Files
UnrealEngineUWP/Engine/Source/Editor/WorldBrowser/Private/StreamingLevels/StreamingLevelCollectionModel.cpp
Dmitriy Dyomin 1cd7ada43a More fixes to "Inspect Level" selection
[CL 2119100 by Dmitriy Dyomin in Main branch]
2014-06-27 02:44:34 -04:00

689 lines
24 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "WorldBrowserPrivatePCH.h"
#include "Editor/PropertyEditor/Public/IDetailsView.h"
#include "Editor/PropertyEditor/Public/PropertyEditorModule.h"
#include "Editor/MainFrame/Public/MainFrame.h"
#include "LevelEditor.h"
#include "DesktopPlatformModule.h"
#include "StreamingLevelCustomization.h"
#include "StreamingLevelCollectionModel.h"
#define LOCTEXT_NAMESPACE "WorldBrowser"
FStreamingLevelCollectionModel::FStreamingLevelCollectionModel( const TWeakObjectPtr< UEditorEngine >& InEditor )
: FLevelCollectionModel(InEditor)
, AddedLevelStreamingClass(ULevelStreamingKismet::StaticClass())
{
}
FStreamingLevelCollectionModel::~FStreamingLevelCollectionModel()
{
Editor->UnregisterForUndo( this );
}
void FStreamingLevelCollectionModel::Initialize()
{
BindCommands();
Editor->RegisterForUndo( this );
FLevelCollectionModel::Initialize();
}
void FStreamingLevelCollectionModel::OnLevelsCollectionChanged()
{
InvalidSelectedLevels.Empty();
// We have to have valid world
if (!CurrentWorld.IsValid())
{
return;
}
// Add model for a persistent level
TSharedPtr<FStreamingLevelModel> PersistentLevelModel = MakeShareable(new FStreamingLevelModel(Editor, *this, NULL));
PersistentLevelModel->SetLevelExpansionFlag(true);
RootLevelsList.Add(PersistentLevelModel);
AllLevelsList.Add(PersistentLevelModel);
AllLevelsMap.Add(PersistentLevelModel->GetLongPackageName(), PersistentLevelModel);
// Add models for each streaming level in the world
for (auto It = CurrentWorld->StreamingLevels.CreateConstIterator(); It; ++It)
{
ULevelStreaming* StreamingLevel = (*It);
if (StreamingLevel != NULL)
{
TSharedPtr<FStreamingLevelModel> LevelModel = MakeShareable(new FStreamingLevelModel(Editor, *this, StreamingLevel));
AllLevelsList.Add(LevelModel);
AllLevelsMap.Add(LevelModel->GetLongPackageName(), LevelModel);
PersistentLevelModel->AddChild(LevelModel);
LevelModel->SetParent(PersistentLevelModel);
}
}
RefreshSortIndexes();
FLevelCollectionModel::OnLevelsCollectionChanged();
}
void FStreamingLevelCollectionModel::OnLevelsSelectionChanged()
{
InvalidSelectedLevels.Empty();
for (TSharedPtr<FLevelModel> LevelModel : SelectedLevelsList)
{
if (!LevelModel->HasValidPackage())
{
InvalidSelectedLevels.Add(LevelModel);
}
}
FLevelCollectionModel::OnLevelsSelectionChanged();
}
void FStreamingLevelCollectionModel::UnloadLevels(const FLevelModelList& InLevelList)
{
if (IsReadOnly())
{
return;
}
// Persistent level cannot be unloaded
if (InLevelList.Num() == 1 && InLevelList[0]->IsPersistent())
{
return;
}
bool bHaveDirtyLevels = false;
for (auto It = InLevelList.CreateConstIterator(); It; ++It)
{
if ((*It)->IsDirty() && !(*It)->IsLocked() && !(*It)->IsPersistent())
{
// this level is dirty and can be removed from the world
bHaveDirtyLevels = true;
break;
}
}
// Depending on the state of the level, create a warning message
FText LevelWarning = LOCTEXT("RemoveLevel_Undo", "Removing levels cannot be undone. Proceed?");
if (bHaveDirtyLevels)
{
