Files
UnrealEngineUWP/Engine/Source/Editor/MainFrame/Private/Frame/MainFrameActions.cpp
Mike Beach 45d00a2d8a Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3194900 on 2016/11/11 by Ryan.Rauschkolb

	Fixed issue where Reroute node pins weren't mirroring data properly.
	#jira UE-33717

Change 3195081 on 2016/11/11 by Dan.Oconnor

	This @todo was addressed

Change 3196368 on 2016/11/14 by Maciej.Mroz

	Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).

Change 3196369 on 2016/11/14 by Maciej.Mroz

	CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.

Change 3196398 on 2016/11/14 by Ben.Cosh

	Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
	#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
	#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine

Change 3196410 on 2016/11/14 by Maciej.Mroz

	Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput

Change 3196852 on 2016/11/14 by Maciej.Mroz

	Fixed static analysis warning.

Change 3196874 on 2016/11/14 by Maciej.Mroz

	#jira UE-37778
	(the issue was already fixed, but it was reintroduced, when EDL support was added).

	ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.

Change 3197469 on 2016/11/14 by Dan.Oconnor

	Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)

Change 3197703 on 2016/11/14 by Dan.Oconnor

	Updated documentation comment to reflect current behavior

Change 3198167 on 2016/11/15 by Maciej.Mroz

	Merged 3196582 from Dev-Core

	UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.

Change 3198433 on 2016/11/15 by Ryan.Rauschkolb

	Fixed Copy/pasting variable nodes hides them from a reference search
	#UE-31606

Change 3198811 on 2016/11/15 by Maciej.Mroz

	Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).

Change 3198866 on 2016/11/15 by Maciej.Mroz

	#jira UE-38578

	Fixed infinite loading of DynamicClass in EDL.

Change 3199045 on 2016/11/15 by Phillip.Kavan

	[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.

	change summary:
	- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.

	#jira UE-27402

Change 3200703 on 2016/11/16 by Mike.Beach

	Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.

	#jira UE-38453

Change 3201115 on 2016/11/16 by Maciej.Mroz

	Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.

Change 3201749 on 2016/11/17 by Maciej.Mroz

	In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).

Change 3202577 on 2016/11/17 by Mike.Beach

	Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.

	#jira UE-35609

Change 3204803 on 2016/11/18 by Phillip.Kavan

	[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.

	change summary:
	- added a UBlueprint::PostEditChangeProperty() override method to handle this.

	#jira UE-38607

Change 3204812 on 2016/11/18 by Phillip.Kavan

	[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.

	change summary:
	- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary

	#jira UE-38580

Change 3204818 on 2016/11/18 by Phillip.Kavan

	[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.

	change summary:
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.

	#jira UE-38725

Change 3204963 on 2016/11/18 by Dan.Oconnor

	Create a transaction when using UBlueprintFunctionNodeSpawner* directly
	#jira UE-36439

Change 3206510 on 2016/11/21 by Mike.Beach

	Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).

	#jira UEBP-71

Change 3206547 on 2016/11/21 by Mike.Beach

	Exposing GetReflectionVector() to Blueprints.

	#jira UEBP-70

Change 3206658 on 2016/11/21 by Dan.Oconnor

	Fix for compile error, digging out authorative class from trash class.

	Mirror of 3206638 from Odin

	#jira None

Change 3207579 on 2016/11/22 by Mike.Beach

	No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).

	#jira UE-18093

Change 3207956 on 2016/11/22 by Phillip.Kavan

	[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.

	change summary:
	- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
	- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).

	#jira UE-38690

Change 3208217 on 2016/11/22 by Mike.Beach

	Modified fix (originally from Ryan.Rauschkolb, CL 3186023):

	Fixed unable to set struct variable name if name includes space

	#jira UE-28435

Change 3208347 on 2016/11/22 by Mike.Beach

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 3208688 on 2016/11/23 by Ben.Cosh

	Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
	#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
	#Proj Engine, UnrealEd

Change 3208712 on 2016/11/23 by Ben.Cosh

	Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
	#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
	#Proj KismetCompiler

Change 3209457 on 2016/11/23 by Phillip.Kavan

	[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.

	change summary:
	- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
	- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
	- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
	- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
	- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl

	#jira UE-30479

Change 3209758 on 2016/11/24 by Maciej.Mroz

	#jira UE-38979

	Nativization: fixed error when a BP implements a native interface.
	FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.

Change 3210376 on 2016/11/25 by Maciej.Mroz

	#jira UE-39028
	Fixed  FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
	Components in nativized BPCG SCS have replaced outer object and name while cooking.

Change 3210936 on 2016/11/28 by Phillip.Kavan

	Minor revision to try and avoid a potentially expensive Contains() call when possible.

Change 3211527 on 2016/11/28 by Maciej.Mroz

	Fixed map of names cooked in packages in nativized build.

Change 3211969 on 2016/11/28 by Mike.Beach

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 3212328 on 2016/11/28 by Dan.Oconnor

	Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
	TIsEnum moved to its own header. Submitted on behalf of steve.robb

Change 3212398 on 2016/11/28 by Dan.Oconnor

	Build fix, this function is part of another change

Change 3212442 on 2016/11/28 by Dan.Oconnor

	UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints

Change 3212578 on 2016/11/28 by Dan.Oconnor

	Rename RegisterClass to avoid collsion with RegistClass macro in generated code

Change 3213668 on 2016/11/29 by Dan.Oconnor

	Fix for missing CDO when instatiating some subobjects in nativized BPs
	#jira UE-34980

Change 3213737 on 2016/11/29 by Dan.Oconnor

	Added GetTypeHash implementation to UEnumProperty
	#jira UE-39091

Change 3215225 on 2016/11/30 by Maciej.Mroz

	Bunch of changes required for nativized Orion to work with EDL.
	- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
	- Introduced FCompilerNativizationOptions
	- fixed inproper references to BP instead of BPGC
	- fixed generated delegate name
	- hack for DefaultRootNode UE-39168
	- improved NativeCodeGenrationTool
	- various minor improvements

Change 3216363 on 2016/11/30 by Dan.Oconnor

	Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
	#jira UE-27735

Change 3217168 on 2016/12/01 by Maciej.Mroz

	#jira UE-35390
	Nativization:
	Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
	Disabled warning C4996 (deprecated) in nativized code.

Change 3217320 on 2016/12/01 by Phillip.Kavan

	[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.

	change summary:
	- added EProjectPackagingBlueprintNativizationMethod
	- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
	- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
	- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
	- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
	- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
	- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
	- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
	- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
	- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
	- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
	- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.

	notes:
	- also completes UE-38636 (task: consolidate config options into a single drop-down)

	#jira UE-38652

Change 3218124 on 2016/12/01 by Dan.Oconnor

	 CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
	#jira UE-39181

Change 3218168 on 2016/12/01 by Phillip.Kavan

	Fix local var name that shadows a function param (CIS fix).

Change 3219117 on 2016/12/02 by Maciej.Mroz

	#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code

	Nativization:
	Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".

