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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]
1809 lines
67 KiB
C++
1809 lines
67 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Editor.h"
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#include "Factories/Factory.h"
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#include "HAL/PlatformFileManager.h"
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#include "HAL/FileManager.h"
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#include "Modules/ModuleManager.h"
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#include "Containers/ArrayView.h"
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#include "EditorReimportHandler.h"
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#include "ISourceControlOperation.h"
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#include "SourceControlOperations.h"
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#include "ISourceControlProvider.h"
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#include "ISourceControlModule.h"
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#include "Factories/ReimportFbxSkeletalMeshFactory.h"
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#include "Factories/ReimportFbxStaticMeshFactory.h"
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#include "Factories/ReimportFbxSceneFactory.h"
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#include "Factories/ReimportSoundFactory.h"
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#include "Factories/ReimportTextureFactory.h"
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#include "Factories/PhysicalMaterialMaskFactory.h"
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#include "Engine/BlueprintGeneratedClass.h"
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#include "Misc/ScopedSlowTask.h"
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#include "UObject/UObjectIterator.h"
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#include "EngineUtils.h"
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#include "Misc/MessageDialog.h"
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#include "UnrealEngine.h"
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// needed for the RemotePropagator
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#include "Engine/SimpleConstructionScript.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Engine/InheritableComponentHandler.h"
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#include "Interfaces/IMainFrameModule.h"
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#if PLATFORM_WINDOWS
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#include "Windows/WindowsHWrapper.h"
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// For WAVEFORMATEXTENSIBLE
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#include "Windows/AllowWindowsPlatformTypes.h"
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#include <mmreg.h>
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#include "Windows/HideWindowsPlatformTypes.h"
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#endif
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#include "DesktopPlatformModule.h"
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#include "ObjectTools.h"
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#include "AnalyticsEventAttribute.h"
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#include "Interfaces/IAnalyticsProvider.h"
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#include "EngineAnalytics.h"
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// AIMdule
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "K2Node_AddComponent.h"
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#include "AutoReimport/AutoReimportUtilities.h"
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#include "AssetToolsModule.h"
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#include "InterchangeManager.h"
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#if WITH_EDITOR
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#include "Subsystems/AssetEditorSubsystem.h"
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#include "Settings/EditorExperimentalSettings.h"
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#endif
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#define LOCTEXT_NAMESPACE "UnrealEd.Editor"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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FSimpleMulticastDelegate FEditorDelegates::NewCurrentLevel;
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FEditorDelegates::FOnMapChanged FEditorDelegates::MapChange;
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FSimpleMulticastDelegate FEditorDelegates::LayerChange;
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FSimpleMulticastDelegate FEditorDelegates::PostUndoRedo;
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FEditorDelegates::FOnModeChanged FEditorDelegates::ChangeEditorMode;
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FSimpleMulticastDelegate FEditorDelegates::SurfProps;
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FSimpleMulticastDelegate FEditorDelegates::SelectedProps;
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FEditorDelegates::FOnFitTextureToSurface FEditorDelegates::FitTextureToSurface;
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FSimpleMulticastDelegate FEditorDelegates::ActorPropertiesChange;
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FSimpleMulticastDelegate FEditorDelegates::RefreshEditor;
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FSimpleMulticastDelegate FEditorDelegates::RefreshAllBrowsers;
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FSimpleMulticastDelegate FEditorDelegates::RefreshLayerBrowser;
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FSimpleMulticastDelegate FEditorDelegates::RefreshLevelBrowser;
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FSimpleMulticastDelegate FEditorDelegates::RefreshPrimitiveStatsBrowser;
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FSimpleMulticastDelegate FEditorDelegates::LoadSelectedAssetsIfNeeded;
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FSimpleMulticastDelegate FEditorDelegates::DisplayLoadErrors;
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FEditorDelegates::FOnEditorModeTransitioned FEditorDelegates::EditorModeEnter;
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FEditorDelegates::FOnEditorModeTransitioned FEditorDelegates::EditorModeExit;
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FEditorDelegates::FOnEditorModeIDTransitioned FEditorDelegates::EditorModeIDEnter;
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FEditorDelegates::FOnEditorModeIDTransitioned FEditorDelegates::EditorModeIDExit;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::PreBeginPIE;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::BeginPIE;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::PrePIEEnded;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::PostPIEStarted;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::EndPIE;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::PausePIE;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::ResumePIE;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::SingleStepPIE;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::OnPreSwitchBeginPIEAndSIE;
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FEditorDelegates::FOnPIEEvent FEditorDelegates::OnSwitchBeginPIEAndSIE;
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FSimpleMulticastDelegate FEditorDelegates::CancelPIE;
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FEditorDelegates::FOnStandaloneLocalPlayEvent FEditorDelegates::BeginStandaloneLocalPlay;
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FSimpleMulticastDelegate FEditorDelegates::PropertySelectionChange;
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FSimpleMulticastDelegate FEditorDelegates::PostLandscapeLayerUpdated;
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FEditorDelegates::FOnPreSaveWorld FEditorDelegates::PreSaveWorld;
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FEditorDelegates::FOnPostSaveWorld FEditorDelegates::PostSaveWorld;
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FEditorDelegates::FOnPreSaveWorldWithContext FEditorDelegates::PreSaveWorldWithContext;
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FEditorDelegates::FOnPostSaveWorldWithContext FEditorDelegates::PostSaveWorldWithContext;
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FEditorDelegates::FOnPreSaveExternalActors FEditorDelegates::PreSaveExternalActors;
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FEditorDelegates::FOnPostSaveExternalActors FEditorDelegates::PostSaveExternalActors;
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FEditorDelegates::FOnFinishPickingBlueprintClass FEditorDelegates::OnFinishPickingBlueprintClass;
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FEditorDelegates::FOnNewAssetCreation FEditorDelegates::OnConfigureNewAssetProperties;
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FEditorDelegates::FOnNewAssetCreation FEditorDelegates::OnNewAssetCreated;
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FEditorDelegates::FOnAssetPreImport FEditorDelegates::OnAssetPreImport;
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FEditorDelegates::FOnAssetPostImport FEditorDelegates::OnAssetPostImport;
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FEditorDelegates::FOnAssetReimport FEditorDelegates::OnAssetReimport;
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FEditorDelegates::FOnNewActorsDropped FEditorDelegates::OnNewActorsDropped;
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FEditorDelegates::FOnGridSnappingChanged FEditorDelegates::OnGridSnappingChanged;
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FSimpleMulticastDelegate FEditorDelegates::OnLightingBuildStarted;
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FSimpleMulticastDelegate FEditorDelegates::OnLightingBuildKept;
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FSimpleMulticastDelegate FEditorDelegates::OnLightingBuildFailed;
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FSimpleMulticastDelegate FEditorDelegates::OnLightingBuildSucceeded;
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FEditorDelegates::FOnApplyObjectToActor FEditorDelegates::OnApplyObjectToActor;
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FEditorDelegates::FOnFocusViewportOnActors FEditorDelegates::OnFocusViewportOnActors;
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FEditorDelegates::FOnMapOpened FEditorDelegates::OnMapOpened;
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FEditorDelegates::FOnEditorCameraMoved FEditorDelegates::OnEditorCameraMoved;
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FEditorDelegates::FOnDollyPerspectiveCamera FEditorDelegates::OnDollyPerspectiveCamera;
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FSimpleMulticastDelegate FEditorDelegates::OnShutdownPostPackagesSaved;
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FEditorDelegates::FOnPackageDeleted FEditorDelegates::OnPackageDeleted;
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FEditorDelegates::FOnAssetsCanDelete FEditorDelegates::OnAssetsCanDelete;
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FEditorDelegates::FOnAssetsAddExtraObjectsToDelete FEditorDelegates::OnAssetsAddExtraObjectsToDelete;
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FEditorDelegates::FOnAssetsPreDelete FEditorDelegates::OnAssetsPreDelete;
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FEditorDelegates::FOnAssetsDeleted FEditorDelegates::OnAssetsDeleted;
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FEditorDelegates::FOnAssetDragStarted FEditorDelegates::OnAssetDragStarted;
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FSimpleMulticastDelegate FEditorDelegates::OnEnableGestureRecognizerChanged;
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FSimpleMulticastDelegate FEditorDelegates::OnActionAxisMappingsChanged;
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FEditorDelegates::FOnAddLevelToWorld FEditorDelegates::OnAddLevelToWorld;
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FEditorDelegates::FOnEditCutActorsBegin FEditorDelegates::OnEditCutActorsBegin;
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FEditorDelegates::FOnEditCutActorsEnd FEditorDelegates::OnEditCutActorsEnd;
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FEditorDelegates::FOnEditCopyActorsBegin FEditorDelegates::OnEditCopyActorsBegin;
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FEditorDelegates::FOnEditCopyActorsEnd FEditorDelegates::OnEditCopyActorsEnd;
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FEditorDelegates::FOnEditPasteActorsBegin FEditorDelegates::OnEditPasteActorsBegin;
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FEditorDelegates::FOnEditPasteActorsEnd FEditorDelegates::OnEditPasteActorsEnd;
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FEditorDelegates::FOnDuplicateActorsBegin FEditorDelegates::OnDuplicateActorsBegin;
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FEditorDelegates::FOnDuplicateActorsEnd FEditorDelegates::OnDuplicateActorsEnd;
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FEditorDelegates::FOnDeleteActorsBegin FEditorDelegates::OnDeleteActorsBegin;
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FEditorDelegates::FOnDeleteActorsEnd FEditorDelegates::OnDeleteActorsEnd;
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FEditorDelegates::FOnOpenReferenceViewer FEditorDelegates::OnOpenReferenceViewer;
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FEditorDelegates::FOnViewAssetIdentifiers FEditorDelegates::OnOpenSizeMap;
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FEditorDelegates::FOnViewAssetIdentifiers FEditorDelegates::OnOpenAssetAudit;
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FEditorDelegates::FOnViewAssetIdentifiers FEditorDelegates::OnEditAssetIdentifiers;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/*-----------------------------------------------------------------------------
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Globals.
