Files
UnrealEngineUWP/Engine/Source/Editor/PlacementMode/Private/PlacementModeModule.cpp
robert manuszewski d1443992e1 Deprecating ANY_PACKAGE.
This change consists of multiple changes:

Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used  in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values

AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes

Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names

#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32

#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00

806 lines
30 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PlacementModeModule.h"
#include "Misc/ConfigCacheIni.h"
#include "Modules/ModuleManager.h"
#include "UObject/Object.h"
#include "Misc/Guid.h"
#include "Misc/NamePermissionList.h"
#include "UObject/Class.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "Textures/SlateIcon.h"
#include "Styling/AppStyle.h"
#include "GameFramework/Actor.h"
#include "ActorFactories/ActorFactory.h"
#include "ActorFactories/ActorFactoryBoxReflectionCapture.h"
#include "ActorFactories/ActorFactoryBoxVolume.h"
#include "ActorFactories/ActorFactoryCharacter.h"
#include "ActorFactories/ActorFactoryDeferredDecal.h"
#include "ActorFactories/ActorFactoryDirectionalLight.h"
#include "ActorFactories/ActorFactoryEmptyActor.h"
#include "ActorFactories/ActorFactoryPawn.h"
#include "ActorFactories/ActorFactoryExponentialHeightFog.h"
#include "ActorFactories/ActorFactorySkyAtmosphere.h"
#include "ActorFactories/ActorFactoryVolumetricCloud.h"
#include "ActorFactories/ActorFactoryPlayerStart.h"
#include "ActorFactories/ActorFactoryPointLight.h"
#include "ActorFactories/ActorFactorySpotLight.h"
#include "ActorFactories/ActorFactoryRectLight.h"
#include "ActorFactories/ActorFactorySkyLight.h"
#include "ActorFactories/ActorFactorySphereReflectionCapture.h"
#include "ActorFactories/ActorFactoryBasicShape.h"
#include "ActorFactories/ActorFactoryTriggerBox.h"
#include "ActorFactories/ActorFactoryTriggerSphere.h"
#include "Engine/BrushBuilder.h"
#include "Engine/Brush.h"
#include "Engine/StaticMesh.h"
#include "GameFramework/Volume.h"
#include "Engine/PostProcessVolume.h"
#include "LevelEditorActions.h"
#include "AssetRegistry/AssetData.h"
#include "EditorModeRegistry.h"
#include "EditorModes.h"
#include "IAssetTools.h"
#include "IAssetTypeActions.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "ActorPlacementInfo.h"
#include "IPlacementModeModule.h"
#include "ToolMenus.h"
#include "AssetToolsModule.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "ActorFactories/ActorFactoryPlanarReflection.h"
#include "SPlacementModeTools.h"
#include "AssetSelection.h"
TOptional<FLinearColor> GetBasicShapeColorOverride()
{
// Get color for basic shapes. It should appear like all the other basic types
static TOptional<FLinearColor> BasicShapeColorOverride;
if (!BasicShapeColorOverride.IsSet())
{
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
TSharedPtr<IAssetTypeActions> AssetTypeActions;
AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(UClass::StaticClass()).Pin();
if (AssetTypeActions.IsValid())
{
BasicShapeColorOverride = TOptional<FLinearColor>(AssetTypeActions->GetTypeColor());
}
}
return BasicShapeColorOverride;
}
FPlacementModeModule::FPlacementModeModule()
: CategoryPermissionList(MakeShareable(new FNamePermissionList()))
{
CategoryPermissionList->OnFilterChanged().AddRaw(this, &FPlacementModeModule::OnCategoryPermissionListChanged);
}
void FPlacementModeModule::StartupModule()
{
TArray< FString > RecentlyPlacedAsStrings;
GConfig->GetArray(TEXT("PlacementMode"), TEXT("RecentlyPlaced"), RecentlyPlacedAsStrings, GEditorPerProjectIni);
for (int Index = 0; Index < RecentlyPlacedAsStrings.Num(); Index++)
