIndex = INDEX_NONE; OriginalSectionData.ClothingData.AssetGuid = FGuid(); OriginalSectionData.ClothingData.AssetLodIndex = INDEX_NONE; }; // Look for a currently bound asset an unbind it if necessary first if (UClothingAssetBase* CurrentAsset = Mesh->GetSectionClothingAsset(InLodIndex, InSectionIndex)) { CurrentAsset->Modify(); CurrentAsset->UnbindFromSkeletalMesh(Mesh, InLodIndex); ClearOriginalSectionUserData(); } } } void FSkeletalMeshEditor::ExtendMenu() { MenuExtender = MakeShareable(new FExtender); AddMenuExtender(MenuExtender); ISkeletalMeshEditorModule& SkeletalMeshEditorModule = FModuleManager::GetModuleChecked("SkeletalMeshEditor"); AddMenuExtender(SkeletalMeshEditorModule.GetMenuExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects())); FToolMenuOwnerScoped OwnerScoped(this); UToolMenu* AssetMenu = UToolMenus::Get()->ExtendMenu("MainFrame.MainMenu.Asset"); { FToolMenuSection& AssetSection = AssetMenu->FindOrAddSection("AssetEditorActions"); const FName SkeletalMeshToolkitName = GetToolkitFName(); FToolMenuEntry& Entry = AssetSection.AddDynamicEntry("AssetManagerEditorSkeletalMeshCommands", FNewToolMenuSectionDelegate::CreateLambda([SkeletalMeshToolkitName](FToolMenuSection& InSection) { UAssetEditorToolkitMenuContext* MenuContext = InSection.FindContext(); if (MenuContext && MenuContext->Toolkit.IsValid() && MenuContext->Toolkit.Pin()->GetToolkitFName() == SkeletalMeshToolkitName) { InSection.AddMenuEntry(FSkeletalMeshEditorCommands::Get().BakeMaterials); } } )); } UToolMenu* ViewportMenu = UToolMenus::Get()->RegisterMenu("SkeletalMeshEditor.MeshContextMenu"); { FToolMenuSection& AssetSection = ViewportMenu->AddSection("Asset", LOCTEXT("MeshClickMenu_Section_Asset", "Asset")); AssetSection.AddDynamicEntry("DynamicAssetEntries", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection) { if (USkeletalMeshEditorContextMenuContext* MenuContext = InSection.FindContext()) { const int32 LodIndex = MenuContext->LodIndex; const int32 SectionIndex = MenuContext->SectionIndex; TSharedRef InfoWidget = SNew(SBox) .HAlign(HAlign_Fill) .VAlign(VAlign_Fill) .Padding(FMargin(2.5f, 5.0f, 2.5f, 0.0f)) [ SNew(SBorder) .HAlign(HAlign_Fill) .VAlign(VAlign_Fill) //.Padding(FMargin(0.0f, 10.0f, 0.0f, 0.0f)) .BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder")) [ SNew(SBox) .HAlign(HAlign_Center) .VAlign(VAlign_Center) [ SNew(STextBlock) .Font(FAppStyle::GetFontStyle("CurveEd.LabelFont")) .Text(FText::Format(LOCTEXT("MeshClickMenu_SectionInfo", "LOD{0} - Section {1}"), LodIndex, SectionIndex)) ] ] ]; InSection.AddEntry(FToolMenuEntry::InitWidget("InfoWidget", InfoWidget, FText::GetEmpty(), true, false, true)); } })); FToolMenuSection& ClothSection = ViewportMenu->AddSection("Clothing", LOCTEXT("MeshClickMenu_Section_Clothing", "Clothing")); ClothSection.AddDynamicEntry("DynamicClothingEntries", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection) { if (USkeletalMeshEditorContextMenuContext* MenuContext = InSection.FindContext()) { TSharedPtr Editor = GetSkeletalMeshEditor(InSection.Context); if(Editor.IsValid()) { const int32 LodIndex = MenuContext->LodIndex; const int32 SectionIndex = MenuContext->SectionIndex; InSection.AddSubMenu( "ApplyClothing", LOCTEXT("MeshClickMenu_AssetApplyMenu", "Apply Clothing Data..."), LOCTEXT("MeshClickMenu_AssetApplyMenu_ToolTip", "Select