Files
UnrealEngineUWP/Engine/Source/Editor/WorldBrowser/Private/LevelCollectionModel.h
Jack Porter ae727f8dab Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3292174 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Linux toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292193 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm support

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292215 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and wbegl2 support

	- emscripten toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292222 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm support

	- ENGINE changes (c# & cpp files)

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292223 on 2017/02/08 by Nick.Shin

	HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile

Change 3292228 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches
	- and a lot of UE4 patches to package HTML5 on LINUX
	- mostly from mozilla's jukka -- thx jukka!

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3292285 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Windows toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3293994 on 2017/02/09 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- OSX toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3294391 on 2017/02/09 by Nick.Shin

	HTML5 "black box issues" revisited

	- jukka rewrote the window resize handler -- much cleaner and more straightforward

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3296421 on 2017/02/10 by Jack.Porter

	Fix landscape spline segment splitting placing when using streaming levels

Change 3296587 on 2017/02/10 by Jack.Porter

	Additional fix for landscape spline segment splitting when using streaming levels

Change 3301241 on 2017/02/14 by Mi.Wang

	Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter

Change 3301387 on 2017/02/14 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches from mozilla's jukka
	  + hardware instancing
	  + glBlitFramebuffer
	  + GL AlaphaBlendOperation

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3301405 on 2017/02/14 by Nick.Shin

	HTML5 plugin fix when blueprint projects are promoted to code projects automatically.

	#jira UE-41710  HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc

Change 3302278 on 2017/02/14 by Omar.Rodriguez

	UE-36651: Mac Vulkan Android Projects crash on launch.

	* Glslang library has been built for Mac but flag was not updated
	* Set GlslangAvailable to true for Mac when building an Android project with vulkan

	#jira UE-36651

Change 3302773 on 2017/02/14 by Chris.Babcock

	Add a dropdown with some common console commands on Android (contributed by rafortis)
	#jira UE-40834
	#PR #3143
	#ue4
	#android

Change 3305604 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader- turn on: instance static mesh vertex factory

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3308154 on 2017/02/16 by Nick.Shin

	HTML5 GitHub PR

	#jira UE-42019  GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5

Change 3308510 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3308971 on 2017/02/17 by Jack.Porter

	Fix for landscape painting when height<0 in the Ortho viewports

Change 3309075 on 2017/02/17 by Allan.Bentham

	Include static subject meshes when masking out modulated shadow casters.

	#jira UE-41581

Change 3309531 on 2017/02/17 by Chris.Babcock

	Handle large OBB files in APK
	#jira UE-41443
	#ue4
	#android

Change 3311320 on 2017/02/19 by Dmitriy.Dyomin

	Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
	#jira UE-41970

Change 3311347 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
	#jira UE-41976

Change 3311398 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Landscapes do not render on PowerVR device
	#jira UE-35530

Change 3311428 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
	#jira UE-42036

Change 3311448 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Packaged game Crashes on android after entering "Help" command twice
	#jira UE-41956

Change 3311587 on 2017/02/20 by Allan.Bentham

	ES2 GLSL - Silently swap all uint to ints
	#jira UE-41548

Change 3313930 on 2017/02/21 by Allan.Bentham

	Print literal uints as ints when generating ES2 code.
	#jira UE-41548

Change 3317924 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317929 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317951 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318004 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318669 on 2017/02/23 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318672 on 2017/02/23 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318819 on 2017/02/23 by Dmitriy.Dyomin

	Fixed: Rendering artifacts with bloom on iPhone7 Metal
	#jira UE-40978

Change 3319702 on 2017/02/23 by Chris.Babcock

	Disable eglSwapInterval since it can cause issues with some drivers
	#ue4
	#android

Change 3320880 on 2017/02/24 by Dmitriy.Dyomin

	Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
	#jira UEMOB-195

Change 3321042 on 2017/02/24 by Jack.Porter

	Fixed incorrect sizeof in Vulkan pipleine cache
	pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/

	#code_review: rolando.caloca

Change 3322383 on 2017/02/24 by Chris.Babcock

	Fix issue with ad banner on Android 7.0 devices
	#jira UE-42390
	#ue4
	#android

Change 3322479 on 2017/02/24 by Omar.Rodriguez

	UEMOB-199 - WEX: Improved virtual keyboard for Android

	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event

	#jira UEMOB-199

Change 3323353 on 2017/02/27 by Allan.Bentham

	Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
	#jira UE-42191

Change 3323431 on 2017/02/27 by Allan.Bentham

	CIS fix

Change 3323687 on 2017/02/27 by Allan.Bentham

	Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
	#jira UE-42131

Change 3324652 on 2017/02/28 by Dmitriy.Dyomin

	Fixed: Canvas elements appear darker on iOS Metal

Change 3324885 on 2017/02/28 by Jack.Porter

	Fixed "Minimum iOS Version" setting display name

	#jira UE-42270

Change 3324899 on 2017/02/28 by Jack.Porter

	GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
	#jira UE-40018

	#3063

Change 3324932 on 2017/02/28 by Jack.Porter

	GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows

	#jira UE-41984
	#3257
	#codereview: Peter.Sauerbrei

Change 3324956 on 2017/02/28 by Jack.Porter

	FOpenGLFrontend::GetMaxSamplers incorrect for IOS
	#jira UE-42038
	#3264

Change 3325478 on 2017/02/28 by Allan.Bentham

	PR # 3188   : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview  (Contributed by ufna)