{
RecentlyPlaced.Add(FActorPlacementInfo(RecentlyPlacedAsStrings[Index]));
}
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
AssetRegistry.OnAssetRemoved().AddRaw(this, &FPlacementModeModule::OnAssetRemoved);
AssetRegistry.OnAssetRenamed().AddRaw(this, &FPlacementModeModule::OnAssetRenamed);
if (AssetRegistry.IsLoadingAssets())
{
AssetRegistry.OnFilesLoaded().AddRaw(this, &FPlacementModeModule::OnInitialAssetsScanComplete);
}
else
{
AssetRegistry.OnAssetAdded().AddRaw(this, &FPlacementModeModule::OnAssetAdded);
}
TOptional<FLinearColor> BasicShapeColorOverride = GetBasicShapeColorOverride();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "RecentlyPlaced", "Recently Placed"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Recent"),
FBuiltInPlacementCategories::RecentlyPlaced(),
TEXT("PMRecentlyPlaced"),
TNumericLimits<int32>::Lowest(),
false
)
);
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Basic();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "Basic", "Basic"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Basic"),
CategoryName,
TEXT("PMBasic"),
10
)
);
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryEmptyActor::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryCharacter::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPawn::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPointLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPlayerStart::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryTriggerBox::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryTriggerSphere::StaticClass(), SortOrder += 10)));
}
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Lights();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "Lights", "Lights"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Lights"),
CategoryName,
TEXT("PMLights"),
20
)
);
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryDirectionalLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPointLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactorySpotLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryRectLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactorySkyLight::StaticClass(), SortOrder += 10)));
}
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Shapes();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "Shapes", "Shapes"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Cube"),
CategoryName,
TEXT("PMShapes"),
25
)
);
FPlacementCategory* Category = Categories.Find(CategoryName);
// Cube
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCube.ToString())), FName("ClassThumbnail.Cube"), FName("ClassIcon.Cube"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Cube", "Cube"))));
// Sphere
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicSphere.ToString())), FName("ClassThumbnail.Sphere"), FName("ClassIcon.Sphere"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Sphere", "Sphere"))));
// Cylinder
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCylinder.ToString())), FName("ClassThumbnail.Cylinder"), FName("ClassIcon.Cylinder"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Cylinder", "Cylinder"))));
// Cone
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCone.ToString())), FName("ClassThumbnail.Cone"), FName("ClassIcon.Cone"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Cone", "Cone"))));
// Plane
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicPlane.ToString())), FName("ClassThumbnail.Plane"), FName("ClassIcon.Plane"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Plane", "Plane"))));
}
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Visual();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "VisualEffects", "Visual Effects"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.VisualEffects"),
