// Copyright Epic Games, Inc. All Rights Reserved. #include "AssetTools.h" #include "Factories/Factory.h" #include "Misc/MessageDialog.h" #include "HAL/FileManager.h" #include "Misc/FileHelper.h" #include "Misc/Paths.h" #include "Misc/ScopedSlowTask.h" #include "UObject/GCObjectScopeGuard.h" #include "UObject/UObjectHash.h" #include "UObject/UObjectIterator.h" #include "Engine/Blueprint.h" #include "Engine/SCS_Node.h" #include "Exporters/Exporter.h" #include "Editor/EditorEngine.h" #include "SourceControlOperations.h" #include "ISourceControlModule.h" #include "SourceControlHelpers.h" #include "Editor/UnrealEdEngine.h" #include "Settings/EditorLoadingSavingSettings.h" #include "ThumbnailRendering/ThumbnailManager.h" #include "Editor.h" #include "EditorDirectories.h" #include "FileHelpers.h" #include "UnrealEdGlobals.h" #include "AssetToolsLog.h" #include "AssetToolsModule.h" #include "Framework/MultiBox/MultiBoxBuilder.h" #include "ToolMenus.h" #include "IClassTypeActions.h" #include "AssetTypeActions/AssetTypeActions_Actor.h" #include "AssetTypeActions/AssetTypeActions_Blueprint.h" #include "AssetTypeActions/AssetTypeActions_Curve.h" #include "AssetTypeActions/AssetTypeActions_MaterialInterface.h" #include "AssetTypeActions/AssetTypeActions_SkeletalMesh.h" #include "AssetTypeActions/AssetTypeActions_FbxSceneImportData.h" #include "AssetTypeActions/AssetTypeActions_Texture.h" #include "AssetTypeActions/AssetTypeActions_TextureRenderTarget.h" #include "AssetTypeActions/AssetTypeActions_VectorField.h" #include "AssetTypeActions/AssetTypeActions_AnimationAsset.h" #include "AssetTypeActions/AssetTypeActions_AnimBlueprint.h" #include "AssetTypeActions/AssetTypeActions_AnimBoneCompressionSettings.h" #include "AssetTypeActions/AssetTypeActions_AnimComposite.h" #include "AssetTypeActions/AssetTypeActions_AnimStreamable.h" #include "AssetTypeActions/AssetTypeActions_AnimCurveCompressionSettings.h" #include "AssetTypeActions/AssetTypeActions_AnimMontage.h" #include "AssetTypeActions/AssetTypeActions_AnimSequence.h" #include "AssetTypeActions/AssetTypeActions_BlendSpace.h" #include "AssetTypeActions/AssetTypeActions_AimOffset.h" #include "AssetTypeActions/AssetTypeActions_BlendSpace1D.h" #include "AssetTypeActions/AssetTypeActions_AimOffset1D.h" #include "AssetTypeActions/AssetTypeActions_CameraAnim.h" #include "AssetTypeActions/AssetTypeActions_TextureRenderTarget2D.h" #include "AssetTypeActions/AssetTypeActions_CanvasRenderTarget2D.h" #include "AssetTypeActions/AssetTypeActions_CurveFloat.h" #include "AssetTypeActions/AssetTypeActions_CurveTable.h" #include "AssetTypeActions/AssetTypeActions_CompositeCurveTable.h" #include "AssetTypeActions/AssetTypeActions_CurveVector.h" #include "AssetTypeActions/AssetTypeActions_CurveLinearColor.h" #include "AssetTypeActions/AssetTypeActions_CurveLinearColorAtlas.h" #include "AssetTypeActions/AssetTypeActions_DataAsset.h" #include "AssetTypeActions/AssetTypeActions_DataTable.h" #include "AssetTypeActions/AssetTypeActions_CompositeDataTable.h" #include "AssetTypeActions/AssetTypeActions_Enum.h" #include "AssetTypeActions/AssetTypeActions_Class.h" #include "AssetTypeActions/AssetTypeActions_Struct.h" #include "AssetTypeActions/AssetTypeActions_Font.h" #include "AssetTypeActions/AssetTypeActions_FontFace.h" #include "AssetTypeActions/AssetTypeActions_ForceFeedbackEffect.h" #include "AssetTypeActions/AssetTypeActions_HLODProxy.h" #include "AssetTypeActions/AssetTypeActions_SubsurfaceProfile.h" #include "AssetTypeActions/AssetTypeActions_ActorFoliageSettings.h" #include "AssetTypeActions/AssetTypeActions_InstancedFoliageSettings.h" #include "AssetTypeActions/AssetTypeActions_InterpData.h" #include "AssetTypeActions/AssetTypeActions_LandscapeLayer.h" #include "AssetTypeActions/AssetTypeActions_LandscapeGrassType.h" #include "AssetTypeActions/AssetTypeActions_LightWeightInstance.h" #include "AssetTypeActions/AssetTypeActions_Material.h" #include "AssetTypeActions/AssetTypeActions_MaterialFunction.h" #include "AssetTypeActions/AssetTypeActions_MaterialFunctionInstance.h" #include "AssetTypeActions/AssetTypeActions_MaterialInstanceConstant.h" #include "AssetTypeActions/AssetTypeActions_MaterialInstanceDynamic.h" #include "AssetTypeActions/AssetTypeActions_MaterialParameterCollection.h" #include "AssetTypeActions/AssetTypeActions_ObjectLibrary.h" #include "AssetTypeActions/AssetTypeActions_ParticleSystem.h" #include "AssetTypeActions/AssetTypeActions_PhysicalMaterial.h" #include "AssetTypeActions/AssetTypeActions_PhysicalMaterialMask.h" #include "AssetTypeActions/AssetTypeActions_PhysicsAsset.h" #include "AssetTypeActions/AssetTypeActions_PoseAsset.h" #include "AssetTypeActions/AssetTypeActions_PreviewMeshCollection.h" #include "AssetTypeActions/AssetTypeActions_ProceduralFoliageSpawner.h" #include "AssetTypeActions/AssetTypeActions_Redirector.h" #include "AssetTypeActions/AssetTypeActions_Rig.h" #include "AssetTypeActions/AssetTypeActions_Skeleton.h" #include "AssetTypeActions/AssetTypeActions_SlateBrush.h" #include "AssetTypeActions/AssetTypeActions_SlateWidgetStyle.h" #include "AssetTypeActions/AssetTypeActions_StaticMesh.h" #include "AssetTypeActions/AssetTypeActions_Texture2D.h" #include "AssetTypeActions/AssetTypeActions_Texture2DArray.h" #include "AssetTypeActions/AssetTypeActions_TextureCube.h" #include "AssetTypeActions/AssetTypeActions_VolumeTexture.h" #include "AssetTypeActions/AssetTypeActions_TextureRenderTarget2DArray.h" #include "AssetTypeActions/AssetTypeActions_TextureRenderTargetCube.h" #include "AssetTypeActions/AssetTypeActions_TextureRenderTargetVolume.h" #include "AssetTypeActions/AssetTypeActions_TextureLightProfile.h" #include "AssetTypeActions/AssetTypeActions_TouchInterface.h" #include "AssetTypeActions/AssetTypeActions_VectorFieldAnimated.h" #include "AssetTypeActions/AssetTypeActions_VectorFieldStatic.h" #include "AssetTypeActions/AssetTypeActions_World.h" #include "AssetTypeActions/Experimental/AssetTypeActions_ChaosPhysicalMaterial.h" #include "SDiscoveringAssetsDialog.h" #include "AssetFixUpRedirectors.h" #include "ObjectTools.h" #include "PackageTools.h" #include "AssetRegistryModule.h" #include "DesktopPlatformModule.h" #include "IContentBrowserSingleton.h" #include "ContentBrowserModule.h" #include "SPackageReportDialog.h" #include "EngineAnalytics.h" #include "AnalyticsEventAttribute.h" #include "Interfaces/IAnalyticsProvider.h" #include "Logging/MessageLog.h" #include "UnrealExporter.h" #include "Framework/Notifications/NotificationManager.h" #include "Framework/Application/SlateApplication.h" #include "Widgets/Notifications/SNotificationList.h" #include "AutomatedAssetImportData.h" #include "AssetImportTask.h" #include "Dialogs/DlgPickPath.h" #include "Misc/FeedbackContext.h" #include "BusyCursor.h" #include "AssetExportTask.h" #include "Containers/UnrealString.h" #include "Serialization/ArchiveReplaceObjectRef.h" #include "AdvancedCopyCustomization.h" #include "SAdvancedCopyReportDialog.h" #include "AssetToolsSettings.h" #include "AssetVtConversion.h" #include "Misc/ConfigCacheIni.h" #include "Misc/BlacklistNames.h" #include "InterchangeManager.h" #if WITH_EDITOR #include "Subsystems/AssetEditorSubsystem.h" #include "Settings/EditorExperimentalSettings.h" #endif #define LOCTEXT_NAMESPACE "AssetTools" TScriptInterface UAssetToolsHelpers::GetAssetTools() { return &UAssetToolsImpl::Get(); } /** UInterface constructor */ UAssetTools::UAssetTools(const class FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } UAssetToolsImpl::UAssetToolsImpl(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) , AssetRenameManager(MakeShareable(new FAssetRenameManager)) , AssetFixUpRedirectors(MakeShareable(new FAssetFixUpRedirectors)) , NextUserCategoryBit(EAssetTypeCategories::FirstUser) , AssetClassBlacklist(MakeShared()) , FolderBlacklist(MakeShared()) , WritableFolderBlacklist(MakeShared()) { TArray SupportedTypesArray; GConfig->GetArray(TEXT("AssetTools"), TEXT("SupportedAssetTypes"), SupportedTypesArray, GEditorIni); for (const FString& Type : SupportedTypesArray) { AssetClassBlacklist->AddWhitelistItem("AssetToolsConfigFile", *Type); } AssetClassBlacklist->OnFilterChanged().AddUObject(this, &UAssetToolsImpl::AssetClassBlacklistChanged); TArray BlacklistedViewPath; GConfig->GetArray(TEXT("AssetTools"), TEXT("BlacklistAssetPaths"), BlacklistedViewPath, GEditorIni); for (const FString& Path : BlacklistedViewPath) { FolderBlacklist->AddBlacklistItem("AssetToolsConfigFile", Path); } GConfig->GetArray(TEXT("AssetTools"), TEXT("BlacklistContentSubPaths"), SubContentBlacklistPaths, GEditorIni); TArray ContentRoots; FPackageName::QueryRootContentPaths(ContentRoots); for (const FString& ContentRoot : ContentRoots) { AddSubContentBlacklist(ContentRoot); } FPackageName::OnContentPathMounted().AddUObject(this, &UAssetToolsImpl::OnContentPathMounted); // Register the built-in advanced categories AllocatedCategoryBits.Add(TEXT("_BuiltIn_0"), FAdvancedAssetCategory(EAssetTypeCategories::Animation, LOCTEXT("AnimationAssetCategory", "Animation"))); AllocatedCategoryBits.Add(TEXT("_BuiltIn_1"), FAdvancedAssetCategory(EAssetTypeCategories::Blueprint, LOCTEXT("BlueprintAssetCategory", "Blueprints"))); AllocatedCategoryBits.Add(TEXT("_BuiltIn_2"), FAdvancedAssetCategory(EAssetTypeCategories::MaterialsAndTextures, LOCTEXT("MaterialAssetCategory", "Materials & Textures"))); AllocatedCategoryBits.Add(TEXT("_BuiltIn_3"), FAdvancedAssetCategory(EAssetTypeCategories::Sounds, LOCTEXT("SoundAssetCategory", "Sounds"))); AllocatedCategoryBits.Add(TEXT("_BuiltIn_4"), FAdvancedAssetCategory(EAssetTypeCategories::Physics, LOCTEXT("PhysicsAssetCategory", "Physics"))); AllocatedCategoryBits.Add(TEXT("_BuiltIn_5"), FAdvancedAssetCategory(EAssetTypeCategories::UI, LOCTEXT("UserInterfaceAssetCategory", "User Interface"))); AllocatedCategoryBits.Add(TEXT("_BuiltIn_6"), FAdvancedAssetCategory(EAssetTypeCategories::Misc, LOCTEXT("MiscellaneousAssetCategory", "Miscellaneous"))); AllocatedCategoryBits.Add(TEXT("_BuiltIn_7"), FAdvancedAssetCategory(EAssetTypeCategories::Gameplay, LOCTEXT("GameplayAssetCategory", "Gameplay"))); AllocatedCategoryBits.Add(TEXT("_BuiltIn_8"), FAdvancedAssetCategory(EAssetTypeCategories::Media, LOCTEXT("MediaAssetCategory", "Media"))); EAssetTypeCategories::Type BlendablesCategoryBit = RegisterAdvancedAssetCategory(FName(TEXT("Blendables")), LOCTEXT("BlendablesAssetCategory", "Blendables")); EAssetTypeCategories::Type FoliageCategoryBit = RegisterAdvancedAssetCategory(FName(TEXT("Foliage")), LOCTEXT("FoliageAssetCategory", "Foliage")); // Register the built-in asset type actions RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Actor)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AnimationAsset)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AnimBlueprint)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AnimBoneCompressionSettings)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AnimComposite)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AnimStreamable)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AnimCurveCompressionSettings)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AnimMontage)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AnimSequence)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AimOffset)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_AimOffset1D)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_BlendSpace)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_PoseAsset)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_BlendSpace1D)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Blueprint)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CameraAnim)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CanvasRenderTarget2D)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Curve)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CurveFloat)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CurveTable)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CompositeCurveTable)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CurveVector)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CurveLinearColor)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CurveLinearColorAtlas)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_DataAsset)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_DataTable)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_CompositeDataTable)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Enum)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_ChaosPhysicalMaterial)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Class)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Struct)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SceneImportData)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Font)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_FontFace)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_ForceFeedbackEffect)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_HLODProxy)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SubsurfaceProfile)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_InstancedFoliageSettings(FoliageCategoryBit))); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_ActorFoliageSettings(FoliageCategoryBit))); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_InterpData)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_LandscapeLayer)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_LandscapeGrassType(FoliageCategoryBit))); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_LightWeightInstance)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Material(BlendablesCategoryBit))); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialFunction)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialFunctionLayer)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialFunctionLayerInstance)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialFunctionLayerBlend)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialFunctionLayerBlendInstance)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialFunctionInstance)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialInstanceConstant(BlendablesCategoryBit))); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialInstanceDynamic)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialInterface)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_MaterialParameterCollection)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_ObjectLibrary)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_ParticleSystem)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_PhysicalMaterial)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_PhysicalMaterialMask)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_PhysicsAsset)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_PreviewMeshCollection)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_ProceduralFoliageSpawner(FoliageCategoryBit))); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Redirector)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Rig)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SkeletalMesh)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Skeleton)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SlateBrush)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_SlateWidgetStyle)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_StaticMesh)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Texture)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Texture2D)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_TextureCube)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_Texture2DArray)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_VolumeTexture)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_TextureRenderTarget)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_TextureRenderTarget2D)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_TextureRenderTarget2DArray)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_TextureRenderTargetCube)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_TextureRenderTargetVolume)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_TextureLightProfile)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_TouchInterface)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_VectorField)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_VectorFieldAnimated)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_VectorFieldStatic)); RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_World)); // Note: Please don't add any more actions here! They belong in an editor-only module that is more tightly // coupled to your new system, and you should not create a dependency on your new system from AssetTools. } void UAssetToolsImpl::RegisterAssetTypeActions(const TSharedRef& NewActions) { const UClass* SupportedClass = NewActions->GetSupportedClass(); NewActions->SetSupported(SupportedClass && AssetClassBlacklist->PassesFilter(SupportedClass->GetFName())); AssetTypeActionsList.Add(NewActions); } void UAssetToolsImpl::UnregisterAssetTypeActions(const TSharedRef& ActionsToRemove) { AssetTypeActionsList.Remove(ActionsToRemove); } void UAssetToolsImpl::GetAssetTypeActionsList( TArray>& OutAssetTypeActionsList ) const { for (auto ActionsIt = AssetTypeActionsList.CreateConstIterator(); ActionsIt; ++ActionsIt) { OutAssetTypeActionsList.Add(*ActionsIt); } } TWeakPtr UAssetToolsImpl::GetAssetTypeActionsForClass(const UClass* Class) const { TSharedPtr MostDerivedAssetTypeActions; for (int32 TypeActionsIdx = 0; TypeActionsIdx < AssetTypeActionsList.Num(); ++TypeActionsIdx) { TSharedRef TypeActions = AssetTypeActionsList[TypeActionsIdx]; UClass* SupportedClass = TypeActions->GetSupportedClass(); if ( Class->IsChildOf(SupportedClass) ) { if ( !MostDerivedAssetTypeActions.IsValid() || SupportedClass->IsChildOf( MostDerivedAssetTypeActions->GetSupportedClass() ) ) { MostDerivedAssetTypeActions = TypeActions; } } } return MostDerivedAssetTypeActions; } TArray> UAssetToolsImpl::GetAssetTypeActionsListForClass(const UClass* Class) const { TArray> ResultAssetTypeActionsList; for (int32 TypeActionsIdx = 0; TypeActionsIdx < AssetTypeActionsList.Num(); ++TypeActionsIdx) { TSharedRef TypeActions = AssetTypeActionsList[TypeActionsIdx]; UClass* SupportedClass = TypeActions->GetSupportedClass(); if (Class->IsChildOf(SupportedClass)) { ResultAssetTypeActionsList.Add(TypeActions); } } return ResultAssetTypeActionsList; } EAssetTypeCategories::Type UAssetToolsImpl::RegisterAdvancedAssetCategory(FName CategoryKey, FText CategoryDisplayName) { EAssetTypeCategories::Type Result = FindAdvancedAssetCategory(CategoryKey); if (Result == EAssetTypeCategories::Misc) { if (NextUserCategoryBit != 0) { // Register the category Result = (EAssetTypeCategories::Type)NextUserCategoryBit; AllocatedCategoryBits.Add(CategoryKey, FAdvancedAssetCategory(Result, CategoryDisplayName)); // Advance to the next bit, or store that we're out if (NextUserCategoryBit == EAssetTypeCategories::LastUser) { NextUserCategoryBit = 0; } else { NextUserCategoryBit = NextUserCategoryBit << 1; } } else { UE_LOG(LogAssetTools, Warning, TEXT("RegisterAssetTypeCategory(\"%s\", \"%s\") failed as all user bits have been exhausted (placing into the Misc category instead)"), *CategoryKey.ToString(), *CategoryDisplayName.ToString()); } } return Result; } EAssetTypeCategories::Type UAssetToolsImpl::FindAdvancedAssetCategory(FName CategoryKey) const { if (const FAdvancedAssetCategory* ExistingCategory = AllocatedCategoryBits.Find(CategoryKey)) { return ExistingCategory->CategoryType; } else { return EAssetTypeCategories::Misc; } } void UAssetToolsImpl::GetAllAdvancedAssetCategories(TArray& OutCategoryList) const { AllocatedCategoryBits.GenerateValueArray(OutCategoryList); } void UAssetToolsImpl::RegisterClassTypeActions(const TSharedRef& NewActions) { ClassTypeActionsList.Add(NewActions); } void UAssetToolsImpl::UnregisterClassTypeActions(const TSharedRef& ActionsToRemove) { ClassTypeActionsList.Remove(ActionsToRemove); } void UAssetToolsImpl::GetClassTypeActionsList( TArray>& OutClassTypeActionsList ) const { for (auto ActionsIt = ClassTypeActionsList.CreateConstIterator(); ActionsIt; ++ActionsIt) { OutClassTypeActionsList.Add(*ActionsIt); } } TWeakPtr UAssetToolsImpl::GetClassTypeActionsForClass( UClass* Class ) const { TSharedPtr MostDerivedClassTypeActions; for (int32 TypeActionsIdx = 0; TypeActionsIdx < ClassTypeActionsList.Num(); ++TypeActionsIdx) { TSharedRef TypeActions = ClassTypeActionsList[TypeActionsIdx]; UClass* SupportedClass = TypeActions->GetSupportedClass(); if ( Class->IsChildOf(SupportedClass) ) { if ( !MostDerivedClassTypeActions.IsValid() || SupportedClass->IsChildOf( MostDerivedClassTypeActions->GetSupportedClass() ) ) { MostDerivedClassTypeActions = TypeActions; } } } return MostDerivedClassTypeActions; } UObject* UAssetToolsImpl::CreateAsset(const FString& AssetName, const FString& PackagePath, UClass* AssetClass, UFactory* Factory, FName CallingContext) { FGCObjectScopeGuard DontGCFactory(Factory); // Verify the factory class if ( !ensure(AssetClass || Factory) ) { FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("MustSupplyClassOrFactory", "The new asset wasn't created due to a problem finding the appropriate factory or class for the new asset.") ); return nullptr; } if ( AssetClass && Factory && !ensure(AssetClass->IsChildOf(Factory->GetSupportedClass())) ) { FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("InvalidFactory", "The new asset wasn't created because the supplied factory does not support the supplied class.") ); return nullptr; } const FString PackageName = UPackageTools::SanitizePackageName(PackagePath + TEXT("/") + AssetName); // Make sure we can create the asset without conflicts if ( !CanCreateAsset(AssetName, PackageName, LOCTEXT("CreateANewObject", "Create a new object")) ) { return nullptr; } UClass* ClassToUse = AssetClass ? AssetClass : (Factory ? Factory->GetSupportedClass() : nullptr); UPackage* Pkg = CreatePackage(*PackageName); UObject* NewObj = nullptr; EObjectFlags Flags = RF_Public|RF_Standalone|RF_Transactional; if ( Factory ) { NewObj = Factory->FactoryCreateNew(ClassToUse, Pkg, FName( *AssetName ), Flags, nullptr, GWarn, CallingContext); } else if ( AssetClass ) { NewObj = NewObject(Pkg, ClassToUse, FName(*AssetName), Flags); } if( NewObj ) { // Notify the asset registry FAssetRegistryModule::AssetCreated(NewObj); // analytics create record UAssetToolsImpl::OnNewCreateRecord(AssetClass, false); // Mark the package dirty... Pkg->MarkPackageDirty(); } return NewObj; } UObject* UAssetToolsImpl::CreateAsset(UClass* AssetClass, UFactory* Factory, FName CallingContext /*= NAME_None*/) { return CreateAssetWithDialog(AssetClass, Factory, CallingContext); } UObject* UAssetToolsImpl::CreateAssetWithDialog(UClass* AssetClass, UFactory* Factory, FName CallingContext) { if (Factory != nullptr) { // Determine the starting path. Try to use the most recently used directory FString AssetPath; const FString DefaultFilesystemDirectory = FEditorDirectories::Get().GetLastDirectory(ELastDirectory::NEW_ASSET); if (DefaultFilesystemDirectory.IsEmpty() || !FPackageName::TryConvertFilenameToLongPackageName(DefaultFilesystemDirectory, AssetPath)) { // No saved path, just use the game content root AssetPath = TEXT("/Game"); } FString PackageName; FString AssetName; CreateUniqueAssetName(AssetPath / Factory->GetDefaultNewAssetName(), TEXT(""), PackageName, AssetName); return CreateAssetWithDialog(AssetName, AssetPath, AssetClass, Factory, CallingContext); } return nullptr; } UObject* UAssetToolsImpl::CreateAssetWithDialog(const FString& AssetName, const FString& PackagePath, UClass* AssetClass, UFactory* Factory, FName CallingContext) { FGCObjectScopeGuard DontGCFactory(Factory); if(Factory) { FSaveAssetDialogConfig SaveAssetDialogConfig; SaveAssetDialogConfig.DialogTitleOverride = LOCTEXT("SaveAssetDialogTitle", "Save Asset As"); SaveAssetDialogConfig.DefaultPath = PackagePath; SaveAssetDialogConfig.DefaultAssetName = AssetName; SaveAssetDialogConfig.ExistingAssetPolicy = ESaveAssetDialogExistingAssetPolicy::AllowButWarn; FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked("ContentBrowser"); FString SaveObjectPath = ContentBrowserModule.Get().CreateModalSaveAssetDialog(SaveAssetDialogConfig); if (!SaveObjectPath.IsEmpty()) { FEditorDelegates::OnConfigureNewAssetProperties.Broadcast(Factory); if (Factory->ConfigureProperties()) { const FString SavePackageName = FPackageName::ObjectPathToPackageName(SaveObjectPath); const FString SavePackagePath = FPaths::GetPath(SavePackageName); const FString SaveAssetName = FPaths::GetBaseFilename(SavePackageName); FEditorDirectories::Get().SetLastDirectory(ELastDirectory::NEW_ASSET, PackagePath); return CreateAsset(SaveAssetName, SavePackagePath, AssetClass, Factory, CallingContext); } } } return nullptr; } UObject* UAssetToolsImpl::DuplicateAssetWithDialog(const FString& AssetName, const FString& PackagePath, UObject* OriginalObject) { return DuplicateAssetWithDialogAndTitle(AssetName, PackagePath, OriginalObject, LOCTEXT("DuplicateAssetDialogTitle", "Duplicate Asset As")); } UObject* UAssetToolsImpl::DuplicateAssetWithDialogAndTitle(const FString& AssetName, const FString& PackagePath, UObject* OriginalObject, FText DialogTitle) { FSaveAssetDialogConfig SaveAssetDialogConfig; SaveAssetDialogConfig.DialogTitleOverride = DialogTitle; SaveAssetDialogConfig.DefaultPath = PackagePath; SaveAssetDialogConfig.DefaultAssetName = AssetName; SaveAssetDialogConfig.ExistingAssetPolicy = ESaveAssetDialogExistingAssetPolicy::AllowButWarn; FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked("ContentBrowser"); FString SaveObjectPath = ContentBrowserModule.Get().CreateModalSaveAssetDialog(SaveAssetDialogConfig); if (!SaveObjectPath.IsEmpty()) { const FString SavePackageName = FPackageName::ObjectPathToPackageName(SaveObjectPath); const FString SavePackagePath = FPaths::GetPath(SavePackageName); const FString SaveAssetName = FPaths::GetBaseFilename(SavePackageName); FEditorDirectories::Get().SetLastDirectory(ELastDirectory::NEW_ASSET, PackagePath); return PerformDuplicateAsset(SaveAssetName, SavePackagePath, OriginalObject, true); } return nullptr; } UObject* UAssetToolsImpl::DuplicateAsset(const FString& AssetName, const FString& PackagePath, UObject* OriginalObject) { return PerformDuplicateAsset(AssetName, PackagePath, OriginalObject, false); } UObject* UAssetToolsImpl::PerformDuplicateAsset(const FString& AssetName, const FString& PackagePath, UObject* OriginalObject, bool bWithDialog) { // Verify the source object if ( !OriginalObject ) { FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("InvalidSourceObject", "The new asset wasn't created due to a problem finding the object to duplicate.") ); return nullptr; } const FString PackageName = PackagePath + TEXT("/") + AssetName; // Make sure we can create the asset without conflicts if ( !CanCreateAsset(AssetName, PackageName, LOCTEXT("DuplicateAnObject", "Duplicate an object")) ) { return nullptr; } ObjectTools::FPackageGroupName PGN; PGN.PackageName = PackageName; PGN.GroupName = TEXT(""); PGN.ObjectName = AssetName; TSet ObjectsUserRefusedToFullyLoad; bool bPromtToOverwrite = bWithDialog; UObject* NewObject = ObjectTools::DuplicateSingleObject(OriginalObject, PGN, ObjectsUserRefusedToFullyLoad, bPromtToOverwrite); if(NewObject != nullptr) { // Assets must have RF_Public and RF_Standalone NewObject->SetFlags(RF_Public | RF_Standalone); if ( ISourceControlModule::Get().IsEnabled() ) { // Save package here if SCC is enabled because the user can use SCC to revert a change TArray OutermostPackagesToSave; OutermostPackagesToSave.Add(NewObject->GetOutermost()); const bool bCheckDirty = false; const bool bPromptToSave = false; FEditorFileUtils::PromptForCheckoutAndSave(OutermostPackagesToSave, bCheckDirty, bPromptToSave); // now attempt to branch, we can do this now as we should have a file on disk SourceControlHelpers::BranchPackage(NewObject->GetOutermost(), OriginalObject->GetOutermost()); } // Notify the asset registry FAssetRegistryModule::AssetCreated(NewObject); // analytics create record UAssetToolsImpl::OnNewCreateRecord(NewObject->GetClass(), true); } return NewObject; } void UAssetToolsImpl::GenerateAdvancedCopyDestinations(FAdvancedCopyParams& InParams, const TArray& InPackageNamesToCopy, const UAdvancedCopyCustomization* CopyCustomization, TMap& OutPackagesAndDestinations) const { IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); FString DestinationFolder = InParams.GetDropLocationForAdvancedCopy(); if (ensure(DesktopPlatform)) { FPaths::NormalizeFilename(DestinationFolder); } else { // Not on a platform that supports desktop functionality return; } bool bGenerateRelativePaths = CopyCustomization->GetShouldGenerateRelativePaths(); for (auto PackageNameIt = InPackageNamesToCopy.CreateConstIterator(); PackageNameIt; ++PackageNameIt) { FName PackageName = *PackageNameIt; const FString& PackageNameString = PackageName.ToString(); FString SrcFilename; if (FPackageName::DoesPackageExist(PackageNameString, nullptr, &SrcFilename)) { bool bFileOKToCopy = true; FString DestFilename = DestinationFolder; FString SubFolder; if (SrcFilename.Split(TEXT("/Content/"), nullptr, &SubFolder)) { DestFilename += *SubFolder; } else { // Couldn't find Content folder in source path bFileOKToCopy = false; } if (bFileOKToCopy) { UPackage* Pkg = LoadPackage(nullptr, *PackageNameString, LOAD_None); if (Pkg) { FString Name = ObjectTools::SanitizeObjectName(FPaths::GetBaseFilename(SrcFilename)); UObject* ExistingObject = StaticFindObject(UObject::StaticClass(), Pkg, *Name); if (ExistingObject) { FString Parent = FString(); if (bGenerateRelativePaths) { FString RootFolder = UAdvancedCopyCustomization::StaticClass()->GetDefaultObject()->GetPackageThatInitiatedCopy(); if (RootFolder != FPaths::GetPath(ExistingObject->GetPathName())) { FString BaseParent = FString(); int32 MinLength = RootFolder.Len() < PackageNameString.Len() ? RootFolder.Len() : PackageNameString.Len(); for (int Char = 0; Char < MinLength; Char++) { if (RootFolder[Char] == PackageNameString[Char]) { BaseParent += RootFolder[Char]; } else { break; } } // If we are in the root content folder, don't break down the folder string if (BaseParent == TEXT("/Game")) { Parent = BaseParent; } else { BaseParent.Split(TEXT("/"), &Parent, nullptr, ESearchCase::IgnoreCase, ESearchDir::FromEnd); } } } ObjectTools::FMoveDialogInfo MoveDialogInfo; MoveDialogInfo.bOkToAll = InParams.bCopyOverAllDestinationOverlaps; MoveDialogInfo.bPromptForRenameOnConflict = false; // The default value for save packages is true if SCC is enabled because the user can use SCC to revert a change MoveDialogInfo.bSavePackages = ISourceControlModule::Get().IsEnabled(); ObjectTools::GetMoveDialogInfo(NSLOCTEXT("UnrealEd", "DuplicateObjects", "Copy Objects"), ExistingObject, InParams.bGenerateUniqueNames, Parent, DestinationFolder, MoveDialogInfo); OutPackagesAndDestinations.Add(PackageNameString, MoveDialogInfo.PGN.PackageName); } } } } } } bool UAssetToolsImpl::FlattenAdvancedCopyDestinations(const TArray> PackagesAndDestinations, TMap& FlattenedPackagesAndDestinations) const { FString CopyErrors; for (TMap PackageAndDestinationMap : PackagesAndDestinations) { for (auto It = PackageAndDestinationMap.CreateConstIterator(); It; ++It) { const FString& PackageName = It.Key(); const FString& DestFilename = It.Value(); if (FlattenedPackagesAndDestinations.Contains(PackageName)) { const FString* ExistingDestinationPtr = FlattenedPackagesAndDestinations.Find(PackageName); const FString ExistingDestination = *ExistingDestinationPtr; if (ExistingDestination != DestFilename) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("AdvancedCopy_DuplicateDestinations", "Advanced Copy failed because {0} was being duplicated in two locations, {1} and {2}."), FText::FromString(PackageName), FText::FromString(FPaths::GetPath(ExistingDestination)), FText::FromString(FPaths::GetPath(DestFilename)))); return false; } } // File passed all error conditions above, add it to valid flattened list FlattenedPackagesAndDestinations.Add(PackageName, DestFilename); } } // All files passed all validation tests return true; } bool UAssetToolsImpl::ValidateFlattenedAdvancedCopyDestinations(const TMap& FlattenedPackagesAndDestinations) const { FString CopyErrors; for (auto It = FlattenedPackagesAndDestinations.CreateConstIterator(); It; ++It) { const FString& PackageName = It.Key(); const FString& DestFilename = It.Value(); // Check for source/destination collisions if (PackageName == FPaths::GetPath(DestFilename)) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("AdvancedCopy_DuplicatedSource", "Advanced Copy failed because {0} was being copied over itself."), FText::FromString(PackageName))); return false; } else if (FlattenedPackagesAndDestinations.Contains(FPaths::GetPath(DestFilename))) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("AdvancedCopy_DestinationEqualsSource", "Advanced Copy failed because {0} was being copied over the source file {1}."), FText::FromString(PackageName), FText::FromString(FPaths::GetPath(DestFilename)))); return false; } // Check for valid copy locations FString SrcFilename; if (!FPackageName::DoesPackageExist(PackageName, nullptr, &SrcFilename)) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("AdvancedCopyPackages_PackageMissing", "{0} does not exist on disk."), FText::FromString(PackageName))); return false; } else if (SrcFilename.Contains(FPaths::EngineContentDir())) { const FString LeafName = SrcFilename.Replace(*FPaths::EngineContentDir(), TEXT("Engine/")); FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("AdvancedCopyPackages_EngineContent", "Unable to copy Engine asset {0}. Engine assets cannot be copied using Advanced Copy."), FText::FromString(LeafName))); return false; } } // All files passed all validation tests return true; } void UAssetToolsImpl::GetAllAdvancedCopySources(FName SelectedPackage, FAdvancedCopyParams& CopyParams, TArray& OutPackageNamesToCopy, TMap& DependencyMap, const UAdvancedCopyCustomization* CopyCustomization) const { FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked(TEXT("AssetRegistry")); IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); FString CurrentRoot = FString(); TArray CurrentDependencies; if (!OutPackageNamesToCopy.Contains(SelectedPackage)) { TArray SourceAssetData; AssetRegistry.GetAssetsByPackageName(SelectedPackage, SourceAssetData); // Check if this is a folder before using the filter to exclude assets bool bIsFolder = SourceAssetData.Num() == 0; FARFilter ExclusionFilter = CopyCustomization->GetARFilter(); AssetRegistry.UseFilterToExcludeAssets(SourceAssetData, ExclusionFilter); // If this is a valid asset if (SourceAssetData.Num() > 0 || bIsFolder) { CurrentDependencies.Add(SelectedPackage); } // If we should check for dependencies OR we are currently checking a folder // Folders should ALWAYS get checked for assets and subfolders if ((CopyParams.bShouldCheckForDependencies && SourceAssetData.Num() > 0) || bIsFolder) { RecursiveGetDependenciesAdvanced(SelectedPackage, CopyParams, CurrentDependencies, DependencyMap, CopyCustomization, SourceAssetData); } OutPackageNamesToCopy.Append(CurrentDependencies); } } bool UAssetToolsImpl::AdvancedCopyPackages(const TMap& SourceAndDestPackages, const bool bForceAutosave, const bool bCopyOverAllDestinationOverlaps) const { if (ValidateFlattenedAdvancedCopyDestinations(SourceAndDestPackages)) { TArray SuccessfullyCopiedDestinationFiles; TArray SuccessfullyCopiedSourcePackages; TArray ExistingObjects; TSet ExistingObjectSet; TArray NewObjects; TSet NewObjectSet; FString CopyErrors; FScopedSlowTask LoopProgress(SourceAndDestPackages.Num() * 2 , LOCTEXT("AdvancedCopying", "Copying files and dependencies...")); LoopProgress.MakeDialog(); for (const auto& Package : SourceAndDestPackages) { const FString& PackageName = Package.Key; const FString& DestFilename = Package.Value; FString SrcFilename; if (FPackageName::DoesPackageExist(PackageName, nullptr, &SrcFilename)) { LoopProgress.EnterProgressFrame(); UPackage* Pkg = FindPackage(nullptr, *PackageName); if (Pkg) { Pkg->FullyLoad(); } } } for (const auto& Package : SourceAndDestPackages) { const FString& PackageName = Package.Key; const FString& DestFilename = Package.Value; FString SrcFilename; if (FPackageName::DoesPackageExist(PackageName, nullptr, &SrcFilename)) { LoopProgress.EnterProgressFrame(); UPackage* Pkg = FindPackage(nullptr, *PackageName); if (Pkg) { FString Name = ObjectTools::SanitizeObjectName(FPaths::GetBaseFilename(SrcFilename)); UObject* ExistingObject = StaticFindObject(UObject::StaticClass(), Pkg, *Name); if (ExistingObject) { ExistingObjects.Add(ExistingObject); ExistingObjectSet.Add(ExistingObject); TSet ObjectsUserRefusedToFullyLoad; ObjectTools::FMoveDialogInfo MoveDialogInfo; MoveDialogInfo.bOkToAll = bCopyOverAllDestinationOverlaps; // The default value for save packages is true if SCC is enabled because the user can use SCC to revert a change MoveDialogInfo.bSavePackages = ISourceControlModule::Get().IsEnabled() || bForceAutosave; MoveDialogInfo.PGN.GroupName = TEXT(""); MoveDialogInfo.PGN.ObjectName = FPaths::GetBaseFilename(DestFilename); MoveDialogInfo.PGN.PackageName = DestFilename; const bool bShouldPromptForDestinationConflict = !bCopyOverAllDestinationOverlaps; UObject* NewObject = ObjectTools::DuplicateSingleObject(ExistingObject, MoveDialogInfo.PGN, ObjectsUserRefusedToFullyLoad, bShouldPromptForDestinationConflict); if (NewObject) { NewObjects.Add(NewObject); NewObjectSet.Add(NewObject); SuccessfullyCopiedSourcePackages.Add(PackageName); SuccessfullyCopiedDestinationFiles.Add(DestFilename); } } } } } FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked(TEXT("AssetRegistry")); TSet ObjectsAndSubObjectsToReplaceWithin; ObjectTools::GatherSubObjectsForReferenceReplacement(NewObjectSet, ExistingObjectSet, ObjectsAndSubObjectsToReplaceWithin); for (int32 ObjectIdx = 0; ObjectIdx < NewObjects.Num(); ObjectIdx++) { TMap ReplacementMap; TArray Dependencies; FName SuccessfullyCopiedPackage = FName(*SuccessfullyCopiedSourcePackages[ObjectIdx]); AssetRegistryModule.Get().GetDependencies(SuccessfullyCopiedPackage, Dependencies); for (FName Dependency : Dependencies) { const FString DependencyString = Dependency.ToString(); if (SuccessfullyCopiedSourcePackages.Contains(DependencyString)) { int32 DependencyIndex = ExistingObjects.IndexOfByPredicate([&](UObject* Object) { return Object && Object->IsValidLowLevel() && Object->GetOuter()->GetName() == DependencyString; }); if (DependencyIndex != INDEX_NONE) { TArray ObjectsToReplace; ObjectsToReplace.Add(ExistingObjects[DependencyIndex]); ObjectTools::ConsolidateObjects(NewObjects[DependencyIndex], ObjectsToReplace, ObjectsAndSubObjectsToReplaceWithin, ExistingObjectSet, false); } } } } ObjectTools::CompileBlueprintsAfterRefUpdate(NewObjects); FString SourceControlErrors; if (SuccessfullyCopiedDestinationFiles.Num() > 0) { // attempt to add files to source control (this can quite easily fail, but if it works it is very useful) if (GetDefault()->bSCCAutoAddNewFiles) { if (ISourceControlModule::Get().IsEnabled()) { ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); if (SourceControlProvider.Execute(ISourceControlOperation::Create(), SuccessfullyCopiedDestinationFiles) == ECommandResult::Failed) { for (auto FileIt(SuccessfullyCopiedDestinationFiles.CreateConstIterator()); FileIt; FileIt++) { if (!SourceControlProvider.GetState(*FileIt, EStateCacheUsage::Use)->IsAdded()) { SourceControlErrors += FText::Format(LOCTEXT("AdvancedCopyPackages_SourceControlError", "{0} could not be added to source control"), FText::FromString(*FileIt)).ToString(); SourceControlErrors += LINE_TERMINATOR; } } } } } } FMessageLog AdvancedCopyLog("AssetTools"); FText LogMessage = FText::FromString(TEXT("Advanced content copy completed successfully!")); EMessageSeverity::Type Severity = EMessageSeverity::Info; if (SourceControlErrors.Len() > 0) { FString ErrorMessage; Severity = EMessageSeverity::Error; if (SourceControlErrors.Len() > 0) { AdvancedCopyLog.NewPage(LOCTEXT("AdvancedCopyPackages_SourceControlErrorsListPage", "Source Control Errors")); AdvancedCopyLog.Error(FText::FromString(*SourceControlErrors)); ErrorMessage += LINE_TERMINATOR; ErrorMessage += LOCTEXT("AdvancedCopyPackages_SourceControlErrorsList", "Some files reported source control errors.").ToString(); } if (SuccessfullyCopiedSourcePackages.Num() > 0) { AdvancedCopyLog.NewPage(LOCTEXT("AdvancedCopyPackages_CopyErrorsSuccesslistPage", "Copied Successfully")); AdvancedCopyLog.Info(FText::FromString(*SourceControlErrors)); ErrorMessage += LINE_TERMINATOR; ErrorMessage += LOCTEXT("AdvancedCopyPackages_CopyErrorsSuccesslist", "Some files were copied successfully.").ToString(); for (auto FileIt = SuccessfullyCopiedSourcePackages.CreateConstIterator(); FileIt; ++FileIt) { if (FileIt->Len() > 0) { AdvancedCopyLog.Info(FText::FromString(*FileIt)); } } } LogMessage = FText::FromString(ErrorMessage); } else { AdvancedCopyLog.NewPage(LOCTEXT("AdvancedCopyPackages_CompletePage", "Advanced content copy completed successfully!")); for (auto FileIt = SuccessfullyCopiedSourcePackages.CreateConstIterator(); FileIt; ++FileIt) { if (FileIt->Len() > 0) { AdvancedCopyLog.Info(FText::FromString(*FileIt)); } } } AdvancedCopyLog.Notify(LogMessage, Severity, true); return true; } return false; } bool UAssetToolsImpl::AdvancedCopyPackages(const FAdvancedCopyParams& CopyParams, const TArray> PackagesAndDestinations) const { TMap FlattenedDestinationMap; if (FlattenAdvancedCopyDestinations(PackagesAndDestinations, FlattenedDestinationMap)) { return AdvancedCopyPackages(FlattenedDestinationMap, CopyParams.bShouldForceSave, CopyParams.bCopyOverAllDestinationOverlaps); } return false; } bool UAssetToolsImpl::RenameAssets(const TArray& AssetsAndNames) { return AssetRenameManager->RenameAssets(AssetsAndNames); } EAssetRenameResult UAssetToolsImpl::RenameAssetsWithDialog(const TArray& AssetsAndNames, bool bAutoCheckout) { return AssetRenameManager->RenameAssetsWithDialog(AssetsAndNames, bAutoCheckout); } void UAssetToolsImpl::FindSoftReferencesToObject(FSoftObjectPath TargetObject, TArray& ReferencingObjects) { AssetRenameManager->FindSoftReferencesToObject(TargetObject, ReferencingObjects); } void UAssetToolsImpl::FindSoftReferencesToObjects(const TArray& TargetObjects, TMap>& ReferencingObjects) { AssetRenameManager->FindSoftReferencesToObjects(TargetObjects, ReferencingObjects); } void UAssetToolsImpl::RenameReferencingSoftObjectPaths(const TArray PackagesToCheck, const TMap& AssetRedirectorMap) { AssetRenameManager->RenameReferencingSoftObjectPaths(PackagesToCheck, AssetRedirectorMap); } TArray UAssetToolsImpl::ImportAssets(const FString& DestinationPath) { return ImportAssetsWithDialog(DestinationPath); } TArray UAssetToolsImpl::ImportAssetsWithDialog(const FString& DestinationPath) { if (!GetWritableFolderBlacklist()->PassesStartsWithFilter(DestinationPath)) { NotifyBlockedByWritableFolderFilter(); return TArray(); } TArray ReturnObjects; FString FileTypes, AllExtensions; TArray Factories; // Get the list of valid factories for( TObjectIterator It ; It ; ++It ) { UClass* CurrentClass = (*It); if( CurrentClass->IsChildOf(UFactory::StaticClass()) && !