Change 3219201 on 2016/12/02 by Mike.Beach

	Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.

	#jira UE-38988

Change 3219247 on 2016/12/02 by Mike.Beach

	Fixing CIS shadow variable warning from my last check in (CL 3219201).

Change 3219332 on 2016/12/02 by Maciej.Mroz

	#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
	Workaround for UE-38231

Change 3219381 on 2016/12/02 by Mike.Beach

	Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).

	#jira UE-39272

Change 3220224 on 2016/12/02 by Dan.Oconnor

	Reduce font size for compact nodes

Change 3220476 on 2016/12/03 by Maciej.Mroz

	#jira UE-35390
	Better fix for UE-35390
	Disabled deprecation warnings in nativized code.

Change 3221637 on 2016/12/05 by Maciej.Mroz

	#jira UEBP-245

	Nativization:
	Forced ImportCreation while InitialLoad for DynamicClasses.

Change 3222306 on 2016/12/05 by Dan.Oconnor

	Support for default values of TMap and TSet local variables
	#jira UE-39239

Change 3222383 on 2016/12/05 by Dan.Oconnor

	Fixed bug in Blueprint TMap function for getting values out of a TMap

Change 3222427 on 2016/12/05 by Mike.Beach

	Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).

	#jira UE-39323

Change 3222679 on 2016/12/05 by Dan.Oconnor

	Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.

Change 3222719 on 2016/12/05 by Dan.Oconnor

	Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
	#jira UE-39338

Change 3224375 on 2016/12/06 by Dan.Oconnor

	Add tags for testing of array diffing

Change 3224507 on 2016/12/07 by Phillip.Kavan

	[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.

	change summary:
	- added UInheritableComponentHandler::FixComponentTemplateName()
	- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
	- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
	- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)

	#jira UE-39055

Change 3225572 on 2016/12/07 by Samuel.Proctor

	Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none

Change 3225577 on 2016/12/07 by Samuel.Proctor

	New test map for Array, TSet and Tmap testing.

Change 3226281 on 2016/12/07 by Dan.Oconnor

	Container test asset, needs to be in p4 for diff tool tests.

Change 3226345 on 2016/12/07 by Dan.Oconnor

	Another revision of test data

Change 3228496 on 2016/12/09 by Ben.Cosh

	This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
	#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
	#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend

Change 3230120 on 2016/12/09 by Dan.Oconnor

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 3230700 on 2016/12/12 by Samuel.Proctor

	Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none

Change 3230926 on 2016/12/12 by Samuel.Proctor

	Missed a file on previous container test native QA asset checkin. #rb none

Change 3231246 on 2016/12/12 by Dan.Oconnor

	PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).

	I've added TSet and TMap support as well.

Change 3231311 on 2016/12/12 by Dan.Oconnor

	Handle class load failure
	#jira UE-39480

Change 3231387 on 2016/12/12 by Dan.Oconnor

	Shadow variable fixes

Change 3231501 on 2016/12/12 by Dan.Oconnor

	More shadow fixes

Change 3231584 on 2016/12/12 by Maciej.Mroz

	#jira UE-39636

	Replaced obsolate macro usage.

	#fyi Dan.Oconnor

Change 3231685 on 2016/12/12 by Mike.Beach

	PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)

	#jira UE-39660

Change 3231689 on 2016/12/12 by Maciej.Mroz

	Nativization: Fixed Dependency list generation.

Change 3231765 on 2016/12/12 by Phillip.Kavan

	[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.

	change summary:
	- fixed up the auto-enable logic on save in UBlueprint::Serialize()

	#jira UE-38903
	#fyi Maciej.Mroz

Change 3231837 on 2016/12/12 by Dan.Oconnor

	Restore hack to keep objects referenced by bytecode alive while in editor
	#jira UE-38486

Change 3232085 on 2016/12/13 by Phillip.Kavan

	Compile fix.

Change 3232435 on 2016/12/13 by Ben.Cosh

	Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
	#Jira UE-39623 - Unknown template referenced by Add Component Node
	#Proj BlueprintGraph, Engine

Change 3232437 on 2016/12/13 by Maciej.Mroz

	#jira UE-33021

	Remove an obsolete warning.

Change 3232564 on 2016/12/13 by Ben.Cosh

	This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
	#Jira UE-39623 - Unknown template referenced by Add Component Node
	#Proj BlueprintGraph

	- Implementing a bit of review feedback and some safety checking.

Change 3232598 on 2016/12/13 by Maciej.Mroz

	Nativization:
	stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary

	#jira UE-39518

Change 3232601 on 2016/12/13 by Phillip.Kavan

	[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.

	change summary:
	- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
	- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
	- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line

	#jira UE-38975

Change 3232749 on 2016/12/13 by Mike.Beach

	Moving Blueprint nativization out of the experimental category.

	#jira UE-39358

Change 3233043 on 2016/12/13 by Dan.Oconnor

	Various fixes for TSet/TMap nativization issues
	#jira UE-39634

Change 3233086 on 2016/12/13 by Dan.Oconnor

	Advanced Containers (TSet/TMap) no longer experimental

Change 3233175 on 2016/12/13 by Mike.Beach

	Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).

	#jira UE-39358

Change 3233182 on 2016/12/13 by Mike.Beach

	Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).

Change 3233662 on 2016/12/13 by Phillip.Kavan

	[UE-39722] Fix a typo that led to a UAT runtime failure.

	#jira UE-39722

Change 3233710 on 2016/12/13 by Dan.Oconnor

	Clang template useage fix
	#jira UE-39742

Change 3233895 on 2016/12/13 by Dan.Oconnor

	Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
	#jira UE-39558

Change 3234443 on 2016/12/14 by Phillip.Kavan

	[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.

	change summary:
	- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms

	#jira UE-39354

Change 3234581 on 2016/12/14 by Mike.Beach

	Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).

	#jira UE-39707

Change 3234729 on 2016/12/14 by Mike.Beach

	Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).

	#jira UE-38842

Change 3234805 on 2016/12/14 by Mike.Beach

	Fixing CIS shadowed variable warning.

Change 3234830 on 2016/12/14 by Nick.Atamas

	Added extra debugging mechanisms to help track down duplicate item issues with TableViews.

Change 3235075 on 2016/12/14 by Mike.Beach

	Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.

	#jira UE-39769

Change 3235213 on 2016/12/14 by Phillip.Kavan

	[UE-39790] Fix UAT compile issue after latest merge from Main.

	change summary:
	- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API

	#jira UE-39790

Change 3235384 on 2016/12/14 by Mike.Beach

	Defaulting to excluding data-only Blueprints from nativization.

Change 3235675 on 2016/12/14 by Nick.Atamas

	Hopefully fixed build.
	Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.

Change 3235761 on 2016/12/14 by Mike.Beach

	Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.

	#jira UE-39800

Change 3235800 on 2016/12/14 by Mike.Beach

	More hopeful CIS mac/ps4 fixes for 4.15 integration.