CategoryName,
TEXT("PMVisual"),
30
)
);
UActorFactory* PPFactory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), APostProcessVolume::StaticClass());
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(PPFactory, FAssetData(APostProcessVolume::StaticClass()), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactorySkyAtmosphere::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryVolumetricCloud::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryExponentialHeightFog::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactorySphereReflectionCapture::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBoxReflectionCapture::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPlanarReflection::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryDeferredDecal::StaticClass(), SortOrder += 10)));
}
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "Volumes", "Volumes"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Volumes"),
FBuiltInPlacementCategories::Volumes(),
TEXT("PMVolumes"),
40
)
);
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "AllClasses", "All Classes"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.All"),
FBuiltInPlacementCategories::AllClasses(),
TEXT("PMAllClasses"),
50
)
);
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicCube.ToString(), TEXT("ClassThumbnail.Cube"));
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicSphere.ToString(), TEXT("ClassThumbnail.Sphere"));
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicCylinder.ToString(), TEXT("ClassThumbnail.Cylinder"));
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicCone.ToString(), TEXT("ClassThumbnail.Cone"));
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicPlane.ToString(), TEXT("ClassThumbnail.Plane"));
if (FSlateApplication::IsInitialized())
{
// Given a Category Name, this will add a section and all the placeable items in that section directly into the menu
auto GenerateQuickCreateSection = [this](const FName& SectionName, UToolMenu* InMenu, int MaxItems = 20)
{
FPlacementCategory* Category = Categories.Find(SectionName);
FToolMenuSection& Section = InMenu->AddSection(SectionName, Category->DisplayName);
int count = 1;
for (auto& Pair : Category->Items)
{
TSharedPtr<const FPlaceableItem> Item = Pair.Value;
FToolMenuEntry& NewEntry = Section.AddEntry(
FToolMenuEntry::InitWidget(Item->AssetData.AssetName, SNew(SPlacementAssetMenuEntry, Item), FText(), true, true)
);
if (++count > MaxItems)
break;
}
};
auto GenerateCategorySubMenu = [this](UToolMenu* InMenu, const FName& InSectionName, const FText& InSectionDisplayName, const FName& PlacementCategory)
{
RegenerateItemsForCategory(PlacementCategory);
FPlacementCategory* Category = Categories.Find(PlacementCategory);
if (!Category->Items.IsEmpty())
{
FToolMenuSection* InSection = InMenu->FindSection(InSectionName);
if (InSection == nullptr)
{
InSection = &(InMenu->AddSection(InSectionName, InSectionDisplayName));
}
FToolMenuEntry& AllSubMenu = InSection->AddSubMenu(PlacementCategory,
Category->DisplayName,
FText::GetEmpty(),
FNewToolMenuDelegate::CreateLambda([this, PlacementCategory](UToolMenu* InMenu)
{
FToolMenuSection& Section = InMenu->AddSection(PlacementCategory);
RegenerateItemsForCategory(PlacementCategory);
FPlacementCategory* Category = Categories.Find(PlacementCategory);
for (auto& Pair : Category->Items)
{
TSharedPtr<const FPlaceableItem> Item = Pair.Value;
FToolMenuEntry& NewEntry = Section.AddEntry(
FToolMenuEntry::InitWidget(Item->AssetData.AssetName, SNew(SPlacementAssetMenuEntry, Item), FText(), true, true)
);
}
})
);
AllSubMenu.Icon = Category->DisplayIcon;
}
};