LevelWarning = LOCTEXT("RemoveLevel_Dirty", "Removing levels cannot be undone. Any changes to these levels will be lost. Proceed?");
}
// Ask the user if they really wish to remove the level(s)
FSuppressableWarningDialog::FSetupInfo Info( LevelWarning, LOCTEXT("RemoveLevel_Message", "Remove Level"), "RemoveLevelWarning" );
Info.ConfirmText = LOCTEXT( "RemoveLevel_Yes", "Yes");
Info.CancelText = LOCTEXT( "RemoveLevel_No", "No");
FSuppressableWarningDialog RemoveLevelWarning( Info );
if (RemoveLevelWarning.ShowModal() == FSuppressableWarningDialog::Cancel)
{
return;
}
// This will remove streaming levels from a persistent world, so we need to re-populate levels list
FLevelCollectionModel::UnloadLevels(InLevelList);
PopulateLevelsList();
}
void FStreamingLevelCollectionModel::BindCommands()
{
FLevelCollectionModel::BindCommands();
const FLevelCollectionCommands& Commands = FLevelCollectionCommands::Get();
FUICommandList& ActionList = *CommandList;
//invalid selected levels
ActionList.MapAction( Commands.FixUpInvalidReference,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::FixupInvalidReference_Executed ) );
ActionList.MapAction( Commands.RemoveInvalidReference,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::RemoveInvalidSelectedLevels_Executed ));
//levels
ActionList.MapAction( Commands.World_CreateEmptyLevel,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::CreateEmptyLevel_Executed ) );
ActionList.MapAction( Commands.World_AddExistingLevel,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::AddExistingLevel_Executed ) );
ActionList.MapAction( Commands.World_AddSelectedActorsToNewLevel,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::AddSelectedActorsToNewLevel_Executed ),
FCanExecuteAction::CreateSP( this, &FLevelCollectionModel::AreActorsSelected ) );
ActionList.MapAction( Commands.World_RemoveSelectedLevels,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::UnloadSelectedLevels_Executed ),
FCanExecuteAction::CreateSP( this, &FLevelCollectionModel::AreAllSelectedLevelsEditable ) );
ActionList.MapAction( Commands.World_MergeSelectedLevels,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::MergeSelectedLevels_Executed ),
FCanExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::AreAllSelectedLevelsEditableAndNotPersistent ) );
// new level streaming method
ActionList.MapAction( Commands.SetAddStreamingMethod_Blueprint,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::SetAddedLevelStreamingClass_Executed, ULevelStreamingKismet::StaticClass() ),
FCanExecuteAction(),
FIsActionChecked::CreateSP( this, &FStreamingLevelCollectionModel::IsNewStreamingMethodChecked, ULevelStreamingKismet::StaticClass()));
ActionList.MapAction( Commands.SetAddStreamingMethod_AlwaysLoaded,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::SetAddedLevelStreamingClass_Executed, ULevelStreamingAlwaysLoaded::StaticClass() ),
FCanExecuteAction(),
FIsActionChecked::CreateSP( this, &FStreamingLevelCollectionModel::IsNewStreamingMethodChecked, ULevelStreamingAlwaysLoaded::StaticClass()));
// change streaming method
ActionList.MapAction( Commands.SetStreamingMethod_Blueprint,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::SetStreamingLevelsClass_Executed, ULevelStreamingKismet::StaticClass() ),
FCanExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::AreAllSelectedLevelsEditable ),