	#jira UE-39800

[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00

1127 lines
45 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Frame/MainFrameActions.h"
#include "Misc/MessageDialog.h"
#include "HAL/FileManager.h"
#include "Misc/CommandLine.h"
#include "Misc/Paths.h"
#include "Misc/App.h"
#include "Modules/ModuleManager.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SWindow.h"
#include "Framework/Application/SlateApplication.h"
#include "Framework/Commands/UICommandList.h"
#include "Framework/Docking/TabManager.h"
#include "Interfaces/IMainFrameModule.h"
#include "AboutScreen.h"
#include "CreditsScreen.h"
#include "DesktopPlatformModule.h"
#include "ISourceControlModule.h"
#include "GameProjectGenerationModule.h"
#include "Toolkits/GlobalEditorCommonCommands.h"
#include "Logging/TokenizedMessage.h"
#include "Logging/MessageLog.h"
#include "SourceCodeNavigation.h"
#include "SourceControlWindows.h"
#include "ISettingsModule.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "PlatformInfo.h"
#include "EditorStyleSet.h"
#include "Editor/EditorPerProjectUserSettings.h"
#include "Settings/EditorExperimentalSettings.h"
#include "UnrealEdMisc.h"
#include "FileHelpers.h"
#include "Dialogs/Dialogs.h"
#include "EditorAnalytics.h"
#include "LevelEditor.h"
#include "Interfaces/IProjectTargetPlatformEditorModule.h"
#include "InstalledPlatformInfo.h"
#include "Misc/ConfigCacheIni.h"
#include "MainFrameModule.h"
#include "Widgets/Docking/SDockTab.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Framework/Commands/GenericCommands.h"
#include "Dialogs/SOutputLogDialog.h"
#include "IUATHelperModule.h"
#include "Settings/EditorSettings.h"
#include "AnalyticsEventAttribute.h"
#include "Kismet2/DebuggerCommands.h"
#define LOCTEXT_NAMESPACE "MainFrameActions"
DEFINE_LOG_CATEGORY_STATIC(MainFrameActions, Log, All);
TSharedRef< FUICommandList > FMainFrameCommands::ActionList( new FUICommandList() );
TWeakPtr<SNotificationItem> FMainFrameActionCallbacks::ChoosePackagesToCheckInNotification;
FMainFrameCommands::FMainFrameCommands()
: TCommands<FMainFrameCommands>(
TEXT("MainFrame"), // Context name for fast lookup
LOCTEXT( "MainFrame", "Main Frame" ), // Localized context name for displaying
NAME_None, // No parent context
FEditorStyle::GetStyleSetName() ), // Icon Style Set
ToggleFullscreenConsoleCommand(
TEXT( "MainFrame.ToggleFullscreen" ),
TEXT( "Toggles the editor between \"full screen\" mode and \"normal\" mode. In full screen mode, the task bar and window title area are hidden." ),
FConsoleCommandDelegate::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ) )
{ }
void FMainFrameCommands::RegisterCommands()
{
if ( !IsRunningCommandlet() )
{
// The global action list was created at static initialization time. Create a handler for otherwise unhandled keyboard input to route key commands through this list.
FSlateApplication::Get().SetUnhandledKeyDownEventHandler( FOnKeyEvent::CreateStatic( &FMainFrameActionCallbacks::OnUnhandledKeyDownEvent ) );
}
// Make a default can execute action that disables input when in debug mode
FCanExecuteAction DefaultExecuteAction = FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::DefaultCanExecuteAction );
UI_COMMAND( SaveAll, "Save All", "Saves all unsaved levels and assets to disk", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control | EModifierKey::Shift, EKeys::S ) );
ActionList->MapAction( SaveAll, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveAll ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) );
UI_COMMAND( ChooseFilesToSave, "Choose Files to Save...", "Opens a dialog with save options for content and levels", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ChooseFilesToSave, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToSave ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) );
UI_COMMAND( ChooseFilesToCheckIn, "Submit to Source Control...", "Opens a dialog with check in options for content and levels", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ChooseFilesToCheckIn, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToCheckIn ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanChoosePackagesToCheckIn ) );
UI_COMMAND( ConnectToSourceControl, "Connect To Source Control...", "Connect to source control to allow source control operations to be performed on content and levels.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ConnectToSourceControl, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ConnectToSourceControl ), DefaultExecuteAction );
UI_COMMAND( NewProject, "New Project...", "Opens a dialog to create a new game project", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( NewProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, false, true), DefaultExecuteAction );
UI_COMMAND( OpenProject, "Open Project...", "Opens a dialog to choose a game project to open", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( OpenProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, true, false), DefaultExecuteAction );
UI_COMMAND( AddCodeToProject, "New C++ Class...", "Adds C++ code to the project. The code can only be compiled if you have an appropriate C++ compiler installed.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( AddCodeToProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AddCodeToProject ));
UI_COMMAND( RefreshCodeProject, "Refresh code project", "Refreshes your C++ code project.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( RefreshCodeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::RefreshCodeProject ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) );
UI_COMMAND( OpenIDE, "Open IDE", "Opens your C++ code in an integrated development environment.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( OpenIDE, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenIDE ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) );
UI_COMMAND( ZipUpProject, "Zip Up Project", "Zips up the project into a zip file.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction(ZipUpProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ZipUpProject ), DefaultExecuteAction);
UI_COMMAND( PackagingSettings, "Packaging Settings...", "Opens the settings for project packaging", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( PackagingSettings, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::PackagingSettings ), DefaultExecuteAction );
//UI_COMMAND( LocalizeProject, "Localize Project...", "Opens the dashboard for managing project localization data.", EUserInterfaceActionType::Button, FInputChord() );
//ActionList->MapAction( LocalizeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::LocalizeProject ), DefaultExecuteAction );
const int32 MaxProjects = 20;
for( int32 CurProjectIndex = 0; CurProjectIndex < MaxProjects; ++CurProjectIndex )
