Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/AssetSelection.cpp
Matt Peters 7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00

1007 lines
31 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetSelection.h"
#include "Engine/Level.h"
#include "UObject/UnrealType.h"
#include "GameFramework/Actor.h"
#include "ActorFactories/ActorFactory.h"
#include "Modules/ModuleManager.h"
#include "GameFramework/Pawn.h"
#include "Components/MeshComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Settings/LevelEditorViewportSettings.h"
#include "Engine/Brush.h"
#include "Editor/GroupActor.h"
#include "Animation/SkeletalMeshActor.h"
#include "Particles/Emitter.h"
#include "Engine/Light.h"
#include "Engine/StaticMeshActor.h"
#include "Components/DecalComponent.h"
#include "Kismet2/ComponentEditorUtils.h"
#include "Engine/Selection.h"
#include "Editor.h"
#include "Matinee/MatineeActor.h"
#include "ScopedTransaction.h"
#include "LevelUtils.h"
#include "ComponentAssetBroker.h"
#include "DragAndDrop/AssetDragDropOp.h"
#include "DragAndDrop/CollectionDragDropOp.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "IContentBrowserSingleton.h"
#include "ContentBrowserModule.h"
#include "SnappingUtils.h"
#include "ActorEditorUtils.h"
#include "LevelEditorViewport.h"
#include "LandscapeProxy.h"
#include "Landscape.h"
#include "Editor/ActorPositioning.h"
#include "ObjectEditorUtils.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Settings/LevelEditorMiscSettings.h"
#include "Engine/LevelStreaming.h"
#include "Engine/LevelBounds.h"
#include "SourceControlHelpers.h"
#include "ISourceControlModule.h"
#include "ISourceControlProvider.h"
#include "Misc/MessageDialog.h"
#include "Subsystems/PlacementSubsystem.h"
#include "Elements/Framework/TypedElementRegistry.h"
#include "Elements/Interfaces/TypedElementObjectInterface.h"
namespace AssetSelectionUtils
{
bool IsClassPlaceable(const UClass* Class)
{
const bool bIsAddable =
Class
&& !(Class->HasAnyClassFlags(CLASS_NotPlaceable | CLASS_Deprecated | CLASS_Abstract))
&& Class->IsChildOf( AActor::StaticClass() );
return bIsAddable;
}
// Blueprints handle their own Abstract flag, but we should check for deprecation and NotPlaceable here
bool IsChildBlueprintPlaceable(const UClass* Class)
{
const bool bIsAddable =
Class
&& !(Class->HasAnyClassFlags(CLASS_NotPlaceable | CLASS_Deprecated))
&& Class->IsChildOf(AActor::StaticClass());
return bIsAddable;
}
void GetSelectedAssets( TArray<FAssetData>& OutSelectedAssets )
{
// Add the selection from the content browser module
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
ContentBrowserModule.Get().GetSelectedAssets(OutSelectedAssets);
}
FSelectedActorInfo BuildSelectedActorInfo( const TArray<AActor*>& SelectedActors)
{
FSelectedActorInfo ActorInfo;
if( SelectedActors.Num() > 0 )
{
// Get the class type of the first actor.
AActor* FirstActor = SelectedActors[0];
if( FirstActor && !FirstActor->IsTemplate() )
{
UClass* FirstClass = FirstActor->GetClass();
UObject* FirstArchetype = FirstActor->GetArchetype();
ActorInfo.bAllSelectedAreBrushes = Cast< ABrush >( FirstActor ) != NULL;
ActorInfo.SelectionClass = FirstClass;
// Compare all actor types with the baseline.
