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#rb richard.malo, jeanfrancois.dube #preflight 61e85213e543b825456ffd56 #ROBOMERGE-AUTHOR: patrick.enfedaque #ROBOMERGE-SOURCE: CL 18661183 in //UE5/Release-5.0/... via CL 18661218 via CL 18661253 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592) [CL 18661281 by patrick enfedaque in ue5-main branch]
231 lines
6.9 KiB
C++
231 lines
6.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LandscapeModule.h"
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#include "Serialization/CustomVersion.h"
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#include "Modules/ModuleManager.h"
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#include "UObject/UObjectHash.h"
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#include "UObject/Package.h"
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#include "Engine/World.h"
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#include "Materials/MaterialInterface.h"
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#include "LandscapeComponent.h"
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#include "LandscapeVersion.h"
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#include "LandscapeInfoMap.h"
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#include "Materials/MaterialInstance.h"
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#include "LandscapeProxy.h"
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#include "Landscape.h"
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#include "LandscapeRender.h"
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#include "LandscapeSplineActor.h"
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#include "Engine/Texture2D.h"
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#include "EngineUtils.h"
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// Register the custom version with core
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FCustomVersionRegistration GRegisterLandscapeCustomVersion(FLandscapeCustomVersion::GUID, FLandscapeCustomVersion::LatestVersion, TEXT("Landscape"));
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class FLandscapeModule : public IModuleInterface
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{
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public:
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/** IModuleInterface implementation */
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void StartupModule() override;
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void ShutdownModule() override;
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private:
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void OnPostEngineInit();
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void OnEnginePreExit();
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private:
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TSharedPtr<FLandscapeSceneViewExtension, ESPMode::ThreadSafe> SceneViewExtension;
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};
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/**
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* Add landscape-specific per-world data.
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*
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* @param World A pointer to world that this data should be created for.
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*/
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void AddPerWorldLandscapeData(UWorld* World)
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{
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EObjectFlags NewLandscapeDataFlags = RF_NoFlags;
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if (!World->PerModuleDataObjects.FindItemByClass<ULandscapeInfoMap>())
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{
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if (World->HasAnyFlags(RF_Transactional))
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{
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NewLandscapeDataFlags = RF_Transactional;
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}
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ULandscapeInfoMap* InfoMap = NewObject<ULandscapeInfoMap>(GetTransientPackage(), NAME_None, NewLandscapeDataFlags);
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InfoMap->World = World;
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World->PerModuleDataObjects.Add(InfoMap);
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}
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}
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/**
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* Function that will fire every time a world is created.
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*
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* @param World A world that was created.
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* @param IVS Initialization values.
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*/
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void WorldCreationEventFunction(UWorld* World)
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{
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AddPerWorldLandscapeData(World);
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}
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/**
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* Function that will fire every time a world is destroyed.
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*
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* @param World A world that's being destroyed.
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*/
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void WorldDestroyEventFunction(UWorld* World)
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{
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World->PerModuleDataObjects.RemoveAll(
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[](UObject* Object)
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{
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return Object != nullptr && Object->IsA(ULandscapeInfoMap::StaticClass());
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}
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);
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}
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#if WITH_EDITOR
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/**
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* Gets array of Landscape-specific textures and materials connected with given
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* level.
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*
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* @param Level Level to search textures and materials in.
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* @param OutTexturesAndMaterials (Output parameter) Array to fill.
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*/
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void GetLandscapeTexturesAndMaterials(ULevel* Level, TArray<UObject*>& OutTexturesAndMaterials)
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{
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TArray<UObject*> ObjectsInLevel;
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const bool bIncludeNestedObjects = true;
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GetObjectsWithOuter(Level, ObjectsInLevel, bIncludeNestedObjects);
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for (auto* ObjInLevel : ObjectsInLevel)
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{
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ULandscapeComponent* LandscapeComponent = Cast<ULandscapeComponent>(ObjInLevel);
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if (LandscapeComponent)
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{
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LandscapeComponent->GetGeneratedTexturesAndMaterialInstances(OutTexturesAndMaterials);
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}
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}
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}
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/**
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* A function that fires everytime a world is renamed.
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*
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* @param World A world that was renamed.
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* @param InName New world name.
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* @param NewOuter New outer of the world after rename.
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* @param Flags Rename flags.
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* @param bShouldFailRename (Output parameter) If you set it to true, then the renaming process should fail.
