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- Fixed hashing when adding shared fragment for smart object slot definition - Added per slot Runtime Tags - Added common event handling for Smart Object and Slot changes and events - Added annotations, which are slot definition data that has visualization - Added linked slot annotation which allows behavior reuse on slots - Added editor only ID for each slot so that they can be identified during edits - Added SmartObject slot reference type that can be used to reference other slots in the Smart Object - Changed Smart Object bDisable to bEnabled - Added separate enabled state for slots - Changed Smart Object disable to send an event, not forcefully unclaim - Added more visualization support for Smart Object editor (canvas, visualize annotations) - Changed Smart Object editor to use the commonly transform for slots - Remove Smart Object Component instance from the asset editor as it was not needed #rb Stephen.Holmes #preflight 6360f0cf63608aee36e01ba5 [CL 22888712 by mikko mononen in ue5-main branch]
56 lines
2.1 KiB
C++
56 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Tools/BaseAssetToolkit.h"
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#include "AdvancedPreviewScene.h"
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class FEditorViewportClient;
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class UAssetEditor;
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class SMARTOBJECTSEDITORMODULE_API FSmartObjectAssetToolkit : public FBaseAssetToolkit, public FGCObject
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{
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public:
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explicit FSmartObjectAssetToolkit(UAssetEditor* InOwningAssetEditor);
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virtual TSharedPtr<FEditorViewportClient> CreateEditorViewportClient() const override;
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protected:
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virtual void PostInitAssetEditor() override;
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virtual void RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager) override;
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virtual void OnClose() override;
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virtual void AddReferencedObjects(FReferenceCollector& Collector) override;
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virtual FString GetReferencerName() const override
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{
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return TEXT("FSmartObjectAssetToolkit");
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}
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private:
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/** Callback to detect changes in number of slot to keep gizmos in sync. */
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void OnPropertyChanged(UObject* ObjectBeingModified, FPropertyChangedEvent& PropertyChangedEvent) const;
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/** Creates a tab allowing the user to select a mesh or actor template to spawn in the preview scene. */
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TSharedRef<SDockTab> SpawnTab_PreviewSettings(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_SceneViewport(const FSpawnTabArgs& Args);
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/** Additional Tab to select mesh/actor to add a 3D preview in the scene. */
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static const FName PreviewSettingsTabID;
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static const FName SceneViewportTabID;
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/** Scene in which the 3D preview of the asset lives. */
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TUniquePtr<FAdvancedPreviewScene> AdvancedPreviewScene;
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/** Typed pointer to the custom ViewportClient created by the toolkit. */
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mutable TSharedPtr<class FSmartObjectAssetEditorViewportClient> SmartObjectViewportClient;
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/** Object path of an actor picked from the current level Editor to spawn a preview in the scene. */
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FString PreviewActorObjectPath;
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/** Object path of a mesh selected from the content to spawn a preview in the scene. */
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FString PreviewMeshObjectPath;
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/** Class of the template actor to spawn a preview in the scene. */
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TWeakObjectPtr<const UClass> PreviewActorClass;
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};
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