Files
UnrealEngineUWP/Engine/Source/Editor/PlacementMode/Private/PlacementModeModule.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

571 lines
22 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PlacementModeModule.h"
#include "Misc/ConfigCacheIni.h"
#include "Modules/ModuleManager.h"
#include "UObject/Object.h"
#include "Misc/Guid.h"
#include "UObject/Class.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "Textures/SlateIcon.h"
#include "EditorStyleSet.h"
#include "GameFramework/Actor.h"
#include "ActorFactories/ActorFactory.h"
#include "ActorFactories/ActorFactoryAtmosphericFog.h"
#include "ActorFactories/ActorFactoryBoxReflectionCapture.h"
#include "ActorFactories/ActorFactoryBoxVolume.h"
#include "ActorFactories/ActorFactoryCharacter.h"
#include "ActorFactories/ActorFactoryDeferredDecal.h"
#include "ActorFactories/ActorFactoryDirectionalLight.h"
#include "ActorFactories/ActorFactoryEmptyActor.h"
#include "ActorFactories/ActorFactoryPawn.h"
#include "ActorFactories/ActorFactoryExponentialHeightFog.h"
#include "ActorFactories/ActorFactorySkyAtmosphere.h"
#include "ActorFactories/ActorFactoryPlayerStart.h"
#include "ActorFactories/ActorFactoryPointLight.h"
#include "ActorFactories/ActorFactorySpotLight.h"
#include "ActorFactories/ActorFactoryRectLight.h"
#include "ActorFactories/ActorFactorySkyLight.h"
#include "ActorFactories/ActorFactorySphereReflectionCapture.h"
#include "ActorFactories/ActorFactoryBasicShape.h"
#include "ActorFactories/ActorFactoryTriggerBox.h"
#include "ActorFactories/ActorFactoryTriggerSphere.h"
#include "Engine/BrushBuilder.h"
#include "Engine/Brush.h"
#include "Engine/StaticMesh.h"
#include "GameFramework/Volume.h"
#include "Engine/PostProcessVolume.h"
#include "AssetData.h"
#include "EditorModeRegistry.h"
#include "EditorModes.h"
#include "IAssetTools.h"
#include "IAssetTypeActions.h"
#include "AssetRegistryModule.h"
#include "ActorPlacementInfo.h"
#include "IPlacementModeModule.h"
#include "PlacementMode.h"
#include "AssetToolsModule.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "ActorFactories/ActorFactoryPlanarReflection.h"
TOptional<FLinearColor> GetBasicShapeColorOverride()
{
// Get color for basic shapes. It should appear like all the other basic types
static TOptional<FLinearColor> BasicShapeColorOverride;
if (!BasicShapeColorOverride.IsSet())
{
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
TSharedPtr<IAssetTypeActions> AssetTypeActions;
AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(UClass::StaticClass()).Pin();
if (AssetTypeActions.IsValid())
{
BasicShapeColorOverride = TOptional<FLinearColor>(AssetTypeActions->GetTypeColor());
}
}
return BasicShapeColorOverride;
}
void FPlacementModeModule::StartupModule()
{
TArray< FString > RecentlyPlacedAsStrings;
GConfig->GetArray(TEXT("PlacementMode"), TEXT("RecentlyPlaced"), RecentlyPlacedAsStrings, GEditorPerProjectIni);
//FString ActivePaletteName;
//GConfig->GetString( TEXT( "PlacementMode" ), TEXT( "ActivePalette" ), ActivePaletteName, GEditorPerProjectIni );
for (int Index = 0; Index < RecentlyPlacedAsStrings.Num(); Index++)
{
RecentlyPlaced.Add(FActorPlacementInfo(RecentlyPlacedAsStrings[Index]));
}
FEditorModeRegistry::Get().RegisterMode<FPlacementMode>(
FBuiltinEditorModes::EM_Placement,
NSLOCTEXT("PlacementMode", "DisplayName", "Place"),
FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.PlacementMode", "LevelEditor.PlacementMode.Small"),
true, 0);
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
AssetRegistryModule.Get().OnAssetRemoved().AddRaw(this, &FPlacementModeModule::OnAssetRemoved);
AssetRegistryModule.Get().OnAssetRenamed().AddRaw(this, &FPlacementModeModule::OnAssetRenamed);
AssetRegistryModule.Get().OnAssetAdded().AddRaw(this, &FPlacementModeModule::OnAssetAdded);
TOptional<FLinearColor> BasicShapeColorOverride = GetBasicShapeColorOverride();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "RecentlyPlaced", "Recently Placed"),
FBuiltInPlacementCategories::RecentlyPlaced(),
TEXT("PMRecentlyPlaced"),
TNumericLimits<int32>::Lowest(),
false
)
);
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Basic();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "Basic", "Basic"),
CategoryName,
TEXT("PMBasic"),
10
)
);
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryEmptyActor::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryCharacter::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPawn::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPointLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPlayerStart::StaticClass(), SortOrder += 10)));
// Cube
