// Copyright Epic Games, Inc. All Rights Reserved. #include "SelectSiblingsCommand.h" #include "IMeshEditorModeEditingContract.h" #include "ScopedTransaction.h" #include "Editor.h" #include "GeometryCollection/GeometryCollectionComponent.h" #include "EditorSupportDelegates.h" #include "SceneOutlinerDelegates.h" #define LOCTEXT_NAMESPACE "SelectSiblingsCommand" void USelectSiblingsCommand::RegisterUICommand( FBindingContext* BindingContext ) { UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "SelectSiblings", "Select Siblings", "Additionally select the siblings of the selected node.", EUserInterfaceActionType::Button, FInputChord() ); } void USelectSiblingsCommand::Execute(IMeshEditorModeEditingContract& MeshEditorMode) { if (MeshEditorMode.GetActiveAction() != NAME_None) { return; } if (MeshEditorMode.GetSelectedEditableMeshes().Num() == 0) { return; } FScopedTransaction Transaction(LOCTEXT("SelectSiblings", "Select Siblings")); MeshEditorMode.CommitSelectedMeshes(); TArray SelectedActors = GetSelectedActors(); SelectSiblings(MeshEditorMode, SelectedActors); UpdateExplodedView(MeshEditorMode, EViewResetType::RESET_ALL); } void USelectSiblingsCommand::SelectSiblings(IMeshEditorModeEditingContract& MeshEditorMode, TArray& SelectedActors) { TArray SelectedMeshes = MeshEditorMode.GetSelectedEditableMeshes(); for (AActor* SelectedActor : SelectedActors) { UEditableMesh* EditableMesh = GetEditableMeshForActor(SelectedActor, SelectedMeshes); if (EditableMesh) { UGeometryCollectionComponent* GeometryCollectionComponent = GetGeometryCollectionComponent(EditableMesh); if (GeometryCollectionComponent != nullptr) { FScopedColorEdit EditBoneColor = GeometryCollectionComponent->EditBoneSelection(); EditBoneColor.SelectBones(GeometryCollection::ESelectionMode::Siblings); } } } } #undef LOCTEXT_NAMESPACE