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*/
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void WorldRenameEventFunction(UWorld* World, const TCHAR* InName, UObject* NewOuter, ERenameFlags Flags, bool& bShouldFailRename)
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{
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// Also rename all textures and materials used by landscape components
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TArray<UObject*> LandscapeTexturesAndMaterials;
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GetLandscapeTexturesAndMaterials(World->PersistentLevel, LandscapeTexturesAndMaterials);
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UPackage* PersistentLevelPackage = World->PersistentLevel->GetOutermost();
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for (auto* OldTexOrMat : LandscapeTexturesAndMaterials)
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{
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// Now that landscape textures and materials are properly parented, this should not be necessary anymore
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if (OldTexOrMat && OldTexOrMat->GetOuter() == PersistentLevelPackage)
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{
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// The names for these objects are not important, just generate a new name to avoid collisions
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if (!OldTexOrMat->Rename(nullptr, NewOuter, Flags))
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{
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bShouldFailRename = true;
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}
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}
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}
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}
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#endif
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/**
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* A function that fires everytime a world is duplicated.
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*
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* If there are some objects duplicated during this event fill out
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* ReplacementMap and ObjectsToFixReferences in order to properly fix
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* references in objects created during this duplication.
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*
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* @param World A world that was duplicated.
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* @param bDuplicateForPIE If this duplication was done for PIE.
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* @param ReplacementMap Replacement map (i.e. old object -> new object).
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* @param ObjectsToFixReferences Array of objects that may contain bad
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* references to old objects.
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*/
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void WorldDuplicateEventFunction(UWorld* World, bool bDuplicateForPIE, TMap<UObject*, UObject*>& ReplacementMap, TArray<UObject*>& ObjectsToFixReferences)
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{
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int32 Index;
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ULandscapeInfoMap* InfoMap;
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if (World->PerModuleDataObjects.FindItemByClass(&InfoMap, &Index))
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{
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ULandscapeInfoMap* NewInfoMap = Cast<ULandscapeInfoMap>( StaticDuplicateObject(InfoMap, InfoMap->GetOuter()) );
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NewInfoMap->World = World;
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World->PerModuleDataObjects[Index] = NewInfoMap;
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}
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else
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{
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AddPerWorldLandscapeData(World);
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}
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#if WITH_EDITOR
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// Fixup LandscapeGuid on World duplication
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if (!bDuplicateForPIE && !IsRunningCommandlet())
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{
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TMap<FGuid, FGuid> NewLandscapeGuids;
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for (ALandscapeProxy* Proxy : TActorRange<ALandscapeProxy>(World, ALandscapeProxy::StaticClass(), EActorIteratorFlags::SkipPendingKill))
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{
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FGuid& NewGuid = NewLandscapeGuids.FindOrAdd(Proxy->GetLandscapeGuid(), FGuid::NewGuid());
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Proxy->SetLandscapeGuid(NewGuid);
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}
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for (ALandscapeSplineActor* SplineActor : TActorRange<ALandscapeSplineActor>(World, ALandscapeSplineActor::StaticClass(), EActorIteratorFlags::SkipPendingKill))
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{
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FGuid& NewGuid = NewLandscapeGuids.FindOrAdd(SplineActor->GetLandscapeGuid(), FGuid::NewGuid());
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SplineActor->SetLandscapeGuid(NewGuid);
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}
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}
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#endif
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}
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void FLandscapeModule::StartupModule()
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{
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FWorldDelegates::OnPostWorldCreation.AddStatic(
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&WorldCreationEventFunction
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);
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FWorldDelegates::OnPreWorldFinishDestroy.AddStatic(
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&WorldDestroyEventFunction
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);
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#if WITH_EDITOR
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FWorldDelegates::OnPreWorldRename.AddStatic(
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&WorldRenameEventFunction
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);
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#endif // WITH_EDITOR
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FWorldDelegates::OnPostDuplicate.AddStatic(
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&WorldDuplicateEventFunction
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);
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FCoreDelegates::OnPostEngineInit.AddRaw(this, &FLandscapeModule::OnPostEngineInit);
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FCoreDelegates::OnEnginePreExit.AddRaw(this, &FLandscapeModule::OnEnginePreExit);
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}
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void FLandscapeModule::OnPostEngineInit()
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{
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check(!SceneViewExtension.IsValid());
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SceneViewExtension = FSceneViewExtensions::NewExtension<FLandscapeSceneViewExtension>();
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}
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void FLandscapeModule::OnEnginePreExit()
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{
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check(SceneViewExtension.IsValid());
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SceneViewExtension.Reset();
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}
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void FLandscapeModule::ShutdownModule()
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{
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FCoreDelegates::OnEnginePreExit.RemoveAll(this);
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FCoreDelegates::OnPostEngineInit.RemoveAll(this);
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}
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IMPLEMENT_MODULE(FLandscapeModule, Landscape);
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