(CurrentClass->HasAnyClassFlags(CLASS_Abstract)) ) { UFactory* Factory = Cast( CurrentClass->GetDefaultObject() ); if( Factory->bEditorImport ) { Factories.Add( Factory ); } } } TMultiMap FilterIndexToFactory; // Generate the file types and extensions represented by the selected factories ObjectTools::GenerateFactoryFileExtensions( Factories, FileTypes, AllExtensions, FilterIndexToFactory ); FileTypes = FString::Printf(TEXT("All Files (%s)|%s|%s"),*AllExtensions,*AllExtensions,*FileTypes); // Prompt the user for the filenames TArray OpenFilenames; IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); bool bOpened = false; int32 FilterIndex = -1; if ( DesktopPlatform ) { const void* ParentWindowWindowHandle = FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr); bOpened = DesktopPlatform->OpenFileDialog( ParentWindowWindowHandle, LOCTEXT("ImportDialogTitle", "Import").ToString(), FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_IMPORT), TEXT(""), FileTypes, EFileDialogFlags::Multiple, OpenFilenames, FilterIndex ); } if ( bOpened ) { if ( OpenFilenames.Num() > 0 ) { UFactory* ChosenFactory = nullptr; if (FilterIndex > 0) { ChosenFactory = *FilterIndexToFactory.Find(FilterIndex); } FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_IMPORT, OpenFilenames[0]); ReturnObjects = ImportAssets(OpenFilenames, DestinationPath, ChosenFactory); } } return ReturnObjects; } TArray UAssetToolsImpl::ImportAssetsAutomated(const UAutomatedAssetImportData* ImportData) { check(ImportData); FAssetImportParams Params; Params.bAutomated = true; Params.bForceOverrideExisting = ImportData->bReplaceExisting; Params.bSyncToBrowser = false; Params.SpecifiedFactory = ImportData->Factory; Params.ImportData = ImportData; return ImportAssetsInternal(ImportData->Filenames, ImportData->DestinationPath, nullptr, Params); } void UAssetToolsImpl::ImportAssetTasks(const TArray& ImportTasks) { FScopedSlowTask SlowTask(ImportTasks.Num(), LOCTEXT("ImportSlowTask", "Importing")); SlowTask.MakeDialog(); FAssetImportParams Params; Params.bSyncToBrowser = false; TArray Filenames; Filenames.Add(TEXT("")); TArray PackagesToSave; for (UAssetImportTask* ImportTask : ImportTasks) { if (!ImportTask) { UE_LOG(LogAssetTools, Warning, TEXT("ImportAssetTasks() supplied an empty task")); continue; } SlowTask.EnterProgressFrame(1, FText::Format(LOCTEXT("Import_ImportingFile", "Importing \"{0}\"..."), FText::FromString(FPaths::GetBaseFilename(ImportTask->Filename)))); Params.AssetImportTask = ImportTask; Params.bForceOverrideExisting = ImportTask->bReplaceExisting; Params.bAutomated = ImportTask->bAutomated; Params.SpecifiedFactory = ImportTask->Factory; Filenames[0] = ImportTask->Filename; TArray ImportedObjects = ImportAssetsInternal(Filenames, ImportTask->DestinationPath, nullptr, Params); PackagesToSave.Reset(1); for (UObject* Object : ImportedObjects) { ImportTask->ImportedObjectPaths.Add(Object->GetPathName()); if (ImportTask->bSave) { PackagesToSave.AddUnique(Object->GetOutermost()); } } if (ImportTask->bSave) { UEditorLoadingAndSavingUtils::SavePackages(PackagesToSave, true); } } } void UAssetToolsImpl::ExportAssets(const TArray& AssetsToExport, const FString& ExportPath) { TArray AssetObjectsToExport; AssetObjectsToExport.Reserve(AssetsToExport.Num()); for (const FString& AssetStr : AssetsToExport) { UObject* Asset = LoadObject(nullptr, *AssetStr); if (Asset) { AssetObjectsToExport.Add(Asset); } else { UE_LOG(LogAssetTools, Error, TEXT("Could not load asset '%s' to export it"), *AssetStr); } } const bool bPromptIndividualFilenames = false; ExportAssetsInternal(AssetObjectsToExport, bPromptIndividualFilenames, ExportPath); } void UAssetToolsImpl::ExportAssets(const TArray& AssetsToExport, const FString& ExportPath) const { const bool bPromptIndividualFilenames = false; ExportAssetsInternal(AssetsToExport, bPromptIndividualFilenames, ExportPath); } void UAssetToolsImpl::ExportAssetsWithDialog(const TArray& AssetsToExport, bool bPromptForIndividualFilenames) { ExportAssetsInternal(AssetsToExport, bPromptForIndividualFilenames, TEXT("")); } void UAssetToolsImpl::ExportAssetsWithDialog(const TArray& AssetsToExport, bool bPromptForIndividualFilenames) { TArray AssetObjectsToExport; AssetObjectsToExport.Reserve(AssetsToExport.Num()); for (const FString& AssetStr : AssetsToExport) { UObject* Asset = LoadObject(nullptr, *AssetStr); if (Asset) { AssetObjectsToExport.Add(Asset); } else { UE_LOG(LogAssetTools, Error, TEXT("Could not load asset '%s' to export it"), *AssetStr); } } ExportAssetsInternal(AssetObjectsToExport, bPromptForIndividualFilenames, TEXT("")); } void UAssetToolsImpl::ExpandDirectories(const TArray& Files, const FString& DestinationPath, TArray>& FilesAndDestinations) const { // Iterate through all files in the list, if any folders are found, recurse and expand them. for ( int32 FileIdx = 0; FileIdx < Files.Num(); ++FileIdx ) { const FString& Filename = Files[FileIdx]; // If the file being imported is a directory, just include all sub-files and skip the directory. if ( IFileManager::Get().DirectoryExists(*Filename) ) { FString FolderName = FPaths::GetCleanFilename(Filename); // Get all files & folders in the folder. FString SearchPath = Filename / FString(TEXT("*")); TArray SubFiles; IFileManager::Get().FindFiles(SubFiles, *SearchPath, true, true); // FindFiles just returns file and directory names, so we need to tack on the root path to get the full path. TArray FullPathItems; for ( FString& SubFile : SubFiles ) { FullPathItems.Add(Filename / SubFile); } // Expand any sub directories found. FString NewSubDestination = DestinationPath / FolderName; ExpandDirectories(FullPathItems, NewSubDestination, FilesAndDestinations); } else { // Add any files and their destination path. FilesAndDestinations.Emplace(Filename, DestinationPath); } } } TArray UAssetToolsImpl::ImportAssets(const TArray& Files, const FString& DestinationPath, UFactory* ChosenFactory, bool bSyncToBrowser /* = true */, TArray>* FilesAndDestinations /* = nullptr */) const { const bool bForceOverrideExisting = false; FAssetImportParams Params; Params.bAutomated = false; Params.bForceOverrideExisting = false; Params.bSyncToBrowser = bSyncToBrowser; Params.SpecifiedFactory = ChosenFactory; return ImportAssetsInternal(Files, DestinationPath, FilesAndDestinations, Params); } void UAssetToolsImpl::CreateUniqueAssetName(const FString& InBasePackageName, const FString& InSuffix, FString& OutPackageName, FString& OutAssetName) { const FString SanitizedBasePackageName = UPackageTools::SanitizePackageName(InBasePackageName); const FString PackagePath = FPackageName::GetLongPackagePath(SanitizedBasePackageName); const FString BaseAssetNameWithSuffix = FPackageName::GetLongPackageAssetName(SanitizedBasePackageName) + InSuffix; const FString SanitizedBaseAssetName = ObjectTools::SanitizeObjectName(BaseAssetNameWithSuffix); int32 IntSuffix = 0; bool bObjectExists = false; int32 CharIndex = SanitizedBaseAssetName.Len() - 1; while (CharIndex >= 0 && SanitizedBaseAssetName[CharIndex] >= TEXT('0') && SanitizedBaseAssetName[CharIndex] <= TEXT('9')) { --CharIndex; } FString TrailingInteger; FString TrimmedBaseAssetName = SanitizedBaseAssetName; if (SanitizedBaseAssetName.Len() > 0 && CharIndex == -1) { // This is the all numeric name, in this case we'd like to append _number, because just adding a number isn't great TrimmedBaseAssetName += TEXT("_"); IntSuffix = 2; } if (CharIndex >= 0 && CharIndex < SanitizedBaseAssetName.Len() - 1) { TrailingInteger = SanitizedBaseAssetName.RightChop(CharIndex + 1); TrimmedBaseAssetName = SanitizedBaseAssetName.Left(CharIndex + 1); IntSuffix = FCString::Atoi(*TrailingInteger); } FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked(TEXT("AssetRegistry")); do { bObjectExists = false; if ( IntSuffix < 1 ) { OutAssetName = SanitizedBaseAssetName; } else { FString Suffix = FString::Printf(TEXT("%d"), IntSuffix); while (Suffix.Len() < TrailingInteger.Len()) { Suffix = TEXT("0") + Suffix; } OutAssetName = FString::Printf(TEXT("%s%s"), *TrimmedBaseAssetName, *Suffix); } OutPackageName = PackagePath + TEXT("/") + OutAssetName; FString ObjectPath = OutPackageName + TEXT(".") + OutAssetName; // Use the asset registry if possible to find existing assets without loading them if ( !AssetRegistryModule.Get().IsLoadingAssets() ) { FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(*ObjectPath); if(AssetData.IsValid()) { bObjectExists = true; } } else { bObjectExists = LoadObject(nullptr, *ObjectPath, nullptr, LOAD_NoWarn | LOAD_NoRedirects) != nullptr; } IntSuffix++; } while (bObjectExists != false); } bool UAssetToolsImpl::AssetUsesGenericThumbnail( const FAssetData& AssetData ) const { if ( !AssetData.IsValid() ) { // Invalid asset, assume it does not use a shared thumbnail return false; } if( AssetData.IsAssetLoaded() ) { // Loaded asset, see if there is a rendering info for it UObject* Asset = AssetData.GetAsset(); FThumbnailRenderingInfo* RenderInfo = GUnrealEd->GetThumbnailManager()->GetRenderingInfo( Asset ); return !RenderInfo || !RenderInfo->Renderer; } if ( AssetData.AssetClass == UBlueprint::StaticClass()->GetFName() ) { // Unloaded blueprint asset // It would be more correct here to find the rendering info for the generated class, // but instead we are simply seeing if there is a thumbnail saved on disk for this asset FString PackageFilename; if ( FPackageName::DoesPackageExist(AssetData.PackageName.ToString(), nullptr, &PackageFilename) ) { TSet ObjectFullNames; FThumbnailMap ThumbnailMap; FName ObjectFullName = FName(*AssetData.GetFullName()); ObjectFullNames.Add(ObjectFullName); ThumbnailTools::LoadThumbnailsFromPackage(PackageFilename, ObjectFullNames, ThumbnailMap); FObjectThumbnail* ThumbnailPtr = ThumbnailMap.Find(ObjectFullName); if (ThumbnailPtr) { return (*ThumbnailPtr).IsEmpty(); } return true; } } else { // Unloaded non-blueprint asset. See if the class has a rendering info. UClass* Class = FindObject(ANY_PACKAGE, *AssetData.AssetClass.ToString()); UObject* ClassCDO = nullptr; if (Class != nullptr) { ClassCDO = Class->GetDefaultObject(); } // Get the rendering info for this object FThumbnailRenderingInfo* RenderInfo = nullptr; if (ClassCDO != nullptr) { RenderInfo = GUnrealEd->GetThumbnailManager()->GetRenderingInfo( ClassCDO ); } return !RenderInfo || !RenderInfo->Renderer; } return false; } void UAssetToolsImpl::DiffAgainstDepot( UObject* InObject, const FString& InPackagePath, const FString& InPackageName ) const { check( InObject ); // Make sure our history is up to date ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); TSharedRef UpdateStatusOperation = ISourceControlOperation::Create(); UpdateStatusOperation->SetUpdateHistory(true); SourceControlProvider.Execute(UpdateStatusOperation, SourceControlHelpers::PackageFilename(InPackagePath)); // Get the SCC state FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(SourceControlHelpers::PackageFilename(InPackagePath), EStateCacheUsage::Use); // If we have an asset and its in SCC.. if( SourceControlState.IsValid() && InObject != nullptr && SourceControlState->IsSourceControlled() ) { // Get the file name of package FString RelativeFileName; if(FPackageName::DoesPackageExist(InPackagePath, nullptr, &RelativeFileName)) { if(SourceControlState->GetHistorySize() > 0) { TSharedPtr Revision = SourceControlState->GetHistoryItem(0); check(Revision.IsValid()); // Get the head revision of this package from source control FString AbsoluteFileName = FPaths::ConvertRelativePathToFull(RelativeFileName); FString TempFileName; if(Revision->Get(TempFileName)) { // Try and load that package UPackage* TempPackage = LoadPackage(nullptr, *TempFileName, LOAD_ForDiff|LOAD_DisableCompileOnLoad); if(TempPackage != nullptr) { // Grab the old asset from that old package UObject* OldObject = FindObject(TempPackage, *InPackageName); // Recovery for package names that don't match if (OldObject == nullptr) { OldObject = TempPackage->FindAssetInPackage(); } if(OldObject != nullptr) { /* Set the revision information*/ FRevisionInfo OldRevision; OldRevision.Changelist = Revision->GetCheckInIdentifier(); OldRevision.Date = Revision->GetDate(); OldRevision.Revision = Revision->GetRevision(); FRevisionInfo NewRevision; NewRevision.Revision = TEXT(""); DiffAssets(OldObject, InObject, OldRevision, NewRevision); } } } } } } } void UAssetToolsImpl::DiffAssets(UObject* OldAsset, UObject* NewAsset, const struct FRevisionInfo& OldRevision, const struct FRevisionInfo& NewRevision) const { if(OldAsset == nullptr || NewAsset == nullptr) { UE_LOG(LogAssetTools, Warning, TEXT("DiffAssets: One of the supplied assets was nullptr.")); return; } // Get class of both assets UClass* OldClass = OldAsset->GetClass(); UClass* NewClass = NewAsset->GetClass(); // If same class.. if(OldClass == NewClass) { // Get class-specific actions TWeakPtr Actions = GetAssetTypeActionsForClass( NewClass ); if(Actions.IsValid()) { // And use that to perform the Diff Actions.Pin()->PerformAssetDiff(OldAsset, NewAsset, OldRevision, NewRevision); } } else { UE_LOG(LogAssetTools, Warning, TEXT("DiffAssets: Classes were not the same.")); } } FString UAssetToolsImpl::DumpAssetToTempFile(UObject* Asset) const { check(Asset); // Clear the mark state for saving. UnMarkAllObjects(EObjectMark(OBJECTMARK_TagExp | OBJECTMARK_TagImp)); FStringOutputDevice Archive; const FExportObjectInnerContext Context; // Export asset to archive UExporter::ExportToOutputDevice(&Context, Asset, nullptr, Archive, TEXT("copy"), 0, PPF_ExportsNotFullyQualified|PPF_Copy|PPF_Delimited, false, Asset->GetOuter()); // Used to generate unique file names during a run static int TempFileNum = 0; // Build name for temp text file FString RelTempFileName = FString::Printf(TEXT("%sText%s-%d.txt"), *FPaths::DiffDir(), *Asset->GetName(), TempFileNum++); FString AbsoluteTempFileName = FPaths::ConvertRelativePathToFull(RelTempFileName); // Save text into temp file if( !FFileHelper::SaveStringToFile( Archive, *AbsoluteTempFileName ) ) { //UE_LOG(LogAssetTools, Warning, TEXT("DiffAssets: Could not write %s"), *AbsoluteTempFileName); return TEXT(""); } else { return AbsoluteTempFileName; } } FString WrapArgument(const FString& Argument) { // Wrap the passed in argument so it changes from Argument to "Argument" return FString::Printf(TEXT("%s%s%s"), (Argument.StartsWith("\"")) ? TEXT(""): TEXT("\""), *Argument, (Argument.EndsWith("\"")) ? TEXT(""): TEXT("\"")); } bool UAssetToolsImpl::CreateDiffProcess(const FString& DiffCommand, const FString& OldTextFilename, const FString& NewTextFilename, const FString& DiffArgs) const { // Construct Arguments FString Arguments = FString::Printf( TEXT("%s %s %s"),*WrapArgument(OldTextFilename), *WrapArgument(NewTextFilename), *DiffArgs ); bool bTryRunDiff = true; FString NewDiffCommand = DiffCommand; while (bTryRunDiff) { // Fire process if (FPlatformProcess::CreateProc(*NewDiffCommand, *Arguments, true, false, false, nullptr, 0, nullptr, nullptr).IsValid()) { return true; } else { const FText Message = FText::Format(NSLOCTEXT("AssetTools", "DiffFail", "The currently set diff tool '{0}' could not be run. Would you like to set a new diff tool?"), FText::FromString(DiffCommand)); EAppReturnType::Type Response = FMessageDialog::Open(EAppMsgType::YesNo, Message); if (Response == EAppReturnType::No) { bTryRunDiff = false; } else { IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); check(DesktopPlatform); const FText FileFilterType = NSLOCTEXT("AssetTools", "Executables", "Executables"); #if PLATFORM_WINDOWS const FString FileFilterText = FString::Printf(TEXT("%s (*.exe)|*.exe"), *FileFilterType.ToString()); #elif PLATFORM_MAC const FString FileFilterText = FString::Printf(TEXT("%s (*.app)|*.app"), *FileFilterType.ToString()); #else const FString FileFilterText = FString::Printf(TEXT("%s"), *FileFilterType.ToString()); #endif TArray OutFiles; if (DesktopPlatform->OpenFileDialog( nullptr, NSLOCTEXT("AssetTools", "ChooseDiffTool", "Choose Diff Tool").ToString(), TEXT(""), TEXT(""), FileFilterText, EFileDialogFlags::None, OutFiles)) { UEditorLoadingSavingSettings& Settings = *GetMutableDefault(); Settings.TextDiffToolPath.FilePath = OutFiles[0]; Settings.SaveConfig(); NewDiffCommand = OutFiles[0]; } } } } return false; } void UAssetToolsImpl::MigratePackages(const TArray& PackageNamesToMigrate) const { // Packages must be saved for the migration to work const bool bPromptUserToSave = true; const bool bSaveMapPackages = true; const bool bSaveContentPackages = true; if ( FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages ) ) { FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked(TEXT("AssetRegistry")); if ( AssetRegistryModule.Get().IsLoadingAssets() ) { // Open a dialog asking the user to wait while assets are being discovered SDiscoveringAssetsDialog::OpenDiscoveringAssetsDialog( SDiscoveringAssetsDialog::FOnAssetsDiscovered::CreateUObject(this, &UAssetToolsImpl::PerformMigratePackages, PackageNamesToMigrate) ); } else { // Assets are already discovered, perform the migration now PerformMigratePackages(PackageNamesToMigrate); } } } void UAssetToolsImpl::OnNewImportRecord(UClass* AssetType, const FString& FileExtension, bool bSucceeded, bool bWasCancelled, const FDateTime& StartTime) { // Don't attempt to report usage stats if analytics isn't available if(AssetType != nullptr && FEngineAnalytics::IsAvailable()) { TArray Attribs; Attribs.Add(FAnalyticsEventAttribute(TEXT("AssetType"), AssetType->GetName())); Attribs.Add(FAnalyticsEventAttribute(TEXT("FileExtension"), FileExtension)); Attribs.Add(FAnalyticsEventAttribute(TEXT("Outcome"), bSucceeded ? TEXT("Success") : (bWasCancelled ? TEXT("Cancelled") : TEXT("Failed")))); FTimespan TimeTaken = FDateTime::UtcNow() - StartTime; Attribs.Add(FAnalyticsEventAttribute(TEXT("TimeTaken.Seconds"), (float)TimeTaken.GetTotalSeconds())); FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.ImportAsset"), Attribs); } } void UAssetToolsImpl::OnNewCreateRecord(UClass* AssetType, bool bDuplicated) { // Don't attempt to report usage stats if analytics isn't available if(AssetType != nullptr && FEngineAnalytics::IsAvailable()) { TArray Attribs; Attribs.Add(FAnalyticsEventAttribute(TEXT("AssetType"), AssetType->GetName())); Attribs.Add(FAnalyticsEventAttribute(TEXT("Duplicated"), bDuplicated? TEXT("Yes") : TEXT("No"))); FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.CreateAsset"), Attribs); } } TArray UAssetToolsImpl::ImportAssetsInternal(const TArray& Files, const FString& RootDestinationPath, TArray> *FilesAndDestinationsPtr, const FAssetImportParams& Params) const { TGuardValue UnattendedScriptGuard(GIsRunningUnattendedScript, GIsRunningUnattendedScript || Params.bAutomated); UFactory* SpecifiedFactory = Params.SpecifiedFactory; const bool bForceOverrideExisting = Params.bForceOverrideExisting; const bool bSyncToBrowser = Params.bSyncToBrowser; const bool bAutomatedImport = Params.bAutomated || GIsAutomationTesting; TArray ReturnObjects; TMap< FString, TArray > ExtensionToFactoriesMap; FScopedSlowTask SlowTask(Files.Num(), LOCTEXT("ImportSlowTask", "Importing")); bool bUseInterchangeFramework = false; UInterchangeManager& InterchangeManager = UInterchangeManager::GetInterchangeManager(); #if WITH_EDITOR bUseInterchangeFramework = GetDefault()->bEnableInterchangeFramework; //Avoid using interchange for scene factory, we did not do the scene import yet //TODO do the scene import and remove this if (bUseInterchangeFramework && Params.SpecifiedFactory) { if (Params.SpecifiedFactory->GetClass()->IsChildOf(USceneImportFactory::StaticClass())) { bUseInterchangeFramework = false; } } #endif if (!bUseInterchangeFramework && Files.Num() > 1) { //Always allow user to cancel the import task if they are importing multiple files. //If we're importing a single file, then the factory policy will dictate if the import if cancelable. SlowTask.MakeDialog(true); } TArray> FilesAndDestinations; if (FilesAndDestinationsPtr == nullptr) { ExpandDirectories(Files, RootDestinationPath, FilesAndDestinations); } else { FilesAndDestinations = (*FilesAndDestinationsPtr); } if(SpecifiedFactory == nullptr) { // First instantiate one factory for each file extension encountered that supports the extension // @todo import: gmp: show dialog in case of multiple matching factories for(TObjectIterator ClassIt; ClassIt; ++ClassIt) { if(!(*ClassIt)->IsChildOf(UFactory::StaticClass()) || ((*ClassIt)->HasAnyClassFlags(CLASS_Abstract)) || (*ClassIt)->IsChildOf(USceneImportFactory::StaticClass())) { continue; } UFactory* Factory = Cast((*ClassIt)->GetDefaultObject()); if(!Factory->bEditorImport) { continue; } TArray FactoryExtensions; Factory->GetSupportedFileExtensions(FactoryExtensions); for(auto& FileDest : FilesAndDestinations) { const FString FileExtension = FPaths::GetExtension(FileDest.Key); // Case insensitive string compare with supported formats of this factory if(FactoryExtensions.Contains(FileExtension)) { TArray& ExistingFactories = ExtensionToFactoriesMap.FindOrAdd(FileExtension); // Do not remap extensions, just reuse the existing UFactory. // There may be multiple UFactories, so we will keep track of all of them bool bFactoryAlreadyInMap = false; for(auto FoundFactoryIt = ExistingFactories.CreateConstIterator(); FoundFactoryIt; ++FoundFactoryIt) { if((*FoundFactoryIt)->GetClass() == Factory->GetClass()) { bFactoryAlreadyInMap = true; break; } } if(!bFactoryAlreadyInMap) { // We found a factory for this file, it can be imported! // Create a new factory of the same class and make sure it doesn't get GCed. // The object will be removed from the root set at the end of this function. UFactory* NewFactory = NewObject(GetTransientPackage(), Factory->GetClass()); if(NewFactory->ConfigureProperties()) { NewFactory->AddToRoot(); ExistingFactories.Add(NewFactory); } } } } } } else if(SpecifiedFactory->bEditorImport && !bAutomatedImport) { TArray FactoryExtensions; SpecifiedFactory->GetSupportedFileExtensions(FactoryExtensions); for(auto FileIt = Files.CreateConstIterator(); FileIt; ++FileIt) { const FString FileExtension = FPaths::GetExtension(*FileIt); // Case insensitive string compare with supported formats of this factory if(!FactoryExtensions.Contains(FileExtension)) { continue; } TArray& ExistingFactories = ExtensionToFactoriesMap.FindOrAdd(FileExtension); // Do not remap extensions, just reuse the existing UFactory. // There may be multiple UFactories, so we will keep track of all of them bool bFactoryAlreadyInMap = false; for(auto FoundFactoryIt = ExistingFactories.CreateConstIterator(); FoundFactoryIt; ++FoundFactoryIt) { if((*FoundFactoryIt)->GetClass() == SpecifiedFactory->GetClass()) { bFactoryAlreadyInMap = true; break; } } if(!bFactoryAlreadyInMap) { // We found a factory for this file, it can be imported! // Create a new factory of the same class and make sure it doesnt get GCed. // The object will be removed from the root set at the end of this function. UFactory* NewFactory = NewObject(GetTransientPackage(), SpecifiedFactory->GetClass()); if(NewFactory->ConfigureProperties()) { NewFactory->AddToRoot(); ExistingFactories.Add(NewFactory); } } } } // We need to sort the factories so that they get tested in priority order for(auto& ExtensionToFactories : ExtensionToFactoriesMap) { ExtensionToFactories.Value.Sort(&UFactory::SortFactoriesByPriority); } // Some flags to keep track of what the user decided when asked about overwriting or replacing bool bOverwriteAll = false; bool bReplaceAll = false; bool bDontOverwriteAny = false; bool bDontReplaceAny = false; if (bAutomatedImport) { bOverwriteAll = bReplaceAll = bForceOverrideExisting; bDontOverwriteAny = bDontReplaceAny = !bForceOverrideExisting; } TArray UsedFactories; bool bImportWasCancelled = false; bool bOnlyInterchangeImport = bUseInterchangeFramework; if(bUseInterchangeFramework) { for (int32 FileIdx = 0; FileIdx < FilesAndDestinations.Num(); ++FileIdx) { // Filename and DestinationPath will need to get santized before we create an asset out of them as they // can be created out of sources that contain spaces and other invalid characters. Filename cannot be sanitized // until other checks are done that rely on looking at the actual source file so sanitation is delayed. const FString& Filename = FilesAndDestinations[FileIdx].Key; const FString DestinationPath = ObjectTools::SanitizeObjectPath(FilesAndDestinations[FileIdx].Value); { UE::Interchange::FScopedSourceData ScopedSourceData(Filename); if (!InterchangeManager.CanTranslateSourceData(ScopedSourceData.GetSourceData())) { bOnlyInterchangeImport = false; break; } } } if (!bOnlyInterchangeImport) { if (Files.Num() > 1) { //Always allow user to cancel the import task if they are importing multiple files. //If we're importing a single file, then the factory policy will dictate if the import if cancelable. SlowTask.MakeDialog(true); } } else { //Complete the slow task SlowTask.CompletedWork = FilesAndDestinations.Num(); } } // Now iterate over the input files and use the same factory object for each file with the same extension for(int32 FileIdx = 0; FileIdx < FilesAndDestinations.Num() && !bImportWasCancelled; ++FileIdx) { // Filename and DestinationPath will need to get santized before we create an asset out of them as they // can be created out of sources that contain spaces and other invalid characters. Filename cannot be sanitized // until other checks are done that rely on looking at the actual source file so sanitation is delayed. const FString& Filename = FilesAndDestinations[FileIdx].Key; const FString DestinationPath = ObjectTools::SanitizeObjectPath(FilesAndDestinations[FileIdx].Value); if (bUseInterchangeFramework) { UE::Interchange::FScopedSourceData ScopedSourceData(Filename); if (InterchangeManager.CanTranslateSourceData(ScopedSourceData.GetSourceData())) { auto PostImportedLambda = [bSyncToBrowser](UObject* ImportedObject) { if (ImportedObject && (bSyncToBrowser != false)) { TArray ObjectArray; ObjectArray.Add(ImportedObject); UAssetToolsImpl::Get().SyncBrowserToAssets(ObjectArray); } }; FDelegateHandle PostImportHandle = InterchangeManager.OnAssetPostImport.AddLambda(PostImportedLambda); FImportAssetParameters ImportAssetParameters; ImportAssetParameters.bIsAutomated = bAutomatedImport; ImportAssetParameters.ReimportAsset = nullptr; InterchangeManager.ImportAsset(DestinationPath, ScopedSourceData.GetSourceData(), ImportAssetParameters); InterchangeManager.OnAssetPostImport.Remove(PostImportHandle); //Import done, iterate the next file and destination //If we do not import only interchange file, update the progress for each interchange task if (!bOnlyInterchangeImport) { SlowTask.EnterProgressFrame(1, FText::Format(LOCTEXT("Import_ImportingFile", "Importing \"{0}\"..."), FText::FromString(FPaths::GetBaseFilename(Filename)))); } continue; } } FString FileExtension = FPaths::GetExtension(Filename); const TArray* FactoriesPtr = ExtensionToFactoriesMap.Find(FileExtension); UFactory* Factory = nullptr; SlowTask.EnterProgressFrame(1, FText::Format(LOCTEXT("Import_ImportingFile", "Importing \"{0}\"..."), FText::FromString(FPaths::GetBaseFilename(Filename)))); // Assume that for automated import, the user knows exactly what factory to use if it exists if(bAutomatedImport && SpecifiedFactory && SpecifiedFactory->FactoryCanImport(Filename)) { Factory = SpecifiedFactory; } else if(FactoriesPtr) { const TArray& Factories = *FactoriesPtr; // Handle the potential of multiple factories being found if(Factories.Num() > 0) { Factory = Factories[0]; for(auto FactoryIt = Factories.CreateConstIterator(); FactoryIt; ++FactoryIt) { UFactory* TestFactory = *FactoryIt; if(TestFactory->FactoryCanImport(Filename)) { Factory = TestFactory; break; } } } } else { if(FEngineAnalytics::IsAvailable()) { TArray Attribs; Attribs.Add(FAnalyticsEventAttribute(TEXT("FileExtension"), FileExtension)); FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.ImportFailed"), Attribs); } const FText Message = FText::Format(LOCTEXT("ImportFailed_UnknownExtension", "Failed to import '{0}'. Unknown extension '{1}'."), FText::FromString(Filename), FText::FromString(FileExtension)); FNotificationInfo Info(Message); Info.ExpireDuration = 3.0f; Info.bUseLargeFont = false; Info.bFireAndForget = true; Info.bUseSuccessFailIcons = true; FSlateNotificationManager::Get().AddNotification(Info)->SetCompletionState(SNotificationItem::CS_Fail); UE_LOG(LogAssetTools, Warning, TEXT("%s"), *Message.ToString()); } if(Factory != nullptr) { if (FilesAndDestinations.Num() == 1) { SlowTask.MakeDialog(Factory->CanImportBeCanceled()); } // Reset the 'Do you want to overwrite the existing object?' Yes to All / No to All prompt, to make sure the // user gets a chance to select something when the factory is first used during this import if (!UsedFactories.Contains(Factory)) { Factory->ResetState(); UsedFactories.AddUnique(Factory); } UClass* ImportAssetType = Factory->SupportedClass; bool bImportSucceeded = false; FDateTime ImportStartTime = FDateTime::UtcNow(); FString Name; if (Params.AssetImportTask && !Params.AssetImportTask->DestinationName.IsEmpty()) { Name = Params.AssetImportTask->DestinationName; } else { Name = FPaths::GetBaseFilename(Filename); } Name = ObjectTools::SanitizeObjectName(Name); FString PackageName = ObjectTools::SanitizeInvalidChars(FPaths::Combine(*DestinationPath, *Name), INVALID_LONGPACKAGE_CHARACTERS); // We can not create assets that share the name of a map file in the same location if(FEditorFileUtils::IsMapPackageAsset(PackageName)) { const FText Message = FText::Format(LOCTEXT("AssetNameInUseByMap", "You can not create an asset named '{0}' because there is already a map file with this name in this folder."), FText::FromString(Name)); if(!bAutomatedImport) { FMessageDialog::Open(EAppMsgType::Ok, Message); } UE_LOG(LogAssetTools, Warning, TEXT("%s"), *Message.ToString()); OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime); continue; } UPackage* Pkg = CreatePackage( *PackageName); if(!ensure(Pkg)) { // Failed to create the package to hold this asset for some reason OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime); continue; } // Make sure the destination package is loaded Pkg->FullyLoad(); // Check for an existing object UObject* ExistingObject = StaticFindObject(UObject::StaticClass(), Pkg, *Name); if(ExistingObject != nullptr) { // If the existing object is one of the imports we've just created we can't replace or overwrite it if(ReturnObjects.Contains(ExistingObject)) { if(ImportAssetType == nullptr) { // The factory probably supports multiple types and cant be determined yet without asking the user or actually loading it // We just need to generate an unused name so object should do fine. ImportAssetType = UObject::StaticClass(); } // generate a unique name for this import Name = MakeUniqueObjectName(Pkg, ImportAssetType, *Name).ToString(); } else { // If the object is supported by the factory we are using, ask if we want to overwrite the asset // Otherwise, prompt to replace the object if(Factory->DoesSupportClass(ExistingObject->GetClass())) { // The factory can overwrite this object, ask if that is okay, unless "Yes To All" or "No To All" was already selected EAppReturnType::Type UserResponse; if(bForceOverrideExisting || bOverwriteAll || GIsAutomationTesting) { UserResponse = EAppReturnType::YesAll; } else if(bDontOverwriteAny) { UserResponse = EAppReturnType::NoAll; } else { UserResponse = FMessageDialog::Open( EAppMsgType::YesNoYesAllNoAll, FText::Format(LOCTEXT("ImportObjectAlreadyExists_SameClass", "Do you want to overwrite the existing asset?