// Copyright Epic Games, Inc. All Rights Reserved. #include "GeometryScript/CreateNewAssetUtilityFunctions.h" #include "DynamicMesh/DynamicMesh3.h" #include "UDynamicMesh.h" #include "Engine/StaticMesh.h" #include "Engine/SkeletalMesh.h" #include "Engine/StaticMeshActor.h" #include "StaticMeshAttributes.h" #include "StaticMeshOperations.h" #include "RenderingThread.h" #include "Engine/BlockingVolume.h" #include "Components/BrushComponent.h" #include "Engine/Polys.h" #include "Model.h" #include "BSPOps.h" // in UnrealEd #include "Editor/EditorEngine.h" // for FActorLabelUtilities #include "Editor.h" #include "AssetRegistry/AssetRegistryModule.h" #include "Misc/Paths.h" #include "MeshDescriptionToDynamicMesh.h" #include "DynamicMeshToMeshDescription.h" #include "ConversionUtils/DynamicMeshToVolume.h" #include "AssetUtils/CreateStaticMeshUtil.h" #include "AssetUtils/CreateTexture2DUtil.h" #include "ModelingObjectsCreationAPI.h" using namespace UE::Geometry; #define LOCTEXT_NAMESPACE "UGeometryScriptLibrary_CreateNewAssetUtilityFunctions" void UGeometryScriptLibrary_CreateNewAssetFunctions::CreateUniqueNewAssetPathName( FString AssetFolderPath, FString BaseAssetName, FString& UniqueAssetPathAndName, FString& UniqueAssetName, FGeometryScriptUniqueAssetNameOptions Options, TEnumAsByte& Outcome, UGeometryScriptDebug* Debug) { FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry"); Outcome = EGeometryScriptOutcomePins::Failure; int Attempts = 0; while (Attempts++ < 10) { FString UUID = UE::Modeling::GenerateRandomShortHexString(Options.UniqueIDDigits); UniqueAssetName = FString::Printf(TEXT("%s_%s"), *BaseAssetName, *UUID); UniqueAssetPathAndName = FPaths::Combine(AssetFolderPath, UniqueAssetName); // if asset does not exist at this path, we can use it FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(*UniqueAssetPathAndName); if (AssetData.IsValid() == false) { Outcome = EGeometryScriptOutcomePins::Success; return; } } UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::OperationFailed, LOCTEXT("CreateUniqueNewAssetPathName_Failed", "Failed to find available unique Asset Path/Name")); } AVolume* UGeometryScriptLibrary_CreateNewAssetFunctions::CreateNewVolumeFromMesh( UDynamicMesh* FromDynamicMesh, UWorld* CreateInWorld, FTransform ActorTransform, FString BaseActorName, FGeometryScriptCreateNewVolumeFromMeshOptions Options, TEnumAsByte& Outcome, UGeometryScriptDebug* Debug) { Outcome = EGeometryScriptOutcomePins::Failure; if (FromDynamicMesh == nullptr) { UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewVolumeFromMesh_InvalidInput1", "CreateNewVolumeFromMesh: FromDynamicMesh is Null")); return nullptr; } if (CreateInWorld == nullptr) { UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewVolumeFromMesh_InvalidInput2", "CreateNewVolumeFromMesh: CreateInWorld is Null")); return nullptr; } if (FromDynamicMesh->GetTriangleCount() < 4) { UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewVolumeFromMesh_InvalidInput3", "CreateNewVolumeFromMesh: FromDynamicMesh does not define a valid Volume")); return nullptr; } // todo: other safety checks // spawn new actor UClass* VolumeClass = ABlockingVolume::StaticClass(); if (Options.VolumeType != nullptr && Cast(Options.VolumeType->GetDefaultObject(false)) != nullptr ) { VolumeClass = Options.VolumeType; } GEditor->BeginTransaction(LOCTEXT("CreateNewVolumeFromMesh_Transaction", "Create Volume")); FActorSpawnParameters SpawnInfo; FTransform NewActorTransform = FTransform::Identity; AVolume* NewVolumeActor = (AVolume*)CreateInWorld->SpawnActor(VolumeClass, &NewActorTransform, SpawnInfo); NewVolumeActor->BrushType = EBrushType::Brush_Add; UModel* Model = NewObject(NewVolumeActor); NewVolumeActor->Brush = Model; NewVolumeActor->GetBrushComponent()->Brush = NewVolumeActor->Brush; UE::Conversion::FMeshToVolumeOptions ConvertOptions; ConvertOptions.bAutoSimplify = true; ConvertOptions.MaxTriangles = FMath::Max(1, Options.MaxTriangles); FromDynamicMesh->ProcessMesh([&](const FDynamicMesh3& ReadMesh) { UE::Conversion::DynamicMeshToVolume(ReadMesh, NewVolumeActor, ConvertOptions); }); NewVolumeActor->SetActorTransform(ActorTransform); FActorLabelUtilities::SetActorLabelUnique(NewVolumeActor, BaseActorName); NewVolumeActor->PostEditChange(); GEditor->EndTransaction(); Outcome = EGeometryScriptOutcomePins::Success; return NewVolumeActor; } UStaticMesh* UGeometryScriptLibrary_CreateNewAssetFunctions::CreateNewStaticMeshAssetFromMesh( UDynamicMesh* FromDynamicMesh, FString AssetPathAndName, FGeometryScriptCreateNewStaticMeshAssetOptions Options, TEnumAsByte& Outcome, UGeometryScriptDebug* Debug) { Outcome = EGeometryScriptOutcomePins::Failure; if (FromDynamicMesh == nullptr) { UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewStaticMeshAssetFromMesh_InvalidInput1", "CreateNewStaticMeshAssetFromMesh: FromDynamicMesh is Null")); return nullptr; } if (FromDynamicMesh->GetTriangleCount() == 0) { UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewStaticMeshAssetFromMesh_InvalidInput3", "CreateNewStaticMeshAssetFromMesh: FromDynamicMesh has zero triangles")); return nullptr; } // todo: other safety checks GEditor->BeginTransaction(LOCTEXT("CreateNewStaticMeshAssetFromMesh_Transaction", "Create StaticMesh")); UE::AssetUtils::FStaticMeshAssetOptions AssetOptions; AssetOptions.NewAssetPath = AssetPathAndName; AssetOptions.NumSourceModels = 1; // CreateStaticMeshAsset below will handle this, but we could allow passing in materials as an option... //AssetOptions.NumMaterialSlots = CreateMeshParams.Materials.Num(); //AssetOptions.AssetMaterials = (CreateMeshParams.AssetMaterials.Num() == AssetOptions.NumMaterialSlots) ? // FilterMaterials(CreateMeshParams.AssetMaterials) : FilterMaterials(CreateMeshParams.Materials); AssetOptions.bEnableRecomputeNormals = Options.bEnableRecomputeNormals; AssetOptions.bEnableRecomputeTangents = Options.bEnableRecomputeTangents; AssetOptions.bGenerateNaniteEnabledMesh = Options.bEnableNanite; AssetOptions.NaniteProxyTrianglePercent = Options.NaniteProxyTrianglePercent; AssetOptions.bCreatePhysicsBody = Options.bEnableCollision; AssetOptions.CollisionType = Options.CollisionMode; FDynamicMesh3 LODMesh; FromDynamicMesh->ProcessMesh([&](const FDynamicMesh3& ReadMesh) { LODMesh = ReadMesh; }); AssetOptions.SourceMeshes.DynamicMeshes.Add(&LODMesh); UE::AssetUtils::FStaticMeshResults ResultData; UE::AssetUtils::ECreateStaticMeshResult AssetResult = UE::AssetUtils::CreateStaticMeshAsset(AssetOptions, ResultData); if (AssetResult != UE::AssetUtils::ECreateStaticMeshResult::Ok) { UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::OperationFailed, LOCTEXT("CreateNewStaticMeshAssetFromMesh_Failed", "CreateNewStaticMeshAssetFromMesh: Failed to create new Asset")); return nullptr; } UStaticMesh* NewStaticMesh = ResultData.StaticMesh; NewStaticMesh->PostEditChange(); GEditor->EndTransaction(); // publish new asset so that asset editor updates FAssetRegistryModule::AssetCreated(NewStaticMesh); Outcome = EGeometryScriptOutcomePins::Success; return NewStaticMesh; } UTexture2D* UGeometryScriptLibrary_CreateNewAssetFunctions::CreateNewTexture2DAsset( UTexture2D* FromTexture, FString AssetPathAndName, FGeometryScriptCreateNewTexture2DAssetOptions Options, TEnumAsByte& Outcome, UGeometryScriptDebug* Debug) { Outcome = EGeometryScriptOutcomePins::Failure; if (FromTexture == nullptr) { UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewTexture2DAsset_InvalidInput1", "CreateNewTexture2DAsset: FromTexture is Null")); return nullptr; } UE::AssetUtils::FTexture2DAssetOptions AssetOptions; AssetOptions.NewAssetPath = AssetPathAndName; AssetOptions.bOverwriteIfExists = Options.bOverwriteIfExists; UE::AssetUtils::FTexture2DAssetResults ResultData; UE::AssetUtils::ECreateTexture2DResult AssetResult = UE::AssetUtils::SaveGeneratedTexture2DAsset( FromTexture, AssetOptions, ResultData); switch (AssetResult) { case UE::AssetUtils::ECreateTexture2DResult::NameError: { const FText Error = FText::Format(LOCTEXT("CreateNewTexture2DAsset_InvalidInputName", "CreateNewTexture2DAsset: AssetPathAndName '{0}' already exists."), FText::FromString(AssetPathAndName)); UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, Error); break; } case UE::AssetUtils::ECreateTexture2DResult::OverwriteTypeError: { const FText Error = FText::Format(LOCTEXT("CreateNewTexture2DAsset_InvalidOverwriteType", "CreateNewTexture2DAsset: AssetPathAndName '{0}' already exists and is not a UTexture2D."), FText::FromString(AssetPathAndName)); UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, Error); break; } case UE::AssetUtils::ECreateTexture2DResult::InvalidInputTexture: { const FText Error = FText::Format(LOCTEXT("CreateNewTexture2DAsset_InvalidInputPackage", "CreateNewTexture2DAsset: Failed to read input texture '{0}'."), FText::FromString(FromTexture->GetPathName())); UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, Error); break; } case UE::AssetUtils::ECreateTexture2DResult::InvalidPackage: case UE::AssetUtils::ECreateTexture2DResult::UnknownError: { UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::OperationFailed, LOCTEXT("CreateNewTexture2DAsset_Failed", "CreateNewTexture2DAsset: Failed to create new Asset.")); break; } case UE::AssetUtils::ECreateTexture2DResult::Ok: { Outcome = EGeometryScriptOutcomePins::Success; break; } } return ResultData.Texture; } #undef LOCTEXT_NAMESPACE