FIsActionChecked::CreateSP( this, &FStreamingLevelCollectionModel::IsStreamingMethodChecked, ULevelStreamingKismet::StaticClass()));
ActionList.MapAction( Commands.SetStreamingMethod_AlwaysLoaded,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::SetStreamingLevelsClass_Executed, ULevelStreamingAlwaysLoaded::StaticClass() ),
FCanExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::AreAllSelectedLevelsEditable ),
FIsActionChecked::CreateSP( this, &FStreamingLevelCollectionModel::IsStreamingMethodChecked, ULevelStreamingAlwaysLoaded::StaticClass()));
//streaming volume
ActionList.MapAction( Commands.SelectStreamingVolumes,
FExecuteAction::CreateSP( this, &FStreamingLevelCollectionModel::SelectStreamingVolumes_Executed ),
FCanExecuteAction::CreateSP( this, &FLevelCollectionModel::AreAllSelectedLevelsEditable));
}
TSharedPtr<FLevelDragDropOp> FStreamingLevelCollectionModel::CreateDragDropOp() const
{
TArray<TWeakObjectPtr<ULevelStreaming>> LevelsToDrag;
for (auto It = SelectedLevelsList.CreateConstIterator(); It; ++It)
{
TSharedPtr<FStreamingLevelModel> TargetModel = StaticCastSharedPtr<FStreamingLevelModel>(*It);
if (TargetModel->GetLevelStreaming().IsValid())
{
LevelsToDrag.Add(TargetModel->GetLevelStreaming());
}
}
if (LevelsToDrag.Num())
{
return FLevelDragDropOp::New(LevelsToDrag);
}
else
{
return FLevelCollectionModel::CreateDragDropOp();
}
}
void FStreamingLevelCollectionModel::BuildHierarchyMenu(FMenuBuilder& InMenuBuilder) const
{
const FLevelCollectionCommands& Commands = FLevelCollectionCommands::Get();
if (IsOneLevelSelected())
{
// We only show the level missing level commands if only 1 invalid level and no valid levels
if (InvalidSelectedLevels.Num() == 1)
{
InMenuBuilder.BeginSection("MissingLevel", LOCTEXT("ViewHeaderRemove", "Missing Level") );
{
InMenuBuilder.AddMenuEntry( Commands.FixUpInvalidReference );
InMenuBuilder.AddMenuEntry( Commands.RemoveInvalidReference );
}
InMenuBuilder.EndSection();
}
else
{
InMenuBuilder.BeginSection("Level", FText::FromName(GetSelectedLevels()[0]->GetLongPackageName()));
{
InMenuBuilder.AddMenuEntry( Commands.World_MakeLevelCurrent );
InMenuBuilder.AddMenuEntry( Commands.MoveActorsToSelected );
}
InMenuBuilder.EndSection();
}
}
// Adds common commands
FLevelCollectionModel::BuildHierarchyMenu(InMenuBuilder);
InMenuBuilder.BeginSection("LevelsAddChangeStreaming");
{
if (AreAnyLevelsSelected() && !(IsOneLevelSelected() && GetSelectedLevels()[0]->IsPersistent()))
{
InMenuBuilder.AddMenuEntry(Commands.World_RemoveSelectedLevels);
//
InMenuBuilder.AddSubMenu(
LOCTEXT("LevelsChangeStreamingMethod", "Change Streaming Method"),
LOCTEXT("LevelsChangeStreamingMethod_Tooltip", "Changes the streaming method for the selected levels"),
FNewMenuDelegate::CreateRaw(this, &FStreamingLevelCollectionModel::FillSetStreamingMethodMenu ) );
}
}
InMenuBuilder.EndSection();
}
void FStreamingLevelCollectionModel::FillSetStreamingMethodMenu(FMenuBuilder& InMenuBuilder)
{
const FLevelCollectionCommands& Commands = FLevelCollectionCommands::Get();
InMenuBuilder.AddMenuEntry( Commands.SetStreamingMethod_Blueprint, NAME_None, LOCTEXT("SetStreamingMethodBlueprintOverride", "Blueprint") );
InMenuBuilder.AddMenuEntry( Commands.SetStreamingMethod_AlwaysLoaded, NAME_None, LOCTEXT("SetStreamingMethodAlwaysLoadedOverride", "Always Loaded") );
}