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-----------------------------------------------------------------------------*/
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IMPLEMENT_STRUCT(SlatePlayInEditorInfo);
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//////////////////////////////////////////////////////////////////////////
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// FReimportManager
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FReimportManager* FReimportManager::Instance()
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{
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static FReimportManager Inst;
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return &Inst;
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}
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void FReimportManager::RegisterHandler( FReimportHandler& InHandler )
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{
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Handlers.AddUnique( &InHandler );
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bHandlersNeedSorting = true;
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}
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void FReimportManager::UnregisterHandler( FReimportHandler& InHandler )
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{
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Handlers.Remove( &InHandler );
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}
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bool FReimportManager::CanReimport( UObject* Obj, TArray<FString> *ReimportSourceFilenames) const
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{
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if ( Obj )
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{
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TArray<FString> SourceFilenames;
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for( int32 HandlerIndex = 0; HandlerIndex < Handlers.Num(); ++HandlerIndex )
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{
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SourceFilenames.Empty();
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if ( Handlers[ HandlerIndex ]->CanReimport(Obj, SourceFilenames) )
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{
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if (ReimportSourceFilenames != nullptr)
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{
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(*ReimportSourceFilenames) = SourceFilenames;
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}
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return true;
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}
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}
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}
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if (ReimportSourceFilenames != nullptr)
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{
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ReimportSourceFilenames->Empty();
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}
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return false;
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}
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void FReimportManager::UpdateReimportPaths( UObject* Obj, const TArray<FString>& InFilenames )
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{
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if (Obj)
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{
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SortHandlersIfNeeded();
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TArray<FString> UnusedExistingFilenames;
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auto* Handler = Handlers.FindByPredicate([&](FReimportHandler* InHandler){ return InHandler->CanReimport(Obj, UnusedExistingFilenames); });
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if (Handler)
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{
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(*Handler)->SetReimportPaths(Obj, InFilenames);
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Obj->MarkPackageDirty();
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}
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}
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}
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void FReimportManager::UpdateReimportPath(UObject* Obj, const FString& Filename, int32 SourceFileIndex)
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{
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if (Obj)
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{
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SortHandlersIfNeeded();
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TArray<FString> UnusedExistingFilenames;
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auto* Handler = Handlers.FindByPredicate([&](FReimportHandler* InHandler) { return InHandler->CanReimport(Obj, UnusedExistingFilenames); });
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if (Handler)
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{
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if (SourceFileIndex == INDEX_NONE)
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{
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TArray<FString> Filenames;
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Filenames.Add(Filename);
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(*Handler)->SetReimportPaths(Obj, Filenames);
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}
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else
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{
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(*Handler)->SetReimportPaths(Obj, Filename, SourceFileIndex);
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}
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Obj->MarkPackageDirty();
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}
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}
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}
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bool FReimportManager::Reimport( UObject* Obj, bool bAskForNewFileIfMissing, bool bShowNotification, FString PreferredReimportFile, FReimportHandler* SpecifiedReimportHandler, int32 SourceFileIndex, bool bForceNewFile /*= false*/, bool bAutomated /*= false*/)
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{
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// Warn that were about to reimport, so prep for it
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PreReimport.Broadcast( Obj );
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bool bUseInterchangeFramework = false;
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UInterchangeManager& InterchangeManager = UInterchangeManager::GetInterchangeManager();
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const UEditorExperimentalSettings* EditorExperimentalSettings = GetDefault<UEditorExperimentalSettings>();
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bUseInterchangeFramework = EditorExperimentalSettings->bEnableInterchangeFramework;
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const bool bUseInterchangeFrameworkForTextureOnly = (!bUseInterchangeFramework) && EditorExperimentalSettings->bEnableInterchangeFrameworkForTextureOnly;
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bUseInterchangeFramework |= bUseInterchangeFrameworkForTextureOnly;
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bool bSuccess = false;
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if ( Obj )
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{
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SortHandlersIfNeeded();
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bool bValidSourceFilename = false;
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TArray<FString> SourceFilenames;
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FReimportHandler *CanReimportHandler = SpecifiedReimportHandler;
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if (CanReimportHandler)
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{
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CanReimportHandler->SetPreferredReimportPath(PreferredReimportFile);
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}
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if (CanReimportHandler == nullptr || !CanReimportHandler->CanReimport(Obj, SourceFilenames))
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{
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for (int32 HandlerIndex = 0; HandlerIndex < Handlers.Num(); ++HandlerIndex)
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{
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SourceFilenames.Empty();
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Handlers[HandlerIndex]->SetPreferredReimportPath(PreferredReimportFile);
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if (Handlers[HandlerIndex]->CanReimport(Obj, SourceFilenames))
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{
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CanReimportHandler = Handlers[HandlerIndex];
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break;
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}
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}
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}
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if(CanReimportHandler != nullptr)
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{
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TArray<int32> MissingFileIndex;
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// Check all filenames for missing files
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bool bMissingFiles = false;
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if (!bForceNewFile && SourceFilenames.Num() > 0)
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{
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for (int32 FileIndex = 0; FileIndex < SourceFilenames.Num(); ++FileIndex)
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{
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if (SourceFilenames[FileIndex].IsEmpty() || IFileManager::Get().FileSize(*SourceFilenames[FileIndex]) == INDEX_NONE || (bForceNewFile && SourceFileIndex == FileIndex))
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{
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if (SourceFileIndex == INDEX_NONE || SourceFileIndex == FileIndex)
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{
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MissingFileIndex.AddUnique(FileIndex);
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bMissingFiles = true;
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}
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}
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}
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}
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else
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{
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int32 RealSourceFileIndex = SourceFileIndex == INDEX_NONE ? 0 : SourceFileIndex;
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if (bForceNewFile)
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{
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if (SourceFilenames.IsValidIndex(RealSourceFileIndex))
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{
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SourceFilenames[RealSourceFileIndex].Empty();
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}
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else
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{
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//Add the missing entries
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SourceFilenames.AddDefaulted(RealSourceFileIndex - (SourceFilenames.Num() - 1));
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}
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}
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MissingFileIndex.AddUnique(RealSourceFileIndex);
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bMissingFiles = true;
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}
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bValidSourceFilename = true;
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if ((bAskForNewFileIfMissing || !PreferredReimportFile.IsEmpty()) && bMissingFiles )
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{
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if (!bAskForNewFileIfMissing && !PreferredReimportFile.IsEmpty())
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{
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SourceFilenames.Empty();
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SourceFilenames.Add(PreferredReimportFile);
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}
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else
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{
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for (int32 FileIndex : MissingFileIndex)