UToolMenu* ContentMenu = UToolMenus::Get()->ExtendMenu("LevelEditor.LevelEditorToolBar.AddQuickMenu");
FName CreateSectionName = TEXT("PMQCreateMenu");
FText CreateSectionDisplayName = NSLOCTEXT("PlacementMode", "PMQCreateMenu", "Place Actors");
GenerateCategorySubMenu(ContentMenu, CreateSectionName, CreateSectionDisplayName, FBuiltInPlacementCategories::Basic());
// All Subcategories as submenus
FName CategoriesSectionName = TEXT("CreateAllCategories");
ContentMenu->AddDynamicSection(CategoriesSectionName,
FNewToolMenuDelegate::CreateLambda([this, CreateSectionName, CreateSectionDisplayName, GenerateCategorySubMenu](UToolMenu* InMenu)
{
TArray<FPlacementCategoryInfo> SortedCategories;
GetSortedCategories(SortedCategories);
for (auto CategoryInfo : SortedCategories)
{
// Skip Basic and Recent since we add those later
if (CategoryInfo.UniqueHandle == FBuiltInPlacementCategories::Basic() ||
CategoryInfo.UniqueHandle == FBuiltInPlacementCategories::RecentlyPlaced())
continue;
GenerateCategorySubMenu(InMenu, CreateSectionName, CreateSectionDisplayName, CategoryInfo.UniqueHandle);
}
}
), FToolMenuInsert(NAME_None, EToolMenuInsertType::First));
// Recents Section, limit to 5 items
const FName& RecentName = FBuiltInPlacementCategories::RecentlyPlaced();
ContentMenu->AddDynamicSection(RecentName,
FNewToolMenuDelegate::CreateLambda([this, GenerateQuickCreateSection, GenerateCategorySubMenu, CreateSectionName, CreateSectionDisplayName](UToolMenu* InMenu)
{
const FName& RecentName = FBuiltInPlacementCategories::RecentlyPlaced();
FPlacementCategory* RecentCategory = Categories.Find(RecentName);
RefreshRecentlyPlaced();
GenerateQuickCreateSection(RecentName, InMenu, 5);
}
));
// Open Placement Browser Panel
FToolMenuSection& BrowserSection = ContentMenu->AddSection(TEXT("PlacementBrowserMenuSection"), FText::GetEmpty(), FToolMenuInsert(RecentName, EToolMenuInsertType::Before));
BrowserSection.AddMenuEntry(FLevelEditorCommands::Get().OpenPlaceActors);
} // end FSlateApplication::IsInitialized()
}
void FPlacementModeModule::PreUnloadCallback()
{
FAssetRegistryModule* AssetRegistryModule = FModuleManager::GetModulePtr<FAssetRegistryModule>("AssetRegistry");
if (AssetRegistryModule)
{
AssetRegistryModule->Get().OnAssetRemoved().RemoveAll(this);
AssetRegistryModule->Get().OnAssetRenamed().RemoveAll(this);
AssetRegistryModule->Get().OnAssetAdded().RemoveAll(this);
AssetRegistryModule->Get().OnFilesLoaded().RemoveAll(this);
}
}
void FPlacementModeModule::AddToRecentlyPlaced(const TArray<UObject *>& PlacedObjects, UActorFactory* FactoryUsed /* = NULL */)
{
FString FactoryPath;
if (FactoryUsed != NULL)
{
FactoryPath = FactoryUsed->GetPathName();
}
TArray< UObject* > FilteredPlacedObjects;
for (UObject* PlacedObject : PlacedObjects)
{
// Don't include null placed objects that just have factories.
if (PlacedObject == NULL)
{
continue;
}
// Don't add brush builders to the recently placed.
if (PlacedObject->IsA(UBrushBuilder::StaticClass()))
{
continue;
}
FilteredPlacedObjects.Add(PlacedObject);
}
// Don't change the recently placed if nothing passed the filter.
if (FilteredPlacedObjects.Num() == 0)
{
return;
}
bool Changed = false;
for (int Index = 0; Index < FilteredPlacedObjects.Num(); Index++)
{
Changed |= RecentlyPlaced.Remove(FActorPlacementInfo(FilteredPlacedObjects[Index]->GetPathName(), FactoryPath)) > 0;
}
for (int Index = 0; Index < FilteredPlacedObjects.Num(); Index++)
{
if (FilteredPlacedObjects[Index] != NULL)
{
RecentlyPlaced.Insert(FActorPlacementInfo(FilteredPlacedObjects[Index]->GetPathName(), FactoryPath), 0);
Changed = true;
}
}
for (int Index = RecentlyPlaced.Num() - 1; Index >= 20; Index--)
{
RecentlyPlaced.RemoveAt(Index);
Changed = true;
}
if (Changed)
{
TArray< FString > RecentlyPlacedAsStrings;