\n\nAn asset already exists at the import location: {0}"), FText::FromString(PackageName))); bOverwriteAll = UserResponse == EAppReturnType::YesAll; bDontOverwriteAny = UserResponse == EAppReturnType::NoAll; } const bool bWantOverwrite = UserResponse == EAppReturnType::Yes || UserResponse == EAppReturnType::YesAll; if(!bWantOverwrite) { // User chose not to replace the package bImportWasCancelled = true; OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime); continue; } } else if(!bAutomatedImport) { // The factory can't overwrite this asset, ask if we should delete the object then import the new one. Only do this if "Yes To All" or "No To All" was not already selected. EAppReturnType::Type UserResponse; if(bReplaceAll) { UserResponse = EAppReturnType::YesAll; } else if(bDontReplaceAny) { UserResponse = EAppReturnType::NoAll; } else { UserResponse = FMessageDialog::Open( EAppMsgType::YesNoYesAllNoAll, FText::Format(LOCTEXT("ImportObjectAlreadyExists_DifferentClass", "Do you want to replace the existing asset?\n\nAn asset already exists at the import location: {0}"), FText::FromString(PackageName))); bReplaceAll = UserResponse == EAppReturnType::YesAll; bDontReplaceAny = UserResponse == EAppReturnType::NoAll; } const bool bWantReplace = UserResponse == EAppReturnType::Yes || UserResponse == EAppReturnType::YesAll; if(bWantReplace) { // Delete the existing object int32 NumObjectsDeleted = 0; TArray< UObject* > ObjectsToDelete; ObjectsToDelete.Add(ExistingObject); // If the user forcefully deletes the package, all sorts of things could become invalidated, // the Pkg pointer might be killed even though it was added to the root. TWeakObjectPtr WeakPkg(Pkg); // Dont let the package get garbage collected (just in case we are deleting the last asset in the package) Pkg->AddToRoot(); NumObjectsDeleted = ObjectTools::DeleteObjects(ObjectsToDelete, /*bShowConfirmation=*/false); // If the weak package ptr is still valid, it should then be safe to remove it from the root. if(WeakPkg.IsValid()) { Pkg->RemoveFromRoot(); } const FString QualifiedName = PackageName + TEXT(".") + Name; FText Reason; if(NumObjectsDeleted == 0 || !IsUniqueObjectName(*QualifiedName, ANY_PACKAGE, Reason)) { // Original object couldn't be deleted const FText Message = FText::Format(LOCTEXT("ImportDeleteFailed", "Failed to delete '{0}'. The asset is referenced by other content."), FText::FromString(PackageName)); FMessageDialog::Open(EAppMsgType::Ok, Message); UE_LOG(LogAssetTools, Warning, TEXT("%s"), *Message.ToString()); OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime); continue; } else { // succeed, recreate package since it has been deleted Pkg = CreatePackage( *PackageName); Pkg->MarkAsFullyLoaded(); } } else { // User chose not to replace the package bImportWasCancelled = true; OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime); continue; } } } } // Check for a package that was marked for delete in source control if(!CheckForDeletedPackage(Pkg)) { OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime); continue; } Factory->SetAutomatedAssetImportData(Params.ImportData); Factory->SetAssetImportTask(Params.AssetImportTask); ImportAssetType = Factory->ResolveSupportedClass(); UObject* Result = Factory->ImportObject(ImportAssetType, Pkg, FName(*Name), RF_Public | RF_Standalone | RF_Transactional, Filename, nullptr, bImportWasCancelled); Factory->SetAutomatedAssetImportData(nullptr); Factory->SetAssetImportTask(nullptr); // Do not report any error if the operation was canceled. if(!bImportWasCancelled) { if(Result) { ReturnObjects.Add(Result); // Notify the asset registry FAssetRegistryModule::AssetCreated(Result); GEditor->BroadcastObjectReimported(Result); for (UObject* AdditionalResult : Factory->GetAdditionalImportedObjects()) { ReturnObjects.Add(AdditionalResult); } bImportSucceeded = true; } else { const FText Message = FText::Format(LOCTEXT("ImportFailed_Generic", "Failed to import '{0}'. Failed to create asset '{1}'.\nPlease see Output Log for details."), FText::FromString(Filename), FText::FromString(PackageName)); if(!bAutomatedImport) { FMessageDialog::Open(EAppMsgType::Ok, Message); } UE_LOG(LogAssetTools, Warning, TEXT("%s"), *Message.ToString()); } } // Refresh the supported class. Some factories (e.g. FBX) only resolve their type after reading the file ImportAssetType = Factory->ResolveSupportedClass(); OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime); } else { // A factory or extension was not found. The extension warning is above. If a factory was not found, the user likely canceled a factory configuration dialog. } bImportWasCancelled |= SlowTask.ShouldCancel(); if (bImportWasCancelled) { UE_LOG(LogAssetTools, Log, TEXT("The import task was canceled.")); } } // Clean up and remove the factories we created from the root set for(auto ExtensionIt = ExtensionToFactoriesMap.CreateConstIterator(); ExtensionIt; ++ExtensionIt) { for(auto FactoryIt = ExtensionIt.Value().CreateConstIterator(); FactoryIt; ++FactoryIt) { (*FactoryIt)->CleanUp(); (*FactoryIt)->RemoveFromRoot(); } } // Sync content browser to the newly created assets if(ReturnObjects.Num() && (bSyncToBrowser != false)) { UAssetToolsImpl::Get().SyncBrowserToAssets(ReturnObjects); } return ReturnObjects; } void UAssetToolsImpl::ExportAssetsInternal(const TArray& ObjectsToExport, bool bPromptIndividualFilenames, const FString& ExportPath) const { FString LastExportPath = !ExportPath.IsEmpty() ? ExportPath : FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_EXPORT); if (ObjectsToExport.Num() == 0) { return; } FString SelectedExportPath; if (!bPromptIndividualFilenames) { if (ExportPath.IsEmpty()) { // If not prompting individual files, prompt the user to select a target directory. IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); if (DesktopPlatform) { FString FolderName; const FString Title = NSLOCTEXT("UnrealEd", "ChooseADirectory", "Choose A Directory").ToString(); const bool bFolderSelected = DesktopPlatform->OpenDirectoryDialog( FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr), Title, LastExportPath, FolderName ); if (bFolderSelected) { SelectedExportPath = FolderName; } } } else { SelectedExportPath = ExportPath; } // Copy off the selected path for future export operations. LastExportPath = SelectedExportPath; } GWarn->BeginSlowTask(NSLOCTEXT("UnrealEd", "Exporting", "Exporting"), true); // Create an array of all available exporters. TArray Exporters; ObjectTools::AssembleListOfExporters(Exporters); //Array to control the batch mode and the show options for the exporters that will be use by the selected assets TArray UsedExporters; // Export the objects. bool bAnyObjectMissingSourceData = false; for (int32 Index = 0; Index < ObjectsToExport.Num(); Index++) { GWarn->StatusUpdate(Index, ObjectsToExport.Num(), FText::Format(NSLOCTEXT("UnrealEd", "Exportingf", "Exporting ({0} of {1})"), FText::AsNumber(Index), FText::AsNumber(ObjectsToExport.Num()))); UObject* ObjectToExport = ObjectsToExport[Index]; if (!ObjectToExport) { continue; } if (ObjectToExport->GetOutermost()->HasAnyPackageFlags(PKG_DisallowExport)) { continue; } // Find all the exporters that can export this type of object and construct an export file dialog. TArray AllFileTypes; TArray AllExtensions; TArray PreferredExtensions; // Iterate in reverse so the most relevant file formats are considered first. for (int32 ExporterIndex = Exporters.Num() - 1; ExporterIndex >= 0; --ExporterIndex) { UExporter* Exporter = Exporters[ExporterIndex]; if (Exporter->SupportedClass) { const bool bObjectIsSupported = Exporter->SupportsObject(ObjectToExport); if (bObjectIsSupported) { // Get a string representing of the exportable types. check(Exporter->FormatExtension.Num() == Exporter->FormatDescription.Num()); check(Exporter->FormatExtension.IsValidIndex(Exporter->PreferredFormatIndex)); for (int32 FormatIndex = Exporter->FormatExtension.Num() - 1; FormatIndex >= 0; --FormatIndex) { const FString& FormatExtension = Exporter->FormatExtension[FormatIndex]; const FString& FormatDescription = Exporter->FormatDescription[FormatIndex]; if (FormatIndex == Exporter->PreferredFormatIndex) { PreferredExtensions.Add(FormatExtension); } AllFileTypes.Add(FString::Printf(TEXT("%s (*.%s)|*.%s"), *FormatDescription, *FormatExtension, *FormatExtension)); AllExtensions.Add(FString::Printf(TEXT("*.%s"), *FormatExtension)); } } } } // Skip this object if no exporter found for this resource type. if (PreferredExtensions.Num() == 0) { continue; } // If FBX is listed, make that the most preferred option const FString PreferredExtension = TEXT("FBX"); int32 ExtIndex = PreferredExtensions.Find(PreferredExtension); if (ExtIndex > 0) { PreferredExtensions.RemoveAt(ExtIndex); PreferredExtensions.Insert(PreferredExtension, 0); } FString FirstExtension = PreferredExtensions[0]; // If FBX is listed, make that the first option here too, then compile them all into one string check(AllFileTypes.Num() == AllExtensions.Num()) for (ExtIndex = 1; ExtIndex < AllFileTypes.Num(); ++ExtIndex) { const FString FileType = AllFileTypes[ExtIndex]; if (FileType.Contains(PreferredExtension)) { AllFileTypes.RemoveAt(ExtIndex); AllFileTypes.Insert(FileType, 0); const FString Extension = AllExtensions[ExtIndex]; AllExtensions.RemoveAt(ExtIndex); AllExtensions.Insert(Extension, 0); } } FString FileTypes; FString Extensions; for (ExtIndex = 0; ExtIndex < AllFileTypes.Num(); ++ExtIndex) { if (FileTypes.Len()) { FileTypes += TEXT("|"); } FileTypes += AllFileTypes[ExtIndex]; if (Extensions.Len()) { Extensions += TEXT(";"); } Extensions += AllExtensions[ExtIndex]; } FileTypes = FString::Printf(TEXT("%s|All Files (%s)|%s"), *FileTypes, *Extensions, *Extensions); FString SaveFileName; if (bPromptIndividualFilenames) { TArray SaveFilenames; IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); bool bSave = false; if (DesktopPlatform) { bSave = DesktopPlatform->SaveFileDialog( FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr), FText::Format(NSLOCTEXT("UnrealEd", "Save_F", "Save: {0}"), FText::FromString(ObjectToExport->GetName())).ToString(), *LastExportPath, *ObjectToExport->GetName(), *FileTypes, EFileDialogFlags::None, SaveFilenames ); } if (!bSave) { int32 NumObjectsLeftToExport = ObjectsToExport.Num() - Index - 1; if (NumObjectsLeftToExport > 0) { const FText ConfirmText = FText::Format(NSLOCTEXT("UnrealEd", "AssetTools_ExportObjects_CancelRemaining", "Would you like to cancel exporting the next {0} files as well?"), FText::AsNumber(NumObjectsLeftToExport)); if (EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, ConfirmText)) { break; } } continue; } SaveFileName = FString(SaveFilenames[0]); // Copy off the selected path for future export operations. LastExportPath = SaveFileName; } else { // Assemble a filename from the export directory and the object path. SaveFileName = SelectedExportPath; if (!FPackageName::IsShortPackageName(ObjectToExport->GetOutermost()->GetFName())) { // Determine the save file name from the long package name FString PackageName = ObjectToExport->GetOutermost()->GetName(); if (PackageName.Left(1) == TEXT("/")) { // Trim the leading slash so the file manager doesn't get confused PackageName.MidInline(1, MAX_int32, false); } FPaths::NormalizeFilename(PackageName); SaveFileName /= PackageName; } else { // Assemble the path from the package name. SaveFileName /= ObjectToExport->GetOutermost()->GetName(); SaveFileName /= ObjectToExport->GetName(); } SaveFileName += FString::Printf(TEXT(".