for ( int32 ActorIndex = 0; ActorIndex < SelectedActors.Num(); ++ActorIndex )
{
AActor* CurrentActor = SelectedActors[ ActorIndex ];
if( CurrentActor->IsTemplate() )
{
continue;
}
ABrush* Brush = Cast< ABrush >( CurrentActor );
if( !Brush)
{
ActorInfo.bAllSelectedAreBrushes = false;
}
else
{
if( !ActorInfo.bHaveBuilderBrush )
{
ActorInfo.bHaveBuilderBrush = FActorEditorUtils::IsABuilderBrush(Brush);
}
ActorInfo.bHaveBrush |= true;
ActorInfo.bHaveBSPBrush |= (!Brush->IsVolumeBrush());
ActorInfo.bHaveVolume |= Brush->IsVolumeBrush();
}
UClass* CurrentClass = CurrentActor->GetClass();
if( FirstClass != CurrentClass )
{
ActorInfo.bAllSelectedActorsOfSameType = false;
ActorInfo.SelectionClass = NULL;
FirstClass = NULL;
}
else
{
ActorInfo.SelectionClass = CurrentActor->GetClass();
}
++ActorInfo.NumSelected;
if( ActorInfo.bAllSelectedActorsBelongToCurrentLevel )
{
const ULevel* ActorLevel = CurrentActor->GetLevel();
if( !ActorLevel || !ActorLevel->IsCurrentLevel() )
{
ActorInfo.bAllSelectedActorsBelongToCurrentLevel = false;
}
}
if( ActorInfo.bAllSelectedActorsBelongToSameWorld )
{
if ( !ActorInfo.SharedWorld )
{
ActorInfo.SharedWorld = CurrentActor->GetWorld();
check(ActorInfo.SharedWorld);
}
else
{
if( ActorInfo.SharedWorld != CurrentActor->GetWorld() )
{
ActorInfo.bAllSelectedActorsBelongToCurrentLevel = false;
ActorInfo.SharedWorld = NULL;
}
}
}
// To prevent move to other level for Landscape if its components are distributed in streaming levels
if (CurrentActor->IsA(ALandscape::StaticClass()))
{
ALandscape* Landscape = CastChecked<ALandscape>(CurrentActor);
if (!Landscape || !Landscape->HasAllComponent())
{
if( !ActorInfo.bAllSelectedActorsBelongToCurrentLevel )
{
ActorInfo.bAllSelectedActorsBelongToCurrentLevel = true;
}
}
}
if ( ActorInfo.bSelectedActorsBelongToSameLevel )
{
ULevel* ActorLevel = CurrentActor->GetLevel();
if ( !ActorInfo.SharedLevel )
{
// This is the first selected actor we've encountered.
ActorInfo.SharedLevel = ActorLevel;
}
else
{
// Does this actor's level match the others?
if ( ActorInfo.SharedLevel != ActorLevel )
{
ActorInfo.bSelectedActorsBelongToSameLevel = false;
ActorInfo.SharedLevel = NULL;
}
}
}
AGroupActor* FoundGroup = Cast<AGroupActor>(CurrentActor);
if(!FoundGroup)
{
FoundGroup = AGroupActor::GetParentForActor(CurrentActor);
}
if( FoundGroup )
{
if( !ActorInfo.bHaveSelectedSubGroup )
{
ActorInfo.bHaveSelectedSubGroup = AGroupActor::GetParentForActor(FoundGroup) != NULL;
}
if( !ActorInfo.bHaveSelectedLockedGroup )
{
ActorInfo.bHaveSelectedLockedGroup = FoundGroup->IsLocked();
}
if( !ActorInfo.bHaveSelectedUnlockedGroup )
{
AGroupActor* FoundRoot = AGroupActor::GetRootForActor(CurrentActor);
ActorInfo.bHaveSelectedUnlockedGroup = !FoundGroup->IsLocked() || ( FoundRoot && !FoundRoot->IsLocked() );
}
}
else
{
++ActorInfo.NumSelectedUngroupedActors;
}
USceneComponent* RootComp = CurrentActor->GetRootComponent();
if(RootComp != nullptr && RootComp->GetAttachParent() != nullptr)
{
ActorInfo.bHaveAttachedActor = true;
}
for (UActorComponent* Component : CurrentActor->GetComponents())
{
if (Component)
{
if( UStaticMeshComponent* SMComp = Cast<UStaticMeshComponent>(Component) )
{
if( SMComp->IsRegistered() )
{
ActorInfo.bHaveStaticMeshComponent = true;
}
}
// Check for experimental/early-access classes in the component hierarchy
bool bIsExperimental, bIsEarlyAccess;
FString MostDerivedDevelopmentClassName;
FObjectEditorUtils::GetClassDevelopmentStatus(Component->GetClass(), bIsExperimental, bIsEarlyAccess, MostDerivedDevelopmentClassName);
ActorInfo.bHaveExperimentalClass |= bIsExperimental;
ActorInfo.bHaveEarlyAccessClass |= bIsEarlyAccess;
}
}