	#jira UE-41442

Change 3327300 on 2017/03/01 by Allan.Bentham

	PR #3175   : Fixes high quality reflection blending seams  (Contributed by kallehamalainen)
	#jira UE-41257

Change 3328917 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
	#jira UE-41584  Editor locks up when adding an element for HTML5 devices on Mac
	#jira UE-41701  Editor freezes when setting browser filepath for inserted element in project settings

Change 3329169 on 2017/03/02 by Allan.Bentham

	increase render thread timeout to 1 minute for suntemple / android.
	Prevents low end devices timing out during load.
	#jira UE-40696

Change 3330849 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3331078 on 2017/03/03 by Dmitriy.Dyomin

	Fixed: Device output log partial lines

	integrated from WEX (3250488)

Change 3331112 on 2017/03/03 by Dmitriy.Dyomin

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)

	integrated from WEX (3256584)

Change 3331117 on 2017/03/03 by Dmitriy.Dyomin

	Fixed redundant blend state changes in opengl

	integrated from WEX (3256586)

Change 3331173 on 2017/03/03 by Dmitriy.Dyomin

	Slate pixel shaders will use half precision where possible on mobile

	integrated from WEX (3256656)

Change 3332865 on 2017/03/06 by Dmitriy.Dyomin

	Better MobileContentScaleFactor defaults for iOS devices
	#jira UEMOB-330

Change 3333129 on 2017/03/06 by Peter.Sauerbrei

	move to Library/Caches instead of documents for saved files
	re-enable iterative deploy on TVOS
	#jira UEMOB-284

Change 3334692 on 2017/03/06 by Jack.Porter

	Allow r.MobileContentScaleFactor to be changed at runtime on Android

	#jira UEMOB-173

Change 3336255 on 2017/03/07 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3337094 on 2017/03/08 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3338800 on 2017/03/08 by Chris.Babcock

	Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
	#jira UE-42677
	#ue4
	#android

Change 3338813 on 2017/03/08 by Chris.Babcock

	Pass build configuration to UPL for access during packaging as $S(Configuration)
	#jira UE-42678
	#ue4
	#android
	#ios

Change 3339401 on 2017/03/09 by Alicia.Cano

	Android runtime permissions
	- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
	- Fix for Location Services
	- Fix for if target sdk is not set to 23+
	#jira UE-38512
	#android
	#rb: chris.babcock

Change 3340736 on 2017/03/09 by Chris.Babcock

	Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
	#jira UE-41965
	#PR #3254
	#ue4
	#android

Change 3340744 on 2017/03/09 by Jack.Porter

	Expose Custom Depth to Foliage
	#jira UE-6061

Change 3340849 on 2017/03/09 by Dmitriy.Dyomin

	Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
	#jira UE-42351

Change 3341268 on 2017/03/10 by Alicia.Cano

	PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
	#jira UE-37945
	#android
	#rb: chris.babcock, jack.porter

Change 3341303 on 2017/03/10 by Allan.Bentham

	Remove optimisation that prevents full specular occulsion on mobile.
	PR #3186  : Specular can't be blocked on high-end mobile.
	#jira UE-41393

Change 3342304 on 2017/03/10 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343344 on 2017/03/13 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343591 on 2017/03/13 by Brent.Pease

	iOS multiplayer fix part 1. Correct byte ordering.

	#jira UE-34875

Change 3343669 on 2017/03/13 by Chris.Babcock

	Update carefullyredist script version
	#jira UE-42832

Change 3344212 on 2017/03/13 by Will.Fissler

	Various compile fixes for Xcode 8.3.
	These fixes must also be added to //UE4/Release-4.15.
	#jira UE-41313

Change 3344396 on 2017/03/13 by Chris.Babcock

	Fix Java 1.5 obsolete warnings
	#jira UE-42851
	#ue4
	#android

Change 3345132 on 2017/03/14 by Will.Fissler

	Added ifdef wrapper to check clang version for presentDrawable.

Change 3345336 on 2017/03/14 by Will.Fissler

	Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.

Change 3345460 on 2017/03/14 by Will.Fissler

	ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none

Change 3346046 on 2017/03/14 by Will.Fissler

	Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.