for (int Index = 0; Index < RecentlyPlaced.Num(); Index++)
{
RecentlyPlacedAsStrings.Add(RecentlyPlaced[Index].ToString());
}
GConfig->SetArray(TEXT("PlacementMode"), TEXT("RecentlyPlaced"), RecentlyPlacedAsStrings, GEditorPerProjectIni);
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
}
}
void FPlacementModeModule::OnAssetRemoved(const FAssetData&)
{
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::OnAssetRenamed(const FAssetData& AssetData, const FString& OldObjectPath)
{
for (auto& RecentlyPlacedItem : RecentlyPlaced)
{
if (RecentlyPlacedItem.ObjectPath == OldObjectPath)
{
RecentlyPlacedItem.ObjectPath = AssetData.ObjectPath.ToString();
break;
}
}
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::OnAssetAdded(const FAssetData& AssetData)
{
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::OnInitialAssetsScanComplete()
{
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
AssetRegistry.OnAssetAdded().AddRaw(this, &FPlacementModeModule::OnAssetAdded);
AssetRegistry.OnFilesLoaded().RemoveAll(this);
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::AddToRecentlyPlaced(UObject* Asset, UActorFactory* FactoryUsed /* = NULL */)
{
TArray< UObject* > Assets;
Assets.Add(Asset);
AddToRecentlyPlaced(Assets, FactoryUsed);
}
TSharedRef<SWidget> FPlacementModeModule::CreatePlacementModeBrowser(TSharedRef<SDockTab> ParentTab)
{
return SNew(SPlacementModeTools, ParentTab);
}
bool FPlacementModeModule::RegisterPlacementCategory(const FPlacementCategoryInfo& Info)
{
if (Categories.Contains(Info.UniqueHandle))
{
return false;
}
Categories.Add(Info.UniqueHandle, Info);
PlacementModeCategoryListChanged.Broadcast();
return true;
}
void FPlacementModeModule::UnregisterPlacementCategory(FName Handle)
{
if (Categories.Remove(Handle))
{
PlacementModeCategoryListChanged.Broadcast();
}
}
void FPlacementModeModule::GetSortedCategories(TArray<FPlacementCategoryInfo>& OutCategories) const
{
TArray<FName> SortedNames;
Categories.GenerateKeyArray(SortedNames);
SortedNames.Sort([&](const FName& A, const FName& B) {
return Categories[A].SortOrder < Categories[B].SortOrder;
});
OutCategories.Reset(Categories.Num());
for (const FName& Name : SortedNames)
{
if (CategoryPermissionList->PassesFilter(Name))
{
OutCategories.Add(Categories[Name]);
}
}
}
TOptional<FPlacementModeID> FPlacementModeModule::RegisterPlaceableItem(FName CategoryName, const TSharedRef<FPlaceableItem>& InItem)
{
FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category && !Category->CustomGenerator)
{
FPlacementModeID ID = CreateID(CategoryName);
Category->Items.Add(ID.UniqueID, InItem);
return ID;
}
return TOptional<FPlacementModeID>();
}
void FPlacementModeModule::UnregisterPlaceableItem(FPlacementModeID ID)
{
FPlacementCategory* Category = Categories.Find(ID.Category);
if (Category)
{
Category->Items.Remove(ID.UniqueID);
}
}
bool FPlacementModeModule::RegisterPlaceableItemFilter(TPlaceableItemPredicate Predicate, FName OwnerName)
{
TPlaceableItemPredicate& ExistingPredicate = PlaceableItemPredicates.FindOrAdd(OwnerName);
if (!ExistingPredicate)
{
ExistingPredicate = MoveTemp(Predicate);
PlaceableItemFilteringChanged.Broadcast();
return true;
}
return false;
}
void FPlacementModeModule::UnregisterPlaceableItemFilter(FName OwnerName)
{
if (PlaceableItemPredicates.Remove(OwnerName))
{
PlaceableItemFilteringChanged.Broadcast();
}
}
void FPlacementModeModule::GetItemsForCategory(FName CategoryName, TArray<TSharedPtr<FPlaceableItem>>& OutItems) const
{
const FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category)
{
for (auto& Pair : Category->Items)
{
if (PassesFilters(Pair.Value))
{
OutItems.Add(Pair.Value);
}
}
}
}