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCube.ToString())), FName("ClassThumbnail.Cube"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Cube", "Cube"))));
// Sphere
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicSphere.ToString())), FName("ClassThumbnail.Sphere"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Sphere", "Sphere"))));
// Cylinder
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCylinder.ToString())), FName("ClassThumbnail.Cylinder"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Cylinder", "Cylinder"))));
// Cone
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCone.ToString())), FName("ClassThumbnail.Cone"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Cone", "Cone"))));
// Plane
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicPlane.ToString())), FName("ClassThumbnail.Plane"), BasicShapeColorOverride, SortOrder += 10, NSLOCTEXT("PlacementMode", "Plane", "Plane"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryTriggerBox::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryTriggerSphere::StaticClass(), SortOrder += 10)));
}
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Lights();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "Lights", "Lights"),
CategoryName,
TEXT("PMLights"),
20
)
);
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryDirectionalLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPointLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactorySpotLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryRectLight::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactorySkyLight::StaticClass(), SortOrder += 10)));
}
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Visual();
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "VisualEffects", "Visual Effects"),
CategoryName,
TEXT("PMVisual"),
30
)
);
UActorFactory* PPFactory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), APostProcessVolume::StaticClass());
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(PPFactory, FAssetData(APostProcessVolume::StaticClass()), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactorySkyAtmosphere::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryExponentialHeightFog::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactorySphereReflectionCapture::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBoxReflectionCapture::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPlanarReflection::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryDeferredDecal::StaticClass(), SortOrder += 10)));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryAtmosphericFog::StaticClass(), SortOrder += 10)));
}
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "Volumes", "Volumes"),
FBuiltInPlacementCategories::Volumes(),
TEXT("PMVolumes"),
40
)
);
RegisterPlacementCategory(
FPlacementCategoryInfo(
NSLOCTEXT("PlacementMode", "AllClasses", "All Classes"),
FBuiltInPlacementCategories::AllClasses(),
TEXT("PMAllClasses"),
50
)
);
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicCube.ToString(), TEXT("ClassThumbnail.Cube"));
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicSphere.ToString(), TEXT("ClassThumbnail.Sphere"));
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicCylinder.ToString(), TEXT("ClassThumbnail.Cylinder"));
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicCone.ToString(), TEXT("ClassThumbnail.Cone"));
BasicShapeThumbnails.Add(UActorFactoryBasicShape::BasicPlane.ToString(), TEXT("ClassThumbnail.Plane"));
}
void FPlacementModeModule::PreUnloadCallback()
{
FEditorModeRegistry::Get().UnregisterMode(FBuiltinEditorModes::EM_Placement);
FAssetRegistryModule* AssetRegistryModule = FModuleManager::GetModulePtr<FAssetRegistryModule>("AssetRegistry");
if (AssetRegistryModule)
{
AssetRegistryModule->Get().OnAssetRemoved().RemoveAll(this);
AssetRegistryModule->Get().OnAssetRenamed().RemoveAll(this);
AssetRegistryModule->Get().OnAssetAdded().RemoveAll(this);
}
}
void FPlacementModeModule::AddToRecentlyPlaced(const TArray<UObject *>& PlacedObjects, UActorFactory* FactoryUsed /* = NULL */)
{
FString FactoryPath;
if (FactoryUsed != NULL)
{
FactoryPath = FactoryUsed->GetPathName();
}
TArray< UObject* > FilteredPlacedObjects;
for (UObject* PlacedObject : PlacedObjects)
{
// Don't include null placed objects that just have factories.
if (PlacedObject == NULL)
{
continue;
}
// Don't add brush builders to the recently placed.
if (PlacedObject->IsA(UBrushBuilder::StaticClass()))
{
continue;
}
FilteredPlacedObjects.Add(PlacedObject);
}
// Don't change the recently placed if nothing passed the filter.