Change 3346367 on 2017/03/14 by Chris.Babcock

	Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
	#ue4
	#android

Change 3347682 on 2017/03/15 by Allan.Bentham

	Enable HW sRGB correction with retainer widget's render target.
	Use slate's gamma correction for mobile (where no such support exists)
	Render retainer box RT content with gamma correction.
	#jira UE-40967

Change 3348712 on 2017/03/15 by Nick.Shin

	HTML5 - upload to S3

	updated to AWS "signature version 4" authentication

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349254 on 2017/03/16 by Jack.Porter

	Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
	#jira UE-42971

Change 3349739 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	better error message feedback on upload failures

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349765 on 2017/03/16 by Alicia.Cano

	Disable mouseover events in Mobile Previewer

	#jira UE-19903
	#mobile
	#rb: Jack.Porter

Change 3350049 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	folder in bucket is optional

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3350153 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	updated S3 public link generator

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3351582 on 2017/03/17 by Will.Fissler

	Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";

	Currently we cannot build arm64 for iOS with this change.

Change 3352085 on 2017/03/17 by Alicia.Cano

	iOS doesn't honor request to close the virtual keyboard leading to a crash
	#jira UE-36447
	#ios
	#rb:Peter.Sauerbrei

Change 3353313 on 2017/03/19 by Ben.Marsh

	Always allow large *.js files in Github.

Change 3354444 on 2017/03/20 by Nick.Shin

	HTML5 - upload to S3

	to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3355618 on 2017/03/20 by Nick.Shin

	HTML5 Save Game System

	- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
	- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
	- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3355621 on 2017/03/20 by Nick.Shin

	remove temp debugging code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3356937 on 2017/03/21 by Chris.Babcock

	Add "stat vulkanrhi" to new console dropdown
	#jira UE-43149
	#ue4
	#android

Change 3357652 on 2017/03/21 by Nick.Shin

	HTML5 performance speed ups

	added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
	- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel

	this option is based on the suggestions by jukka's post:
	- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html

	however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...

	#jira UE-30214 - Implement a warning message for fps settings

Change 3360415 on 2017/03/23 by Allan.Bentham

	Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.

Change 3360418 on 2017/03/23 by Allan.Bentham

	Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
	#jira UE-40913

Change 3360557 on 2017/03/23 by Allan.Bentham

	Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
	#jira UE-42131

Change 3362258 on 2017/03/23 by Dmitriy.Dyomin

	Fixed: Canvas texture element gamma issues on iOS Metal

Change 3362321 on 2017/03/24 by Dmitriy.Dyomin

	GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)

	#3173

Change 3363550 on 2017/03/24 by Alicia.Cano

	build fix for devices < Android 5.0
	#jira UE-43299
	#android
	#rb: chris.babcock

Change 3363687 on 2017/03/24 by Chris.Babcock

	Fix Android password hiding in input dialog
	#jira WEX-5159
	#ue4
	#android

Change 3365280 on 2017/03/27 by Dmitriy.Dyomin

	Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension

Change 3365291 on 2017/03/27 by Dmitriy.Dyomin

	Copied form WEX CL# 3308653
	Fixed: Enabling shader cache causes crash on NVIDIA Shield

	#jira UE-41639

Change 3365293 on 2017/03/27 by Dmitriy.Dyomin

	GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
	#jira UE-43247
	#3411

Change 3365340 on 2017/03/27 by Dmitriy.Dyomin

	Fixed: Moving sublevel in world composition browser does not appear in Undo History
	#jira UE-35535

Change 3365564 on 2017/03/27 by Allan.Bentham

	SkyLightComponent now serializes IrradianceMap SH values.
	clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
	Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
	#jira UE-42436

Change 3366282 on 2017/03/27 by Nick.Shin

	remove dead links

	these files to not exist anywhere in the make-3.81 subfolders

	#UDN-354501
	#jira none

Change 3366306 on 2017/03/27 by Nick.Shin

	HTML5 - disable multi-threading for wasm

	#jira UE-43219 - HTML5 disable multi-threading for wasm

Change 3366307 on 2017/03/27 by Nick.Shin

	HTML5 packaging Shipping builds

	big cleanup / additions to *gz file support for amazon s3

	* both, uploading to s3
	* and allowing s3 to host the games there

	#jira UE-43002 HTML5 in Shipping fails downloading symbols files
	#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.

Change 3367385 on 2017/03/28 by Allan.Bentham

	Display skylight serialization warning only when cooking for mobile platforms.
	#jira UE-42436

Change 3368583 on 2017/03/28 by Chris.Babcock

	Expose JAVA_HOME setting in Android SDK project settings on Mac
	#jira UE-43418
	#ue4
	#android

Change 3368803 on 2017/03/28 by Chris.Babcock

	Fix features requested in manifest for "Daydream and Cardboard" mode
	#jira UE-43314
	#ue4
	#android

Change 3369087 on 2017/03/28 by Jack.Porter

	Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
	#jira UE-42438

Change 3369372 on 2017/03/29 by Allan.Bentham

	Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
	#jira UE-43366

Change 3369381 on 2017/03/29 by Jack.Porter

	Show warnings when mobile shader permutations required for rendering are disbaled
	Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
	#jira UE-43050

Change 3369430 on 2017/03/29 by Allan.Bentham

	fix CIS build

Change 3369740 on 2017/03/29 by Allan.Bentham

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
	Add support for map file generation with android.
	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini

	#jira UEMOB-168

Change 3369975 on 2017/03/29 by Nick.Shin

	HTML5 - AWS S3 shareable link for shipping builds corrected

	#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.