void FPlacementModeModule::GetFilteredItemsForCategory(FName CategoryName, TArray<TSharedPtr<FPlaceableItem>>& OutItems, TFunctionRef<bool(const TSharedPtr<FPlaceableItem> &)> Filter) const
{
const FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category)
{
for (auto& Pair : Category->Items)
{
if (PassesFilters(Pair.Value))
{
if (Filter(Pair.Value))
{
OutItems.Add(Pair.Value);
}
}
}
}
}
void FPlacementModeModule::RegenerateItemsForCategory(FName Category)
{
if (Category == FBuiltInPlacementCategories::RecentlyPlaced())
{
RefreshRecentlyPlaced();
}
else if (Category == FBuiltInPlacementCategories::Volumes())
{
RefreshVolumes();
}
else if (Category == FBuiltInPlacementCategories::AllClasses())
{
RefreshAllPlaceableClasses();
}
PlacementModeCategoryRefreshed.Broadcast(Category);
}
void FPlacementModeModule::RefreshRecentlyPlaced()
{
FPlacementCategory* Category = Categories.Find(FBuiltInPlacementCategories::RecentlyPlaced());
if (!Category)
{
return;
}
Category->Items.Reset();
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
for (const FActorPlacementInfo& RecentlyPlacedItem : RecentlyPlaced)
{
UObject* Asset = FindObject<UObject>(nullptr, *RecentlyPlacedItem.ObjectPath);
// If asset is pending delete, it will not be marked as RF_Standalone, in which case we skip it
if (Asset != nullptr && Asset->HasAnyFlags(RF_Standalone))
{
FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(*RecentlyPlacedItem.ObjectPath);
if (AssetData.IsValid())
{
UActorFactory* Factory = FindObject<UActorFactory>(nullptr, *RecentlyPlacedItem.Factory);
if (Factory)
{
TSharedPtr<FPlaceableItem> Ptr = MakeShareable(new FPlaceableItem(Factory, AssetData));
if (FString* FoundThumbnail = BasicShapeThumbnails.Find(RecentlyPlacedItem.ObjectPath))
{
Ptr->ClassThumbnailBrushOverride = FName(**FoundThumbnail);
Ptr->bAlwaysUseGenericThumbnail = true;
Ptr->AssetTypeColorOverride = GetBasicShapeColorOverride();
}
Category->Items.Add(CreateID(), Ptr);
}
}
}
}
}
void FPlacementModeModule::RefreshVolumes()
{
FPlacementCategory* Category = Categories.Find(FBuiltInPlacementCategories::Volumes());
if (!Category)
{
return;
}
Category->Items.Reset();
// Add loaded classes
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
const UClass* Class = *ClassIt;
if (!Class->HasAllClassFlags(CLASS_NotPlaceable) &&
!Class->HasAnyClassFlags(CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists) &&
Class->IsChildOf(AVolume::StaticClass()) &&
Class->ClassGeneratedBy == nullptr)
{
UActorFactory* Factory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), Class);
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(Factory, FAssetData(Class))));
}
}
}
void FPlacementModeModule::RefreshAllPlaceableClasses()
{
// Unregister old stuff
FPlacementCategory* Category = Categories.Find(FBuiltInPlacementCategories::AllClasses());
if (!Category)
{
return;
}
Category->Items.Reset();
// Manually add some special cases that aren't added below
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryEmptyActor::StaticClass())));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryCharacter::StaticClass())));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPawn::StaticClass())));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCube.ToString())), FName("ClassThumbnail.Cube"), FName("ClassIcon.Cube"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Cube", "Cube"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicSphere.ToString())), FName("ClassThumbnail.Sphere"), FName("ClassIcon.Sphere"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Sphere", "Sphere"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCylinder.ToString())), FName("ClassThumbnail.Cylinder"), FName("ClassIcon.Cylinder"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Cylinder", "Cylinder"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCone.ToString())), FName("ClassThumbnail.Cone"), FName("ClassIcon.Cone"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Cone", "Cone"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicPlane.ToString())), FName("ClassThumbnail.Plane"), FName("ClassIcon.Plane"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Plane", "Plane"))));