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{
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GetNewReimportPath(Obj, SourceFilenames, FileIndex);
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}
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}
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bool bAllSourceFileEmpty = true;
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for (int32 SourceIndex = 0; SourceIndex < SourceFilenames.Num(); ++SourceIndex)
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{
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if (!SourceFilenames[SourceIndex].IsEmpty())
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{
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bAllSourceFileEmpty = false;
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break;
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}
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}
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if ( SourceFilenames.Num() == 0 || bAllSourceFileEmpty)
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{
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// Failed to specify a new filename. Don't show a notification of the failure since the user exited on his own
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bValidSourceFilename = false;
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bShowNotification = false;
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SourceFilenames.Empty();
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}
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else
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{
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// A new filename was supplied, update the path
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for (int32 SourceIndex = 0; SourceIndex < SourceFilenames.Num(); ++SourceIndex)
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{
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if (!SourceFilenames[SourceIndex].IsEmpty())
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{
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CanReimportHandler->SetReimportPaths(Obj, SourceFilenames[SourceIndex], SourceIndex);
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}
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}
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}
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}
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else if (!PreferredReimportFile.IsEmpty() && !SourceFilenames.Contains(PreferredReimportFile))
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{
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// Reimporting the asset from a new file
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CanReimportHandler->SetReimportPaths(Obj, PreferredReimportFile, SourceFileIndex);
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}
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if ( bValidSourceFilename )
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{
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if (bUseInterchangeFramework && CanReimportHandler->IsInterchangeFactory())
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{
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int32 RealSourceFileIndex = SourceFileIndex == INDEX_NONE ? 0 : SourceFileIndex;
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int32 RealValidSourceFileIndex = SourceFilenames.IsValidIndex(RealSourceFileIndex) ? RealSourceFileIndex : 0;
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UE::Interchange::FScopedSourceData ScopedSourceData(SourceFilenames[RealValidSourceFileIndex]);
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CanReimportHandler->SetReimportSourceIndex(Obj, SourceFileIndex);
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bool bUseATextureTranslator = false;
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if (bUseInterchangeFrameworkForTextureOnly)
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{
|
|
UInterchangeTranslatorBase* Translator = InterchangeManager.GetTranslatorForSourceData(ScopedSourceData.GetSourceData());
|
|
if (Translator && InterchangeManager.IsTranslatorClassForTextureOnly(Translator->GetClass()))
|
|
{
|
|
bUseATextureTranslator = true;
|
|
}
|
|
}
|
|
|
|
if (bUseATextureTranslator || (!bUseInterchangeFrameworkForTextureOnly && InterchangeManager.CanTranslateSourceData(ScopedSourceData.GetSourceData())))
|
|
{
|
|
auto PostImportedLambda = [](UObject* ImportedObject)
|
|
{
|
|
if (ImportedObject)
|
|
{
|
|
TArray<UObject*> ObjectArray;
|
|
ObjectArray.Add(ImportedObject);
|
|
//UAssetToolsImpl::Get().SyncBrowserToAssets(ObjectArray);
|
|
GEditor->BroadcastObjectReimported(ImportedObject);
|
|
if (FEngineAnalytics::IsAvailable())
|
|
{
|
|
TArray<FAnalyticsEventAttribute> Attributes;
|
|
Attributes.Add(FAnalyticsEventAttribute(TEXT("ObjectType"), ImportedObject->GetClass()->GetName()));
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.AssetReimported"), Attributes);
|
|
}
|
|
//PostReimport.Broadcast(ImportedObject, true);
|
|
GEditor->RedrawAllViewports();
|
|
}
|
|
};
|
|
FDelegateHandle PostImportHandle = InterchangeManager.OnAssetPostImport.AddLambda(PostImportedLambda);
|
|
|
|
FImportAssetParameters ImportAssetParameters;
|
|
ImportAssetParameters.bIsAutomated = GIsAutomationTesting || FApp::IsUnattended() || IsRunningCommandlet() || GIsRunningUnattendedScript;
|
|
ImportAssetParameters.ReimportAsset = Obj;
|
|
ImportAssetParameters.ReimportSourceIndex = SourceFileIndex;
|
|
InterchangeManager.ImportAsset(FString(), ScopedSourceData.GetSourceData(), ImportAssetParameters);
|
|
InterchangeManager.OnAssetPostImport.Remove(PostImportHandle);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// Do the reimport
|
|
const bool bOriginalAutomated = CanReimportHandler->IsAutomatedReimport();
|
|
CanReimportHandler->SetAutomatedReimport(bAutomated);
|
|
EReimportResult::Type Result = CanReimportHandler->Reimport( Obj, SourceFileIndex );
|
|
CanReimportHandler->SetAutomatedReimport(bOriginalAutomated);
|
|
if( Result == EReimportResult::Succeeded )
|
|
{
|
|
Obj->PostEditChange();
|
|
GEditor->BroadcastObjectReimported(Obj);
|
|
if (FEngineAnalytics::IsAvailable())
|
|
{
|
|
TArray<FAnalyticsEventAttribute> Attributes;
|
|
Attributes.Add( FAnalyticsEventAttribute( TEXT( "ObjectType" ), Obj->GetClass()->GetName() ) );
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.AssetReimported"), Attributes);
|
|
}
|
|
bSuccess = true;
|
|
}
|
|
else if( Result == EReimportResult::Cancelled )
|
|
{
|
|
bShowNotification = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bShowNotification )
|
|
{
|
|
// Send a notification of the results
|
|
FText NotificationText;
|
|
if ( bSuccess )
|
|
{
|
|
if ( bValidSourceFilename )
|
|
{
|
|
const FString FirstLeafFilename = FPaths::GetCleanFilename(SourceFilenames[0]);
|
|
|
|
if ( SourceFilenames.Num() == 1 )
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("ObjectName"), FText::FromString( Obj->GetName() ) );
|
|
Args.Add( TEXT("ObjectType"), FText::FromString( Obj->GetClass()->GetName() ) );
|
|
Args.Add( TEXT("SourceFile"), FText::FromString( FirstLeafFilename ) );
|
|
NotificationText = FText::Format( LOCTEXT("ReimportSuccessfulFrom", "Successfully Reimported: {ObjectName} ({ObjectType}) from file ({SourceFile})"), Args );
|
|
}
|
|
else
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("ObjectName"), FText::FromString( Obj->GetName() ) );
|
|
Args.Add( TEXT("ObjectType"), FText::FromString( Obj->GetClass()->GetName() ) );
|
|
Args.Add( TEXT("SourceFile"), FText::FromString( FirstLeafFilename ) );
|
|
Args.Add( TEXT("Number"), SourceFilenames.Num() - 1 );
|
|
NotificationText = FText::Format( LOCTEXT("ReimportSuccessfulMultiple", "Successfuly Reimported: {ObjectName} ({ObjectType}) from file ({SourceFile}) and {Number} more"), Args );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("ObjectName"), FText::FromString( Obj->GetName() ) );
|
|
Args.Add( TEXT("ObjectType"), FText::FromString( Obj->GetClass()->GetName() ) );
|
|
NotificationText = FText::Format( LOCTEXT("ReimportSuccessful", "Successfully Reimported: {ObjectName} ({ObjectType})"), Args );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("ObjectName"), FText::FromString( Obj->GetName() ) );
|
|
Args.Add( TEXT("ObjectType"), FText::FromString( Obj->GetClass()->GetName() ) );
|
|
NotificationText = FText::Format( LOCTEXT("ReimportFailed", "Failed to Reimport: {ObjectName} ({ObjectType})"), Args );
|
|
}
|
|
|
|
FNotificationInfo Info(NotificationText);
|
|
Info.ExpireDuration = 3.0f;
|
|
Info.bUseLargeFont = false;
|
|
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if ( Notification.IsValid() )
|
|
{
|
|
Notification->SetCompletionState( bSuccess ? SNotificationItem::CS_Success : SNotificationItem::CS_Fail );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Let listeners know whether the reimport was successful or not
|
|
PostReimport.Broadcast( Obj, bSuccess );
|
|
|
|
GEditor->RedrawAllViewports();
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
void FReimportManager::ValidateAllSourceFileAndReimport(TArray<UObject*> &ToImportObjects, bool bShowNotification, int32 SourceFileIndex, bool bForceNewFile /*= false*/, bool bAutomated /*= false*/)
|
|
{
|
|
//Copy the array to prevent iteration assert if a reimport factory change the selection
|
|
TArray<UObject*> CopyOfSelectedAssets;
|
|
TMap<UObject*, TArray<int32>> MissingFileSelectedAssets;
|
|
for (UObject *Asset : ToImportObjects)
|
|
{
|
|
TArray<FString> SourceFilenames;
|
|
if (this->CanReimport(Asset, &SourceFilenames))
|
|
{
|
|
if (SourceFilenames.Num() == 0)
|
|
{
|
|
TArray<int32>& SourceIndexArray = MissingFileSelectedAssets.FindOrAdd(Asset);
|
|
if (SourceIndexArray.Num() == 0)
|
|
{
|
|
// Insert an invalid index to indicate no file
|
|
SourceIndexArray.Add(INDEX_NONE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bMissingFile = false;
|
|
|
|
for (int32 FileIndex = 0; FileIndex < SourceFilenames.Num(); ++FileIndex)
|
|
{
|
|
FString SourceFilename = SourceFilenames[FileIndex];
|
|
if (SourceFilename.IsEmpty() || IFileManager::Get().FileSize(*SourceFilename) == INDEX_NONE || (bForceNewFile && (FileIndex == SourceFileIndex || SourceFileIndex == INDEX_NONE)))
|
|
{
|
|
TArray<int32>& SourceIndexArray = MissingFileSelectedAssets.FindOrAdd(Asset);
|
|
SourceIndexArray.Add(FileIndex);
|
|
bMissingFile = true;
|
|
}
|
|
}
|
|
|
|
if (!bMissingFile)
|
|
{
|
|
CopyOfSelectedAssets.Add(Asset);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (MissingFileSelectedAssets.Num() > 0)
|
|
{
|
|
// Ask the user how to handle missing files before doing the re-import when there is more then one missing file and the "force new file" parameter is false
|
|
// 1. Ask for missing file location for every missing file
|
|
// 2. Ignore missing file asset when doing the re-import
|
|
// 3. Cancel the whole reimport
|
|
EAppReturnType::Type UserChoice = EAppReturnType::Type::Yes;
|
|
if (!bForceNewFile && MissingFileSelectedAssets.Num() > 1)
|
|
{
|
|
//Pop the dialog box asking the question
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("MissingNumber"), FText::FromString(FString::FromInt(MissingFileSelectedAssets.Num())));
|
|
int MaxListFile = 100;
|
|
FString AssetToFileListString;
|
|
for (auto Kvp : MissingFileSelectedAssets)
|
|
{
|
|
UObject *Asset = Kvp.Key;
|
|
const TArray<int32>& SourceIndexArray = Kvp.Value;
|
|
AssetToFileListString += TEXT("\n");
|
|
if (MaxListFile == 0)
|
|
{
|
|
AssetToFileListString += TEXT("...");
|
|
break;
|
|
}
|
|
TArray<FString> SourceFilenames;
|
|
if (this->CanReimport(Asset, &SourceFilenames))
|
|
{
|
|
MaxListFile--;
|
|
for (int32 FileIndex : SourceIndexArray)
|
|
{
|
|
if (SourceFilenames.IsValidIndex(FileIndex))
|
|
{
|
|
AssetToFileListString += FString::Printf(TEXT("Asset %s -> Missing file %s"), *(Asset->GetName()), *(SourceFilenames[FileIndex]));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Arguments.Add(TEXT("AssetToFileList"), FText::FromString(AssetToFileListString));
|
|
FText DialogText = FText::Format(LOCTEXT("ReimportMissingFileChoiceDialogMessage", "There is {MissingNumber} assets with missing source file path. Do you want to specify a new source file path for each asset?\n \"No\" will skip the reimport of all asset with a missing source file path.\n \"Cancel\" will cancel the whole reimport.\n{AssetToFileList}"), Arguments);
|
|
const FText Title = LOCTEXT("ReimportMissingFileChoiceDialogMessageTitle", "Reimport missing files");
|
|
|
|
UserChoice = FMessageDialog::Open(EAppMsgType::YesNoCancel, DialogText, &Title);
|
|
}
|
|
|
|
//Ask missing file locations
|
|
if (UserChoice == EAppReturnType::Type::Yes)
|
|
{
|
|
bool bCancelAll = true;
|
|
//Ask the user for a new source reimport path for each asset
|
|
for (auto Kvp : MissingFileSelectedAssets)
|
|
{
|
|
UObject *Asset = Kvp.Key;
|
|
const TArray<int32>& SourceIndexArray = Kvp.Value;
|
|
for (int32 FileIndex : SourceIndexArray)
|
|
{
|
|
TArray<FString> SourceFilenames;
|
|
GetNewReimportPath(Asset, SourceFilenames, FileIndex);
|
|
//The FileIndex can be INDEX_NONE in case the caller do not specify any source index, in that case we want to use the first index which is 0.