Change 3369998 on 2017/03/29 by Nick.Shin

	HTML5 python build scripts

	PR:
	1cb836d43c

	#jira none

Change 3370214 on 2017/03/29 by Nick.Shin

	HTML5 - default bUseFixedTimeStep to false...

	#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms

Change 3370762 on 2017/03/29 by Chris.Babcock

	Fixes to new keyboard for Android
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
	#ue4
	#android

Change 3371344 on 2017/03/30 by Jack.Porter

	Fixed issue where Vulkan screenshot R/B channels were reversed on Android
	#jira UE-43479

Change 3372926 on 2017/03/30 by Peter.Sauerbrei

	start the process of sunsetting 32-bit and GLES2 on iOS
	#jira UE-42266

Change 3372970 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3372989 on 2017/03/30 by Peter.Sauerbrei

	fix for Xcode 8.3 build with 32-bit

Change 3373007 on 2017/03/30 by Peter.Sauerbrei

	fix for crash when online subsystem is disabled on IOS

Change 3373108 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373163 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373169 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	license file updated

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rnx

Change 3373287 on 2017/03/30 by Nick.Shin

	HTML5 - 1.36.11 emscripten - remove old SDK

	#jira none

	#rnx

Change 3373289 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373595 on 2017/03/30 by Chris.Babcock

	Reenable GooglePlay for ARM64 now that it doesn't crash
	#jira UE-36198
	#ue4
	#android

Change 3373606 on 2017/03/30 by Chris.Babcock

	Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
	#ue4
	#android

Change 3375456 on 2017/03/31 by Chris.Babcock

	Add missing keycodes for Android keyboard (@ and #)
	#jira WEX-5777
	#ue4
	#android

Change 3376309 on 2017/04/03 by Allan.Bentham

	Fix overflow issues with mobile DoF.

Change 3377041 on 2017/04/03 by Will.Fissler

	Adding Testbed content for PlatformShowcase.

Change 3377582 on 2017/04/03 by Alicia.Cano

	adding back in GET_ACCOUNTS permission as it is required for Reset Achievements

	#jira: UE-43265
	#android
	#rb: Chris.Babcock

Change 3377643 on 2017/04/03 by Peter.Sauerbrei

	fix for memory leak in MallocBinned
	#jira UE-43008

Change 3378033 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3378034 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty build scripts

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3378035 on 2017/04/04 by Nick.Shin

	HTML5 - Update GameX template to make it work with trunk Emscripten

	PR
	dc2b26f452 (commitcomment-21454978)

	#jira none

	#rn

Change 3378044 on 2017/04/04 by Nick.Shin

	HTML5 harfbuzz - double checking recompiled with NO multithreading

	wasm currently does not support pthreads

	*** THIS IS STILL WIP ***
	checking in to match 3rd party libs compiled configuration

	#jira UE-28588 - Build HarfBuzz for HTML5

	#rnx

Change 3378264 on 2017/04/04 by Allan.Bentham

	Fix crash when using consolas font on android sdk 24
	#jira UE-43464

Change 3379097 on 2017/04/04 by Nick.Shin

	CIS HTML5 build warning fix

	#jria none

	#rnx

Change 3379333 on 2017/04/04 by Chris.Babcock

	Prevent inserting extra permissions into manifest multiple times
	#jira UE-43583
	#ue4
	#android

Change 3380870 on 2017/04/05 by Chris.Babcock

	Fix merge issue

Change 3380898 on 2017/04/05 by Chris.Babcock

	Fixed again

Change 3381443 on 2017/04/05 by Chris.Babcock

	Fix for GearVR non-unity build
	#ue4
	#android

Change 3381941 on 2017/04/05 by Chris.Babcock

	Fix HTTPChunkInstaller texture format checks and missing #define warning
	#jira UE-43706
	#ue4
	#android

Change 3382056 on 2017/04/05 by Chris.Babcock

	Updates to Android AARs needed for Facebook plugin

Change 3382097 on 2017/04/05 by Chris.Babcock

	Disable java console cmd receiver only in shipping builds
	#jira UE-43710
	#ue4
	#android

Change 3382497 on 2017/04/06 by Allan.Bentham

	Fix Fortnite Cooked Server crashes when joining game from lobby.
	#jira UE-43695

Change 3383227 on 2017/04/06 by Will.Fissler

	Reverted case sensitive change, from yesterday, and implemented a pragma instead.