void FStreamingLevelCollectionModel::CustomizeFileMainMenu(FMenuBuilder& InMenuBuilder) const
{
FLevelCollectionModel::CustomizeFileMainMenu(InMenuBuilder);
const FLevelCollectionCommands& Commands = FLevelCollectionCommands::Get();
InMenuBuilder.BeginSection("LevelsAddLevel");
{
InMenuBuilder.AddSubMenu(
LOCTEXT("LevelsStreamingMethod", "Default Streaming Method"),
LOCTEXT("LevelsStreamingMethod_Tooltip", "Changes the default streaming method for a new levels"),
FNewMenuDelegate::CreateRaw(this, &FStreamingLevelCollectionModel::FillDefaultStreamingMethodMenu ) );
InMenuBuilder.AddMenuEntry( Commands.World_CreateEmptyLevel );
InMenuBuilder.AddMenuEntry( Commands.World_AddExistingLevel );
InMenuBuilder.AddMenuEntry( Commands.World_AddSelectedActorsToNewLevel );
InMenuBuilder.AddMenuEntry( Commands.World_MergeSelectedLevels );
}
InMenuBuilder.EndSection();
}
void FStreamingLevelCollectionModel::FillDefaultStreamingMethodMenu(FMenuBuilder& InMenuBuilder)
{
const FLevelCollectionCommands& Commands = FLevelCollectionCommands::Get();
InMenuBuilder.AddMenuEntry( Commands.SetAddStreamingMethod_Blueprint, NAME_None, LOCTEXT("SetAddStreamingMethodBlueprintOverride", "Blueprint") );
InMenuBuilder.AddMenuEntry( Commands.SetAddStreamingMethod_AlwaysLoaded, NAME_None, LOCTEXT("SetAddStreamingMethodAlwaysLoadedOverride", "Always Loaded") );
}
void FStreamingLevelCollectionModel::RegisterDetailsCustomization(FPropertyEditorModule& InPropertyModule,
TSharedPtr<IDetailsView> InDetailsView)
{
TSharedRef<FStreamingLevelCollectionModel> WorldModel = StaticCastSharedRef<FStreamingLevelCollectionModel>(this->AsShared());
InDetailsView->RegisterInstancedCustomPropertyLayout(ULevelStreaming::StaticClass(),
FOnGetDetailCustomizationInstance::CreateStatic(&FStreamingLevelCustomization::MakeInstance, WorldModel)
);
}
void FStreamingLevelCollectionModel::UnregisterDetailsCustomization(FPropertyEditorModule& InPropertyModule,
TSharedPtr<IDetailsView> InDetailsView)
{
InDetailsView->UnregisterInstancedCustomPropertyLayout(ULevelStreaming::StaticClass());
}
bool FStreamingLevelCollectionModel::CanShiftSelection()
{
if (!IsOneLevelSelected())
{
return false;
}
for (int32 i = 0; i < SelectedLevelsList.Num(); ++i)
{
if (SelectedLevelsList[i]->IsLocked() || SelectedLevelsList[i]->IsPersistent())
{
return false;
}
}
return true;
}
void FStreamingLevelCollectionModel::ShiftSelection( bool bUp )
{
if (!CanShiftSelection())
{
return;
}
if (!IsSelectedLevelEditable())
{
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("ShiftLevelLocked", "Shift Level: The requested operation could not be completed because the level is locked or not loaded.") );
return;
}
TSharedPtr<FStreamingLevelModel> TargetModel = StaticCastSharedPtr<FStreamingLevelModel>(SelectedLevelsList[0]);
ULevelStreaming* InLevelStreaming = TargetModel->GetLevelStreaming().Get();
int32 FoundLevelIndex = CurrentWorld->StreamingLevels.Find(InLevelStreaming);
int32 PrevFoundLevelIndex = FoundLevelIndex - 1;
int32 PostFoundLevelIndex = FoundLevelIndex + 1;
// If we found the level . . .
if ( FoundLevelIndex != INDEX_NONE )
{
// Check if we found a destination index to swap it to.
const int32 DestIndex = bUp ? PrevFoundLevelIndex : PostFoundLevelIndex;
if (CurrentWorld->StreamingLevels.IsValidIndex(DestIndex))
{
// Swap the level into position.