// Check for experimental/early-access classes in the actor hierarchy
{
bool bIsExperimental, bIsEarlyAccess;
FString MostDerivedDevelopmentClassName;
FObjectEditorUtils::GetClassDevelopmentStatus(CurrentClass, bIsExperimental, bIsEarlyAccess, MostDerivedDevelopmentClassName);
ActorInfo.bHaveExperimentalClass |= bIsExperimental;
ActorInfo.bHaveEarlyAccessClass |= bIsEarlyAccess;
}
if( CurrentActor->IsA( ALight::StaticClass() ) )
{
ActorInfo.bHaveLight = true;
}
if( CurrentActor->IsA( AStaticMeshActor::StaticClass() ) )
{
ActorInfo.bHaveStaticMesh = true;
AStaticMeshActor* StaticMeshActor = CastChecked<AStaticMeshActor>( CurrentActor );
if ( StaticMeshActor->GetStaticMeshComponent() )
{
UStaticMesh* StaticMesh = StaticMeshActor->GetStaticMeshComponent()->GetStaticMesh();
ActorInfo.bAllSelectedStaticMeshesHaveCollisionModels &= ( (StaticMesh && StaticMesh->GetBodySetup()) ? true : false );
}
}
if( CurrentActor->IsA( ASkeletalMeshActor::StaticClass() ) )
{
ActorInfo.bHaveSkeletalMesh = true;
}
if( CurrentActor->IsA( APawn::StaticClass() ) )
{
ActorInfo.bHavePawn = true;
}
if( CurrentActor->IsA( AEmitter::StaticClass() ) )
{
ActorInfo.bHaveEmitter = true;
}
if ( CurrentActor->IsTemporarilyHiddenInEditor() )
{
ActorInfo.bHaveHidden = true;
}
if ( CurrentActor->IsA( ALandscapeProxy::StaticClass() ) )
{
ActorInfo.bHaveLandscape = true;
}
// Find our counterpart actor
AActor* EditorWorldActor = EditorUtilities::GetEditorWorldCounterpartActor( CurrentActor );
if( EditorWorldActor != NULL )
{
// Just count the total number of actors with counterparts
++ActorInfo.NumSimulationChanges;
}
}
if( ActorInfo.SelectionClass != NULL )
{
ActorInfo.SelectionStr = ActorInfo.SelectionClass->GetName();
}
else
{
ActorInfo.SelectionStr = TEXT("Actor");
}
}
}
// hack when only BSP is selected
if( ActorInfo.SharedWorld == nullptr )
{
ActorInfo.SharedWorld = GWorld;
}
return ActorInfo;
}
FSelectedActorInfo GetSelectedActorInfo()
{
TArray<AActor*> SelectedActors;
GEditor->GetSelectedActors()->GetSelectedObjects<AActor>( SelectedActors );
return BuildSelectedActorInfo( SelectedActors );
}
int32 GetNumSelectedSurfaces( UWorld* InWorld )
{
int32 NumSelectedSurfs = 0;
UWorld* World = InWorld;
if( !World )
{
World = GWorld; // Fallback to GWorld
}
if( World )
{
const int32 NumLevels = World->GetNumLevels();
for (int32 LevelIndex = 0; LevelIndex < NumLevels; LevelIndex++)
{
ULevel* Level = World->GetLevel(LevelIndex);
UModel* Model = Level->Model;
check(Model);
const int32 NumSurfaces = Model->Surfs.Num();
// Count the number of selected surfaces
for (int32 Surface = 0; Surface < NumSurfaces; ++Surface)
{
FBspSurf *Poly = &Model->Surfs[Surface];
if (Poly->PolyFlags & PF_Selected)
{
++NumSelectedSurfs;
}
}
}
}
return NumSelectedSurfs;
}
bool IsAnySurfaceSelected( UWorld* InWorld )
{
UWorld* World = InWorld;
if (!World)
{
World = GWorld; // Fallback to GWorld
}
if (World)
{
const int32 NumLevels = World->GetNumLevels();
for (int32 LevelIndex = 0; LevelIndex < NumLevels; LevelIndex++)
{
ULevel* Level = World->GetLevel(LevelIndex);
UModel* Model = Level->Model;
check(Model);
const int32 NumSurfaces = Model->Surfs.Num();
// Count the number of selected surfaces
for (int32 Surface = 0; Surface < NumSurfaces; ++Surface)
{
FBspSurf *Poly = &Model->Surfs[Surface];
if (Poly->PolyFlags & PF_Selected)
{
return true;
}
}
}
}
return false;
}
bool IsBuilderBrushSelected()
{
bool bHasBuilderBrushSelected = false;
for( FSelectionIterator SelectionIter = GEditor->GetSelectedActorIterator(); SelectionIter; ++SelectionIter )
{
AActor* Actor = Cast< AActor >(*SelectionIter);
if( Actor && FActorEditorUtils::IsABuilderBrush( Actor ) )
{
bHasBuilderBrushSelected = true;
break;
}
}