	#jira UE-41313

[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00

642 lines
20 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "Framework/Commands/UICommandList.h"
#include "Engine/World.h"
#include "TickableEditorObject.h"
#include "DragAndDrop/LevelDragDropOp.h"
#include "Misc/IFilter.h"
#include "LevelModel.h"
#include "Misc/FilterCollection.h"
class FMenuBuilder;
class IDetailsView;
class UEditorEngine;
class UMaterialInterface;
typedef IFilter< const FLevelModel* > LevelFilter;
typedef TFilterCollection< const FLevelModel* > LevelFilterCollection;
/**
* Interface for non-UI presentation logic for a world
*/
class FLevelCollectionModel
: public TSharedFromThis<FLevelCollectionModel>
, public FTickableEditorObject
{
public:
DECLARE_EVENT_OneParam( FLevelCollectionModel, FOnNewItemAdded, TSharedPtr<FLevelModel>);
DECLARE_EVENT( FLevelCollectionModel, FSimpleEvent );
public:
FLevelCollectionModel();
virtual ~FLevelCollectionModel();
/** FTickableEditorObject interface */
void Tick( float DeltaTime ) override;
bool IsTickable() const override { return true; }
TStatId GetStatId() const override;
/** FTickableEditorObject interface */
/** @return Whether level collection is read only now */
bool IsReadOnly() const;
/** @return Whether level collection is in PIE/SIE mode */
bool IsSimulating() const;
/** @return Current simulation world */
UWorld* GetSimulationWorld() const;
/** @return Current editor world */
UWorld* GetWorld(bool bEvenIfPendingKill = false) const { return CurrentWorld.Get(bEvenIfPendingKill); }
/** @return Whether current world has world origin rebasing enabled */
bool IsOriginRebasingEnabled() const;
/** Current world size */
FIntPoint GetWorldSize() const { return WorldSize; }
/** @return Root list of levels in hierarchy */
FLevelModelList& GetRootLevelList();
/** @return All level list managed by this level collection */
const FLevelModelList& GetAllLevels() const;
/** @return List of filtered levels */
const FLevelModelList& GetFilteredLevels() const;
/** @return Currently selected level list */
const FLevelModelList& GetSelectedLevels() const;
/** Adds a filter which restricts the Levels shown in UI */
void AddFilter(const TSharedRef<LevelFilter>& InFilter);
/** Removes a filter which restricted the Levels shown in UI */
void RemoveFilter(const TSharedRef<LevelFilter>& InFilter);
/** @return Whether level filtering is active now */
bool IsFilterActive() const;
/** Iterates through level hierarchy with given Visitor */
void IterateHierarchy(FLevelModelVisitor& Visitor);
/** Sets selected level list */
void SetSelectedLevels(const FLevelModelList& InList);
/** Sets selection to a levels that is currently marked as selected in UWorld */
void SetSelectedLevelsFromWorld();
/** @return Found level model which represents specified level object */
TSharedPtr<FLevelModel> FindLevelModel(ULevel* InLevel) const;
/** @return Found level model with specified level package name */
TSharedPtr<FLevelModel> FindLevelModel(const FName& PackageName) const;
/** Hides level in the world */
void HideLevels(const FLevelModelList& InLevelList);
/** Shows level in the world */
void ShowLevels(const FLevelModelList& InLevelList);
/** Unlocks level in the world */
void UnlockLevels(const FLevelModelList& InLevelList);
/** Locks level in the world */
void LockLevels(const FLevelModelList& InLevelList);
/** Saves level to disk */
void SaveLevels(const FLevelModelList& InLevelList);
/** Loads level from disk */
void LoadLevels(const FLevelModelList& InLevelList);
/** Unloads levels from the editor */
virtual void UnloadLevels(const FLevelModelList& InLevelList);
/** Translate levels by specified delta */
virtual void TranslateLevels(const FLevelModelList& InLevelList, FVector2D InAbsoluteDelta, bool bSnapDelta = true);
/** Snaps translation delta */
virtual FVector2D SnapTranslationDelta(const FLevelModelList& InLevelList, FVector2D InAbsoluteDelta, bool bBoundsSnapping, float SnappingValue);
/** Updates current translation delta, when user drags levels on minimap */
virtual void UpdateTranslationDelta(const FLevelModelList& InLevelList, FVector2D InTranslationDelta, bool bBoundsSnapping, float SnappingValue);
/** Attach levels as children to specified level */
void AssignParent(const FLevelModelList& InLevels, TSharedPtr<FLevelModel> InParent);
/** Adds all levels in worlds represented by the supplied world list as sublevels */
virtual void AddExistingLevelsFromAssetData(const TArray<class FAssetData>& WorldList);
/** Create drag drop operation for a selected level models */
virtual TSharedPtr<class FLevelDragDropOp> CreateDragDropOp() const;
/** @return Whether specified level passes all filters */
virtual bool PassesAllFilters(const FLevelModel& InLevelModel) const;
/** Builds 'hierarchy' commands menu for a selected levels */
virtual void BuildHierarchyMenu(FMenuBuilder& InMenuBuilder) const;
/** Customize 'File' section in main menu */
virtual void CustomizeFileMainMenu(FMenuBuilder& InMenuBuilder) const;