%s"), *FirstExtension); UE_LOG(LogAssetTools, Log, TEXT("Exporting \"%s\" to \"%s\""), *ObjectToExport->GetPathName(), *SaveFileName); } // Create the path, then make sure the target file is not read-only. const FString ObjectExportPath(FPaths::GetPath(SaveFileName)); const bool bFileInSubdirectory = ObjectExportPath.Contains(TEXT("/")); if (bFileInSubdirectory && (!IFileManager::Get().MakeDirectory(*ObjectExportPath, true))) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format(NSLOCTEXT("UnrealEd", "Error_FailedToMakeDirectory", "Failed to make directory {0}"), FText::FromString(ObjectExportPath))); } else if (IFileManager::Get().IsReadOnly(*SaveFileName)) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format(NSLOCTEXT("UnrealEd", "Error_CouldntWriteToFile_F", "Couldn't write to file '{0}'. Maybe file is read-only?"), FText::FromString(SaveFileName))); } else { // We have a writeable file. Now go through that list of exporters again and find the right exporter and use it. TArray ValidExporters; for (int32 ExporterIndex = 0; ExporterIndex < Exporters.Num(); ++ExporterIndex) { UExporter* Exporter = Exporters[ExporterIndex]; if (Exporter->SupportsObject(ObjectToExport)) { check(Exporter->FormatExtension.Num() == Exporter->FormatDescription.Num()); for (int32 FormatIndex = 0; FormatIndex < Exporter->FormatExtension.Num(); ++FormatIndex) { const FString& FormatExtension = Exporter->FormatExtension[FormatIndex]; if (FCString::Stricmp(*FormatExtension, *FPaths::GetExtension(SaveFileName)) == 0 || FCString::Stricmp(*FormatExtension, TEXT("*")) == 0) { ValidExporters.Add(Exporter); break; } } } } // Handle the potential of multiple exporters being found UExporter* ExporterToUse = NULL; if (ValidExporters.Num() == 1) { ExporterToUse = ValidExporters[0]; } else if (ValidExporters.Num() > 1) { // Set up the first one as default ExporterToUse = ValidExporters[0]; // ...but search for a better match if available for (int32 ExporterIdx = 0; ExporterIdx < ValidExporters.Num(); ExporterIdx++) { if (ValidExporters[ExporterIdx]->GetClass()->GetFName() == ObjectToExport->GetExporterName()) { ExporterToUse = ValidExporters[ExporterIdx]; break; } } } // If an exporter was found, use it. if (ExporterToUse) { const FScopedBusyCursor BusyCursor; if (!UsedExporters.Contains(ExporterToUse)) { ExporterToUse->SetBatchMode(ObjectsToExport.Num() > 1 && !bPromptIndividualFilenames); ExporterToUse->SetCancelBatch(false); ExporterToUse->SetShowExportOption(true); ExporterToUse->AddToRoot(); UsedExporters.Add(ExporterToUse); } UAssetExportTask* ExportTask = NewObject(); FGCObjectScopeGuard ExportTaskGuard(ExportTask); ExportTask->Object = ObjectToExport; ExportTask->Exporter = ExporterToUse; ExportTask->Filename = SaveFileName; ExportTask->bSelected = false; ExportTask->bReplaceIdentical = true; ExportTask->bPrompt = false; ExportTask->bUseFileArchive = ObjectToExport->IsA(UPackage::StaticClass()); ExportTask->bWriteEmptyFiles = false; UExporter::RunAssetExportTask(ExportTask); if (ExporterToUse->GetBatchMode() && ExporterToUse->GetCancelBatch()) { //Exit the export file loop when there is a cancel all break; } } } } //Set back the default value for the all used exporters for (UExporter* UsedExporter : UsedExporters) { UsedExporter->SetBatchMode(false); UsedExporter->SetCancelBatch(false); UsedExporter->SetShowExportOption(true); UsedExporter->RemoveFromRoot(); } UsedExporters.Empty(); if (bAnyObjectMissingSourceData) { FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Exporter_Error_SourceDataUnavailable", "No source data available for some objects. See the log for details.")); } GWarn->EndSlowTask(); FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_EXPORT, LastExportPath); } UAssetToolsImpl& UAssetToolsImpl::Get() { FAssetToolsModule& Module = FModuleManager::GetModuleChecked("AssetTools"); return static_cast(Module.Get()); } void UAssetToolsImpl::SyncBrowserToAssets(const TArray& AssetsToSync) { FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked("ContentBrowser"); ContentBrowserModule.Get().SyncBrowserToAssets( AssetsToSync, /*bAllowLockedBrowsers=*/true ); } void UAssetToolsImpl::SyncBrowserToAssets(const TArray& AssetsToSync) { FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked("ContentBrowser"); ContentBrowserModule.Get().SyncBrowserToAssets( AssetsToSync, /*bAllowLockedBrowsers=*/true ); } bool UAssetToolsImpl::CheckForDeletedPackage(const UPackage* Package) const { if ( ISourceControlModule::Get().IsEnabled() ) { ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); if ( SourceControlProvider.IsAvailable() ) { FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(Package, EStateCacheUsage::ForceUpdate); if ( SourceControlState.IsValid() && SourceControlState->IsDeleted() ) { // Creating an asset in a package that is marked for delete - revert the delete and check out the package if (!SourceControlProvider.Execute(ISourceControlOperation::Create(), Package)) { // Failed to revert file which was marked for delete FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("RevertDeletedFileFailed", "Failed to revert package which was marked for delete.")); return false; } if (!SourceControlProvider.Execute(ISourceControlOperation::Create(), Package)) { // Failed to check out file FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("CheckOutFileFailed", "Failed to check out package")); return false; } } } else { FMessageLog EditorErrors("EditorErrors"); EditorErrors.Warning(LOCTEXT( "DeletingNoSCCConnection", "Could not check for deleted file. No connection to source control available!")); EditorErrors.Notify(); } } return true; } bool UAssetToolsImpl::CanCreateAsset(const FString& AssetName, const FString& PackageName, const FText& OperationText) const { // @todo: These 'reason' messages are not localized strings! FText Reason; if (!FName(*AssetName).IsValidObjectName( Reason ) || !FPackageName::IsValidLongPackageName( PackageName, /*bIncludeReadOnlyRoots=*/false, &Reason ) ) { FMessageDialog::Open( EAppMsgType::Ok, Reason ); return false; } // We can not create assets that share the name of a map file in the same location if ( FEditorFileUtils::IsMapPackageAsset(PackageName) ) { FMessageDialog::Open( EAppMsgType::Ok, FText::Format( LOCTEXT("AssetNameInUseByMap", "You can not create an asset named '{0}' because there is already a map file with this name in this folder."), FText::FromString( AssetName ) ) ); return false; } // Find (or create!) the desired package for this object UPackage* Pkg = CreatePackage(*PackageName); // Handle fully loading packages before creating new objects. TArray TopLevelPackages; TopLevelPackages.Add( Pkg ); if( !UPackageTools::HandleFullyLoadingPackages( TopLevelPackages, OperationText ) ) { // User aborted. return false; } // We need to test again after fully loading. if (!FName(*AssetName).IsValidObjectName( Reason ) || !FPackageName::IsValidLongPackageName( PackageName, /*bIncludeReadOnlyRoots=*/false, &Reason ) ) { FMessageDialog::Open( EAppMsgType::Ok, Reason ); return false; } // Check for an existing object UObject* ExistingObject = StaticFindObject( UObject::StaticClass(), Pkg, *AssetName ); if( ExistingObject != nullptr ) { // Object already exists in either the specified package or another package. Check to see if the user wants // to replace the object. bool bWantReplace = EAppReturnType::Yes == FMessageDialog::Open( EAppMsgType::YesNo, EAppReturnType::No, FText::Format( NSLOCTEXT("UnrealEd", "ReplaceExistingObjectInPackage_F", "An object [{0}] of class [{1}] already exists in file [{2}]. Do you want to replace the existing object? If you click 'Yes', the existing object will be deleted. Otherwise, click 'No' and choose a unique name for your new object." ), FText::FromString(AssetName), FText::FromString(ExistingObject->GetClass()->GetName()), FText::FromString(PackageName) ) ); if( bWantReplace ) { // Replacing an object. Here we go! // Delete the existing object bool bDeleteSucceeded = ObjectTools::DeleteSingleObject( ExistingObject ); if (bDeleteSucceeded) { // Force GC so we can cleanly create a new asset (and not do an 'in place' replacement) CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS ); // Old package will be GC'ed... create a new one here Pkg = CreatePackage(*PackageName); Pkg->MarkAsFullyLoaded(); } else { // Notify the user that the operation failed b/c the existing asset couldn't be deleted FMessageDialog::Open( EAppMsgType::Ok, FText::Format( NSLOCTEXT("DlgNewGeneric", "ContentBrowser_CannotDeleteReferenced", "{0} wasn't created.\n\nThe asset is referenced by other content."), FText::FromString( AssetName ) ) ); } if( !bDeleteSucceeded || !IsUniqueObjectName( *AssetName, Pkg, Reason ) ) { // Original object couldn't be deleted return false; } } else { // User chose not to replace the object; they'll need to enter a new name return false; } } // Check for a package that was marked for delete in source control if ( !CheckForDeletedPackage(Pkg) ) { return false; } return true; } void UAssetToolsImpl::PerformMigratePackages(TArray PackageNamesToMigrate) const { // Form a full list of packages to move by including the dependencies of the supplied packages TSet AllPackageNamesToMove; { FScopedSlowTask SlowTask( PackageNamesToMigrate.Num(), LOCTEXT( "MigratePackages_GatheringDependencies", "Gathering Dependencies..." ) ); SlowTask.MakeDialog(); for ( auto PackageIt = PackageNamesToMigrate.CreateConstIterator(); PackageIt; ++PackageIt ) { SlowTask.EnterProgressFrame(); if ( !AllPackageNamesToMove.Contains(*PackageIt) ) { AllPackageNamesToMove.Add(*PackageIt); FString Path = (*PackageIt).ToString(); FString OriginalRootString; Path.RemoveFromStart(TEXT("/")); Path.Split("/", &OriginalRootString, &Path, ESearchCase::IgnoreCase, ESearchDir::FromStart); OriginalRootString = TEXT("/") + OriginalRootString; RecursiveGetDependencies(*PackageIt, AllPackageNamesToMove, OriginalRootString); } } } // Confirm that there is at least one package to move if ( AllPackageNamesToMove.Num() == 0 ) { FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("MigratePackages_NoFilesToMove", "No files were found to move")); return; } // Prompt the user displaying all assets that are going to be migrated { const FText ReportMessage = LOCTEXT("MigratePackagesReportTitle", "The following assets will be migrated to another content folder."); TSharedPtr> ReportPackages = MakeShareable(new TArray); for ( auto PackageIt = AllPackageNamesToMove.CreateConstIterator(); PackageIt; ++PackageIt ) { ReportPackages.Get()->Add({ (*PackageIt).ToString(), true }); } SPackageReportDialog::FOnReportConfirmed OnReportConfirmed = SPackageReportDialog::FOnReportConfirmed::CreateUObject(this, &UAssetToolsImpl::MigratePackages_ReportConfirmed, ReportPackages); SPackageReportDialog::OpenPackageReportDialog(ReportMessage, *ReportPackages.Get(), OnReportConfirmed); } } void UAssetToolsImpl::MigratePackages_ReportConfirmed(TSharedPtr> PackageDataToMigrate) const { // Choose a destination folder IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); FString DestinationFolder; if ( ensure(DesktopPlatform) ) { const void* ParentWindowWindowHandle = FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr); const FString Title = LOCTEXT("MigrateToFolderTitle", "Choose a destination Content folder").ToString(); bool bFolderAccepted = false; while (!bFolderAccepted) { const bool bFolderSelected = DesktopPlatform->OpenDirectoryDialog( ParentWindowWindowHandle, Title, FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_EXPORT), DestinationFolder ); if ( !bFolderSelected ) { // User canceled, return return; } FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_EXPORT, DestinationFolder); FPaths::NormalizeFilename(DestinationFolder); if ( !DestinationFolder.EndsWith(TEXT("/")) ) { DestinationFolder += TEXT("/"); } // Verify that it is a content folder if ( DestinationFolder.EndsWith(TEXT("/Content/")) ) { bFolderAccepted = true; } else { // The user chose a non-content folder. Confirm that this was their intention. const FText Message = FText::Format(LOCTEXT("MigratePackages_NonContentFolder", "{0} does not appear to be a game Content folder. Migrated content will only work properly if placed in a Content folder. Would you like to place your content here anyway?"), FText::FromString(DestinationFolder)); EAppReturnType::Type Response = FMessageDialog::Open(EAppMsgType::YesNo, Message); bFolderAccepted = (Response == EAppReturnType::Yes); } } } else { // Not on a platform that supports desktop functionality FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NoDesktopPlatform", "Error: This platform does not support a file dialog.")); return; } bool bUserCanceled = false; // Copy all specified assets and their dependencies to the destination folder FScopedSlowTask SlowTask( 2, LOCTEXT( "MigratePackages_CopyingFiles", "Copying Files..." ) ); SlowTask.MakeDialog(); EAppReturnType::Type LastResponse = EAppReturnType::Yes; TArray SuccessfullyCopiedFiles; TArray SuccessfullyCopiedPackages; FString CopyErrors; SlowTask.EnterProgressFrame(); { FScopedSlowTask LoopProgress(PackageDataToMigrate.Get()->Num()); for ( auto PackageDataIt = PackageDataToMigrate.Get()->CreateConstIterator(); PackageDataIt; ++PackageDataIt) { LoopProgress.EnterProgressFrame(); if (!PackageDataIt->bShouldMigratePackage) { continue; } const FString& PackageName = PackageDataIt->Name; FString SrcFilename; if (!FPackageName::DoesPackageExist(PackageName, nullptr, &SrcFilename)) { const FText ErrorMessage = FText::Format(LOCTEXT("MigratePackages_PackageMissing", "{0} does not exist on disk."), FText::FromString(PackageName)); UE_LOG(LogAssetTools, Warning, TEXT("%s"), *ErrorMessage.ToString()); CopyErrors += ErrorMessage.ToString() + LINE_TERMINATOR; } else if (SrcFilename.Contains(FPaths::EngineContentDir())) { const FString LeafName = SrcFilename.Replace(*FPaths::EngineContentDir(), TEXT("Engine/")); CopyErrors += FText::Format(LOCTEXT("MigratePackages_EngineContent", "Unable to migrate Engine asset {0}. Engine assets cannot be migrated."), FText::FromString(LeafName)).ToString() + LINE_TERMINATOR; } else { bool bFileOKToCopy = true; FString DestFilename = DestinationFolder; FString SubFolder; if ( SrcFilename.Split( TEXT("/Content/"), nullptr, &SubFolder ) ) { DestFilename += *SubFolder; if ( IFileManager::Get().FileSize(*DestFilename) > 0 ) { // The destination file already exists! Ask the user what to do. EAppReturnType::Type Response; if ( LastResponse == EAppReturnType::YesAll || LastResponse == EAppReturnType::NoAll ) { Response = LastResponse; } else { const FText Message = FText::Format( LOCTEXT("MigratePackages_AlreadyExists", "An asset already exists at location {0} would you like to overwrite it?"), FText::FromString(DestFilename) ); Response = FMessageDialog::Open( EAppMsgType::YesNoYesAllNoAllCancel, Message ); if ( Response == EAppReturnType::Cancel ) { // The user chose to cancel mid-operation. Break out. bUserCanceled = true; break; } LastResponse = Response; } const bool bWantOverwrite = Response == EAppReturnType::Yes || Response == EAppReturnType::YesAll; if( !bWantOverwrite ) { // User chose not to replace the package bFileOKToCopy = false; } } } else { // Couldn't find Content folder in source path bFileOKToCopy = false; } if ( bFileOKToCopy ) { if ( IFileManager::Get().Copy(*DestFilename, *SrcFilename) == COPY_OK ) { SuccessfullyCopiedPackages.Add(PackageName); SuccessfullyCopiedFiles.Add(DestFilename); } else { UE_LOG(LogAssetTools, Warning, TEXT("Failed to copy %s to %s while migrating assets"), *SrcFilename, *DestFilename); CopyErrors += SrcFilename + LINE_TERMINATOR; } } } } } FString SourceControlErrors; SlowTask.EnterProgressFrame(); if ( !bUserCanceled && SuccessfullyCopiedFiles.Num() > 0 ) { // attempt to add files to source control (this can quite easily fail, but if it works it is very useful) if(GetDefault()->bSCCAutoAddNewFiles) { if(ISourceControlModule::Get().IsEnabled()) { ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); if(SourceControlProvider.Execute(ISourceControlOperation::Create(), SuccessfullyCopiedFiles) == ECommandResult::Failed) { FScopedSlowTask