{
// NOTE: The actual label and tool-tip will be overridden at runtime when the command is bound to a menu item, however
// we still need to set one here so that the key bindings UI can function properly
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("CurrentProjectIndex"), CurProjectIndex);
const FText Message = FText::Format( LOCTEXT( "SwitchProject", "Switch Project {CurrentProjectIndex}" ), Arguments );
TSharedRef< FUICommandInfo > SwitchProject =
FUICommandInfoDecl(
this->AsShared(),
FName( *FString::Printf( TEXT( "SwitchProject%i" ), CurProjectIndex ) ),
Message,
LOCTEXT( "SwitchProjectToolTip", "Restarts the editor and switches to selected project" ) )
.UserInterfaceType( EUserInterfaceActionType::Button )
.DefaultChord( FInputChord() );
SwitchProjectCommands.Add( SwitchProject );
ActionList->MapAction( SwitchProjectCommands[ CurProjectIndex ], FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SwitchProjectByIndex, CurProjectIndex ),
FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSwitchToProject, CurProjectIndex ),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::IsSwitchProjectChecked, CurProjectIndex ) );
}
UI_COMMAND( Exit, "Exit", "Exits the application", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( Exit, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Exit ), DefaultExecuteAction );
ActionList->MapAction( FGenericCommands::Get().Undo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION UNDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Undo_CanExecute ) );
ActionList->MapAction( FGenericCommands::Get().Redo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION REDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Redo_CanExecute ) );
UI_COMMAND( OpenDeviceManagerApp, "Device Manager", "Opens up the device manager app", EUserInterfaceActionType::Check, FInputChord() );
ActionList->MapAction( OpenDeviceManagerApp,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( TEXT( "DeviceManager" ) ) ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName( TEXT( "DeviceManager" ) ) ) );
UI_COMMAND( OpenSessionManagerApp, "Session Manager", "Opens up the session manager app", EUserInterfaceActionType::Check, FInputChord() );
ActionList->MapAction( OpenSessionManagerApp,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( "SessionFrontend" ) ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName("SessionFrontend" ) ) );
UI_COMMAND(VisitWiki, "Wiki...", "Go to the Unreal Engine Wiki page to view community-created resources, or to create your own.", EUserInterfaceActionType::Button, FInputChord());
ActionList->MapAction(VisitWiki, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitWiki));
UI_COMMAND(VisitForums, "Forums...", "Go the the Unreal Engine forums to view announcements and engage in discussions with other developers.", EUserInterfaceActionType::Button, FInputChord());
ActionList->MapAction(VisitForums, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitForums));
UI_COMMAND( VisitAskAQuestionPage, "Ask a Question...", "Have a question? Go here to ask about anything and everything related to Unreal.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitAskAQuestionPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitAskAQuestionPage ) );
UI_COMMAND( VisitSearchForAnswersPage, "Answer Hub...", "Go to the AnswerHub to ask questions, search existing answers, and share your knowledge with other UE4 developers.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitSearchForAnswersPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSearchForAnswersPage ) );
UI_COMMAND( VisitSupportWebSite, "Support...", "Navigates to the Unreal Engine Support web site's main page.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitSupportWebSite, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSupportWebSite ) );
UI_COMMAND( VisitEpicGamesDotCom, "Visit UnrealEngine.com...", "Navigates to UnrealEngine.com where you can learn more about Unreal Technology.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitEpicGamesDotCom, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitEpicGamesDotCom ) );
UI_COMMAND( AboutUnrealEd, "About Editor...", "Displays application credits and copyright information", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( AboutUnrealEd, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AboutUnrealEd_Execute ) );
UI_COMMAND( CreditsUnrealEd, "Credits", "Displays application credits", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( CreditsUnrealEd, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CreditsUnrealEd_Execute) );
UI_COMMAND( ResetLayout, "Reset Layout...", "Make a backup of your user settings and reset the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ResetLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ResetLayout) );
UI_COMMAND( SaveLayout, "Save Layout", "Save the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( SaveLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveLayout) );
UI_COMMAND( ToggleFullscreen, "Enable Fullscreen", "Enables fullscreen mode for the application, expanding across the entire monitor", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Shift, EKeys::F11) );
ActionList->MapAction( ToggleFullscreen,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::FullScreen_IsChecked )
);
UI_COMMAND(OpenWidgetReflector, "Open Widget Reflector", "Opens the Widget Reflector", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift | EModifierKey::Control , EKeys::W));
ActionList->MapAction(OpenWidgetReflector, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::OpenWidgetReflector_Execute));
FGlobalEditorCommonCommands::MapActions(ActionList);
}
FReply FMainFrameActionCallbacks::OnUnhandledKeyDownEvent(const FKeyEvent& InKeyEvent)
{
if(FMainFrameCommands::ActionList->ProcessCommandBindings(InKeyEvent))
{
return FReply::Handled();
}
else if(FPlayWorldCommands::GlobalPlayWorldActions.IsValid() && FPlayWorldCommands::GlobalPlayWorldActions->ProcessCommandBindings(InKeyEvent))
{
return FReply::Handled();
}
return FReply::Unhandled();
}
bool FMainFrameActionCallbacks::DefaultCanExecuteAction()
{
return FSlateApplication::Get().IsNormalExecution();
}
void FMainFrameActionCallbacks::ChoosePackagesToSave()
{
const bool bPromptUserToSave = true;
const bool bSaveMapPackages = true;
const bool bSaveContentPackages = true;
const bool bFastSave = false;
const bool bClosingEditor = false;
const bool bNotifyNoPackagesSaved = true;
const bool bCanBeDeclined = false;
FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined );
}
void FMainFrameActionCallbacks::ChoosePackagesToCheckIn()
{
FSourceControlWindows::ChoosePackagesToCheckIn();
}
bool FMainFrameActionCallbacks::CanChoosePackagesToCheckIn()
{