return bHasBuilderBrushSelected;
}
}
namespace ActorPlacementUtils
{
bool IsLevelValidForActorPlacement(ULevel* InLevel, TArray<FTransform>& InActorTransforms)
{
if (FLevelUtils::IsLevelLocked(InLevel))
{
FNotificationInfo Info(NSLOCTEXT("UnrealEd", "Error_OperationDisallowedOnLockedLevel", "The requested operation could not be completed because the level is locked."));
Info.ExpireDuration = 3.0f;
FSlateNotificationManager::Get().AddNotification(Info);
return false;
}
if (InLevel && InLevel->OwningWorld && InLevel->OwningWorld->GetStreamingLevels().Num() == 0)
{
// if this is the only level
return true;
}
if (GIsRunningUnattendedScript)
{
// Don't prompt user for checks in unattended mode
return true;
}
if (InLevel && InLevel->GetPromptWhenAddingToLevelBeforeCheckout() && SourceControlHelpers::IsAvailable())
{
FString FileName = SourceControlHelpers::PackageFilename(InLevel->GetPathName());
// Query file state also checks the source control status
FSourceControlStatePtr SCState = ISourceControlModule::Get().GetProvider().GetState(FileName, EStateCacheUsage::Use);
if (!(SCState->IsCheckedOut() || SCState->IsAdded() || SCState->CanAdd() || SCState->IsUnknown()))
{
FText Title = NSLOCTEXT("UnrealEd", "LevelCheckout_Title", "Level Checkout Warning");
if (EAppReturnType::Ok != FMessageDialog::Open(EAppMsgType::OkCancel, NSLOCTEXT("UnrealEd","LevelNotCheckedOutMsg", "This actor will be placed in a level that is in source control but not currently checked out. Continue?"), &Title))
{
return false;
}
else
{
InLevel->bPromptWhenAddingToLevelBeforeCheckout = false;
}
}
}
if (InLevel && InLevel->OwningWorld)
{
int32 LevelCount = InLevel->OwningWorld->GetStreamingLevels().Num();
int32 NumLockedLevels = 0;
// Check for streaming level count b/c we know there is > 1 streaming level
for (ULevelStreaming* StreamingLevel : InLevel->OwningWorld->GetStreamingLevels())
{
StreamingLevel->bLocked ? NumLockedLevels++ : 0;
}
// If there is only one unlocked level, a) ours is the unlocked level b/c of the previous IsLevelLocked test and b) we shouldn't try to check for level bounds on the next test
if (LevelCount - NumLockedLevels == 1)
{
return true;
}
}
if (InLevel && InLevel->GetPromptWhenAddingToLevelOutsideBounds())
{
FBox CurrentLevelBounds(ForceInit);
if (InLevel->LevelBoundsActor.IsValid())
{
CurrentLevelBounds = InLevel->LevelBoundsActor.Get()->GetComponentsBoundingBox();
}
else
{
CurrentLevelBounds = ALevelBounds::CalculateLevelBounds(InLevel);
}
FVector BoundsExtent = CurrentLevelBounds.GetExtent();
if (BoundsExtent.X < GetDefault<ULevelEditorMiscSettings>()->MinimumBoundsForCheckingSize.X
&& BoundsExtent.Y < GetDefault<ULevelEditorMiscSettings>()->MinimumBoundsForCheckingSize.Y
&& BoundsExtent.Z < GetDefault<ULevelEditorMiscSettings>()->MinimumBoundsForCheckingSize.Z)
{
return true;
}
CurrentLevelBounds = CurrentLevelBounds.ExpandBy(BoundsExtent * (GetDefault<ULevelEditorMiscSettings>()->PercentageThresholdForPrompt / 100.0f));
for (int32 ActorTransformIndex = 0; ActorTransformIndex < InActorTransforms.Num(); ++ActorTransformIndex)
{
FTransform ActorTransform = InActorTransforms[ActorTransformIndex];
if (!CurrentLevelBounds.IsInsideOrOn(ActorTransform.GetLocation()))
{
FText Title = NSLOCTEXT("UnrealEd", "ActorPlacement_Title", "Actor Placement Warning");
if (EAppReturnType::Ok != FMessageDialog::Open(EAppMsgType::OkCancel, NSLOCTEXT("UnrealEd", "LevelBoundsMsg", "The actor will be placed outside the bounds of the current level. Continue?"), &Title))
{
return false;
}
else
{
InLevel->bPromptWhenAddingToLevelOutsideBounds = false;
break;
}
}
}
}
return true;
}
}
/**
* Creates an actor using the specified factory.