/** @return Player view in the PIE/Simulation world */
virtual bool GetPlayerView(FVector& Location, FRotator& Rotation) const;
/** @return Observer view in the Editor/Similuation world */
virtual bool GetObserverView(FVector& Location, FRotator& Rotation) const;
/** Compares 2 levels by Z order */
virtual bool CompareLevelsZOrder(TSharedPtr<FLevelModel> InA, TSharedPtr<FLevelModel> InB) const;
/** Registers level details customizations */
virtual void RegisterDetailsCustomization(class FPropertyEditorModule& PropertyModule, TSharedPtr<class IDetailsView> InDetailsView);
/** Unregisters level details customizations */
virtual void UnregisterDetailsCustomization(class FPropertyEditorModule& PropertyModule, TSharedPtr<class IDetailsView> InDetailsView);
/** @return Whether this level collection model is a tile world */
virtual bool IsTileWorld() const { return false; };
/** Rebuilds levels collection */
void PopulateLevelsList();
/** Rebuilds the list of filtered Levels */
void PopulateFilteredLevelsList();
/** Request to update levels cached information */
void RequestUpdateAllLevels();
/** Request to redraw all levels */
void RequestRedrawAllLevels();
/** Updates all levels cached information */
void UpdateAllLevels();
/** Redraws all levels */
void RedrawAllLevels();
/** Updates level actor count for all levels */
void UpdateLevelActorsCount();
/** @return whether exactly one level is selected */
bool IsOneLevelSelected() const;
/** @return whether at least one level is selected */
bool AreAnyLevelsSelected() const;
/** @return whether all the currently selected levels are loaded */
bool AreAllSelectedLevelsLoaded() const;
/** @return whether any of the currently selected levels is loaded */
bool AreAnySelectedLevelsLoaded() const;
/** @return whether all the currently selected levels are unloaded */
bool AreAllSelectedLevelsUnloaded() const;
/** @return whether any of the currently selected levels is unloaded */
bool AreAnySelectedLevelsUnloaded() const;
/** @return whether all the currently selected levels are editable */
bool AreAllSelectedLevelsEditable() const;
/** @return whether all the currently selected levels are editable and not persistent */
bool AreAllSelectedLevelsEditableAndNotPersistent() const;
/** @return whether all the currently selected levels are editable and visible*/
bool AreAllSelectedLevelsEditableAndVisible() const;
/** @return whether any of the currently selected levels is editable */
bool AreAnySelectedLevelsEditable() const;
/** @return whether any of the currently selected levels is editable and visible*/
bool AreAnySelectedLevelsEditableAndVisible() const;
/** @return whether currently only one level selected and it is editable */
bool IsSelectedLevelEditable() const;
/** @return whether currently only one level selected and a lighting scenario */
bool IsNewLightingScenarioState(bool bExistingState) const;
void SetIsLightingScenario(bool bNewLightingScenario);
/** @return whether any of the currently selected levels is dirty */
bool AreAnySelectedLevelsDirty() const;
/** @return whether at least one actor is selected */
bool AreActorsSelected() const;
/** @return whether moving the selected actors to the selected level is a valid action */
bool IsValidMoveActorsToLevel() const;
/** @return whether moving the selected foliage to the selected level is a valid action */
bool IsValidMoveFoliageToLevel() const;
/** delegate used to pickup when the selection has changed */
void OnActorSelectionChanged(UObject* obj);
/** Sets a flag to re-cache whether the selected actors move to the selected level is valid */
void OnActorOrLevelSelectionChanged();
/** @return whether 'display paths' is enabled */
bool GetDisplayPathsState() const;
/** Sets 'display paths', whether to show long package name in level display name */
void SetDisplayPathsState(bool bDisplayPaths);
/** @return whether 'display actors count' is enabled */
bool GetDisplayActorsCountState() const;
/** Sets 'display actors count', whether to show actors count next to level name */
void SetDisplayActorsCountState(bool bDisplayActorsCount);
/** Broadcasts whenever items selection has changed */
FSimpleEvent SelectionChanged;
void BroadcastSelectionChanged();
/** Broadcasts whenever items collection has changed */
FSimpleEvent CollectionChanged;
void BroadcastCollectionChanged();
/** Broadcasts whenever items hierarchy has changed */
FSimpleEvent HierarchyChanged;
void BroadcastHierarchyChanged();
/** Editable world axis length */
static float EditableAxisLength();
/** Editable world bounds */
static FBox EditableWorldArea();
/** */
static void SCCCheckOut(const FLevelModelList& InList);
static void SCCCheckIn(const FLevelModelList& InList);
static void SCCOpenForAdd(const FLevelModelList& InList);
static void SCCHistory(const FLevelModelList& InList);
static void SCCRefresh(const FLevelModelList& InList);
static void SCCDiffAgainstDepot(const FLevelModelList& InList, UEditorEngine* InEditor);
/** @return List of valid level package names from a specified level model list*/