return FSourceControlWindows::CanChoosePackagesToCheckIn();
}
void FMainFrameActionCallbacks::ConnectToSourceControl()
{
ELoginWindowMode::Type Mode = !FSlateApplication::Get().GetActiveModalWindow().IsValid() ? ELoginWindowMode::Modeless : ELoginWindowMode::Modal;
ISourceControlModule::Get().ShowLoginDialog(FSourceControlLoginClosed(), Mode);
}
bool FMainFrameActionCallbacks::CanSaveWorld()
{
return FSlateApplication::Get().IsNormalExecution() && (!GUnrealEd || !GUnrealEd->GetPackageAutoSaver().IsAutoSaving());
}
void FMainFrameActionCallbacks::SaveAll()
{
const bool bPromptUserToSave = false;
const bool bSaveMapPackages = true;
const bool bSaveContentPackages = true;
const bool bFastSave = false;
const bool bNotifyNoPackagesSaved = false;
const bool bCanBeDeclined = false;
FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined );
}
TArray<FString> FMainFrameActionCallbacks::ProjectNames;
void FMainFrameActionCallbacks::CacheProjectNames()
{
ProjectNames.Empty();
// The switch project menu is filled with recently opened project files
ProjectNames = GetDefault<UEditorSettings>()->RecentlyOpenedProjectFiles;
}
void FMainFrameActionCallbacks::NewProject( bool bAllowProjectOpening, bool bAllowProjectCreate )
{
if (GUnrealEd->WarnIfLightingBuildIsCurrentlyRunning())
{
return;
}
FText Title;
if (bAllowProjectOpening && bAllowProjectCreate)
{
Title = LOCTEXT( "SelectProjectWindowHeader", "Select Project");
}
else if (bAllowProjectOpening)
{
Title = LOCTEXT( "OpenProjectWindowHeader", "Open Project");
}
else
{
Title = LOCTEXT( "NewProjectWindowHeader", "New Project");
}
TSharedRef<SWindow> NewProjectWindow =
SNew(SWindow)
.Title(Title)
.ClientSize( FMainFrameModule::GetProjectBrowserWindowSize() )
.SizingRule( ESizingRule::UserSized )
.SupportsMinimize(false) .SupportsMaximize(false);
NewProjectWindow->SetContent( FGameProjectGenerationModule::Get().CreateGameProjectDialog(bAllowProjectOpening, bAllowProjectCreate) );
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
if (MainFrameModule.GetParentWindow().IsValid())
{
FSlateApplication::Get().AddWindowAsNativeChild(NewProjectWindow, MainFrameModule.GetParentWindow().ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(NewProjectWindow);
}
}
void FMainFrameActionCallbacks::AddCodeToProject()
{
FGameProjectGenerationModule::Get().OpenAddCodeToProjectDialog();
}
/**
* Gets compilation flags for UAT for this system.
*/
const TCHAR* GetUATCompilationFlags()
{
// We never want to compile editor targets when invoking UAT in this context.
// If we are installed or don't have a compiler, we must assume we have a precompiled UAT.
return (FApp::GetEngineIsPromotedBuild() || FApp::IsEngineInstalled())
? TEXT("-nocompile -nocompileeditor")
: TEXT("-nocompileeditor");
}
FString GetCookingOptionalParams()
{
FString OptionalParams;
const UProjectPackagingSettings* const PackagingSettings = GetDefault<UProjectPackagingSettings>();
if (PackagingSettings->bSkipEditorContent)
{
OptionalParams += TEXT(" -SkipCookingEditorContent");
}
return OptionalParams;
}
void FMainFrameActionCallbacks::CookContent(const FName InPlatformInfoName)
{
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatformInfo);
if (FInstalledPlatformInfo::Get().IsPlatformMissingRequiredFile(PlatformInfo->BinaryFolderName))
{
if (!FInstalledPlatformInfo::OpenInstallerOptions())
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("MissingPlatformFilesCook", "Missing required files to cook for this platform."));
}
return;
}
FString OptionalParams;
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
{
return;
}
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled)
{
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
return;
}
// Append any extra UAT flags specified for this platform flavor
if (!PlatformInfo->UATCommandLine.IsEmpty())
{
OptionalParams += TEXT(" ");
OptionalParams += PlatformInfo->UATCommandLine;
}
else
{
OptionalParams += TEXT(" -targetplatform=");
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
}
OptionalParams += GetCookingOptionalParams();
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
if (bRunningDebug)
{
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
}
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CommandLine = FString::Printf(TEXT("BuildCookRun %s%s -nop4 -project=\"%s\" -cook -skipstage -ue4exe=%s %s"),
GetUATCompilationFlags(),
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
*ProjectPath,
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
*OptionalParams
);
IUATHelperModule::Get().CreateUatTask(CommandLine, PlatformInfo->DisplayName, LOCTEXT("CookingContentTaskName", "Cooking content"), LOCTEXT("CookingTaskName", "Cooking"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
}
bool FMainFrameActionCallbacks::CookContentCanExecute( const FName PlatformInfoName )
{
return true;
}
void FMainFrameActionCallbacks::PackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
{
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
PackagingSettings->BuildConfiguration = BuildConfiguration;
}
bool FMainFrameActionCallbacks::CanPackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
{
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
if (PackagingSettings->ForDistribution && BuildConfiguration != PPBC_Shipping)
{
return false;
}
return true;
}
bool FMainFrameActionCallbacks::PackageBuildConfigurationIsChecked( EProjectPackagingBuildConfigurations BuildConfiguration )
{
return (GetDefault<UProjectPackagingSettings>()->BuildConfiguration == BuildConfiguration);
}
void FMainFrameActionCallbacks::PackageProject( const FName InPlatformInfoName )
{
GUnrealEd->CancelPlayingViaLauncher();
/*TArray<FString> Packages;
GUnrealEd->SaveWorldForPlay(Packages);*/
SaveAll();
// does the project have any code?
FGameProjectGenerationModule& GameProjectModule = FModuleManager::LoadModuleChecked<FGameProjectGenerationModule>(TEXT("GameProjectGeneration"));
bool bProjectHasCode = GameProjectModule.Get().ProjectRequiresBuild(InPlatformInfoName);
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatformInfo);
if (FInstalledPlatformInfo::Get().IsPlatformMissingRequiredFile(PlatformInfo->BinaryFolderName))
{
if (!FInstalledPlatformInfo::OpenInstallerOptions())
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("MissingPlatformFilesPackage", "Missing required files to package this platform."));
}
return;
}
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled || (bProjectHasCode && PlatformInfo->bUsesHostCompiler && !FSourceCodeNavigation::IsCompilerAvailable()))
{
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
FEditorAnalytics::ReportEvent(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, EAnalyticsErrorCodes::SDKNotFound, ParamArray);
return;
}
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
{
