// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "BlutilityPrivatePCH.h" #include "ClassViewerModule.h" #include "ClassViewerFilter.h" #include "BlutilityClasses.h" #include "Kismet2/KismetEditorUtilities.h" #include "Kismet2/SClassPickerDialog.h" #include "Engine/BlueprintGeneratedClass.h" class FBlutilityBlueprintFactoryFilter : public IClassViewerFilter { public: TSet< const UClass* > AllowedChildOfClasses; bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs ) override { return InFilterFuncs->IfInChildOfClassesSet(AllowedChildOfClasses, InClass) != EFilterReturn::Failed; } virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef< const IUnloadedBlueprintData > InUnloadedClassData, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) override { return InFilterFuncs->IfInChildOfClassesSet(AllowedChildOfClasses, InUnloadedClassData) != EFilterReturn::Failed; } }; ///////////////////////////////////////////////////// // UEditorUtilityBlueprintFactory UEditorUtilityBlueprintFactory::UEditorUtilityBlueprintFactory(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { UClass* DefaultParentClass = APlacedEditorUtilityBase::StaticClass(); bCreateNew = true; bEditAfterNew = true; SupportedClass = UEditorUtilityBlueprint::StaticClass(); ParentClass = DefaultParentClass; } bool UEditorUtilityBlueprintFactory::ConfigureProperties() { // Null the parent class so we can check for selection later ParentClass = NULL; // Load the class viewer module to display a class picker FClassViewerModule& ClassViewerModule = FModuleManager::LoadModuleChecked("ClassViewer"); // Fill in options FClassViewerInitializationOptions Options; Options.Mode = EClassViewerMode::ClassPicker; Options.DisplayMode = EClassViewerDisplayMode::ListView; Options.bShowObjectRootClass = true; // Only want blueprint actor base classes. Options.bIsBlueprintBaseOnly = true; // This will allow unloaded blueprints to be shown. Options.bShowUnloadedBlueprints = true; TSharedPtr< FBlutilityBlueprintFactoryFilter > Filter = MakeShareable(new FBlutilityBlueprintFactoryFilter); Options.ClassFilter = Filter; //Filter->AllowedChildOfClasses.Add(APlacedEditorUtilityBase::StaticClass()); Filter->AllowedChildOfClasses.Add(UGlobalEditorUtilityBase::StaticClass()); const FText TitleText = NSLOCTEXT("EditorFactories", "CreateBlueprintOptions", "Pick Parent Class"); UClass* ChosenClass = NULL; const bool bPressedOk = SClassPickerDialog::PickClass(TitleText, Options, ChosenClass, UEditorUtilityBlueprint::StaticClass()); if (bPressedOk) { ParentClass = ChosenClass; } return bPressedOk; } UObject* UEditorUtilityBlueprintFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) { // Make sure we are trying to factory a blueprint, then create and init one check(Class->IsChildOf(UBlueprint::StaticClass())); if ((ParentClass == NULL) || !FKismetEditorUtilities::CanCreateBlueprintOfClass(ParentClass)) { FFormatNamedArguments Args; Args.Add( TEXT("ClassName"), (ParentClass != NULL) ? FText::FromString( ParentClass->GetName() ) : NSLOCTEXT("UnrealEd", "Null", "(null)") ); FMessageDialog::Open( EAppMsgType::Ok, FText::Format( NSLOCTEXT("UnrealEd", "CannotCreateBlueprintFromClass", "Cannot create a blueprint based on the class '{0}'."), Args ) ); return NULL; } else { return FKismetEditorUtilities::CreateBlueprint(ParentClass, InParent, Name, BPTYPE_Normal, UEditorUtilityBlueprint::StaticClass(), UBlueprintGeneratedClass::StaticClass()); } } bool UEditorUtilityBlueprintFactory::CanCreateNew() const { return GetDefault()->bEnableEditorUtilityBlueprints; } void UEditorUtilityBlueprintFactory::OnClassPicked(UClass* InChosenClass) { ParentClass = InChosenClass; PickerWindow.Pin()->RequestDestroyWindow(); }