Files
UnrealEngineUWP/Engine/Source/Editor/Blutility/Private/EditorUtilityBlueprintFactory.cpp
MothDoctor 6bafb0d6fd PR #8391: Added UAssetActionUtility to Picker Common Classes (Contributed by MothDoctor)
#rb vincent.gauthier

[CL 17520485 by MothDoctor in ue5-main branch]
2021-09-15 11:22:14 -04:00

127 lines
4.8 KiB
C++

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