static TArray<FName> GetPackageNamesList(const FLevelModelList& InList);
/** @return List of valid level package filenames from a specified level model list*/
static TArray<FString> GetFilenamesList(const FLevelModelList& InList);
/** @return List of valid packages from a specified level model list*/
static TArray<UPackage*> GetPackagesList(const FLevelModelList& InList);
/** @return List of valid level objects from a specified level model list*/
static TArray<ULevel*> GetLevelObjectList(const FLevelModelList& InList);
/** @return List of loaded level models from a specified level model list*/
static FLevelModelList GetLoadedLevels(const FLevelModelList& InList);
/** @return List of all level models found while traversing hierarchy of specified level models */
static FLevelModelList GetLevelsHierarchy(const FLevelModelList& InList);
/** @return Total bounding box of specified level models */
static FBox GetLevelsBoundingBox(const FLevelModelList& InList, bool bIncludeChildren);
/** @return Total bounding box of specified visible level models */
static FBox GetVisibleLevelsBoundingBox(const FLevelModelList& InList, bool bIncludeChildren);
/** @return The UICommandList supported by this collection */
const TSharedRef<const FUICommandList> GetCommandList() const;
/** */
void LoadSettings();
/** */
void SaveSettings();
protected:
/** Refreshes current cached data */
void RefreshBrowser_Executed();
/** Load selected levels to the world */
void LoadSelectedLevels_Executed();
/** Unload selected level from the world */
void UnloadSelectedLevels_Executed();
/** Make this Level the Current Level */
void MakeLevelCurrent_Executed();
/** Find selected levels in Content Browser */
void FindInContentBrowser_Executed();
/** Is FindInContentBrowser a valid action */
bool IsValidFindInContentBrowser();
/** Moves the selected actors to this level */
void MoveActorsToSelected_Executed();
/** Moves the selected foliage to this level */
void MoveFoliageToSelected_Executed();
/** Saves selected levels */
void SaveSelectedLevels_Executed();
/** Saves selected level under new name */
void SaveSelectedLevelAs_Executed();
/** Migrate selected levels */
void MigrateSelectedLevels_Executed();
/** Expand selected items hierarchy */
void ExpandSelectedItems_Executed();
/** Check-Out selected levels from SCC */
void OnSCCCheckOut();
/** Mark for Add selected levels from SCC */
void OnSCCOpenForAdd();
/** Check-In selected levels from SCC */
void OnSCCCheckIn();
/** Shows the SCC History of selected levels */
void OnSCCHistory();
/** Refreshes the states selected levels from SCC */
void OnSCCRefresh();
/** Diffs selected levels from with those in the SCC depot */
void OnSCCDiffAgainstDepot();
/** Enable source control features */
void OnSCCConnect() const;
/** Selects all levels in the collection view model */
void SelectAllLevels_Executed();
/** De-selects all levels in the collection view model */
void DeselectAllLevels_Executed();
/** Inverts level selection in the collection view model */
void InvertSelection_Executed();
/** Adds the Actors in the selected Levels from the viewport's existing selection */
void SelectActors_Executed();
/** Removes the Actors in the selected Levels from the viewport's existing selection */
void DeselectActors_Executed();
/** Toggles selected levels to a visible state in the viewports */
void ShowSelectedLevels_Executed();
/** Toggles selected levels to an invisible state in the viewports */
void HideSelectedLevels_Executed();
/** Toggles the selected levels to a visible state; toggles all other levels to an invisible state */
void ShowOnlySelectedLevels_Executed();
/** Toggles all levels to a visible state in the viewports */
void ShowAllLevels_Executed();
/** Hides all levels to an invisible state in the viewports */
void HideAllLevels_Executed();
/** Locks selected levels */
void LockSelectedLevels_Executed();
/** Unlocks selected levels */
void UnlockSelectedLevels_Executed();
/** Locks all levels */
void LockAllLevels_Executed();
/** Unlocks all levels */
void UnockAllLevels_Executed();
/** Toggle all read-only levels */
void ToggleReadOnlyLevels_Executed();
/** true if the SCC Check-Out option is available */
bool CanExecuteSCCCheckOut() const
{
return bCanExecuteSCCCheckOut;
}
/** true if the SCC Check-In option is available */
bool CanExecuteSCCCheckIn() const
{
return bCanExecuteSCCCheckIn;
}
/** true if the SCC Mark for Add option is available */
bool CanExecuteSCCOpenForAdd() const
{
return bCanExecuteSCCOpenForAdd;
}
/** true if Source Control options are generally available. */
bool CanExecuteSCC() const
{
return bCanExecuteSCC;
}
/** Fills MenuBulder with Lock level related commands */
void FillLockSubMenu(class FMenuBuilder& MenuBuilder);
/** Fills MenuBulder with level visisbility related commands */
void FillVisibilitySubMenu(class FMenuBuilder& MenuBuilder);
/** Fills MenuBulder with SCC related commands */
void FillSourceControlSubMenu(class FMenuBuilder& MenuBuilder);