|
|
int32 RealSourceFileIndex = FileIndex == INDEX_NONE ? 0 : FileIndex;
|
|
if (!SourceFilenames.IsValidIndex(RealSourceFileIndex) || SourceFilenames[RealSourceFileIndex].IsEmpty())
|
|
{
|
|
continue;
|
|
}
|
|
bCancelAll = false;
|
|
UpdateReimportPath(Asset, SourceFilenames[RealSourceFileIndex], RealSourceFileIndex);
|
|
//We do not want to ask again the user for a file
|
|
bForceNewFile = false;
|
|
}
|
|
//return if the operation is cancel and we have nothing to re-import
|
|
if (bCancelAll)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CopyOfSelectedAssets.Add(Asset);
|
|
}
|
|
}
|
|
else if (UserChoice == EAppReturnType::Type::Cancel)
|
|
{
|
|
return;
|
|
}
|
|
//If user ignore those asset just not add them to CopyOfSelectedAssets
|
|
}
|
|
|
|
FReimportManager::Instance()->ReimportMultiple(CopyOfSelectedAssets, /*bAskForNewFileIfMissing=*/false, bShowNotification, TEXT(""), nullptr, SourceFileIndex, /*bForceNewFile=*/false, bAutomated);
|
|
}
|
|
|
|
void FReimportManager::AddReferencedObjects( FReferenceCollector& Collector )
|
|
{
|
|
for(FReimportHandler* Handler : Handlers)
|
|
{
|
|
const UObject* Obj = Handler->GetFactoryObject();
|
|
if(Obj)
|
|
{
|
|
Collector.AddReferencedObject(Obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FReimportManager::SortHandlersIfNeeded()
|
|
{
|
|
if (bHandlersNeedSorting)
|
|
{
|
|
// Use > operator because we want higher priorities earlier in the list
|
|
Handlers.Sort([](const FReimportHandler& A, const FReimportHandler& B) { return A.GetPriority() > B.GetPriority(); });
|
|
bHandlersNeedSorting = false;
|
|
}
|
|
}
|
|
|
|
bool FReimportManager::ReimportMultiple(TArrayView<UObject*> Objects, bool bAskForNewFileIfMissing /*= false*/, bool bShowNotification /*= true*/, FString PreferredReimportFile /*= TEXT("")*/, FReimportHandler* SpecifiedReimportHandler /*= nullptr */, int32 SourceFileIndex /*= INDEX_NONE*/, bool bForceNewFile /*= false*/, bool bAutomated /*= false*/)
|
|
{
|
|
bool bBulkSuccess = true;
|
|
|
|
FScopedSlowTask BulkReimportTask((float)Objects.Num(), LOCTEXT("BulkReimport_Title", "Reimporting..."));
|
|
|
|
for(UObject* CurrentObject : Objects)
|
|
{
|
|
if(CurrentObject)
|
|
{
|
|
FText SingleTaskTest = FText::Format(LOCTEXT("BulkReimport_SingleItem", "Reimporting {0}"), FText::FromString(CurrentObject->GetName()));
|
|
FScopedSlowTask SingleObjectTask(1.0f, SingleTaskTest);
|
|
SingleObjectTask.EnterProgressFrame(1.0f);
|
|
|
|
bBulkSuccess = bBulkSuccess && Reimport(CurrentObject, bAskForNewFileIfMissing, bShowNotification, PreferredReimportFile, SpecifiedReimportHandler, SourceFileIndex, bForceNewFile, bAutomated);
|
|
}
|
|
|
|
BulkReimportTask.EnterProgressFrame(1.0f);
|
|
}
|
|
|
|
//Cleanup the factories after using them
|
|
for (int32 HandlerIndex = 0; HandlerIndex < Handlers.Num(); ++HandlerIndex)
|
|
{
|
|
Handlers[HandlerIndex]->PostImportCleanUp();
|
|
}
|
|
|
|
return bBulkSuccess;
|
|
}
|
|
|
|
void FReimportManager::GetNewReimportPath(UObject* Obj, TArray<FString>& InOutFilenames, int32 SourceFileIndex /*= INDEX_NONE*/)
|
|
{
|
|
int32 RealSourceFileIndex = SourceFileIndex == INDEX_NONE ? 0 : SourceFileIndex;
|
|
TArray<UObject*> ReturnObjects;
|
|
FString FileTypes;
|
|
FString AllExtensions;
|
|
TArray<UFactory*> Factories;
|
|
TArray<FString> SourceFileLabels;
|
|
FAssetToolsModule& AssetToolsModule = FModuleManager::Get().LoadModuleChecked<FAssetToolsModule>("AssetTools");
|
|
const auto AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(Obj->GetClass());
|
|
if (AssetTypeActions.IsValid())
|
|
{
|
|
TArray<UObject*> Objects;
|
|
Objects.Add(Obj);
|
|
AssetTypeActions.Pin()->GetSourceFileLabels(Objects, SourceFileLabels);
|
|
}
|
|
|
|
// Determine whether we will allow multi select and clear old filenames
|
|
bool bAllowMultiSelect = SourceFileIndex == INDEX_NONE && InOutFilenames.Num() > 1;
|
|
if (bAllowMultiSelect)
|
|
{
|
|
InOutFilenames.Empty();
|
|
}
|
|
else
|
|
{
|
|
if (!InOutFilenames.IsValidIndex(RealSourceFileIndex))
|
|
{
|
|
InOutFilenames.AddZeroed(RealSourceFileIndex - InOutFilenames.Num() + 1);
|
|
}
|
|
InOutFilenames[RealSourceFileIndex].Empty();
|
|
}
|
|
|
|
// Get the list of valid factories
|
|
for( TObjectIterator<UClass> It ; It ; ++It )
|
|
{
|
|
UClass* CurrentClass = (*It);
|
|
|
|
if( CurrentClass->IsChildOf(UFactory::StaticClass()) && !(CurrentClass->HasAnyClassFlags(CLASS_Abstract)) )
|
|
{
|
|
UFactory* Factory = Cast<UFactory>( CurrentClass->GetDefaultObject() );
|
|
if( Factory->bEditorImport && Factory->DoesSupportClass(Obj->GetClass()) )
|
|
{
|
|
Factories.Add( Factory );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( Factories.Num() <= 0 )
|
|
{
|
|
// No matching factories for this asset, fail
|
|
return;
|
|
}
|
|
|
|
TMultiMap<uint32, UFactory*> DummyFilterIndexToFactory;
|
|
|
|
// Generate the file types and extensions represented by the selected factories
|
|
ObjectTools::GenerateFactoryFileExtensions( Factories, FileTypes, AllExtensions, DummyFilterIndexToFactory );
|
|
|
|
FileTypes = FString::Printf(TEXT("All Files (%s)|%s|%s"),*AllExtensions,*AllExtensions,*FileTypes);
|
|
|
|
FString DefaultFolder;
|
|
FString DefaultFile;
|
|
|
|
TArray<FString> ExistingPaths = Utils::ExtractSourceFilePaths(Obj);
|
|
if (ExistingPaths.Num() > 0)
|
|
{
|
|
DefaultFolder = FPaths::GetPath(ExistingPaths[0]);
|
|
DefaultFile = FPaths::GetCleanFilename(ExistingPaths[0]);
|
|
}
|
|
|
|
// Prompt the user for the filenames
|
|
TArray<FString> OpenFilenames;
|
|
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
|
|
bool bOpened = false;
|
|
if ( DesktopPlatform )
|
|
{
|
|
void* ParentWindowWindowHandle = NULL;
|
|
|
|
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
|
|
const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
|
|
if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() )
|
|
{
|
|
ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
|
|
}
|
|
|
|
FString Title = FString::Printf(TEXT("%s: %s"), *NSLOCTEXT("ReimportManager", "ImportDialogTitle", "Import For").ToString(), *Obj->GetName());
|
|
if (SourceFileIndex != INDEX_NONE)
|
|
{
|
|
if (SourceFileLabels.IsValidIndex(SourceFileIndex))
|
|
{
|
|
Title = FString::Printf(TEXT("%s %s %s: %s"),
|
|
*NSLOCTEXT("ReimportManager", "ImportDialogTitleLabelPart1", "Select").ToString(),
|
|
*SourceFileLabels[SourceFileIndex],
|
|
*NSLOCTEXT("ReimportManager", "ImportDialogTitleLabelPart2", "Source File For").ToString(),
|
|
*Obj->GetName());
|
|
}
|
|
else
|
|
{
|
|
FString SourceFileIndexStr = FString::FromInt(SourceFileIndex);
|
|
Title = FString::Printf(TEXT("%s %s %s: %s"),
|
|
*NSLOCTEXT("ReimportManager", "ImportDialogTitlePart1", "Select Source File Index").ToString(),
|
|
*SourceFileIndexStr,
|
|
*NSLOCTEXT("ReimportManager", "ImportDialogTitlePart2", "for").ToString(),
|
|
*Obj->GetName());
|
|
}
|
|
}
|
|
|
|
bOpened = DesktopPlatform->OpenFileDialog(
|
|
ParentWindowWindowHandle,
|
|
Title,
|
|
*DefaultFolder,
|
|
*DefaultFile,
|
|
FileTypes,
|
|
bAllowMultiSelect ? EFileDialogFlags::Multiple : EFileDialogFlags::None,
|
|
OpenFilenames
|
|
);
|
|
}
|
|
|
|
if ( bOpened )
|
|
{
|
|
if (bAllowMultiSelect)
|
|
{
|
|
for (int32 FileIndex = 0; FileIndex < OpenFilenames.Num(); ++FileIndex)
|
|
{
|
|
InOutFilenames.Add(OpenFilenames[FileIndex]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Use the first valid entry
|
|
if(OpenFilenames.Num() > 0)
|
|
{
|
|
InOutFilenames[RealSourceFileIndex] = OpenFilenames[0];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FReimportManager::FReimportManager()
|
|
{
|
|
// Create reimport handler for textures
|
|
// NOTE: New factories can be created anywhere, inside or outside of editor
|
|
// This is just here for convenience
|
|
UReimportTextureFactory::StaticClass();
|
|
|
|
// Create reimport handler for FBX static meshes
|
|
UReimportFbxStaticMeshFactory::StaticClass();
|
|
|
|
// Create reimport handler for FBX skeletal meshes
|
|
UReimportFbxSkeletalMeshFactory::StaticClass();
|
|
|
|
// Create reimport handler for FBX scene
|
|
UReimportFbxSceneFactory::StaticClass();
|
|
|
|
// Create reimport handler for PhysicalMaterialMasks
|
|
UPhysicalMaterialMaskFactory::StaticClass();
|
|
}
|
|
|
|
FReimportManager::~FReimportManager()
|
|
{
|
|
Handlers.Empty();
|
|
}
|
|
|
|
int32 FReimportHandler::GetPriority() const
|
|
{
|
|
return UFactory::GetDefaultImportPriority();
|
|
}
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
PIE helpers.