clothing data to apply to the selected section."), FNewToolMenuChoice(FNewMenuDelegate::CreateSP(Editor.Get(), &FSkeletalMeshEditor::FillApplyClothingAssetMenu, LodIndex, SectionIndex)), FToolUIActionChoice(FUIAction( FExecuteAction(), FCanExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::CanApplyClothing, LodIndex, SectionIndex) )), EUserInterfaceActionType::Button ); InSection.AddMenuEntry( "RemoveClothing", LOCTEXT("MeshClickMenu_RemoveClothing", "Remove Clothing Data"), LOCTEXT("MeshClickMenu_RemoveClothing_ToolTip", "Remove the currently assigned clothing data."), FSlateIcon(), FToolUIActionChoice(FUIAction( FExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::OnRemoveClothingAssetMenuItemClicked, LodIndex, SectionIndex), FCanExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::CanRemoveClothing, LodIndex, SectionIndex) )) ); InSection.AddSubMenu( "CreateClothing", LOCTEXT("MeshClickMenu_CreateClothing_Label", "Create Clothing Data from Section"), LOCTEXT("MeshClickMenu_CreateClothing_ToolTip", "Create a new clothing data using the selected section as a simulation mesh"), FNewToolMenuChoice(FNewMenuDelegate::CreateSP(Editor.Get(), &FSkeletalMeshEditor::FillCreateClothingMenu, LodIndex, SectionIndex)), FToolUIActionChoice(FUIAction( FExecuteAction(), FCanExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::CanCreateClothing, LodIndex, SectionIndex) )), EUserInterfaceActionType::Button ); InSection.AddSubMenu( "CreateClothingLOD", LOCTEXT("MeshClickMenu_CreateClothingNewLod_Label", "Create Clothing LOD from Section"), LOCTEXT("MeshClickMenu_CreateClothingNewLod_ToolTip", "Create a clothing simulation mesh from the selected section and add it as a LOD to existing clothing data."), FNewToolMenuChoice(FNewMenuDelegate::CreateSP(Editor.Get(), &FSkeletalMeshEditor::FillCreateClothingLodMenu, LodIndex, SectionIndex)), FToolUIActionChoice(FUIAction( FExecuteAction(), FCanExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::CanCreateClothingLod, LodIndex, SectionIndex) )), EUserInterfaceActionType::Button ); } } })); FToolMenuSection& LODSection = ViewportMenu->AddSection("LOD", LOCTEXT("MeshClickMenu_Section_LOD", "LOD")); LODSection.AddDynamicEntry("DynamicLODEntries", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection) { if (USkeletalMeshEditorContextMenuContext* MenuContext = InSection.FindContext()) { TSharedPtr Editor = GetSkeletalMeshEditor(InSection.Context); if (Editor.IsValid()) { const int32 LodIndex = MenuContext->LodIndex; const int32 SectionIndex = MenuContext->SectionIndex; if (Editor->SkeletalMesh != nullptr && Editor->SkeletalMesh->GetImportedModel()->LODModels.IsValidIndex(LodIndex)) { const FSkeletalMeshLODInfo* SkeletalMeshLODInfo = Editor->SkeletalMesh->GetLODInfo(LodIndex); if (SkeletalMeshLODInfo != nullptr) { InSection.AddMenuEntry( "RemoveSectionFromLodAndBelow", FText::Format(LOCTEXT("MeshClickMenu_RemoveSectionFromLodAndBelow", "Generate section {1} up to LOD {0}"), LodIndex, SectionIndex), FText::Format(LOCTEXT("MeshClickMenu_RemoveSectionFromLodAndBelow_Tooltip", "Generated LODs will use section {1} up to LOD {0}, and ignore it for lower quality LODs"), LodIndex, SectionIndex), FSlateIcon(), FToolUIActionChoice(FUIAction( FExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::OnRemoveSectionFromLodAndBelowMenuItemClicked, LodIndex, SectionIndex) )) ); } } } } })); } } void