*
* Does nothing if ActorClass is NULL.
*/
static AActor* PrivateAddActor( UObject* Asset, UActorFactory* Factory, bool SelectActor = true, EObjectFlags ObjectFlags = RF_Transactional, const FName Name = NAME_None )
{
if (!Factory)
{
return nullptr;
}
AActor* Actor = NULL;
AActor* NewActorTemplate = Factory->GetDefaultActor( Asset );
if ( !NewActorTemplate )
{
return nullptr;
}
UWorld* OldWorld = nullptr;
// The play world needs to be selected if it exists
if (GIsEditor && GEditor->PlayWorld && !GIsPlayInEditorWorld)
{
OldWorld = SetPlayInEditorWorld(GEditor->PlayWorld);
}
// For Brushes/Volumes, use the default brush as the template rather than the factory default actor
if (NewActorTemplate->IsA(ABrush::StaticClass()) && GWorld->GetDefaultBrush() != nullptr)
{
NewActorTemplate = GWorld->GetDefaultBrush();
}
const FSnappedPositioningData PositioningData = FSnappedPositioningData(GCurrentLevelEditingViewportClient, GEditor->ClickLocation, GEditor->ClickPlane)
.UseFactory(Factory)
.UsePlacementExtent(NewActorTemplate->GetPlacementExtent());
FTransform ActorTransform = FActorPositioning::GetSnappedSurfaceAlignedTransform(PositioningData);
if (GetDefault<ULevelEditorViewportSettings>()->SnapToSurface.bEnabled)
{
// HACK: If we are aligning rotation to surfaces, we have to factor in the inverse of the actor's rotation and translation so that the resulting transform after SpawnActor is correct.
if (auto* RootComponent = NewActorTemplate->GetRootComponent())
{
RootComponent->UpdateComponentToWorld();
}
FVector OrigActorScale3D = ActorTransform.GetScale3D();
ActorTransform = NewActorTemplate->GetTransform().Inverse() * ActorTransform;
ActorTransform.SetScale3D(OrigActorScale3D);
}
// Do not fade snapping indicators over time if the viewport is not realtime
bool bClearImmediately = !GCurrentLevelEditingViewportClient || !GCurrentLevelEditingViewportClient->IsRealtime();
FSnappingUtils::ClearSnappingHelpers( bClearImmediately );
ULevel* DesiredLevel = GWorld->GetCurrentLevel();
// If DesireLevel is part of a LevelPartition find the proper DesiredLevel by asking the Partition
if (const ILevelPartitionInterface* LevelPartition = DesiredLevel->GetLevelPartition())
{
if (ULevel* SubLevel = LevelPartition->GetSubLevel(ActorTransform.GetLocation()))
{
DesiredLevel = SubLevel;
}
}
bool bSpawnActor = true;
if ((ObjectFlags & RF_Transactional) != 0)
{
TArray<FTransform> SpawningActorTransforms;
SpawningActorTransforms.Add(ActorTransform);
bSpawnActor = ActorPlacementUtils::IsLevelValidForActorPlacement(DesiredLevel, SpawningActorTransforms);
}
if(bSpawnActor)
{
FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "CreateActor", "Create Actor"), (ObjectFlags & RF_Transactional) != 0 );
// Create the actor.