const ITargetPlatform* const Platform = GetTargetPlatformManager()->FindTargetPlatform(PlatformInfo->TargetPlatformName.ToString());
if (Platform)
{
FString NotInstalledTutorialLink;
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
int32 Result = Platform->CheckRequirements(ProjectPath, bProjectHasCode, NotInstalledTutorialLink);
// report to analytics
FEditorAnalytics::ReportBuildRequirementsFailure(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, Result);
// report to main frame
bool UnrecoverableError = false;
// report to message log
if ((Result & ETargetPlatformReadyStatus::SDKNotFound) != 0)
{
AddMessageLog(
LOCTEXT("SdkNotFoundMessage", "Software Development Kit (SDK) not found."),
FText::Format(LOCTEXT("SdkNotFoundMessageDetail", "Please install the SDK for the {0} target platform!"), Platform->DisplayName()),
NotInstalledTutorialLink
);
UnrecoverableError = true;
}
if ((Result & ETargetPlatformReadyStatus::ProvisionNotFound) != 0)
{
AddMessageLog(
LOCTEXT("ProvisionNotFoundMessage", "Provision not found."),
LOCTEXT("ProvisionNotFoundMessageDetail", "A provision is required for deploying your app to the device."),
NotInstalledTutorialLink
);
UnrecoverableError = true;
}
if ((Result & ETargetPlatformReadyStatus::SigningKeyNotFound) != 0)
{
AddMessageLog(
LOCTEXT("SigningKeyNotFoundMessage", "Signing key not found."),
LOCTEXT("SigningKeyNotFoundMessageDetail", "The app could not be digitally signed, because the signing key is not configured."),
NotInstalledTutorialLink
);
UnrecoverableError = true;
}
if ((Result & ETargetPlatformReadyStatus::ManifestNotFound) != 0)
{
AddMessageLog(
LOCTEXT("ManifestNotFound", "Manifest not found."),
LOCTEXT("ManifestNotFoundMessageDetail", "The generated application manifest could not be found."),
NotInstalledTutorialLink
);
UnrecoverableError = true;
}
if ((Result & ETargetPlatformReadyStatus::RemoveServerNameEmpty) != 0 && (bProjectHasCode || (!FApp::GetEngineIsPromotedBuild() && !FApp::IsEngineInstalled()) || PackagingSettings->BlueprintNativizationMethod != EProjectPackagingBlueprintNativizationMethod::Disabled))
{
AddMessageLog(
LOCTEXT("RemoveServerNameNotFound", "Remote compiling requires a server name. "),
LOCTEXT("RemoveServerNameNotFoundDetail", "Please specify one in the Remote Server Name settings field."),
NotInstalledTutorialLink
);
UnrecoverableError = true;
}
if ((Result & ETargetPlatformReadyStatus::CodeUnsupported) != 0)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported_SelectedPlatform", "Sorry, packaging a code-based project for the selected platform is currently not supported. This feature may be available in a future release."));
UnrecoverableError = true;
}
else if ((Result & ETargetPlatformReadyStatus::PluginsUnsupported) != 0)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported_ThirdPartyPlugins", "Sorry, packaging a project with third-party plugins is currently not supported for the selected platform. This feature may be available in a future release."));
UnrecoverableError = true;
}
if (UnrecoverableError)
{
return;
}
}
}
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
{
return;
}
// let the user pick a target directory
if (PackagingSettings->StagingDirectory.Path.IsEmpty())
{
PackagingSettings->StagingDirectory.Path = FPaths::GameDir();
}
FString OutFolderName;
void* ParentWindowWindowHandle = nullptr;
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() )
{
ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
}
if (!FDesktopPlatformModule::Get()->OpenDirectoryDialog(ParentWindowWindowHandle, LOCTEXT("PackageDirectoryDialogTitle", "Package project...").ToString(), PackagingSettings->StagingDirectory.Path, OutFolderName))
{
return;
}
PackagingSettings->StagingDirectory.Path = OutFolderName;
PackagingSettings->SaveConfig();
// create the packager process
FString OptionalParams;
if (PackagingSettings->FullRebuild)
{
OptionalParams += TEXT(" -clean");
}
if ( PackagingSettings->bCompressed )
{
OptionalParams += TEXT(" -compressed");
}
OptionalParams += GetCookingOptionalParams();
if (PackagingSettings->UsePakFile)
{
if (PlatformInfo->TargetPlatformName != FName("HTML5"))
{
OptionalParams += TEXT(" -pak");
}
}
if (PackagingSettings->IncludePrerequisites)
{
OptionalParams += TEXT(" -prereqs");
}
if (!PackagingSettings->ApplocalPrerequisitesDirectory.Path.IsEmpty())
{
OptionalParams += FString::Printf(TEXT(" -applocaldirectory=\"%s\""), *(PackagingSettings->ApplocalPrerequisitesDirectory.Path));
}
if (PackagingSettings->ForDistribution)
{
OptionalParams += TEXT(" -distribution");
}
if (!PackagingSettings->IncludeDebugFiles)
{
OptionalParams += TEXT(" -nodebuginfo");
}
if (PackagingSettings->BlueprintNativizationMethod != EProjectPackagingBlueprintNativizationMethod::Disabled)
{
OptionalParams += TEXT(" -nativizeAssets");
}
if (PackagingSettings->bGenerateChunks)
{
OptionalParams += TEXT(" -manifests");
}
bool bTargetPlatformCanUseCrashReporter = true;
if (PlatformInfo->TargetPlatformName == FName("WindowsNoEditor") && PlatformInfo->PlatformFlavor == TEXT("Win32"))
{
FString MinumumSupportedWindowsOS;
GConfig->GetString(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("MinimumOSVersion"), MinumumSupportedWindowsOS, GEngineIni);
if (MinumumSupportedWindowsOS == TEXT("MSOS_XP"))
{
OptionalParams += TEXT(" -SpecifiedArchitecture=_xp");
bTargetPlatformCanUseCrashReporter = false;
}
}
// Append any extra UAT flags specified for this platform flavor
if (!PlatformInfo->UATCommandLine.IsEmpty())
{
OptionalParams += TEXT(" ");
OptionalParams += PlatformInfo->UATCommandLine;
}
else
{
OptionalParams += TEXT(" -targetplatform=");
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
}
// only build if the project has code that might need to be built
if (bProjectHasCode || (!FApp::GetEngineIsPromotedBuild() && !FApp::IsEngineInstalled()) || PackagingSettings->BlueprintNativizationMethod != EProjectPackagingBlueprintNativizationMethod::Disabled)
{
OptionalParams += TEXT(" -build");
}
// Whether to include the crash reporter.
if (PackagingSettings->IncludeCrashReporter && bTargetPlatformCanUseCrashReporter)
{
OptionalParams += TEXT( " -CrashReporter" );
}
if (PackagingSettings->bBuildHttpChunkInstallData)
{
OptionalParams += FString::Printf(TEXT(" -manifests -createchunkinstall -chunkinstalldirectory=\"%s\" -chunkinstallversion=%s"), *(PackagingSettings->HttpChunkInstallDataDirectory.Path), *(PackagingSettings->HttpChunkInstallDataVersion));
}
int32 NumCookers = GetDefault<UEditorExperimentalSettings>()->MultiProcessCooking;
if (NumCookers > 0 )
{
OptionalParams += FString::Printf(TEXT(" -NumCookersToSpawn=%d"), NumCookers);
}
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
if (bRunningDebug)
{
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
}