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
/**
|
|
* Sets GWorld to the passed in PlayWorld and sets a global flag indicating that we are playing
|
|
* in the Editor.
|
|
*
|
|
* @param PlayInEditorWorld PlayWorld
|
|
* @return the original GWorld
|
|
*/
|
|
UWorld* SetPlayInEditorWorld( UWorld* PlayInEditorWorld )
|
|
{
|
|
check(!GIsPlayInEditorWorld);
|
|
UWorld* SavedWorld = GWorld;
|
|
GIsPlayInEditorWorld = true;
|
|
GWorld = PlayInEditorWorld;
|
|
|
|
if (FWorldContext* WorldContext = GEngine->GetWorldContextFromWorld(PlayInEditorWorld))
|
|
{
|
|
GPlayInEditorID = WorldContext->PIEInstance;
|
|
UpdatePlayInEditorWorldDebugString(WorldContext);
|
|
}
|
|
|
|
return SavedWorld;
|
|
}
|
|
|
|
/**
|
|
* Restores GWorld to the passed in one and reset the global flag indicating whether we are a PIE
|
|
* world or not.
|
|
*
|
|
* @param EditorWorld original world being edited
|
|
*/
|
|
void RestoreEditorWorld( UWorld* EditorWorld )
|
|
{
|
|
check(GIsPlayInEditorWorld);
|
|
GIsPlayInEditorWorld = false;
|
|
GWorld = EditorWorld;
|
|
GPlayInEditorID = INDEX_NONE;
|
|
UpdatePlayInEditorWorldDebugString(nullptr);
|
|
}
|
|
|
|
/**
|
|
* Takes an FName and checks to see that it is unique among all loaded objects.
|
|
*
|
|
* @param InName The name to check
|
|
* @param Outer The context for validating this object name. Should be a group/package
|
|
* @param InReason If the check fails, this string is filled in with the reason why.
|
|
*
|
|
* @return 1 if the name is valid, 0 if it is not
|
|
*/
|
|
|
|
bool IsUniqueObjectName( const FName& InName, UObject* Outer, FText* InReason )
|
|
{
|
|
// See if the name is already in use.
|
|
if( StaticFindObject( UObject::StaticClass(), Outer, *InName.ToString() ) != NULL )
|
|
{
|
|
if ( InReason != NULL )
|
|
{
|
|
*InReason = NSLOCTEXT("UnrealEd", "NameAlreadyInUse", "Name is already in use by another object.");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool IsGloballyUniqueObjectName(const FName& InName, FText* InReason)
|
|
{
|
|
// See if the name is already in use anywhere in the engine.
|
|
if (StaticFindFirstObject(UObject::StaticClass(), *InName.ToString()) != NULL)
|
|
{
|
|
if (InReason != NULL)
|
|
{
|
|
*InReason = NSLOCTEXT("UnrealEd", "NameAlreadyInUse", "Name is already in use by another object.");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Takes an FName and checks to see that it is unique among all loaded objects.
|
|
*
|
|
* @param InName The name to check
|
|
* @param Outer The context for validating this object name. Should be a group/package.
|
|
* @param InReason If the check fails, this string is filled in with the reason why.
|
|
*
|
|
* @return 1 if the name is valid, 0 if it is not
|
|
*/
|
|
|
|
bool IsUniqueObjectName( const FName& InName, UObject* Outer, FText& InReason )
|
|
{
|
|
return IsUniqueObjectName(InName,Outer,&InReason);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// EditorUtilities
|
|
|
|
namespace EditorUtilities
|
|
{
|
|
AActor* GetEditorWorldCounterpartActor( AActor* Actor )
|
|
{
|
|
const bool bIsSimActor = Actor->GetOutermost()->HasAnyPackageFlags(PKG_PlayInEditor);
|
|
if( bIsSimActor && GEditor && GEditor->PlayWorld != NULL )
|
|
{
|
|
// Do we have a counterpart in the editor world?
|
|
auto* SimWorldActor = Actor;
|
|
if( GEditor->ObjectsThatExistInEditorWorld.Get( SimWorldActor ) )
|
|
{
|
|
// Find the counterpart level
|
|
UWorld* EditorWorld = GEditor->EditorWorld;
|
|
for( auto LevelIt( EditorWorld->GetLevelIterator() ); LevelIt; ++LevelIt )
|
|
{
|
|
auto* Level = *LevelIt;
|
|
if( Level->GetFName() == SimWorldActor->GetLevel()->GetFName() )
|
|
{
|
|
// Find our counterpart actor
|
|
const bool bExactClass = false; // Don't match class exactly, because we support all classes derived from Actor as well!
|
|
AActor* EditorWorldActor = FindObject<AActor>( Level, *SimWorldActor->GetFName().ToString(), bExactClass );
|
|
if( EditorWorldActor )
|
|
{
|
|
return EditorWorldActor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
AActor* GetSimWorldCounterpartActor( AActor* Actor )
|
|
{
|
|
const bool bIsSimActor = Actor->GetOutermost()->HasAnyPackageFlags(PKG_PlayInEditor);
|
|
if( !bIsSimActor && GEditor && GEditor->EditorWorld != NULL )
|
|
{
|
|
// Do we have a counterpart in the sim world?
|
|
auto* EditorWorldActor = Actor;
|
|
|
|
// Find the counterpart level
|
|
UWorld* PlayWorld = GEditor->PlayWorld;
|
|
if (PlayWorld != nullptr)
|
|
{
|
|
for (auto LevelIt(PlayWorld->GetLevelIterator()); LevelIt; ++LevelIt)
|
|
{
|
|
auto* Level = *LevelIt;
|
|
if (Level->GetFName() == EditorWorldActor->GetLevel()->GetFName())
|
|
{
|
|
// Find our counterpart actor
|
|
const bool bExactClass = false; // Don't match class exactly, because we support all classes derived from Actor as well!
|
|
AActor* SimWorldActor = FindObject<AActor>(Level, *EditorWorldActor->GetFName().ToString(), bExactClass);
|
|
if (SimWorldActor && GEditor->ObjectsThatExistInEditorWorld.Get(SimWorldActor))
|
|
{
|
|
return SimWorldActor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// Searches through the target components array of the target actor for the source component
|
|
// TargetComponents array is passed in populated to avoid repeated refetching and StartIndex
|
|
// is updated as an optimization based on the assumption that the standard use case is iterating
|
|
// over two component arrays that will be parallel in order
|
|
template<class AllocatorType = FDefaultAllocator>
|
|
UActorComponent* FindMatchingComponentInstance( UActorComponent* SourceComponent, AActor* TargetActor, const TArray<UActorComponent*, AllocatorType>& TargetComponents, int32& StartIndex )
|
|
{
|
|
UActorComponent* TargetComponent = StartIndex < TargetComponents.Num() ? TargetComponents[ StartIndex ] : nullptr;
|
|
|
|
// If the source and target components do not match (e.g. context-specific), attempt to find a match in the target's array elsewhere
|
|
if( (SourceComponent != nullptr)
|
|
&& ((TargetComponent == nullptr)
|
|
|| (SourceComponent->GetClass() != TargetComponent->GetClass())
|
|
|| (SourceComponent->GetFName() != TargetComponent->GetFName()) ))
|
|
{
|
|
const bool bSourceIsArchetype = SourceComponent->HasAnyFlags(RF_ArchetypeObject);
|
|
// Reset the target component since it doesn't match the source
|
|
TargetComponent = nullptr;
|
|
|
|
const int32 NumTargetComponents = TargetComponents.Num();
|
|
if (NumTargetComponents > 0)
|
|
{
|
|
// Attempt to locate a match elsewhere in the target's component list
|
|
const int32 StartingIndex = (bSourceIsArchetype ? StartIndex : StartIndex + 1);
|
|
int32 FindTargetComponentIndex = (StartingIndex >= NumTargetComponents) ? 0 : StartingIndex;
|
|
do
|
|
{
|
|
UActorComponent* FindTargetComponent = TargetComponents[ FindTargetComponentIndex ];
|
|
|
|
if (FindTargetComponent->GetClass() == SourceComponent->GetClass())
|
|
{
|
|
// In the case that the SourceComponent is an Archetype there is a better than even chance the name won't match due to the way the SCS
|
|
// is set up, so we're actually going to reverse search the archetype chain
|
|
if (bSourceIsArchetype)
|
|
{
|
|
UActorComponent* CheckComponent = FindTargetComponent;
|
|
while (CheckComponent)
|
|
{
|
|
if ( SourceComponent == CheckComponent->GetArchetype())
|
|
{
|
|
TargetComponent = FindTargetComponent;
|
|
StartIndex = FindTargetComponentIndex;
|
|
break;
|
|
}
|
|
CheckComponent = Cast<UActorComponent>(CheckComponent->GetArchetype());
|
|
}
|
|
if (TargetComponent)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we found a match, update the target component and adjust the target index to the matching position
|
|
if( FindTargetComponent != NULL && SourceComponent->GetFName() == FindTargetComponent->GetFName() )
|
|
{
|
|
TargetComponent = FindTargetComponent;
|
|
StartIndex = FindTargetComponentIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Increment the index counter, and loop back to 0 if necessary
|
|
if( ++FindTargetComponentIndex >= NumTargetComponents )
|
|
{
|
|
FindTargetComponentIndex = 0;
|
|
}
|
|
|
|
} while( FindTargetComponentIndex != StartIndex );
|
|
}
|
|
|
|
// If we still haven't found a match and we're targeting a class default object what we're really looking
|
|
// for is an Archetype
|
|
if(TargetComponent == nullptr && TargetActor->HasAnyFlags(RF_ClassDefaultObject|RF_ArchetypeObject))
|
|
{
|
|
if (bSourceIsArchetype)
|
|
{
|
|
UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(SourceComponent->GetOuter());
|
|
|
|
// If the target actor's class is a child of our owner and we're both archetypes, then we're actually looking for an overridden version of ourselves
|
|
if (BPGC && TargetActor->GetClass()->IsChildOf(BPGC))