UPlacementSubsystem* PlacementSubsystem = GEditor->GetEditorSubsystem<UPlacementSubsystem>();
if (PlacementSubsystem)
{
FAssetPlacementInfo PlacementInfo;
PlacementInfo.AssetToPlace = FAssetData(Asset);
PlacementInfo.PreferredLevel = DesiredLevel;
PlacementInfo.NameOverride = Name;
PlacementInfo.FinalizedTransform = ActorTransform;
PlacementInfo.FactoryOverride = Factory;
FPlacementOptions PlacementOptions;
PlacementOptions.bIsCreatingPreviewElements = FLevelEditorViewportClient::IsDroppingPreviewActor();
TArray<FTypedElementHandle> PlacedElements = PlacementSubsystem->PlaceAsset(PlacementInfo, PlacementOptions);
if (PlacedElements.Num())
{
if (TTypedElement<ITypedElementObjectInterface> ObjectInterface = UTypedElementRegistry::GetInstance()->GetElement<ITypedElementObjectInterface>(PlacedElements[0]))
{
Actor = ObjectInterface.GetObjectAs<AActor>();
if (Actor)
{
Actor->SetFlags(ObjectFlags);
}
}
}
}
if (!Actor)
{
FActorSpawnParameters SpawnParams;
SpawnParams.ObjectFlags = ObjectFlags;
SpawnParams.Name = Name;
Actor = Factory->CreateActor(Asset, DesiredLevel, ActorTransform, SpawnParams);
}
if (Actor)
{
if ( SelectActor )
{
GEditor->SelectNone( false, true );
GEditor->SelectActor( Actor, true, true );
}
Actor->InvalidateLightingCache();
Actor->PostEditChange();
}
GEditor->RedrawLevelEditingViewports();
}
if ( Actor )
{
Actor->MarkPackageDirty();
ULevel::LevelDirtiedEvent.Broadcast();
}
// Restore the old world if there was one
if (OldWorld)
{
RestoreEditorWorld(OldWorld);
}
return Actor;
}
namespace AssetUtil
{
TArray<FAssetData> ExtractAssetDataFromDrag(const FDragDropEvent &DragDropEvent)
{
return ExtractAssetDataFromDrag(DragDropEvent.GetOperation());
}
TArray<FAssetData> ExtractAssetDataFromDrag(const TSharedPtr<FDragDropOperation>& Operation)
{
TArray<FAssetData> DroppedAssetData;
if (!Operation.IsValid())
{
return DroppedAssetData;
}
if (Operation->IsOfType<FExternalDragOperation>())
{
TSharedPtr<FExternalDragOperation> DragDropOp = StaticCastSharedPtr<FExternalDragOperation>(Operation);
if ( DragDropOp->HasText() )
{
TArray<FString> DroppedAssetStrings;
const TCHAR AssetDelimiter[] = { AssetMarshalDefs::AssetDelimiter, TEXT('\0') };
DragDropOp->GetText().ParseIntoArray(DroppedAssetStrings, AssetDelimiter, true);
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
for (const FString& DroppedAssetString : DroppedAssetStrings)
{
if (DroppedAssetString.Len() < NAME_SIZE && FName::IsValidXName(DroppedAssetString, INVALID_OBJECTPATH_CHARACTERS))
{
FAssetData AssetData = AssetRegistry.GetAssetByObjectPath(FName(*DroppedAssetString));
if (AssetData.IsValid())
{
DroppedAssetData.Add(AssetData);
}
}
}
}
}
else if (Operation->IsOfType<FCollectionDragDropOp>())
{
TSharedPtr<FCollectionDragDropOp> DragDropOp = StaticCastSharedPtr<FCollectionDragDropOp>( Operation );
DroppedAssetData.Append( DragDropOp->GetAssets() );
}
else if (Operation->IsOfType<FAssetDragDropOp>())
{
TSharedPtr<FAssetDragDropOp> DragDropOp = StaticCastSharedPtr<FAssetDragDropOp>( Operation );
DroppedAssetData.Append( DragDropOp->GetAssets() );
}
return DroppedAssetData;
}
FReply CanHandleAssetDrag( const FDragDropEvent &DragDropEvent )
{
TArray<FAssetData> DroppedAssetData = ExtractAssetDataFromDrag(DragDropEvent);
for ( auto AssetIt = DroppedAssetData.CreateConstIterator(); AssetIt; ++AssetIt )
{
const FAssetData& AssetData = *AssetIt;
if ( AssetData.IsValid() && FComponentAssetBrokerage::GetPrimaryComponentForAsset( AssetData.GetClass() ) )
{
return FReply::Handled();
}
}
return FReply::Unhandled();
}
}
/* ==========================================================================================================
FActorFactoryAssetProxy
========================================================================================================== */
void FActorFactoryAssetProxy::GenerateActorFactoryMenuItems( const FAssetData& AssetData, TArray<FMenuItem>* OutMenuItems, bool ExcludeStandAloneFactories )
{
FText UnusedErrorMessage;
const FAssetData NoAssetData {};
for ( int32 FactoryIdx = 0; FactoryIdx < GEditor->ActorFactories.Num(); FactoryIdx++ )
{
UActorFactory* Factory = GEditor->ActorFactories[FactoryIdx];
const bool FactoryWorksWithoutAsset = Factory->CanCreateActorFrom( NoAssetData, UnusedErrorMessage );
const bool FactoryWorksWithAsset = AssetData.IsValid() && Factory->CanCreateActorFrom( AssetData, UnusedErrorMessage );
const bool FactoryWorks = FactoryWorksWithAsset || FactoryWorksWithoutAsset;
if ( FactoryWorks )
{
FMenuItem MenuItem = FMenuItem( Factory, NoAssetData );
if ( FactoryWorksWithAsset )
{
MenuItem = FMenuItem( Factory, AssetData );
}
if ( FactoryWorksWithAsset || ( !ExcludeStandAloneFactories && FactoryWorksWithoutAsset ) )
{
OutMenuItems->Add( MenuItem );
}
}
}
}
/**
* Find the appropriate actor factory for an asset by type.