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "ShiftLevelInLevelBrowser", "Shift level in Level Browser") );
CurrentWorld->Modify();
CurrentWorld->StreamingLevels.Swap( FoundLevelIndex, DestIndex );
CurrentWorld->MarkPackageDirty();
}
}
RefreshSortIndexes();
}
const FLevelModelList& FStreamingLevelCollectionModel::GetInvalidSelectedLevels() const
{
return InvalidSelectedLevels;
}
void FStreamingLevelCollectionModel::RefreshSortIndexes()
{
//for( auto LevelIt = AllLevelsList.CreateIterator(); LevelIt; ++LevelIt )
//{
// (*LevelIt)->RefreshStreamingLevelIndex();
//}
//OnFilterChanged();
}
void FStreamingLevelCollectionModel::SortFilteredLevels()
{
struct FCompareLevels
{
FORCEINLINE bool operator()(const TSharedPtr<FLevelModel>& InLhs,
const TSharedPtr<FLevelModel>& InRhs) const
{
TSharedPtr<FStreamingLevelModel> Lhs = StaticCastSharedPtr<FStreamingLevelModel>(InLhs);
TSharedPtr<FStreamingLevelModel> Rhs = StaticCastSharedPtr<FStreamingLevelModel>(InRhs);
// Sort by a user-defined order.
return (Lhs->GetStreamingLevelIndex() < Rhs->GetStreamingLevelIndex());
}
};
FilteredLevelsList.Sort(FCompareLevels());
}
//levels
void FStreamingLevelCollectionModel::CreateEmptyLevel_Executed()
{
EditorLevelUtils::CreateNewLevel( CurrentWorld.Get(), false, AddedLevelStreamingClass );
// Force a cached level list rebuild
PopulateLevelsList();
}
void FStreamingLevelCollectionModel::AddExistingLevel_Executed()
{
AddExistingLevel();
}
bool FStreamingLevelCollectionModel::AddExistingLevel()
{
TArray<FString> OpenFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
bool bOpened = false;
if ( DesktopPlatform )
{
void* ParentWindowWindowHandle = NULL;
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() )
{
ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
}
bOpened = DesktopPlatform->OpenFileDialog(
ParentWindowWindowHandle,
NSLOCTEXT("UnrealEd", "Open", "Open").ToString(),
*FEditorDirectories::Get().GetLastDirectory(ELastDirectory::UNR),
TEXT(""),
*FEditorFileUtils::GetFilterString(FI_Load),
EFileDialogFlags::Multiple,
OpenFilenames
);
}
if( bOpened )
{
// Save the path as default for next time
FEditorDirectories::Get().SetLastDirectory( ELastDirectory::UNR, FPaths::GetPath( OpenFilenames[ 0 ] ) );
TArray<FString> Filenames;
for( int32 FileIndex = 0 ; FileIndex < OpenFilenames.Num() ; ++FileIndex )
{
// Strip paths from to get the level package names.
const FString FilePath( OpenFilenames[FileIndex] );
// make sure the level is in our package cache, because the async loading code will use this to find it
if (!FPaths::FileExists(FilePath))
{
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Error_LevelImportFromExternal", "Importing external sublevels is not allowed. Move the level files into the standard content directory and try again.\nAfter moving the level(s), restart the editor.") );
return false;
}
FText ErrorMessage;
bool bFilenameIsValid = FEditorFileUtils::IsValidMapFilename(OpenFilenames[FileIndex], ErrorMessage);
if ( !bFilenameIsValid )
{
// Start the loop over, prompting for save again
const FText DisplayFilename = FText::FromString( IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*OpenFilenames[FileIndex]) );
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Filename"), DisplayFilename);
Arguments.Add(TEXT("LineTerminators"), FText::FromString(LINE_TERMINATOR LINE_TERMINATOR));
Arguments.Add(TEXT("ErrorMessage"), ErrorMessage);
const FText DisplayMessage = FText::Format( NSLOCTEXT("UnrealEd", "Error_InvalidLevelToAdd", "Unable to add streaming level {Filename}{LineTerminators}{ErrorMessage}"), Arguments );
FMessageDialog::Open( EAppMsgType::Ok, DisplayMessage );
return false;
}
Filenames.Add( FilePath );
}
// Sort the level packages alphabetically by name.