LoopProgress(SuccessfullyCopiedFiles.Num()); for(auto FileIt(SuccessfullyCopiedFiles.CreateConstIterator()); FileIt; FileIt++) { LoopProgress.EnterProgressFrame(); if(!SourceControlProvider.GetState(*FileIt, EStateCacheUsage::Use)->IsAdded()) { SourceControlErrors += FText::Format(LOCTEXT("MigratePackages_SourceControlError", "{0} could not be added to source control"), FText::FromString(*FileIt)).ToString(); SourceControlErrors += LINE_TERMINATOR; } } } } } } FMessageLog MigrateLog("AssetTools"); FText LogMessage = FText::FromString(TEXT("Content migration completed successfully!")); EMessageSeverity::Type Severity = EMessageSeverity::Info; if ( CopyErrors.Len() > 0 || SourceControlErrors.Len() > 0 ) { FString ErrorMessage; Severity = EMessageSeverity::Error; if( CopyErrors.Len() > 0 ) { MigrateLog.NewPage( LOCTEXT("MigratePackages_CopyErrorsPage", "Copy Errors") ); MigrateLog.Error(FText::FromString(*CopyErrors)); ErrorMessage += FText::Format(LOCTEXT( "MigratePackages_CopyErrors", "Copied {0} files. Some content could not be copied."), FText::AsNumber(SuccessfullyCopiedPackages.Num())).ToString(); } if( SourceControlErrors.Len() > 0 ) { MigrateLog.NewPage( LOCTEXT("MigratePackages_SourceControlErrorsListPage", "Source Control Errors") ); MigrateLog.Error(FText::FromString(*SourceControlErrors)); ErrorMessage += LINE_TERMINATOR; ErrorMessage += LOCTEXT( "MigratePackages_SourceControlErrorsList", "Some files reported source control errors.").ToString(); } if ( SuccessfullyCopiedPackages.Num() > 0 ) { MigrateLog.NewPage( LOCTEXT("MigratePackages_CopyErrorsSuccesslistPage", "Copied Successfully") ); MigrateLog.Info(FText::FromString(*SourceControlErrors)); ErrorMessage += LINE_TERMINATOR; ErrorMessage += LOCTEXT( "MigratePackages_CopyErrorsSuccesslist", "Some files were copied successfully.").ToString(); for ( auto FileIt = SuccessfullyCopiedPackages.CreateConstIterator(); FileIt; ++FileIt ) { if(FileIt->Len()>0) { MigrateLog.Info(FText::FromString(*FileIt)); } } } LogMessage = FText::FromString(ErrorMessage); } else if ( !bUserCanceled ) { MigrateLog.NewPage( LOCTEXT("MigratePackages_CompletePage", "Content migration completed successfully!") ); for ( auto FileIt = SuccessfullyCopiedPackages.CreateConstIterator(); FileIt; ++FileIt ) { if(FileIt->Len()>0) { MigrateLog.Info(FText::FromString(*FileIt)); } } } MigrateLog.Notify(LogMessage, Severity, true); } void UAssetToolsImpl::RecursiveGetDependencies(const FName& PackageName, TSet& AllDependencies, const FString& OriginalRoot) const { FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked(TEXT("AssetRegistry")); TArray Dependencies; AssetRegistryModule.Get().GetDependencies(PackageName, Dependencies); for ( auto DependsIt = Dependencies.CreateConstIterator(); DependsIt; ++DependsIt ) { if ( !AllDependencies.Contains(*DependsIt) ) { const bool bIsEnginePackage = (*DependsIt).ToString().StartsWith(TEXT("/Engine")); const bool bIsScriptPackage = (*DependsIt).ToString().StartsWith(TEXT("/Script")); // Skip all packages whose root is different than the source package list root const bool bIsInSamePackage = (*DependsIt).ToString().StartsWith(OriginalRoot); if ( !bIsEnginePackage && !bIsScriptPackage && bIsInSamePackage ) { AllDependencies.Add(*DependsIt); RecursiveGetDependencies(*DependsIt, AllDependencies, OriginalRoot); } } } } void UAssetToolsImpl::RecursiveGetDependenciesAdvanced(const FName& PackageName, FAdvancedCopyParams& CopyParams, TArray& AllDependencies, TMap& DependencyMap, const UAdvancedCopyCustomization* CopyCustomization, TArray& OptionalAssetData) const { FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked(TEXT("AssetRegistry")); TArray Dependencies; IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); // We found an asset if (OptionalAssetData.Num() > 0) { AssetRegistryModule.Get().GetDependencies(PackageName, Dependencies); for (auto DependsIt = Dependencies.CreateConstIterator(); DependsIt; ++DependsIt) { if (!AllDependencies.Contains(*DependsIt)) { FAssetData DependencyAsset = AssetRegistry.GetAssetByObjectPath(*DependsIt); if (DependencyAsset != FAssetData()) { TArray DependencyAssetData; DependencyAssetData.Add(DependencyAsset); FARFilter ExclusionFilter = CopyCustomization->GetARFilter(); AssetRegistry.UseFilterToExcludeAssets(DependencyAssetData, ExclusionFilter); if (DependencyAssetData.IsValidIndex(0)) { AllDependencies.Add(*DependsIt); DependencyMap.Add(*DependsIt, PackageName); RecursiveGetDependenciesAdvanced(*DependsIt, CopyParams, AllDependencies, DependencyMap, CopyCustomization, DependencyAssetData); } } } } } else { TArray PathAssetData; // We found a folder containing assets if (AssetRegistry.HasAssets(PackageName) && AssetRegistry.GetAssetsByPath(PackageName, PathAssetData)) { FARFilter ExclusionFilter = UAdvancedCopyCustomization::StaticClass()->GetDefaultObject()->GetARFilter(); AssetRegistry.UseFilterToExcludeAssets(PathAssetData, ExclusionFilter); for(const FAssetData& Asset : PathAssetData) { AllDependencies.Add(*Asset.GetPackage()->GetName()); // If we should check the assets we found for dependencies if (CopyParams.bShouldCheckForDependencies) { RecursiveGetDependenciesAdvanced(FName(*Asset.GetPackage()->GetName()), CopyParams, AllDependencies, DependencyMap, CopyCustomization, PathAssetData); } } } // Always get subpaths { TArray SubPaths; AssetRegistry.GetSubPaths(PackageName.ToString(), SubPaths, false); for (const FString& SubPath : SubPaths) { TArray EmptyArray; RecursiveGetDependenciesAdvanced(FName(*SubPath), CopyParams, AllDependencies, DependencyMap, CopyCustomization, EmptyArray); } } } } void UAssetToolsImpl::FixupReferencers(const TArray& Objects, bool bCheckoutDialogPrompt) const { AssetFixUpRedirectors->FixupReferencers(Objects, bCheckoutDialogPrompt); } bool UAssetToolsImpl::IsFixupReferencersInProgress() const { return AssetFixUpRedirectors->IsFixupReferencersInProgress(); } void UAssetToolsImpl::OpenEditorForAssets(const TArray& Assets) { #if WITH_EDITOR GEditor->GetEditorSubsystem()->OpenEditorForAssets(Assets); #endif } void UAssetToolsImpl::ConvertVirtualTextures(const TArray& Textures, bool bConvertBackToNonVirtual, const TArray* RelatedMaterials /* = nullptr */) const { FVTConversionWorker VirtualTextureConversionWorker(bConvertBackToNonVirtual); VirtualTextureConversionWorker.UserTextures = Textures; //We want all given texture to be added, so we put a minimum texture size of 0 VirtualTextureConversionWorker.FilterList(0); if (RelatedMaterials) { VirtualTextureConversionWorker.Materials.Append(*RelatedMaterials); } VirtualTextureConversionWorker.DoConvert(); } void UAssetToolsImpl::BeginAdvancedCopyPackages(const TArray& InputNamesToCopy, const FString& TargetPath) const { // Packages must be saved for the migration to work const bool bPromptUserToSave = true; const bool bSaveMapPackages = true; const bool bSaveContentPackages = true; if (FEditorFileUtils::SaveDirtyPackages(bPromptUserToSave, bSaveMapPackages, bSaveContentPackages)) { FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked(TEXT("AssetRegistry")); if (AssetRegistryModule.Get().IsLoadingAssets()) { // Open a dialog asking the user to wait while assets are being discovered SDiscoveringAssetsDialog::OpenDiscoveringAssetsDialog( SDiscoveringAssetsDialog::FOnAssetsDiscovered::CreateUObject(this, &UAssetToolsImpl::PerformAdvancedCopyPackages, InputNamesToCopy, TargetPath) ); } else { // Assets are already discovered, perform the migration now PerformAdvancedCopyPackages(InputNamesToCopy, TargetPath); } } } void UAssetToolsImpl::PerformAdvancedCopyPackages(TArray SelectedAssetAndFolderNames, FString TargetPath) const { TargetPath.RemoveFromEnd(TEXT("/")); FAdvancedCopyParams CopyParams = FAdvancedCopyParams(SelectedAssetAndFolderNames, TargetPath); CopyParams.bShouldCheckForDependencies = SelectedAssetAndFolderNames.Num() == 1; for (auto NameIt = SelectedAssetAndFolderNames.CreateConstIterator(); NameIt; ++NameIt) { UAdvancedCopyCustomization* CopyCustomization = nullptr; const UAssetToolsSettings* Settings = GetDefault(); FName OriginalName = *NameIt; const FString& OriginalNameString = OriginalName.ToString(); FString SrcFilename; UObject* ExistingObject = nullptr; if (FPackageName::DoesPackageExist(OriginalNameString, nullptr, &SrcFilename)) { UPackage* Pkg = LoadPackage(nullptr, *OriginalNameString, LOAD_None); if (Pkg) { FString Name = ObjectTools::SanitizeObjectName(FPaths::GetBaseFilename(SrcFilename)); ExistingObject = StaticFindObject(UObject::StaticClass(), Pkg, *Name); } } if (ExistingObject) { // Try to find the customization in the settings for (const FAdvancedCopyMap& Customization : Settings->AdvancedCopyCustomizations) { if (Customization.ClassToCopy.GetAssetPathString() == ExistingObject->GetClass()->GetPathName()) { UClass* CustomizationClass = Customization.AdvancedCopyCustomization.TryLoadClass(); if (CustomizationClass) { CopyCustomization = CustomizationClass->GetDefaultObject(); } } } } // If not able to find class in settings, fall back to default customization // by default, folders will use the default customization if (CopyCustomization == nullptr) { CopyCustomization = UAdvancedCopyCustomization::StaticClass()->GetDefaultObject(); } CopyParams.AddCustomization(CopyCustomization); } InitAdvancedCopyFromCopyParams(CopyParams); } void UAssetToolsImpl::InitAdvancedCopyFromCopyParams(FAdvancedCopyParams CopyParams) const { TArray> CompleteDependencyMap; TArray> CompleteDestinationMap; TArray SelectedPackageNames = CopyParams.GetSelectedPackageNames(); FScopedSlowTask SlowTask(SelectedPackageNames.Num(), LOCTEXT("AdvancedCopyPrepareSlowTask", "Preparing Files for Advanced Copy")); SlowTask.MakeDialog(); TArray CustomizationsToUse = CopyParams.GetCustomizationsToUse(); for (int32 CustomizationIndex = 0; CustomizationIndex < CustomizationsToUse.Num(); CustomizationIndex++) { FName Package = SelectedPackageNames[CustomizationIndex]; SlowTask.EnterProgressFrame(1, FText::Format(LOCTEXT("AdvancedCopy_PreparingDependencies", "Preparing dependencies for {0}"), FText::FromString(Package.ToString()))); UAdvancedCopyCustomization* CopyCustomization = CustomizationsToUse[CustomizationIndex]; // Give the customization a chance to edit the copy parameters CopyCustomization->EditCopyParams(CopyParams); TMap DependencyMap = TMap(); TArray PackageNamesToCopy; // Get all packages to be copied GetAllAdvancedCopySources(Package, CopyParams, PackageNamesToCopy, DependencyMap, CopyCustomization); // Allow the customization to apply any additional filters CopyCustomization->ApplyAdditionalFiltering(PackageNamesToCopy); CopyCustomization->SetPackageThatInitiatedCopy(Package.ToString()); TMap DestinationMap = TMap(); GenerateAdvancedCopyDestinations(CopyParams, PackageNamesToCopy, CopyCustomization, DestinationMap); CopyCustomization->TransformDestinationPaths(DestinationMap); CompleteDestinationMap.Add(DestinationMap); CompleteDependencyMap.Add(DependencyMap); } // Confirm that there is at least one package to move if (CompleteDestinationMap.Num() == 0) { FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("AdvancedCopyPackages_NoFilesToMove", "No files were found to move")); return; } // Prompt the user displaying all assets that are going to be migrated if (CopyParams.bShouldSuppressUI) { AdvancedCopyPackages_ReportConfirmed(CopyParams, CompleteDestinationMap); } else { const FText ReportMessage = FText::FromString(CopyParams.GetDropLocationForAdvancedCopy()); SAdvancedCopyReportDialog::FOnReportConfirmed OnReportConfirmed = SAdvancedCopyReportDialog::FOnReportConfirmed::CreateUObject(this, &UAssetToolsImpl::AdvancedCopyPackages_ReportConfirmed, CopyParams, CompleteDestinationMap); SAdvancedCopyReportDialog::OpenPackageReportDialog(CopyParams, ReportMessage, CompleteDestinationMap, CompleteDependencyMap, OnReportConfirmed); } } void UAssetToolsImpl::AdvancedCopyPackages_ReportConfirmed(FAdvancedCopyParams CopyParams, TArray> DestinationMap) const { TArray CustomizationsToUse = CopyParams.GetCustomizationsToUse(); for (int32 CustomizationIndex = 0; CustomizationIndex < CustomizationsToUse.Num(); CustomizationIndex++) { if (!CustomizationsToUse[CustomizationIndex]->CustomCopyValidate(DestinationMap[CustomizationIndex])) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("AdvancedCopy_FailedCustomValidate", "Advanced Copy failed because the validation rules set in {0} failed."), FText::FromString(CustomizationsToUse[CustomizationIndex]->GetName()))); return; } } AdvancedCopyPackages(CopyParams, DestinationMap); } bool UAssetToolsImpl::IsAssetClassSupported(const UClass* AssetClass) const { TWeakPtr AssetTypeActions = GetAssetTypeActionsForClass(AssetClass); if (!AssetTypeActions.IsValid()) { return false; } if (AssetTypeActions.Pin()->IsSupported() == false) { return false; } return true; } TArray UAssetToolsImpl::GetNewAssetFactories() const { TArray Factories; for (TObjectIterator It; It; ++It) { UClass* Class = *It; if (Class->IsChildOf(UFactory::StaticClass()) && !Class->HasAnyClassFlags(CLASS_Abstract)) { UFactory* Factory = Class->GetDefaultObject(); if (Factory->ShouldShowInNewMenu() && ensure(!Factory->GetDisplayName().IsEmpty()) && IsAssetClassSupported(Factory->GetSupportedClass())) { Factories.Add(Factory); } } } return MoveTemp(Factories); } TSharedRef& UAssetToolsImpl::GetAssetClassBlacklist() { return AssetClassBlacklist; } void UAssetToolsImpl::AssetClassBlacklistChanged() { for (TSharedRef& ActionsIt : AssetTypeActionsList) { const UClass* SupportedClass = ActionsIt->GetSupportedClass(); ActionsIt->SetSupported(SupportedClass && AssetClassBlacklist->PassesFilter(SupportedClass->GetFName())); } } void UAssetToolsImpl::AddSubContentBlacklist(const FString& InMount) { for (const FString& SubContentPath : SubContentBlacklistPaths) { FolderBlacklist->AddBlacklistItem("AssetToolsConfigFile", InMount / SubContentPath); } } void UAssetToolsImpl::OnContentPathMounted(const FString& InAssetPath, const FString& FileSystemPath) { AddSubContentBlacklist(InAssetPath); } TSharedRef& UAssetToolsImpl::GetFolderBlacklist() { return FolderBlacklist; } TSharedRef& UAssetToolsImpl::GetWritableFolderBlacklist() { return WritableFolderBlacklist; } bool UAssetToolsImpl::AllPassWritableFolderFilter(const TArray& InPaths) const { if (WritableFolderBlacklist->HasFiltering()) { for (const FString& Path : InPaths) { if (!WritableFolderBlacklist->PassesStartsWithFilter(Path)) { return false; } } } return true; } void UAssetToolsImpl::NotifyBlockedByWritableFolderFilter() const { FSlateNotificationManager::Get().AddNotification(FNotificationInfo(LOCTEXT("NotifyBlockedByWritableFolderFilter", "Folder is locked"))); } #undef LOCTEXT_NAMESPACE