|
|
{
|
|
TargetComponent = Cast<UActorComponent>(TargetActor->GetClass()->FindArchetype(SourceComponent->GetClass(), SourceComponent->GetFName()));
|
|
|
|
// If it is us, then we're done, we don't need to find this
|
|
if (TargetComponent == SourceComponent)
|
|
{
|
|
TargetComponent = nullptr;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TargetComponent = CastChecked<UActorComponent>(SourceComponent->GetArchetype(), ECastCheckedType::NullAllowed);
|
|
|
|
// If the returned target component is not from the direct class of the actor we're targeting, we need to insert an inheritable component
|
|
if (TargetComponent && (TargetComponent->GetOuter() != TargetActor->GetClass()))
|
|
{
|
|
// This component doesn't exist in the hierarchy anywhere and we're not going to modify the CDO, so we'll drop it
|
|
if (TargetComponent->HasAnyFlags(RF_ClassDefaultObject))
|
|
{
|
|
TargetComponent = nullptr;
|
|
}
|
|
else
|
|
{
|
|
UBlueprintGeneratedClass* BPGC = CastChecked<UBlueprintGeneratedClass>(TargetActor->GetClass());
|
|
UBlueprint* Blueprint = CastChecked<UBlueprint>(BPGC->ClassGeneratedBy);
|
|
UInheritableComponentHandler* InheritableComponentHandler = Blueprint->GetInheritableComponentHandler(true);
|
|
if (InheritableComponentHandler)
|
|
{
|
|
FComponentKey Key;
|
|
FName const SourceComponentName = SourceComponent->GetFName();
|
|
|
|
BPGC = Cast<UBlueprintGeneratedClass>(BPGC->GetSuperClass());
|
|
while (!Key.IsValid() && BPGC)
|
|
{
|
|
USCS_Node* SCSNode = BPGC->SimpleConstructionScript->FindSCSNode(SourceComponentName);
|
|
if (!SCSNode)
|
|
{
|
|
UBlueprint* SuperBlueprint = CastChecked<UBlueprint>(BPGC->ClassGeneratedBy);
|
|
for (UActorComponent* ComponentTemplate : BPGC->ComponentTemplates)
|
|
{
|
|
if (ComponentTemplate->GetFName() == SourceComponentName)
|
|
{
|
|
if (UEdGraph* UCSGraph = FBlueprintEditorUtils::FindUserConstructionScript(SuperBlueprint))
|
|
{
|
|
TArray<UK2Node_AddComponent*> ComponentNodes;
|
|
UCSGraph->GetNodesOfClass<UK2Node_AddComponent>(ComponentNodes);
|
|
|
|
for (UK2Node_AddComponent* UCSNode : ComponentNodes)
|
|
{
|
|
if (ComponentTemplate == UCSNode->GetTemplateFromNode())
|
|
{
|
|
Key = FComponentKey(SuperBlueprint, FUCSComponentId(UCSNode));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Key = FComponentKey(SCSNode);
|
|
break;
|
|
}
|
|
BPGC = Cast<UBlueprintGeneratedClass>(BPGC->GetSuperClass());
|
|
}
|
|
|
|
if (ensure(Key.IsValid()))
|
|
{
|
|
check(InheritableComponentHandler->GetOverridenComponentTemplate(Key) == nullptr);
|
|
TargetComponent = InheritableComponentHandler->CreateOverridenComponentTemplate(Key);
|
|
}
|
|
else
|
|
{
|
|
TargetComponent = nullptr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return TargetComponent;
|
|
}
|
|
|
|
|
|
UActorComponent* FindMatchingComponentInstance( UActorComponent* SourceComponent, AActor* TargetActor )
|
|
{
|
|
UActorComponent* MatchingComponent = NULL;
|
|
int32 StartIndex = 0;
|
|
|
|
if (TargetActor)
|
|
{
|
|
TInlineComponentArray<UActorComponent*> TargetComponents;
|
|
TargetActor->GetComponents(TargetComponents);
|
|
MatchingComponent = FindMatchingComponentInstance( SourceComponent, TargetActor, TargetComponents, StartIndex );
|
|
}
|
|
|
|
return MatchingComponent;
|
|
}
|
|
|
|
|
|
void CopySinglePropertyRecursive(const void* const InSourcePtr, void* const InTargetPtr, UObject* const InTargetObject, FProperty* const InProperty)
|
|
{
|
|
// Properties that are *object* properties are tricky
|
|
// Sometimes the object will be a reference to a PIE-world object, and copying that reference back to an actor CDO asset is not a good idea
|
|
// If the property is referencing an actor or actor component in the PIE world, then we can try and fix that reference up to the equivalent
|
|
// from the editor world; otherwise we have to skip it
|
|
bool bNeedsGenericCopy = true;
|
|
if( FObjectPropertyBase* const ObjectProperty = CastField<FObjectPropertyBase>(InProperty) )
|
|
{
|
|
const int32 PropertyArrayDim = InProperty->ArrayDim;
|
|
for (int32 ArrayIndex = 0; ArrayIndex < PropertyArrayDim; ArrayIndex++)
|
|
{
|
|
UObject* const SourceObjectPropertyValue = ObjectProperty->GetObjectPropertyValue_InContainer(InSourcePtr, ArrayIndex);
|
|
if (SourceObjectPropertyValue && SourceObjectPropertyValue->GetOutermost()->HasAnyPackageFlags(PKG_PlayInEditor))
|
|
{
|
|
// Not all the code paths below actually copy the object, but even if they don't we need to claim that they
|
|
// did, as copying a reference to an object in a PIE world leads to crashes
|
|
bNeedsGenericCopy = false;
|
|
|
|
// REFERENCE an existing actor in the editor world from a REFERENCE in the PIE world
|
|
if (SourceObjectPropertyValue->IsA(AActor::StaticClass()))
|
|
{
|
|
// We can try and fix-up an actor reference from the PIE world to instead be the version from the persistent world
|
|
AActor* const EditorWorldActor = GetEditorWorldCounterpartActor(Cast<AActor>(SourceObjectPropertyValue));
|
|
if (EditorWorldActor)
|
|
{
|
|
ObjectProperty->SetObjectPropertyValue_InContainer(InTargetPtr, EditorWorldActor, ArrayIndex);
|
|
}
|
|
}
|
|
// REFERENCE an existing actor component in the editor world from a REFERENCE in the PIE world
|
|
else if (SourceObjectPropertyValue->IsA(UActorComponent::StaticClass()) && InTargetObject->IsA(AActor::StaticClass()))
|
|
{
|
|
AActor* const TargetActor = Cast<AActor>(InTargetObject);
|
|
TInlineComponentArray<UActorComponent*> TargetComponents;
|
|
TargetActor->GetComponents(TargetComponents);
|
|
|
|
// We can try and fix-up an actor component reference from the PIE world to instead be the version from the persistent world
|
|
int32 TargetComponentIndex = 0;
|
|
UActorComponent* const EditorWorldComponent = FindMatchingComponentInstance(Cast<UActorComponent>(SourceObjectPropertyValue), TargetActor, TargetComponents, TargetComponentIndex);
|
|
if (EditorWorldComponent)
|
|
{
|
|
ObjectProperty->SetObjectPropertyValue_InContainer(InTargetPtr, EditorWorldComponent, ArrayIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (FStructProperty* const StructProperty = CastField<FStructProperty>(InProperty))
|
|
{
|
|
// Ensure that the target struct is initialized before copying fields from the source.
|
|
StructProperty->InitializeValue_InContainer(InTargetPtr);
|
|
|
|
const int32 PropertyArrayDim = InProperty->ArrayDim;
|
|
for (int32 ArrayIndex = 0; ArrayIndex < PropertyArrayDim; ArrayIndex++)
|
|
{
|
|
const void* const SourcePtr = StructProperty->ContainerPtrToValuePtr<void>(InSourcePtr, ArrayIndex);
|
|
void* const TargetPtr = StructProperty->ContainerPtrToValuePtr<void>(InTargetPtr, ArrayIndex);
|
|
|
|
for (TFieldIterator<FProperty> It(StructProperty->Struct); It; ++It)
|
|
{
|
|
FProperty* const InnerProperty = *It;
|
|
CopySinglePropertyRecursive(SourcePtr, TargetPtr, InTargetObject, InnerProperty);
|
|
}
|
|
}
|
|
|
|
bNeedsGenericCopy = false;
|
|
}
|
|
else if (FArrayProperty* const ArrayProperty = CastField<FArrayProperty>(InProperty))
|
|
{
|
|
check(InProperty->ArrayDim == 1);
|
|
FScriptArrayHelper SourceArrayHelper(ArrayProperty, ArrayProperty->ContainerPtrToValuePtr<void>(InSourcePtr));
|
|
FScriptArrayHelper TargetArrayHelper(ArrayProperty, ArrayProperty->ContainerPtrToValuePtr<void>(InTargetPtr));
|
|
|
|
FProperty* InnerProperty = ArrayProperty->Inner;
|
|
int32 Num = SourceArrayHelper.Num();
|
|
|
|
// here we emulate FArrayProperty::CopyValuesInternal()
|
|
if (!(InnerProperty->PropertyFlags & CPF_IsPlainOldData))
|
|
{
|
|
TargetArrayHelper.EmptyAndAddValues(Num);
|
|
}
|
|
else
|
|
{
|
|
TargetArrayHelper.EmptyAndAddUninitializedValues(Num);
|
|
}
|
|
|
|
for (int32 Index = 0; Index < Num; Index++)
|
|
{
|
|
CopySinglePropertyRecursive(SourceArrayHelper.GetRawPtr(Index), TargetArrayHelper.GetRawPtr(Index), InTargetObject, InnerProperty);
|
|
}
|
|
|
|
bNeedsGenericCopy = false;
|
|
}
|
|
|
|
// Handle copying properties that either aren't an object, or aren't part of the PIE world
|
|
if( bNeedsGenericCopy )
|
|
{
|
|
InProperty->CopyCompleteValue_InContainer(InTargetPtr, InSourcePtr);
|
|
}
|
|
}
|
|
|
|
void CopySingleProperty(const UObject* const InSourceObject, UObject* const InTargetObject, FProperty* const InProperty)
|
|
{
|
|
CopySinglePropertyRecursive(InSourceObject, InTargetObject, InTargetObject, InProperty);
|
|
}
|
|
|
|
int32 CopyActorProperties( AActor* SourceActor, AActor* TargetActor, const FCopyOptions& Options )
|
|
{
|
|
check( SourceActor != nullptr && TargetActor != nullptr );
|
|
|
|
const bool bIsPreviewing = ( Options.Flags & ECopyOptions::PreviewOnly ) != 0;
|
|
|
|
int32 CopiedPropertyCount = 0;
|
|
|
|
// The actor's classes should be compatible, right?