Filenames.Sort();
// Fire ULevel::LevelDirtiedEvent when falling out of scope.
FScopedLevelDirtied LevelDirtyCallback;
// Try to add the levels that were specified in the dialog.
ULevel* NewLevel = nullptr;
for( int32 FileIndex = 0 ; FileIndex < Filenames.Num() ; ++FileIndex )
{
const FString& PackageName = FPackageName::FilenameToLongPackageName(Filenames[FileIndex]);
NewLevel = EditorLevelUtils::AddLevelToWorld(CurrentWorld.Get(), *PackageName, AddedLevelStreamingClass);
if (NewLevel)
{
LevelDirtyCallback.Request();
}
} // for each file
// Force a cached level list rebuild
PopulateLevelsList();
// Set the last loaded level to be the current level
if (NewLevel)
{
CurrentWorld->SetCurrentLevel(NewLevel);
}
// For safety
if( GLevelEditorModeTools().IsModeActive( FBuiltinEditorModes::EM_Landscape ) )
{
GLevelEditorModeTools().ActivateDefaultMode();
}
// refresh editor windows
FEditorDelegates::RefreshAllBrowsers.Broadcast();
}
// Update volume actor visibility for each viewport since we loaded a level which could potentially contain volumes
GUnrealEd->UpdateVolumeActorVisibility(NULL);
// return whether a level was selected
return bOpened;
}
void FStreamingLevelCollectionModel::AddSelectedActorsToNewLevel_Executed()
{
EditorLevelUtils::CreateNewLevel( CurrentWorld.Get(), true, AddedLevelStreamingClass );
// Force a cached level list rebuild
PopulateLevelsList();
}
void FStreamingLevelCollectionModel::FixupInvalidReference_Executed()
{
// Save or selected list, adding a new level will clean it up
FLevelModelList SavedInvalidSelectedLevels = InvalidSelectedLevels;
// Browsing is essentially the same as adding an existing level
if (AddExistingLevel())
{
InvalidSelectedLevels = SavedInvalidSelectedLevels;
RemoveInvalidSelectedLevels_Executed();
}
}
void FStreamingLevelCollectionModel::RemoveInvalidSelectedLevels_Executed()
{
for (TSharedPtr<FLevelModel> LevelModel : InvalidSelectedLevels)
{
TSharedPtr<FStreamingLevelModel> TargetModel = StaticCastSharedPtr<FStreamingLevelModel>(LevelModel);
ULevelStreaming* LevelStreaming = TargetModel->GetLevelStreaming().Get();
if (LevelStreaming)
{
EditorLevelUtils::RemoveInvalidLevelFromWorld(LevelStreaming);
}
}
// Force a cached level list rebuild
PopulateLevelsList();
}
void FStreamingLevelCollectionModel::MergeSelectedLevels_Executed()
{
if (SelectedLevelsList.Num() <= 1)
{
return;
}
// Stash off a copy of the original array, so the selection can be restored
FLevelModelList SelectedLevelsCopy = SelectedLevelsList;
//make sure the selected levels are made visible (and thus fully loaded) before merging
ShowSelectedLevels_Executed();
//restore the original selection and select all actors in the selected levels
SetSelectedLevels(SelectedLevelsCopy);
SelectActors_Executed();
//Create a new level with the selected actors
ULevel* NewLevel = EditorLevelUtils::CreateNewLevel(CurrentWorld.Get(), true, AddedLevelStreamingClass);
//If the new level was successfully created (ie the user did not cancel)
if ((NewLevel != NULL) && (CurrentWorld.IsValid()))