FString Configuration = FindObject<UEnum>(ANY_PACKAGE, TEXT("EProjectPackagingBuildConfigurations"))->GetEnumName(PackagingSettings->BuildConfiguration);
Configuration = Configuration.Replace(TEXT("PPBC_"), TEXT(""));
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CommandLine = FString::Printf(TEXT("-ScriptsForProject=\"%s\" BuildCookRun %s%s -nop4 -project=\"%s\" -cook -stage -archive -archivedirectory=\"%s\" -package -clientconfig=%s -ue4exe=%s %s -utf8output"),
*ProjectPath,
GetUATCompilationFlags(),
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
*ProjectPath,
*PackagingSettings->StagingDirectory.Path,
*Configuration,
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
*OptionalParams
);
IUATHelperModule::Get().CreateUatTask( CommandLine, PlatformInfo->DisplayName, LOCTEXT("PackagingProjectTaskName", "Packaging project"), LOCTEXT("PackagingTaskName", "Packaging"), FEditorStyle::GetBrush(TEXT("MainFrame.PackageProject")) );
}
bool FMainFrameActionCallbacks::PackageProjectCanExecute( const FName PlatformInfoName )
{
return true;
}
void FMainFrameActionCallbacks::RefreshCodeProject()
{
if ( !FSourceCodeNavigation::IsCompilerAvailable() )
{
// Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project.
FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast();
}
FText FailReason, FailLog;
if(!FGameProjectGenerationModule::Get().UpdateCodeProject(FailReason, FailLog))
{
SOutputLogDialog::Open(LOCTEXT("RefreshProject", "Refresh Project"), FailReason, FailLog, FText::GetEmpty());
}
}
bool FMainFrameActionCallbacks::IsCodeProject()
{
// Not particularly rigorous, but assume it's a code project if it can find a Source directory
const bool bIsCodeProject = IFileManager::Get().DirectoryExists(*FPaths::GameSourceDir());
return bIsCodeProject;
}
void FMainFrameActionCallbacks::OpenIDE()
{
if ( !FSourceCodeNavigation::IsCompilerAvailable() )
{
// Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project.
FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast();
}
else
{
if ( !FSourceCodeNavigation::OpenModuleSolution() )
{
FString SolutionPath;
if(FDesktopPlatformModule::Get()->GetSolutionPath(SolutionPath))
{
const FString FullPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead( *SolutionPath );
const FText Message = FText::Format( LOCTEXT( "OpenIDEFailed_MissingFile", "Could not open {0} for project {1}" ), FSourceCodeNavigation::GetSuggestedSourceCodeIDE(), FText::FromString( FullPath ) );
FMessageDialog::Open( EAppMsgType::Ok, Message );
}
else
{
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("OpenIDEFailed_MissingSolution", "Couldn't find solution"));
}
}
}
}
void FMainFrameActionCallbacks::ZipUpProject()
{
#if PLATFORM_WINDOWS
FText PlatformName = LOCTEXT("PlatformName_Windows", "Windows");
#elif PLATFORM_MAC
FText PlatformName = LOCTEXT("PlatformName_Mac", "Mac");
#elif PLATFORM_LINUX
FText PlatformName = LOCTEXT("PlatformName_Linux", "Linux");
#else
FText PlatformName = LOCTEXT("PlatformName_Other", "Other OS");
#endif
bool bOpened = false;
TArray<FString> SaveFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
if (DesktopPlatform != NULL)
{
bOpened = DesktopPlatform->SaveFileDialog(
NULL,
NSLOCTEXT("UnrealEd", "ZipUpProject", "Zip file location").ToString(),
FPaths::GameDir(),
FApp::GetGameName(),
TEXT("Zip file|*.zip"),
EFileDialogFlags::None,
SaveFilenames);
}
if (bOpened)
{
for (FString FileName : SaveFilenames)
{
// Ensure path is full rather than relative (for macs)
FString FinalFileName = FPaths::ConvertRelativePathToFull(FileName);
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GameDir()) : FPaths::RootDir() / FApp::GetGameName();
FString CommandLine = FString::Printf(TEXT("ZipProjectUp %s -project=\"%s\" -install=\"%s\""), GetUATCompilationFlags(), *ProjectPath, *FinalFileName);
IUATHelperModule::Get().CreateUatTask( CommandLine, PlatformName, LOCTEXT("ZipTaskName", "Zipping Up Project"),
LOCTEXT("ZipTaskShortName", "Zip Project Task"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
}
}
}
void FMainFrameActionCallbacks::PackagingSettings()
{
FModuleManager::LoadModuleChecked<ISettingsModule>("Settings").ShowViewer("Project", "Project", "Packaging");
}
//void FMainFrameActionCallbacks::LocalizeProject()
//{
// FModuleManager::LoadModuleChecked<ILocalizationDashboardModule>("LocalizationDashboard").Show();
//}
void FMainFrameActionCallbacks::SwitchProjectByIndex( int32 ProjectIndex )
{
FUnrealEdMisc::Get().SwitchProject( ProjectNames[ ProjectIndex ] );
}
void FMainFrameActionCallbacks::SwitchProject(const FString& GameOrProjectFileName)
{
FUnrealEdMisc::Get().SwitchProject( GameOrProjectFileName );
}
void FMainFrameActionCallbacks::OpenBackupDirectory( FString BackupFile )
{
FPlatformProcess::LaunchFileInDefaultExternalApplication(*FPaths::GetPath(FPaths::ConvertRelativePathToFull(BackupFile)));
}
void FMainFrameActionCallbacks::ResetLayout()
{
if(EAppReturnType::Ok != OpenMsgDlgInt(EAppMsgType::OkCancel, LOCTEXT( "ActionRestartMsg", "This action requires the editor to restart; you will be prompted to save any changes. Continue?" ), LOCTEXT( "ResetUILayout_Title", "Reset UI Layout" ) ) )
{
return;
}
// make a backup
GetMutableDefault<UEditorPerProjectUserSettings>()->SaveConfig();
FString BackupEditorLayoutIni = FString::Printf(TEXT("%s_Backup.ini"), *FPaths::GetBaseFilename(GEditorLayoutIni, false));
if( COPY_Fail == IFileManager::Get().Copy(*BackupEditorLayoutIni, *GEditorLayoutIni) )
{
FMessageLog EditorErrors("EditorErrors");
if(!FPaths::FileExists(GEditorLayoutIni))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("FileName"), FText::FromString(GEditorLayoutIni));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_NoExist_Notification", "Unsuccessful backup! {FileName} does not exist!"), Arguments));
}
else if(IFileManager::Get().IsReadOnly(*BackupEditorLayoutIni))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("FileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_ReadOnly_Notification", "Unsuccessful backup! {FileName} is read-only!"), Arguments));
}
else
{
// We don't specifically know why it failed, this is a fallback.
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("SourceFileName"), FText::FromString(GEditorLayoutIni));
Arguments.Add(TEXT("BackupFileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_Fallback_Notification", "Unsuccessful backup of {SourceFileName} to {BackupFileName}"), Arguments));
}
EditorErrors.Notify(LOCTEXT("BackupUnsuccessful_Title", "Backup Unsuccessful!"));
}
else
{
FNotificationInfo ErrorNotification( FText::GetEmpty() );
ErrorNotification.bFireAndForget = true;
ErrorNotification.ExpireDuration = 3.0f;
ErrorNotification.bUseThrobber = true;
ErrorNotification.Hyperlink = FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::OpenBackupDirectory, BackupEditorLayoutIni);