*
* @param AssetData contains information about an asset that to get a factory for
* @param bRequireValidObject indicates whether a valid asset object is required. specify false to allow the asset
* class's CDO to be used in place of the asset if no asset is part of the drag-n-drop
*
* @return the factory that is responsible for creating actors for the specified asset type.
*/
UActorFactory* FActorFactoryAssetProxy::GetFactoryForAsset( const FAssetData& AssetData, bool bRequireValidObject/*=false*/ )
{
UObject* Asset = NULL;
UClass* AssetClass = AssetData.GetClass();
if ( AssetData.IsAssetLoaded() )
{
Asset = AssetData.GetAsset();
}
else if ( !bRequireValidObject && AssetClass )
{
Asset = AssetClass->GetDefaultObject();
}
return FActorFactoryAssetProxy::GetFactoryForAssetObject( Asset );
}
/**
* Find the appropriate actor factory for an asset.
*
* @param AssetObj The asset that to find the appropriate actor factory for
*
* @return The factory that is responsible for creating actors for the specified asset
*/
UActorFactory* FActorFactoryAssetProxy::GetFactoryForAssetObject( UObject* AssetObj )
{
UActorFactory* Result = NULL;
// Attempt to find a factory that is capable of creating the asset
const TArray< UActorFactory *>& ActorFactories = GEditor->ActorFactories;
FText UnusedErrorMessage;
FAssetData AssetData( AssetObj );
for ( int32 FactoryIdx = 0; Result == NULL && FactoryIdx < ActorFactories.Num(); ++FactoryIdx )
{
UActorFactory* ActorFactory = ActorFactories[FactoryIdx];
// Check if the actor can be created using this factory, making sure to check for an asset to be assigned from the selector
if ( ActorFactory->CanCreateActorFrom( AssetData, UnusedErrorMessage ) )
{
Result = ActorFactory;
}
}
return Result;
}
AActor* FActorFactoryAssetProxy::AddActorForAsset( UObject* AssetObj, bool SelectActor, EObjectFlags ObjectFlags, UActorFactory* FactoryToUse /*= NULL*/, const FName Name )
{
AActor* Result = NULL;
const FAssetData AssetData(AssetObj, FAssetData::ECreationFlags::AllowBlueprintClass);
FText UnusedErrorMessage;
if ( AssetObj != NULL )
{
// If a specific factory has been provided, verify its validity and then use it to create the actor
if ( FactoryToUse )
{
if ( FactoryToUse->CanCreateActorFrom( AssetData, UnusedErrorMessage ) )
{
Result = PrivateAddActor( AssetObj, FactoryToUse, SelectActor, ObjectFlags, Name );
}
}
// If no specific factory has been provided, find the highest priority one that is valid for the asset and use
// it to create the actor
else
{
const TArray<UActorFactory*>& ActorFactories = GEditor->ActorFactories;
for ( int32 FactoryIdx = 0; FactoryIdx < ActorFactories.Num(); FactoryIdx++ )
{
UActorFactory* ActorFactory = ActorFactories[FactoryIdx];
// Check if the actor can be created using this factory, making sure to check for an asset to be assigned from the selector
if ( ActorFactory->CanCreateActorFrom( AssetData, UnusedErrorMessage ) )
{
Result = PrivateAddActor(AssetObj, ActorFactory, SelectActor, ObjectFlags, Name);
if ( Result != NULL )
{
break;
}
}
}
}
}
return Result;
}
AActor* FActorFactoryAssetProxy::AddActorFromSelection( UClass* ActorClass, const FVector* ActorLocation, bool SelectActor, EObjectFlags ObjectFlags, UActorFactory* ActorFactory, const FName Name )
{
check( ActorClass != NULL );
if( !ActorFactory )
{
// Look for an actor factory capable of creating actors of the actors type.