FSkeletalMeshEditor::BakeMaterials() { if (GetPersonaToolkit()->GetPreviewMeshComponent() != nullptr) { const IMeshMergeModule& Module = FModuleManager::Get().LoadModuleChecked("MeshMergeUtilities"); Module.GetUtilities().BakeMaterialsForComponent(GetPersonaToolkit()->GetPreviewMeshComponent()); } } void FSkeletalMeshEditor::HandleObjectsSelected(const TArray& InObjects) { if (DetailsView.IsValid()) { DetailsView->SetObjects(InObjects); } } void FSkeletalMeshEditor::HandleObjectSelected(UObject* InObject) { if (DetailsView.IsValid()) { DetailsView->SetObject(InObject); } } void FSkeletalMeshEditor::HandleSelectionChanged(const TArrayView>& InSelectedItems, ESelectInfo::Type InSelectInfo) { if (DetailsView.IsValid()) { TArray Objects; Algo::TransformIf(InSelectedItems, Objects, [](const TSharedPtr& InItem) { return InItem->GetObject() != nullptr; }, [](const TSharedPtr& InItem) { return InItem->GetObject(); }); DetailsView->SetObjects(Objects); } } void FSkeletalMeshEditor::PostUndo(bool bSuccess) { OnPostUndo.Broadcast(); } void FSkeletalMeshEditor::PostRedo(bool bSuccess) { OnPostUndo.Broadcast(); } void FSkeletalMeshEditor::Tick(float DeltaTime) { GetPersonaToolkit()->GetPreviewScene()->InvalidateViews(); } TStatId FSkeletalMeshEditor::GetStatId() const { RETURN_QUICK_DECLARE_CYCLE_STAT(FSkeletalMeshEditor, STATGROUP_Tickables); } void FSkeletalMeshEditor::HandleDetailsCreated(const TSharedRef& InDetailsView) { DetailsView = InDetailsView; } void FSkeletalMeshEditor::HandleMeshDetailsCreated(const TSharedRef& InDetailsView) { FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked("Persona"); PersonaModule.CustomizeMeshDetails(InDetailsView, GetPersonaToolkit()); } void FSkeletalMeshEditor::HandleViewportCreated(const TSharedRef& InViewport) { Viewport = InViewport; } UObject* FSkeletalMeshEditor::HandleGetAsset() { return GetEditingObject(); } bool FSkeletalMeshEditor::HandleReimportMeshInternal(int32 SourceFileIndex /*= INDEX_NONE*/, bool bWithNewFile /*= false*/) { FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh); bool bResult = false; { FScopedSkeletalMeshPostEditChange ScopedPostEditChange(SkeletalMesh); // Reimport the asset bResult = FReimportManager::Instance()->Reimport(SkeletalMesh, true, true, TEXT(""), nullptr, SourceFileIndex, bWithNewFile); // Refresh skeleton tree SkeletonTree->Refresh(); } return bResult; } void FSkeletalMeshEditor::HandleReimportMesh(int32 SourceFileIndex /*= INDEX_NONE*/) { FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh); HandleReimportMeshInternal(SourceFileIndex, false); } void FSkeletalMeshEditor::HandleReimportMeshWithNewFile(int32 SourceFileIndex /*= INDEX_NONE*/) { FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh); HandleReimportMeshInternal(SourceFileIndex, true); } void ReimportAllCustomLODs(USkeletalMesh* SkeletalMesh, UDebugSkelMeshComponent* PreviewMeshComponent, bool bWithNewFile) { FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh); { FScopedSkeletalMeshPostEditChange ScopedPostEditChange(SkeletalMesh); //Find the dependencies of the generated LOD TArray Dependencies; Dependencies.AddZeroed(SkeletalMesh->GetLODNum()); //Avoid making LOD 0 to true in the dependencies since everything that should