Files
UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Jerome Delattre 3d4310d84b Expose BuildLightMaps command to python and blueprint utilities
#preflight 6283e68b024d020b2d657a97
#rb Juan.Canada, Yujiang.Wang
#jira none

[CL 20248191 by Jerome Delattre in ue5-main branch]
2022-05-17 14:36:34 -04:00

165 lines
7.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EditorSubsystem.h"
#include "IActorEditorContextClient.h"
#include "Engine/EngineTypes.h"
#include "LevelEditorSubsystem.generated.h"
class UTypedElementSelectionSet;
struct FToolMenuContext;
class FEditorModeTools;
/**
* ULevelEditorSubsystem
* Subsystem for exposing Level Editor related functionality to scripts
*/
UCLASS()
class LEVELEDITOR_API ULevelEditorSubsystem : public UEditorSubsystem, public IActorEditorContextClient
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
void ExtendQuickActionMenu();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta=(DevelopmentOnly))
void PilotLevelActor(AActor* ActorToPilot, FName ViewportConfigKey = NAME_None);
void PilotLevelActor(const FToolMenuContext& InContext);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EjectPilotLevelActor(FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta=(DevelopmentOnly))
AActor* GetPilotLevelActor(FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorPlaySimulate();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorInvalidateViewports();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorSetGameView(bool bGameView, FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
bool EditorGetGameView(FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorRequestEndPlay();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
bool IsInPlayInEditor() const;
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
TArray<FName> GetViewportConfigKeys();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
FName GetActiveViewportConfigKey();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void SetAllowsCinematicControl(bool bAllow, FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
bool GetAllowsCinematicControl(FName ViewportConfigKey = NAME_None);
/**
* Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level.
* @param AssetPath Asset Path of where the level will be saved.
* ie. /Game/MyFolder/MyAsset
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool NewLevel(const FString& AssetPath);
/**
* Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level.
* @param AssetPath Asset Path of where the level will be saved.
* ie. /Game/MyFolder/MyAsset
* @param TemplateAssetPath Level to be used as Template.
* ie. /Game/MyFolder/MyAsset
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool NewLevelFromTemplate(const FString& AssetPath, const FString& TemplateAssetPath);
/**
* Close the current Persistent Level (without saving it). Loads the specified level.
* @param AssetPath Asset Path of the level to be loaded.
* ie. /Game/MyFolder/MyAsset
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool LoadLevel(const FString& AssetPath);
/**
* Saves the specified Level. Must already be saved at lease once to have a valid path.
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool SaveCurrentLevel();
/**
* Saves all Level currently loaded by the World Editor.
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool SaveAllDirtyLevels();
/**
* Set the current level used by the world editor.
* If more than one level shares the same name, the first one encounter of that level name will be used.
* @param LevelName The name of the Level the actor belongs to (same name as in the ContentBrowser).
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool SetCurrentLevelByName(FName LevelName);
/**
* Get the current level used by the world editor.
* @return The current level
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
ULevel* GetCurrentLevel();
/**
* Get the level Editor typed element selection set for the current world
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
UTypedElementSelectionSet* GetSelectionSet();
/**
* Build Light Maps and optionally the reflection captures.
* @param Quality One of the enum LightingBuildQuality value. Default is Quality_Production.
* @param bWithReflectionCaptures Build the related reflection captures after building the light maps.
* @return True if build was successful.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool BuildLightMaps(ELightingBuildQuality Quality = ELightingBuildQuality::Quality_Production, bool bWithReflectionCaptures = false);
/**
* Gets the global level editor mode manager, if we have one.
* The mode manager is not created in commandlet environments, because modes inherently imply user interactions.
*/
FEditorModeTools* GetLevelEditorModeManager();
//~ Begin IActorEditorContextClient interface
virtual void OnExecuteActorEditorContextAction(UWorld* InWorld, const EActorEditorContextAction& InType, class AActor* InActor = nullptr) {}
virtual bool GetActorEditorContextDisplayInfo(UWorld* InWorld, FActorEditorContextClientDisplayInfo& OutDiplayInfo) const override;
virtual bool CanResetContext(UWorld* InWorld) const override { return false; };
virtual TSharedRef<SWidget> GetActorEditorContextWidget(UWorld* InWorld) const override;
virtual FOnActorEditorContextClientChanged& GetOnActorEditorContextClientChanged() override { return ActorEditorContextClientChanged; }
//~ End IActorEditorContextClient interface
private:
/** Called when a Level is added to a world or remove from a world */
void OnLevelAddedOrRemoved(ULevel* InLevel, UWorld* InWorld);
/** Delegate used to notify changes to ActorEditorContextSubsystem */
FOnActorEditorContextClientChanged ActorEditorContextClientChanged;
};