if (FilteredPlacedObjects.Num() == 0)
{
return;
}
bool Changed = false;
for (int Index = 0; Index < FilteredPlacedObjects.Num(); Index++)
{
Changed |= RecentlyPlaced.Remove(FActorPlacementInfo(FilteredPlacedObjects[Index]->GetPathName(), FactoryPath)) > 0;
}
for (int Index = 0; Index < FilteredPlacedObjects.Num(); Index++)
{
if (FilteredPlacedObjects[Index] != NULL)
{
RecentlyPlaced.Insert(FActorPlacementInfo(FilteredPlacedObjects[Index]->GetPathName(), FactoryPath), 0);
Changed = true;
}
}
for (int Index = RecentlyPlaced.Num() - 1; Index >= 20; Index--)
{
RecentlyPlaced.RemoveAt(Index);
Changed = true;
}
if (Changed)
{
TArray< FString > RecentlyPlacedAsStrings;
for (int Index = 0; Index < RecentlyPlaced.Num(); Index++)
{
RecentlyPlacedAsStrings.Add(RecentlyPlaced[Index].ToString());
}
GConfig->SetArray(TEXT("PlacementMode"), TEXT("RecentlyPlaced"), RecentlyPlacedAsStrings, GEditorPerProjectIni);
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
}
}
void FPlacementModeModule::OnAssetRemoved(const FAssetData&)
{
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::OnAssetRenamed(const FAssetData& AssetData, const FString& OldObjectPath)
{
for (auto& RecentlyPlacedItem : RecentlyPlaced)
{
if (RecentlyPlacedItem.ObjectPath == OldObjectPath)
{
RecentlyPlacedItem.ObjectPath = AssetData.ObjectPath.ToString();
break;
}
}
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::OnAssetAdded(const FAssetData& AssetData)
{
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::AddToRecentlyPlaced(UObject* Asset, UActorFactory* FactoryUsed /* = NULL */)
{
TArray< UObject* > Assets;
Assets.Add(Asset);
AddToRecentlyPlaced(Assets, FactoryUsed);
}
bool FPlacementModeModule::RegisterPlacementCategory(const FPlacementCategoryInfo& Info)
{
if (Categories.Contains(Info.UniqueHandle))
{
return false;
}
Categories.Add(Info.UniqueHandle, Info);
return true;
}
void FPlacementModeModule::UnregisterPlacementCategory(FName Handle)
{
Categories.Remove(Handle);
}
void FPlacementModeModule::GetSortedCategories(TArray<FPlacementCategoryInfo>& OutCategories) const
{
TArray<FName> SortedNames;
Categories.GenerateKeyArray(SortedNames);
SortedNames.Sort([&](const FName& A, const FName& B) {
return Categories[A].SortOrder < Categories[B].SortOrder;
});
OutCategories.Reset(Categories.Num());
for (const FName& Name : SortedNames)
{
OutCategories.Add(Categories[Name]);
}
}
TOptional<FPlacementModeID> FPlacementModeModule::RegisterPlaceableItem(FName CategoryName, const TSharedRef<FPlaceableItem>& InItem)
{
FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category && !Category->CustomGenerator)
{
FPlacementModeID ID = CreateID(CategoryName);
Category->Items.Add(ID.UniqueID, InItem);
return ID;
}
return TOptional<FPlacementModeID>();
}
void FPlacementModeModule::UnregisterPlaceableItem(FPlacementModeID ID)
{
FPlacementCategory* Category = Categories.Find(ID.Category);
if (Category)
{
Category->Items.Remove(ID.UniqueID);
}
}
void FPlacementModeModule::GetItemsForCategory(FName CategoryName, TArray<TSharedPtr<FPlaceableItem>>& OutItems) const
{
const FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category)
{
for (auto& Pair : Category->Items)
{
OutItems.Add(Pair.Value);
}
}
}
void FPlacementModeModule::GetFilteredItemsForCategory(FName CategoryName, TArray<TSharedPtr<FPlaceableItem>>& OutItems, TFunctionRef<bool(const TSharedPtr<FPlaceableItem> &)> Filter) const
{
const FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category)
{
for (auto& Pair : Category->Items)
{
if (Filter(Pair.Value))
{
OutItems.Add(Pair.Value);
}
}
}
}
void FPlacementModeModule::RegenerateItemsForCategory(FName Category)
{
if (Category == FBuiltInPlacementCategories::RecentlyPlaced())
{
RefreshRecentlyPlaced();
}
else if (Category == FBuiltInPlacementCategories::Volumes())
{
RefreshVolumes();
}
else if (Category == FBuiltInPlacementCategories::AllClasses())
{
RefreshAllPlaceableClasses();
}
PlacementModeCategoryRefreshed.Broadcast(Category);
}
void FPlacementModeModule::RefreshRecentlyPlaced()
{
FName CategoryName = FBuiltInPlacementCategories::RecentlyPlaced();
FPlacementCategory* Category = Categories.Find(CategoryName);
if (!Category)
{
return;
}
Category->Items.Reset();
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
for (const FActorPlacementInfo& RecentlyPlacedItem : RecentlyPlaced)
{
UObject* Asset = FindObject<UObject>(nullptr, *RecentlyPlacedItem.ObjectPath);
// If asset is pending delete, it will not be marked as RF_Standalone, in which case we skip it