be regenerate base on LOD 0 is already regenerate at this point. //But we need to regenerate every generated LOD base on any re-import custom LOD //Reimport all custom LODs for (int32 LodIndex = 1; LodIndex < SkeletalMesh->GetLODNum(); ++LodIndex) { //Do not reimport LOD that was re-import with the base mesh if (SkeletalMesh->GetLODInfo(LodIndex)->bImportWithBaseMesh) { continue; } if (SkeletalMesh->GetLODInfo(LodIndex)->bHasBeenSimplified == false) { FString SourceFilenameBackup = SkeletalMesh->GetLODInfo(LodIndex)->SourceImportFilename; if (bWithNewFile) { SkeletalMesh->GetLODInfo(LodIndex)->SourceImportFilename.Empty(); } if (!FbxMeshUtils::ImportMeshLODDialog(SkeletalMesh, LodIndex, false)) { if (bWithNewFile) { SkeletalMesh->GetLODInfo(LodIndex)->SourceImportFilename = SourceFilenameBackup; } } else { Dependencies[LodIndex] = true; } } else if (Dependencies[SkeletalMesh->GetLODInfo(LodIndex)->ReductionSettings.BaseLOD]) { //Regenerate the LOD FSkeletalMeshUpdateContext UpdateContext; UpdateContext.SkeletalMesh = SkeletalMesh; UpdateContext.AssociatedComponents.Push(PreviewMeshComponent); FLODUtilities::SimplifySkeletalMeshLOD(UpdateContext, LodIndex, GetTargetPlatformManagerRef().GetRunningTargetPlatform(), false); Dependencies[LodIndex] = true; } } } } void FSkeletalMeshEditor::HandleReimportAllMesh(int32 SourceFileIndex /*= INDEX_NONE*/) { FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh); // Reimport the asset if (SkeletalMesh) { FScopedSkeletalMeshPostEditChange ScopedPostEditChange(SkeletalMesh); //Reimport base LOD if (HandleReimportMeshInternal(SourceFileIndex, false)) { //Reimport all custom LODs ReimportAllCustomLODs(SkeletalMesh, GetPersonaToolkit()->GetPreviewMeshComponent(), false); } } } void FSkeletalMeshEditor::HandleReimportAllMeshWithNewFile(int32 SourceFileIndex /*= INDEX_NONE*/) { FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh); // Reimport the asset if (SkeletalMesh) { FScopedSkeletalMeshPostEditChange ScopedPostEditChange(SkeletalMesh); TArray ImportObjs; ImportObjs.Add(SkeletalMesh); if (HandleReimportMeshInternal(SourceFileIndex, true)) { //Reimport all custom LODs ReimportAllCustomLODs(SkeletalMesh, GetPersonaToolkit()->GetPreviewMeshComponent(), true); } } } bool FSkeletalMeshEditor::IsMeshSectionSelectionChecked() const { return GetPersonaToolkit()->GetPreviewScene()->AllowMeshHitProxies(); } void FSkeletalMeshEditor::HandleMeshClick(HActor* HitProxy, const FViewportClick& Click) { USkeletalMeshComponent* Component = GetPersonaToolkit()->GetPreviewMeshComponent(); if (Component) { Component->SetSelectedEditorSection(HitProxy->SectionIndex); Component->PushSelectionToProxy(); if(Click.GetKey() == EKeys::RightMouseButton) { USkeletalMeshEditorContextMenuContext* MenuContext = NewObject(); MenuContext->LodIndex = Component->GetPredictedLODLevel(); MenuContext->SectionIndex = HitProxy->SectionIndex; FToolMenuContext ToolMenuContext(MenuContext); InitToolMenuContext(ToolMenuContext); FSlateApplication::Get().PushMenu( FSlateApplication::Get().GetActiveTopLevelWindow().ToSharedRef(), FWidgetPath(), UToolMenus::Get()->GenerateWidget("SkeletalMeshEditor.MeshContextMenu", ToolMenuContext), FSlateApplication::Get().GetCursorPos(), FPopupTransitionEffect(FPopupTransitionEffect::ContextMenu) ); } } } #undef LOCTEXT_NAMESPACE