// Make a map of UClasses to ActorFactories that support them
const TArray< UActorFactory *>& ActorFactories = GEditor->ActorFactories;
TMap<UClass*, UActorFactory*> ActorFactoryMap;
for (int32 FactoryIdx = 0; FactoryIdx < ActorFactories.Num(); ++FactoryIdx)
{
UActorFactory* ActorFactory = ActorFactories[FactoryIdx];
if (ActorFactory)
{
ActorFactoryMap.Add(ActorFactory->GetDefaultActorClass(FAssetData()), ActorFactory);
}
}
FAssetData NoAssetData;
FText UnusedErrorMessage;
// Add loaded classes
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
// Don't offer skeleton classes
bool bIsSkeletonClass = FKismetEditorUtilities::IsClassABlueprintSkeleton(*ClassIt);
if (!ClassIt->HasAllClassFlags(CLASS_NotPlaceable) &&
!ClassIt->HasAnyClassFlags(CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists) &&
ClassIt->IsChildOf(AActor::StaticClass()) &&
(!ClassIt->IsChildOf(ABrush::StaticClass()) || ClassIt->IsChildOf(AVolume::StaticClass())) &&
!bIsSkeletonClass)
{
UActorFactory* ActorFactory = ActorFactoryMap.FindRef(*ClassIt);
const bool IsVolume = ClassIt->IsChildOf(AVolume::StaticClass());
if (IsVolume)
{
ActorFactory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), *ClassIt);
}
else if (ActorFactory && !ActorFactory->CanCreateActorFrom(NoAssetData, UnusedErrorMessage))
{
continue;
}
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(ActorFactory, FAssetData(*ClassIt))));
}
}
Category->Items.ValueSort([&](const TSharedPtr<FPlaceableItem>& A, const TSharedPtr<FPlaceableItem>& B) {
return A->DisplayName.CompareTo(B->DisplayName) < 0;
});
}
FGuid FPlacementModeModule::CreateID()
{
return FGuid::NewGuid();
}
FPlacementModeID FPlacementModeModule::CreateID(FName InCategory)
{
FPlacementModeID NewID;
NewID.UniqueID = CreateID();
NewID.Category = InCategory;
return NewID;
}
bool FPlacementModeModule::PassesFilters(const TSharedPtr<FPlaceableItem>& Item) const
{
if (PlaceableItemPredicates.Num() == 0)
{
return true;
}
for (auto& PredicatePair : PlaceableItemPredicates)
{
if (PredicatePair.Value(Item))
{
bool bPlaceable = true;
UClass* AssetClass = Item->AssetData.GetClass();
if (AssetClass == UClass::StaticClass())
{
UClass* Class = Cast<UClass>(Item->AssetData.GetAsset());
bPlaceable = AssetSelectionUtils::IsClassPlaceable(Class);
}
else if (AssetClass && AssetClass->IsChildOf<UBlueprint>())
{
// For blueprints, attempt to determine placeability from its tag information
FString TagValue;
if (Item->AssetData.GetTagValue(FBlueprintTags::NativeParentClassPath, TagValue) && !TagValue.IsEmpty())
{
// If the native parent class can't be placed, neither can the blueprint
UClass* NativeParentClass = UClass::TryFindTypeSlow<UClass>(FPackageName::ExportTextPathToObjectPath(TagValue));
bPlaceable = AssetSelectionUtils::IsChildBlueprintPlaceable(NativeParentClass);
}
if (bPlaceable && Item->AssetData.GetTagValue(FBlueprintTags::ClassFlags, TagValue) && !TagValue.IsEmpty())
{
// Check to see if this class is placeable from its class flags
const int32 NotPlaceableFlags = CLASS_NotPlaceable | CLASS_Deprecated | CLASS_Abstract;
uint32 ClassFlags = FCString::Atoi(*TagValue);
bPlaceable = (ClassFlags & NotPlaceableFlags) == CLASS_None;
}
}
return bPlaceable;
}
}
return false;
}
void FPlacementModeModule::OnCategoryPermissionListChanged()
{
PlacementModeCategoryListChanged.Broadcast();
}