ErrorNotification.HyperlinkText = LOCTEXT("SuccessfulBackup_Notification_Hyperlink", "Open Directory");
ErrorNotification.Text = LOCTEXT("SuccessfulBackup_Notification", "Backup Successful!");
ErrorNotification.Image = FEditorStyle::GetBrush(TEXT("NotificationList.SuccessImage"));
FSlateNotificationManager::Get().AddNotification(ErrorNotification);
}
// reset layout & restart Editor
FUnrealEdMisc::Get().AllowSavingLayoutOnClose(false);
FUnrealEdMisc::Get().RestartEditor(false);
}
void FMainFrameActionCallbacks::SaveLayout()
{
FGlobalTabmanager::Get()->SaveAllVisualState();
// Write the saved state's config to disk
GConfig->Flush( false, GEditorLayoutIni );
}
void FMainFrameActionCallbacks::ToggleFullscreen_Execute()
{
if ( GIsEditor && FApp::HasGameName() )
{
static TWeakPtr<SDockTab> LevelEditorTabPtr = FGlobalTabmanager::Get()->InvokeTab(FTabId("LevelEditor"));
const TSharedPtr<SWindow> LevelEditorWindow = FSlateApplication::Get().FindWidgetWindow( LevelEditorTabPtr.Pin().ToSharedRef() );
if (LevelEditorWindow->GetWindowMode() == EWindowMode::Windowed)
{
LevelEditorWindow->SetWindowMode(EWindowMode::WindowedFullscreen);
}
else
{
LevelEditorWindow->SetWindowMode(EWindowMode::Windowed);
}
}
}
bool FMainFrameActionCallbacks::FullScreen_IsChecked()
{
const TSharedPtr<SDockTab> LevelEditorTabPtr = FModuleManager::Get().GetModuleChecked<FLevelEditorModule>( "LevelEditor" ).GetLevelEditorTab();
const TSharedPtr<SWindow> LevelEditorWindow = LevelEditorTabPtr.IsValid()
? LevelEditorTabPtr->GetParentWindow()
: TSharedPtr<SWindow>();
return (LevelEditorWindow.IsValid())
? (LevelEditorWindow->GetWindowMode() != EWindowMode::Windowed)
: false;
}
bool FMainFrameActionCallbacks::CanSwitchToProject( int32 InProjectIndex )
{
if (FApp::HasGameName() && ProjectNames[InProjectIndex].StartsWith(FApp::GetGameName()))
{
return false;
}
if ( FPaths::IsProjectFilePathSet() && ProjectNames[ InProjectIndex ] == FPaths::GetProjectFilePath() )
{
return false;
}
return true;
}
bool FMainFrameActionCallbacks::IsSwitchProjectChecked( int32 InProjectIndex )
{
return CanSwitchToProject( InProjectIndex ) == false;
}
void FMainFrameActionCallbacks::Exit()
{
FSlateApplication::Get().LeaveDebuggingMode();
// Shut down the editor
// NOTE: We can't close the editor from within this stack frame as it will cause various DLLs
// (such as MainFrame) to become unloaded out from underneath the code pointer. We'll shut down
// as soon as it's safe to do so.
GEngine->DeferredCommands.Add( TEXT("CLOSE_SLATE_MAINFRAME"));
}
bool FMainFrameActionCallbacks::Undo_CanExecute()
{
return GUnrealEd->Trans->CanUndo() && FSlateApplication::Get().IsNormalExecution();
}
bool FMainFrameActionCallbacks::Redo_CanExecute()
{
return GUnrealEd->Trans->CanRedo() && FSlateApplication::Get().IsNormalExecution();
}
void FMainFrameActionCallbacks::ExecuteExecCommand( FString Command )
{
GUnrealEd->Exec( GEditor->GetEditorWorldContext(false).World(), *Command );
}
void FMainFrameActionCallbacks::OpenSlateApp_ViaModule( FName AppName, FName ModuleName )
{
FModuleManager::Get().LoadModule( ModuleName );
OpenSlateApp( AppName );
}
void FMainFrameActionCallbacks::OpenSlateApp( FName AppName )
{
FGlobalTabmanager::Get()->InvokeTab(FTabId(AppName));
}
bool FMainFrameActionCallbacks::OpenSlateApp_IsChecked( FName AppName )
{
return false;
}
void FMainFrameActionCallbacks::VisitAskAQuestionPage()
{
FString AskAQuestionURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("AskAQuestionURL"), AskAQuestionURL, true ))
{
FPlatformProcess::LaunchURL( *AskAQuestionURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitSearchForAnswersPage()
{
FString SearchForAnswersURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("SearchForAnswersURL"), SearchForAnswersURL, true ))
{
FPlatformProcess::LaunchURL( *SearchForAnswersURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitSupportWebSite()
{
FString SupportWebsiteURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("SupportWebsiteURL"), SupportWebsiteURL, true ))
{
FPlatformProcess::LaunchURL( *SupportWebsiteURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitEpicGamesDotCom()
{
FString EpicGamesURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("EpicGamesURL"), EpicGamesURL ))
{
FPlatformProcess::LaunchURL( *EpicGamesURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitWiki()
{
FString URL;
if (FUnrealEdMisc::Get().GetURL(TEXT("WikiURL"), URL))
{
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
}
}
void FMainFrameActionCallbacks::VisitForums()
{
FString URL;
if (FUnrealEdMisc::Get().GetURL(TEXT("ForumsURL"), URL))
{
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
}
}
void FMainFrameActionCallbacks::AboutUnrealEd_Execute()
{
const FText AboutWindowTitle = LOCTEXT( "AboutUnrealEditor", "About Unreal Editor" );
TSharedPtr<SWindow> AboutWindow =
SNew(SWindow)
.Title( AboutWindowTitle )
.ClientSize(FVector2D(600.f, 200.f))
.SupportsMaximize(false) .SupportsMinimize(false)
.SizingRule( ESizingRule::FixedSize )
[
SNew(SAboutScreen)
];
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
TSharedPtr<SWindow> ParentWindow = MainFrame.GetParentWindow();
if ( ParentWindow.IsValid() )
{
FSlateApplication::Get().AddModalWindow(AboutWindow.ToSharedRef(), ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(AboutWindow.ToSharedRef());
}
}
void FMainFrameActionCallbacks::CreditsUnrealEd_Execute()
{
const FText CreditsWindowTitle = LOCTEXT("CreditsUnrealEditor", "Credits");
TSharedPtr<SWindow> CreditsWindow =
SNew(SWindow)
.Title(CreditsWindowTitle)
.ClientSize(FVector2D(600.f, 700.f))
.SupportsMaximize(false)
.SupportsMinimize(false)
.SizingRule(ESizingRule::FixedSize)
[
SNew(SCreditsScreen)
];
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
TSharedPtr<SWindow> ParentWindow = MainFrame.GetParentWindow();
if ( ParentWindow.IsValid() )
{
FSlateApplication::Get().AddModalWindow(CreditsWindow.ToSharedRef(), ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(CreditsWindow.ToSharedRef());
}
}
void FMainFrameActionCallbacks::OpenWidgetReflector_Execute()
{
FGlobalTabmanager::Get()->InvokeTab(FTabId("WidgetReflector"));
}
/* FMainFrameActionCallbacks implementation
*****************************************************************************/
void FMainFrameActionCallbacks::AddMessageLog( const FText& Text, const FText& Detail, const FString& TutorialLink )
{
TSharedRef<FTokenizedMessage> Message = FTokenizedMessage::Create(EMessageSeverity::Error);
Message->AddToken(FTextToken::Create(Text));
Message->AddToken(FTextToken::Create(Detail));
Message->AddToken(FTutorialToken::Create(TutorialLink));
Message->AddToken(FDocumentationToken::Create(TEXT("Platforms/iOS/QuickStart/6")));
FMessageLog MessageLog("PackagingResults");
MessageLog.AddMessage(Message);
MessageLog.Open();
}
#undef LOCTEXT_NAMESPACE