ActorFactory = GEditor->FindActorFactoryForActorClass( ActorClass );
}
AActor* Result = NULL;
FText ErrorMessage;
if ( ActorFactory )
{
UObject* TargetObject = GEditor->GetSelectedObjects()->GetTop<UObject>();
if( TargetObject && ActorFactory->CanCreateActorFrom( FAssetData(TargetObject), ErrorMessage ) )
{
// Attempt to add the actor
Result = PrivateAddActor( TargetObject, ActorFactory, SelectActor, ObjectFlags );
}
}
return Result;
}
/**
* Determines if the provided actor is capable of having a material applied to it.
*
* @param TargetActor Actor to check for the validity of material application
*
* @return true if the actor is valid for material application; false otherwise
*/
bool FActorFactoryAssetProxy::IsActorValidForMaterialApplication( AActor* TargetActor )
{
bool bIsValid = false;
//@TODO: PAPER2D: Extend this to support non mesh components (or make sprites a mesh component)
// Check if the actor has a mesh or fog volume density. If so, it can likely have
// a material applied to it. Otherwise, it cannot.
if ( TargetActor )
{
for (UActorComponent* Component : TargetActor->GetComponents())
{
if (Cast<UMeshComponent>(Component))
{
bIsValid = true;
break;
}
}
}
return bIsValid;
}
/**
* Attempts to apply the material to the specified actor.
*
* @param TargetActor the actor to apply the material to
* @param MaterialToApply the material to apply to the actor
* @param OptionalMaterialSlot the material slot to apply to.
*
* @return true if the material was successfully applied to the actor
*/
bool FActorFactoryAssetProxy::ApplyMaterialToActor( AActor* TargetActor, UMaterialInterface* MaterialToApply, int32 OptionalMaterialSlot )
{
bool bResult = false;
if ( TargetActor != NULL && MaterialToApply != NULL )
{
ALandscapeProxy* Landscape = Cast<ALandscapeProxy>(TargetActor);
if (Landscape != NULL)
{
FProperty* MaterialProperty = FindFProperty<FProperty>(ALandscapeProxy::StaticClass(), "LandscapeMaterial");
Landscape->PreEditChange(MaterialProperty);
Landscape->LandscapeMaterial = MaterialToApply;
FPropertyChangedEvent PropertyChangedEvent(MaterialProperty);
Landscape->PostEditChangeProperty(PropertyChangedEvent);
bResult = true;
}
else
{
TArray<UActorComponent*> EditableComponents;
FActorEditorUtils::GetEditableComponents( TargetActor, EditableComponents );
// Some actors could potentially have multiple mesh components, so we need to store all of the potentially valid ones
// (or else perform special cases with IsA checks on the target actor)
TArray<USceneComponent*> FoundMeshComponents;
// Find which mesh the user clicked on first.
for (UActorComponent* Component : TargetActor->GetComponents())
{
USceneComponent* SceneComp = Cast<USceneComponent>(Component);
// Only apply the material to editable components. Components which are not exposed are not intended to be changed.
if (SceneComp && EditableComponents.Contains( SceneComp ) )
{
UMeshComponent* MeshComponent = Cast<UMeshComponent>(SceneComp);
if((MeshComponent && MeshComponent->IsRegistered()) ||
SceneComp->IsA<UDecalComponent>())
{
// Intentionally do not break the loop here, as there could be potentially multiple mesh components
FoundMeshComponents.AddUnique( SceneComp );
}
}
}
if ( FoundMeshComponents.Num() > 0 )
{
// Check each component that was found
for ( TArray<USceneComponent*>::TConstIterator MeshCompIter( FoundMeshComponents ); MeshCompIter; ++MeshCompIter )
{
USceneComponent* SceneComp = *MeshCompIter;
bResult = FComponentEditorUtils::AttemptApplyMaterialToComponent(SceneComp, MaterialToApply, OptionalMaterialSlot);
}
}
}
}
return bResult;
}
// EOF