if (Asset != nullptr && Asset->HasAnyFlags(RF_Standalone))
{
FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(*RecentlyPlacedItem.ObjectPath);
if (AssetData.IsValid())
{
UActorFactory* Factory = FindObject<UActorFactory>(nullptr, *RecentlyPlacedItem.Factory);
TSharedPtr<FPlaceableItem> Ptr = MakeShareable(new FPlaceableItem(Factory, AssetData));
if (FString* FoundThumbnail = BasicShapeThumbnails.Find(RecentlyPlacedItem.ObjectPath))
{
Ptr->ClassThumbnailBrushOverride = FName(**FoundThumbnail);
Ptr->bAlwaysUseGenericThumbnail = true;
Ptr->AssetTypeColorOverride = GetBasicShapeColorOverride();
}
Category->Items.Add(CreateID(), Ptr);
}
}
}
}
void FPlacementModeModule::RefreshVolumes()
{
FName CategoryName = FBuiltInPlacementCategories::Volumes();
FPlacementCategory* Category = Categories.Find(CategoryName);
if (!Category)
{
return;
}
Category->Items.Reset();
// Add loaded classes
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
const UClass* Class = *ClassIt;
if (!Class->HasAllClassFlags(CLASS_NotPlaceable) &&
!Class->HasAnyClassFlags(CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists) &&
Class->IsChildOf(AVolume::StaticClass()) &&
Class->ClassGeneratedBy == nullptr)
{
UActorFactory* Factory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), Class);
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(Factory, FAssetData(Class))));
}
}
}
void FPlacementModeModule::RefreshAllPlaceableClasses()
{
FName CategoryName = FBuiltInPlacementCategories::AllClasses();
// Unregister old stuff
FPlacementCategory* Category = Categories.Find(CategoryName);
if (!Category)
{
return;
}
Category->Items.Reset();
// Manually add some special cases that aren't added below
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryEmptyActor::StaticClass())));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryCharacter::StaticClass())));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryPawn::StaticClass())));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCube.ToString())), FName("ClassThumbnail.Cube"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Cube", "Cube"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicSphere.ToString())), FName("ClassThumbnail.Sphere"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Sphere", "Sphere"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCylinder.ToString())), FName("ClassThumbnail.Cylinder"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Cylinder", "Cylinder"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCone.ToString())), FName("ClassThumbnail.Cone"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Cone", "Cone"))));
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicPlane.ToString())), FName("ClassThumbnail.Plane"), GetBasicShapeColorOverride(), TOptional<int32>(), NSLOCTEXT("PlacementMode", "Plane", "Plane"))));
// Make a map of UClasses to ActorFactories that support them
const TArray< UActorFactory *>& ActorFactories = GEditor->ActorFactories;
TMap<UClass*, UActorFactory*> ActorFactoryMap;
for (int32 FactoryIdx = 0; FactoryIdx < ActorFactories.Num(); ++FactoryIdx)
{
UActorFactory* ActorFactory = ActorFactories[FactoryIdx];
if (ActorFactory)
{
ActorFactoryMap.Add(ActorFactory->GetDefaultActorClass(FAssetData()), ActorFactory);
}
}
FAssetData NoAssetData;
FText UnusedErrorMessage;
// Add loaded classes
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
// Don't offer skeleton classes
bool bIsSkeletonClass = FKismetEditorUtilities::IsClassABlueprintSkeleton(*ClassIt);
if (!ClassIt->HasAllClassFlags(CLASS_NotPlaceable) &&
!ClassIt->HasAnyClassFlags(CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists) &&
ClassIt->IsChildOf(AActor::StaticClass()) &&
(!ClassIt->IsChildOf(ABrush::StaticClass()) || ClassIt->IsChildOf(AVolume::StaticClass())) &&
!bIsSkeletonClass)
{
UActorFactory* ActorFactory = ActorFactoryMap.FindRef(*ClassIt);
const bool IsVolume = ClassIt->IsChildOf(AVolume::StaticClass());
if (IsVolume)
{
ActorFactory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), *ClassIt);
}
else if (ActorFactory && !ActorFactory->CanCreateActorFrom(NoAssetData, UnusedErrorMessage))
{
continue;
}
Category->Items.Add(CreateID(), MakeShareable(new FPlaceableItem(ActorFactory, FAssetData(*ClassIt))));
}
}
}
FGuid FPlacementModeModule::CreateID()
{
return FGuid::NewGuid();
}
FPlacementModeID FPlacementModeModule::CreateID(FName InCategory)
{
FPlacementModeID NewID;
NewID.UniqueID = CreateID();
NewID.Category = InCategory;
return NewID;
}