|
|
UClass* ActorClass = SourceActor->GetClass();
|
|
check( TargetActor->GetClass()->IsChildOf(ActorClass) );
|
|
|
|
// Get archetype instances for propagation (if requested)
|
|
TArray<AActor*> ArchetypeInstances;
|
|
if( Options.Flags & ECopyOptions::PropagateChangesToArchetypeInstances )
|
|
{
|
|
TArray<UObject*> ObjectArchetypeInstances;
|
|
TargetActor->GetArchetypeInstances(ObjectArchetypeInstances);
|
|
|
|
for (UObject* ObjectArchetype : ObjectArchetypeInstances)
|
|
{
|
|
if (AActor* ActorArchetype = Cast<AActor>(ObjectArchetype))
|
|
{
|
|
ArchetypeInstances.Add(ActorArchetype);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bTransformChanged = false;
|
|
|
|
// Copy non-component properties from the old actor to the new actor
|
|
// @todo sequencer: Most of this block of code was borrowed (pasted) from UEditorEngine::ConvertActors(). If we end up being able to share these code bodies, that would be nice!
|
|
TSet<UObject*> ModifiedObjects;
|
|
for( FProperty* Property = ActorClass->PropertyLink; Property != nullptr; Property = Property->PropertyLinkNext )
|
|
{
|
|
const bool bIsTransient = !!( Property->PropertyFlags & CPF_Transient );
|
|
const bool bIsComponentContainer = !!( Property->PropertyFlags & CPF_ContainsInstancedReference );
|
|
const bool bIsComponentProp = !!( Property->PropertyFlags & ( CPF_InstancedReference | CPF_ContainsInstancedReference ) );
|
|
const bool bIsBlueprintReadonly = !!(Options.Flags & ECopyOptions::FilterBlueprintReadOnly) && !!( Property->PropertyFlags & CPF_BlueprintReadOnly );
|
|
const bool bIsIdentical = Property->Identical_InContainer( SourceActor, TargetActor );
|
|
|
|
if( !bIsTransient && !bIsIdentical && !bIsComponentContainer && !bIsComponentProp && !bIsBlueprintReadonly)
|
|
{
|
|
const bool bIsSafeToCopy = (!( Options.Flags & ECopyOptions::OnlyCopyEditOrInterpProperties ) || ( Property->HasAnyPropertyFlags( CPF_Edit | CPF_Interp ) ))
|
|
&& (!( Options.Flags & ECopyOptions::SkipInstanceOnlyProperties) || ( !Property->HasAllPropertyFlags(CPF_DisableEditOnTemplate) ) );
|
|
if( bIsSafeToCopy )
|
|
{
|
|
if (!Options.CanCopyProperty(*Property, *SourceActor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( !bIsPreviewing )
|
|
{
|
|
if( !ModifiedObjects.Contains(TargetActor) )
|
|
{
|
|
// Start modifying the target object
|
|
TargetActor->Modify();
|
|
ModifiedObjects.Add(TargetActor);
|
|
}
|
|
|
|
if( Options.Flags & ECopyOptions::CallPostEditChangeProperty )
|
|
{
|
|
TargetActor->PreEditChange( Property );
|
|
}
|
|
|
|
// Determine which archetype instances match the current property value of the target actor (before it gets changed). We only want to propagate the change to those instances.
|
|
TArray<UObject*> ArchetypeInstancesToChange;
|
|
if( Options.Flags & ECopyOptions::PropagateChangesToArchetypeInstances )
|
|
{
|
|
for( AActor* ArchetypeInstance : ArchetypeInstances )
|
|
{
|
|
if( ArchetypeInstance != nullptr && Property->Identical_InContainer( ArchetypeInstance, TargetActor ) )
|
|
{
|
|
ArchetypeInstancesToChange.Add( ArchetypeInstance );
|
|
}
|
|
}
|
|
}
|
|
|
|
CopySingleProperty(SourceActor, TargetActor, Property);
|
|
|
|
if( Options.Flags & ECopyOptions::CallPostEditChangeProperty )
|
|
{
|
|
FPropertyChangedEvent PropertyChangedEvent( Property );
|
|
TargetActor->PostEditChangeProperty( PropertyChangedEvent );
|
|
}
|
|
|
|
if( Options.Flags & ECopyOptions::PropagateChangesToArchetypeInstances )
|
|
{
|
|
for( int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstancesToChange.Num(); ++InstanceIndex )
|
|
{
|
|
UObject* ArchetypeInstance = ArchetypeInstancesToChange[InstanceIndex];
|
|
if( ArchetypeInstance != nullptr )
|
|
{
|
|
if( !ModifiedObjects.Contains(ArchetypeInstance) )
|
|
{
|
|
ArchetypeInstance->Modify();
|
|
ModifiedObjects.Add(ArchetypeInstance);
|
|
}
|
|
|
|
CopySingleProperty( TargetActor, ArchetypeInstance, Property );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
++CopiedPropertyCount;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Copy component properties from source to target if they match. Note that the component lists may not be 1-1 due to context-specific components (e.g. editor-only sprites, etc.).
|
|
|
|
TArray<TPair<UActorComponent*, UActorComponent*>> SourceTargetComponentPairs;
|
|
|
|
auto BuildComponentPairs = [&SourceTargetComponentPairs, SourceActor](AActor* PrimaryActor, AActor* SecondaryActor)
|
|
{
|
|
TInlineComponentArray<UActorComponent*> SecondaryComponents(SecondaryActor);
|
|
|
|
const bool bPrimaryIsSource = (PrimaryActor == SourceActor);
|
|
int32 SecondaryComponentIndex = 0;
|
|
for (UActorComponent* PrimaryComponent : PrimaryActor->GetComponents())
|
|
{
|
|
if (PrimaryComponent->CreationMethod == EComponentCreationMethod::UserConstructionScript)
|
|
{
|
|
continue;
|
|
}
|
|
if (UActorComponent* SecondaryComponent = FindMatchingComponentInstance(PrimaryComponent, SecondaryActor, SecondaryComponents, SecondaryComponentIndex))
|
|
{
|
|
if (bPrimaryIsSource)
|
|
{
|
|
SourceTargetComponentPairs.Emplace(PrimaryComponent, SecondaryComponent);
|
|
}
|
|
else
|
|
{
|
|
SourceTargetComponentPairs.Emplace(SecondaryComponent, PrimaryComponent);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
const bool bSourceActorIsCDO = SourceActor->HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject);
|
|
const bool bTargetActorIsCDO = TargetActor->HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject);
|
|
const bool bSourceActorIsBPCDO = bSourceActorIsCDO && ActorClass->HasAllClassFlags(CLASS_CompiledFromBlueprint);
|
|
|
|
// If the source actor is a CDO, then the target actor should drive the collection of components since FindMatchingComponentInstance
|
|
// does work to seek out SCS and ICH components for blueprints
|
|
if (bSourceActorIsCDO)
|
|
{
|
|
BuildComponentPairs(TargetActor, SourceActor);
|
|
}
|
|
else
|
|
{
|
|
BuildComponentPairs(SourceActor, TargetActor);
|
|
}
|
|
|
|
for (const TPair<UActorComponent*, UActorComponent*>& ComponentPair : SourceTargetComponentPairs)
|
|
{
|
|
UActorComponent* SourceComponent = ComponentPair.Key;
|
|
UActorComponent* TargetComponent = ComponentPair.Value;
|
|
|
|
UClass* ComponentClass = SourceComponent->GetClass();
|
|
check( ComponentClass == TargetComponent->GetClass() );
|
|
|
|
// Build a list of matching component archetype instances for propagation (if requested)
|
|
TArray<UActorComponent*> ComponentArchetypeInstances;
|
|
if( Options.Flags & ECopyOptions::PropagateChangesToArchetypeInstances )
|
|
{
|
|
for( AActor* ArchetypeInstance : ArchetypeInstances )
|
|
{
|
|
if( ArchetypeInstance != nullptr )
|
|
{
|
|
UActorComponent* ComponentArchetypeInstance = FindMatchingComponentInstance( TargetComponent, ArchetypeInstance );
|
|
if( ComponentArchetypeInstance != nullptr )
|
|
{
|
|
ComponentArchetypeInstances.AddUnique( ComponentArchetypeInstance );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TSet<const FProperty*> SourceUCSModifiedProperties;
|
|
SourceComponent->GetUCSModifiedProperties(SourceUCSModifiedProperties);
|
|
|
|
TArray<UActorComponent*> ComponentInstancesToReregister;
|
|
|
|
// Copy component properties
|
|
for( FProperty* Property = ComponentClass->PropertyLink; Property != nullptr; Property = Property->PropertyLinkNext )
|
|
{
|
|
const bool bIsTransient = !!( Property->PropertyFlags & CPF_Transient );
|
|
const bool bIsIdentical = Property->Identical_InContainer( SourceComponent, TargetComponent );
|
|
const bool bIsComponent = !!( Property->PropertyFlags & ( CPF_InstancedReference | CPF_ContainsInstancedReference ) );
|
|
const bool bIsTransform =
|
|
Property->GetFName() == USceneComponent::GetRelativeScale3DPropertyName() ||
|
|
Property->GetFName() == USceneComponent::GetRelativeLocationPropertyName() ||
|
|
Property->GetFName() == USceneComponent::GetRelativeRotationPropertyName();
|
|
|
|
auto SourceComponentIsRoot = [&]()
|
|
{
|
|
USceneComponent* RootComponent = SourceActor->GetRootComponent();
|
|
if (SourceComponent == RootComponent)
|
|
{
|
|
return true;
|
|
}
|
|
else if (RootComponent == nullptr && bSourceActorIsBPCDO)
|
|
{
|
|
// If we're dealing with a BP CDO as source, then look at the target for whether this is the root component
|
|
return (TargetComponent == TargetActor->GetRootComponent());
|
|
}
|
|
return false;
|
|
};
|
|
|
|
if( !bIsTransient && !bIsIdentical && !bIsComponent && !SourceUCSModifiedProperties.Contains(Property)
|
|
&& ( !bIsTransform || (!bSourceActorIsCDO && !bTargetActorIsCDO) || !SourceComponentIsRoot() ) )
|
|
{
|
|
const bool bIsSafeToCopy = (!(Options.Flags & ECopyOptions::OnlyCopyEditOrInterpProperties) || (Property->HasAnyPropertyFlags(CPF_Edit | CPF_Interp)))
|
|
&& (!(Options.Flags & ECopyOptions::SkipInstanceOnlyProperties) || (!Property->HasAllPropertyFlags(CPF_DisableEditOnTemplate)));
|
|
if( bIsSafeToCopy )
|
|
{
|
|
if (!Options.CanCopyProperty(*Property, *SourceActor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( !bIsPreviewing )
|
|
{
|
|
if( !ModifiedObjects.Contains(TargetComponent) )
|
|
{
|
|
TargetComponent->UnregisterComponent();
|
|
TargetComponent->SetFlags(RF_Transactional);
|
|
TargetComponent->Modify();
|
|
ModifiedObjects.Add(TargetComponent);
|
|
}
|
|
|
|
if( Options.Flags & ECopyOptions::CallPostEditChangeProperty )
|
|
{
|
|
// @todo simulate: Should we be calling this on the component instead?