{
if (CurrentWorld->SetCurrentLevel(NewLevel))
{
FEditorDelegates::NewCurrentLevel.Broadcast();
}
Editor->NoteSelectionChange();
//restore the original selection and remove the levels that were merged
SetSelectedLevels(SelectedLevelsCopy);
UnloadSelectedLevels_Executed();
}
// Force a cached level list rebuild
PopulateLevelsList();
}
void FStreamingLevelCollectionModel::SetAddedLevelStreamingClass_Executed(UClass* InClass)
{
AddedLevelStreamingClass = InClass;
}
bool FStreamingLevelCollectionModel::IsNewStreamingMethodChecked(UClass* InClass) const
{
return AddedLevelStreamingClass == InClass;
}
bool FStreamingLevelCollectionModel::IsStreamingMethodChecked(UClass* InClass) const
{
for (auto It = SelectedLevelsList.CreateConstIterator(); It; ++It)
{
TSharedPtr<FStreamingLevelModel> TargetModel = StaticCastSharedPtr<FStreamingLevelModel>(*It);
ULevelStreaming* LevelStreaming = TargetModel->GetLevelStreaming().Get();
if (LevelStreaming && LevelStreaming->GetClass() == InClass)
{
return true;
}
}
return false;
}
void FStreamingLevelCollectionModel::SetStreamingLevelsClass_Executed(UClass* InClass)
{
// First prompt to save the selected levels, as changing the streaming method will unload/reload them
SaveSelectedLevels_Executed();
// Stash off a copy of the original array, as changing the streaming method can destroy the selection
FLevelModelList SelectedLevelsCopy = GetSelectedLevels();
// Apply the new streaming method to the selected levels
for (auto It = SelectedLevelsCopy.CreateIterator(); It; ++It)
{
TSharedPtr<FStreamingLevelModel> TargetModel = StaticCastSharedPtr<FStreamingLevelModel>(*It);
TargetModel->SetStreamingClass(InClass);
}
SetSelectedLevels(SelectedLevelsCopy);
// Force a cached level list rebuild
//PopulateLevelsList();
}
//streaming volumes
void FStreamingLevelCollectionModel::SelectStreamingVolumes_Executed()
{
// Iterate over selected levels and make a list of volumes to select.
TArray<ALevelStreamingVolume*> LevelStreamingVolumesToSelect;
for (auto It = SelectedLevelsList.CreateIterator(); It; ++It)
{
TSharedPtr<FStreamingLevelModel> TargetModel = StaticCastSharedPtr<FStreamingLevelModel>(*It);
ULevelStreaming* StreamingLevel = TargetModel->GetLevelStreaming().Get();
if (StreamingLevel)
{
for (int32 i = 0; i < StreamingLevel->EditorStreamingVolumes.Num(); ++i)
{
ALevelStreamingVolume* LevelStreamingVolume = StreamingLevel->EditorStreamingVolumes[i];
if (LevelStreamingVolume)
{
LevelStreamingVolumesToSelect.Add(LevelStreamingVolume);
}
}
}
}
// Select the volumes.
const FScopedTransaction Transaction( LOCTEXT("SelectAssociatedStreamingVolumes", "Select Associated Streaming Volumes") );
Editor->GetSelectedActors()->Modify();
Editor->SelectNone(false, true);
for (int32 i = 0 ; i < LevelStreamingVolumesToSelect.Num() ; ++i)
{
ALevelStreamingVolume* LevelStreamingVolume = LevelStreamingVolumesToSelect[i];
Editor->SelectActor(LevelStreamingVolume, /*bInSelected=*/ true, false, true);
}
Editor->NoteSelectionChange();
}
#undef LOCTEXT_NAMESPACE