protected:
/** */
virtual void Initialize(UWorld* InWorld);
/** */
virtual void BindCommands();
/** Removes the Actors in all read-only Levels from the viewport's existing selection */
void DeselectActorsInAllReadOnlyLevel(const FLevelModelList& InLevelList);
/** Removes the Actors in all read-only Levels from the viewport's existing selection */
void DeselectSurfaceInAllReadOnlyLevel(const FLevelModelList& InLevelList);
/** Called whenever level collection has been changed */
virtual void OnLevelsCollectionChanged();
/** Called whenever level selection has been changed */
virtual void OnLevelsSelectionChanged();
/** Called whenever level selection has been changed outside of this module, usually via World->SetSelectedLevels */
void OnLevelsSelectionChangedOutside();
/** Called whenever level collection hierarchy has been changed */
virtual void OnLevelsHierarchyChanged();
/** Called before loading specified level models into editor */
virtual void OnPreLoadLevels(const FLevelModelList& InList) {};
/** Called before making visible specified level models */
virtual void OnPreShowLevels(const FLevelModelList& InList) {};
/** Called when level was added to the world */
void OnLevelAddedToWorld(ULevel* InLevel, UWorld* InWorld);
/** Called when level was removed from the world */
void OnLevelRemovedFromWorld(ULevel* InLevel, UWorld* InWorld);
/** Handler for FEditorSupportDelegates::RedrawAllViewports event */
void OnRedrawAllViewports();
/** Handler for when an actor was added to a level */
void OnLevelActorAdded(AActor* InActor);
/** Handler for when an actor was removed from a level */
void OnLevelActorDeleted(AActor* InActor);
/** Handler for level filter collection changes */
void OnFilterChanged();
/** Caches the variables for which SCC menu options are available */
void CacheCanExecuteSourceControlVars() const;
protected:
// The editor world from where we pull our data
TWeakObjectPtr<UWorld> CurrentWorld;
// Has request to update all levels cached
bool bRequestedUpdateAllLevels;
// Has request to redraw all levels
bool bRequestedRedrawAllLevels;
// Has request to update actors count for all levels
bool bRequestedUpdateActorsCount;
/** The list of commands with bound delegates for the Level collection */
const TSharedRef<FUICommandList> CommandList;
/** The collection of filters used to restrict the Levels shown in UI */
const TSharedRef<LevelFilterCollection> Filters;
/** Levels in the root of hierarchy, persistent levels */
FLevelModelList RootLevelsList;
/** All levels found in the world */
FLevelModelList AllLevelsList;
/** All levels in a map<PackageName, LevelModel> */
TMap<FName, TSharedPtr<FLevelModel>> AllLevelsMap;
/** Filtered levels from AllLevels list */
FLevelModelList FilteredLevelsList;
/** Currently selected levels */
FLevelModelList SelectedLevelsList;
/** Cached value of world size (sum of levels size) */
FIntPoint WorldSize;
/** Whether we should show long package names in level display names */
bool bDisplayPaths;
/** Whether we should show actors count next to level name */
bool bDisplayActorsCount;
/** true if the SCC Check-Out option is available */
mutable bool bCanExecuteSCCCheckOut;
/** true if the SCC Check-In option is available */
mutable bool bCanExecuteSCCOpenForAdd;
/** true if the SCC Mark for Add option is available */
mutable bool bCanExecuteSCCCheckIn;
/** true if Source Control options are generally available. */
mutable bool bCanExecuteSCC;
/** Flag for whether the selection of levels or actors has changed */
mutable bool bSelectionHasChanged;
/** Guard to avoid recursive level selection updates */
bool bUpdatingLevelsSelection;
};
/** Current world origin location on XY plane */
FORCEINLINE FIntPoint GetWorldOriginLocationXY(UWorld* InWorld)
{
return FIntPoint(InWorld->OriginLocation.X, InWorld->OriginLocation.Y);
}
//
// Helper struct to temporally make specified UObject immune to dirtying
//
struct FUnmodifiableObject
{
FUnmodifiableObject(UObject* InObject)
: ImmuneObject(InObject)
, bTransient(InObject->HasAnyFlags(RF_Transient))
{
if (!bTransient)
{
ImmuneObject->SetFlags(RF_Transient);
}
}
~FUnmodifiableObject()
{
if (!bTransient)
{
ImmuneObject->ClearFlags(RF_Transient);
}
}
private:
UObject* ImmuneObject;
bool bTransient;
};
/** */
struct FTiledLandscapeImportSettings
{
FTiledLandscapeImportSettings()
: Scale3D(100.f,100.f,100.f)
, ComponentsNum(8)
, QuadsPerSection(63)
, SectionsPerComponent(1)
, TilesCoordinatesOffset(0,0)
, SizeX(1009)
, bFlipYAxis(true)
{}
FVector Scale3D;
int32 ComponentsNum;
int32 QuadsPerSection;
int32 SectionsPerComponent;
TArray<FString> HeightmapFileList;
TArray<FIntPoint> TileCoordinates;
FIntPoint TilesCoordinatesOffset;
int32 SizeX;
bool bFlipYAxis;
TWeakObjectPtr<UMaterialInterface> LandscapeMaterial;
// Landscape layers
struct LandscapeLayerSettings
{
LandscapeLayerSettings()
: bNoBlendWeight(false)
{}
FName Name;
bool bNoBlendWeight;
TMap<FIntPoint, FString> WeightmapFiles;
};
TArray<LandscapeLayerSettings> LandscapeLayerSettingsList;
};