|
|
TargetActor->PreEditChange( Property );
|
|
}
|
|
|
|
// Determine which component archetype instances match the current property value of the target component (before it gets changed). We only want to propagate the change to those instances.
|
|
TArray<UActorComponent*> ComponentArchetypeInstancesToChange;
|
|
if( Options.Flags & ECopyOptions::PropagateChangesToArchetypeInstances )
|
|
{
|
|
for (UActorComponent* ComponentArchetypeInstance : ComponentArchetypeInstances)
|
|
{
|
|
if( ComponentArchetypeInstance != nullptr && Property->Identical_InContainer( ComponentArchetypeInstance, TargetComponent ) )
|
|
{
|
|
bool bAdd = true;
|
|
// We also need to double check that either the direct archetype of the target is also identical
|
|
if (ComponentArchetypeInstance->GetArchetype() != TargetComponent)
|
|
{
|
|
UClass* TargetCompClass = TargetComponent->GetClass();
|
|
UActorComponent* CheckComponent = CastChecked<UActorComponent>(ComponentArchetypeInstance->GetArchetype());
|
|
while (CheckComponent != ComponentArchetypeInstance && CheckComponent->GetClass() == TargetCompClass)
|
|
{
|
|
if (!Property->Identical_InContainer( CheckComponent, TargetComponent ))
|
|
{
|
|
bAdd = false;
|
|
break;
|
|
}
|
|
CheckComponent = CastChecked<UActorComponent>(CheckComponent->GetArchetype());
|
|
}
|
|
}
|
|
|
|
if (bAdd)
|
|
{
|
|
ComponentArchetypeInstancesToChange.Add( ComponentArchetypeInstance );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CopySingleProperty(SourceComponent, TargetComponent, Property);
|
|
|
|
// Notify the target one of it's properties might have changed
|
|
TargetComponent->PostReinitProperties();
|
|
|
|
if( Options.Flags & ECopyOptions::CallPostEditChangeProperty )
|
|
{
|
|
FPropertyChangedEvent PropertyChangedEvent( Property );
|
|
TargetActor->PostEditChangeProperty( PropertyChangedEvent );
|
|
}
|
|
|
|
if( Options.Flags & ECopyOptions::PropagateChangesToArchetypeInstances )
|
|
{
|
|
for( int32 InstanceIndex = 0; InstanceIndex < ComponentArchetypeInstancesToChange.Num(); ++InstanceIndex )
|
|
{
|
|
UActorComponent* ComponentArchetypeInstance = ComponentArchetypeInstancesToChange[InstanceIndex];
|
|
if( ComponentArchetypeInstance != nullptr )
|
|
{
|
|
if( !ModifiedObjects.Contains(ComponentArchetypeInstance) )
|
|
{
|
|
// Ensure that this instance will be included in any undo/redo operations, and record it into the transaction buffer.
|
|
// Note: We don't do this for components that originate from script, because they will be re-instanced from the template after an undo, so there is no need to record them.
|
|
if (!ComponentArchetypeInstance->IsCreatedByConstructionScript())
|
|
{
|
|
ComponentArchetypeInstance->SetFlags(RF_Transactional);
|
|
ComponentArchetypeInstance->Modify();
|
|
ModifiedObjects.Add(ComponentArchetypeInstance);
|
|
}
|
|
|
|
// We must also modify the owner, because we'll need script components to be reconstructed as part of an undo operation.
|
|
AActor* Owner = ComponentArchetypeInstance->GetOwner();
|
|
if( Owner != nullptr && !ModifiedObjects.Contains(Owner))
|
|
{
|
|
Owner->Modify();
|
|
ModifiedObjects.Add(Owner);
|
|
}
|
|
}
|
|
|
|
if (ComponentArchetypeInstance->IsRegistered())
|
|
{
|
|
ComponentArchetypeInstance->UnregisterComponent();
|
|
ComponentInstancesToReregister.Add(ComponentArchetypeInstance);
|
|
}
|
|
|
|
CopySingleProperty( TargetComponent, ComponentArchetypeInstance, Property );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
++CopiedPropertyCount;
|
|
|
|
if( bIsTransform )
|
|
{
|
|
bTransformChanged = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (UActorComponent* ModifiedComponentInstance : ComponentInstancesToReregister)
|
|
{
|
|
ModifiedComponentInstance->RegisterComponent();
|
|
}
|
|
}
|
|
|
|
if (!bIsPreviewing && CopiedPropertyCount > 0 && TargetActor->GetClass()->HasAllClassFlags(CLASS_CompiledFromBlueprint))
|
|
{
|
|
if (bTargetActorIsCDO)
|
|
{
|
|
FBlueprintEditorUtils::PostEditChangeBlueprintActors(CastChecked<UBlueprint>(TargetActor->GetClass()->ClassGeneratedBy));
|
|
}
|
|
else
|
|
{
|
|
TargetActor->RerunConstructionScripts();
|
|
}
|
|
}
|
|
|
|
// If one of the changed properties was part of the actor's transformation, then we'll call PostEditMove too.
|
|
if( !bIsPreviewing && bTransformChanged )
|
|
{
|
|
if( Options.Flags & ECopyOptions::CallPostEditMove )
|
|
{
|
|
const bool bFinishedMove = true;
|
|
TargetActor->PostEditMove( bFinishedMove );
|
|
}
|
|
}
|
|
|
|
return CopiedPropertyCount;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// FCachedActorLabels
|
|
|
|
FCachedActorLabels::FCachedActorLabels()
|
|
{
|
|
|
|
}
|
|
|
|
FCachedActorLabels::FCachedActorLabels(UWorld* World, const TSet<AActor*>& IgnoredActors)
|
|
{
|
|
Populate(World, IgnoredActors);
|
|
}
|
|
|
|
void FCachedActorLabels::Populate(UWorld* World, const TSet<AActor*>& IgnoredActors)
|
|
{
|
|
ActorLabels.Empty();
|
|
|
|
for (FActorIterator It(World); It; ++It)
|
|
{
|
|
if (!IgnoredActors.Contains(*It))
|
|
{
|
|
ActorLabels.Add(It->GetActorLabel());
|
|
}
|
|
}
|
|
ActorLabels.Shrink();
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
void ExecuteInvalidateCachedShaders(const TArray< FString >& Args)
|
|
{
|
|
if(Args.Num() == 0)
|
|
{
|
|
// todo: log error, at least one command is needed
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("r.InvalidateCachedShaders failed\nAs this command should not be executed accidentally it requires you to specify an extra parameter."));
|
|
return;
|
|
}
|
|
|
|
FString FileName = FPaths::EngineDir() + TEXT("Shaders/Public/ShaderVersion.ush");
|
|
|
|
FileName = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*FileName);
|
|
|
|
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
|
|
SourceControlProvider.Init();
|
|
|
|
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(FileName, EStateCacheUsage::ForceUpdate);
|
|
if(SourceControlState.IsValid())
|
|
{
|
|
if( SourceControlState->CanCheckout() || SourceControlState->IsCheckedOutOther() )
|
|
{
|
|
if(SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), FileName) == ECommandResult::Failed)
|
|
{
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("r.InvalidateCachedShaders failed\nCouldn't check out \"ShaderVersion.ush\""));
|
|
return;
|
|
}
|
|
}
|
|
else if(!SourceControlState->IsSourceControlled())
|
|
{
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("r.InvalidateCachedShaders failed\n\"ShaderVersion.ush\" is not under source control."));
|
|
}
|
|
else if(SourceControlState->IsCheckedOutOther())
|
|
{
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("r.InvalidateCachedShaders failed\n\"ShaderVersion.ush\" is already checked out by someone else\n(UE SourceControl needs to be fixed to allow multiple checkout.)"));
|
|
return;
|
|
}
|
|
else if(SourceControlState->IsDeleted())
|
|
{
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("r.InvalidateCachedShaders failed\n\"ShaderVersion.ush\" is marked for delete"));
|
|
return;
|
|
}
|
|
}
|
|
|
|
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
|
|
|
IFileHandle* FileHandle = PlatformFile.OpenWrite(*FileName);
|
|
if(FileHandle)
|
|
{
|
|
FString Guid = FString(
|
|
TEXT("// This file is automatically generated by the console command r.InvalidateCachedShaders\n")
|
|
TEXT("// Each time the console command is executed it generates a new GUID. As this file is included\n")
|
|
TEXT("// in Platform.ush (which should be included in any shader) it allows to invalidate the shader DDC.\n")
|
|
TEXT("// \n")
|
|
TEXT("// GUID = "))
|
|
+ FGuid::NewGuid().ToString();
|
|
|
|
FileHandle->Write((const uint8*)TCHAR_TO_ANSI(*Guid), Guid.Len());
|
|
delete FileHandle;
|
|
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("r.InvalidateCachedShaders succeeded\n\"ShaderVersion.ush\" was updated.\n"));
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("r.InvalidateCachedShaders failed\nCouldn't open \"ShaderVersion.ush\".\n"));
|
|
}
|
|
}
|
|
|
|
FAutoConsoleCommand InvalidateCachedShaders(
|
|
TEXT("r.InvalidateCachedShaders"),
|
|
TEXT("Invalidate shader cache by making a unique change to ShaderVersion.ush which is included in common.usf.")
|
|
TEXT("To initiate actual the recompile of all shaders use \"recompileshaders changed\" or press \"Ctrl Shift .\".\n")
|
|
TEXT("The ShaderVersion.ush file should be automatically checked out but it needs to be checked in to have effect on other machines."),
|
|
FConsoleCommandWithArgsDelegate::CreateStatic(ExecuteInvalidateCachedShaders)
|
|
);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
#undef LOCTEXT_NAMESPACE
|