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#jira UETOOL-3823 #rb lonnie.li #preflight 617b1aea5794a500014f544a #ROBOMERGE-AUTHOR: michael.balzer #ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17972256 by michael balzer in ue5-release-engine-test branch]
79 lines
2.2 KiB
C++
79 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PropertySets/OnAcceptProperties.h"
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#include "GameFramework/Actor.h"
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#include "UObject/UObjectGlobals.h"
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#include "InteractiveToolManager.h"
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#define LOCTEXT_NAMESPACE "UOnAcceptHandleSourcesProperties"
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void UOnAcceptHandleSourcesPropertiesBase::ApplyMethod(const TArray<AActor*>& Actors, UInteractiveToolManager* ToolManager, const AActor* MustKeepActor)
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{
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const EHandleSourcesMethod HandleInputs = GetHandleInputs();
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// Hide or destroy the sources
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bool bKeepSources = HandleInputs == EHandleSourcesMethod::KeepSources;
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if (Actors.Num() == 1 && (HandleInputs == EHandleSourcesMethod::KeepFirstSource || HandleInputs == EHandleSourcesMethod::KeepLastSource))
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{
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// if there's only one actor, keeping any source == keeping all sources
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bKeepSources = true;
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}
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if (!bKeepSources)
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{
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bool bDelete = HandleInputs == EHandleSourcesMethod::DeleteSources
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|| HandleInputs == EHandleSourcesMethod::KeepFirstSource
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|| HandleInputs == EHandleSourcesMethod::KeepLastSource;
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if (bDelete)
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{
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ToolManager->BeginUndoTransaction(LOCTEXT("RemoveSources", "Remove Inputs"));
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}
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else
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{
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#if WITH_EDITOR
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ToolManager->BeginUndoTransaction(LOCTEXT("HideSources", "Hide Inputs"));
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#endif
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}
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const int32 ActorIdxBegin = HandleInputs == EHandleSourcesMethod::KeepFirstSource ? 1 : 0;
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const int32 ActorIdxEnd = HandleInputs == EHandleSourcesMethod::KeepLastSource ? Actors.Num() - 1 : Actors.Num();
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for (int32 ActorIdx = ActorIdxBegin; ActorIdx < ActorIdxEnd; ActorIdx++)
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{
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AActor* Actor = Actors[ActorIdx];
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if (Actor == MustKeepActor)
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{
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continue;
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}
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if (bDelete)
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{
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Actor->Destroy();
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}
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else
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{
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#if WITH_EDITOR
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// Save the actor to the transaction buffer to support undo/redo, but do
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// not call Modify, as we do not want to dirty the actor's package and
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// we're only editing temporary, transient values
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SaveToTransactionBuffer(Actor, false);
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Actor->SetIsTemporarilyHiddenInEditor(true);
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#endif
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}
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}
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if (bDelete)
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{
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ToolManager->EndUndoTransaction();
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}
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else
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{
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#if WITH_EDITOR
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ToolManager->EndUndoTransaction();
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#endif
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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