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528 lines
17 KiB
C++
528 lines
17 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "ActorDetails.h"
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#include "Engine/EngineBaseTypes.h"
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#include "Engine/Level.h"
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#include "UObject/UnrealType.h"
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#include "GameFramework/Actor.h"
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#include "Modules/ModuleManager.h"
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#include "Misc/PackageName.h"
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#include "Widgets/SNullWidget.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SBoxPanel.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Textures/SlateIcon.h"
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#include "Framework/Commands/UIAction.h"
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#include "Framework/Commands/UICommandList.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Widgets/Images/SImage.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Layout/SBox.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Input/SComboButton.h"
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#include "EditorStyleSet.h"
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#include "Engine/Blueprint.h"
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#include "Engine/Brush.h"
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#include "Editor/UnrealEdEngine.h"
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#include "GameFramework/Volume.h"
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#include "GameFramework/WorldSettings.h"
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#include "Components/BillboardComponent.h"
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#include "Engine/BlueprintGeneratedClass.h"
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#include "Engine/Selection.h"
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#include "EditorModeManager.h"
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#include "EditorModes.h"
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#include "UnrealEdGlobals.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailWidgetRow.h"
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#include "DetailCategoryBuilder.h"
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#include "IDetailsView.h"
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#include "Editor/Layers/Public/LayersModule.h"
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#include "LevelEditor.h"
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#include "ClassViewerModule.h"
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#include "ClassViewerFilter.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "EdGraphSchema_K2.h"
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#include "ComponentTransformDetails.h"
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#include "Widgets/SToolTip.h"
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#include "IDocumentation.h"
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#include "Engine/BrushShape.h"
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#include "ActorDetailsDelegates.h"
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#include "EditorCategoryUtils.h"
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#include "Widgets/Input/SHyperlink.h"
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#include "ObjectEditorUtils.h"
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#define LOCTEXT_NAMESPACE "ActorDetails"
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FExtendActorDetails OnExtendActorDetails;
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TSharedRef<IDetailCustomization> FActorDetails::MakeInstance()
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{
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return MakeShareable( new FActorDetails );
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}
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FActorDetails::~FActorDetails()
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{
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}
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void FActorDetails::CustomizeDetails( IDetailLayoutBuilder& DetailLayout )
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{
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// Get the list of hidden categories
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TArray<FString> HideCategories;
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if (DetailLayout.GetBaseClass())
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{
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FEditorCategoryUtils::GetClassHideCategories(DetailLayout.GetBaseClass(), HideCategories);
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}
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// These details only apply when adding an instance of the actor in a level
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if (!DetailLayout.HasClassDefaultObject() && DetailLayout.GetDetailsView()->GetSelectedActorInfo().NumSelected > 0)
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{
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// Build up a list of unique blueprints in the selection set (recording the first actor in the set for each one)
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TMap<UBlueprint*, UObject*> UniqueBlueprints;
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// Per level Actor Counts
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TMap<ULevel*, int32> ActorsPerLevelCount;
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bool bHasBillboardComponent = false;
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const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout.GetSelectedObjects();
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for (int32 ObjectIndex = 0; ObjectIndex < SelectedObjects.Num(); ++ObjectIndex)
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{
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AActor* Actor = Cast<AActor>( SelectedObjects[ObjectIndex].Get() );
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if (Actor != NULL)
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{
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// Store the selected actors for use later. Its fine to do this when CustomizeDetails is called because if the selected actors changes, CustomizeDetails will be called again on a new instance
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// and our current resource would be destroyed.
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SelectedActors.Add( Actor );
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// Record the level that contains this actor and increment it's actor count
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ULevel* Level = Actor->GetLevel();
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if (Level != NULL)
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{
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int32& ActorCountForThisLevel = ActorsPerLevelCount.FindOrAdd(Level);
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++ActorCountForThisLevel;
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}
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// Add to the unique blueprint map if the actor is generated from a blueprint
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if (UBlueprint* Blueprint = Cast<UBlueprint>(Actor->GetClass()->ClassGeneratedBy))
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{
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if (!UniqueBlueprints.Find(Blueprint))
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{
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UniqueBlueprints.Add(Blueprint, Actor);
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}
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}
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if (!bHasBillboardComponent)
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{
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bHasBillboardComponent = Actor->FindComponentByClass<UBillboardComponent>() != NULL;
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}
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}
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}
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if (!bHasBillboardComponent)
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{
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// Actor billboard scale is not relevant if the actor doesn't have a billboard component
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DetailLayout.HideProperty( GET_MEMBER_NAME_CHECKED(AActor, SpriteScale) );
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}
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if (!HideCategories.Contains(TEXT("Transform")))
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{
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AddTransformCategory(DetailLayout);
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}
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if (!HideCategories.Contains(TEXT("Actor")))
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{
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AddActorCategory(DetailLayout, ActorsPerLevelCount);
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}
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OnExtendActorDetails.Broadcast(DetailLayout, FGetSelectedActors::CreateSP(this, &FActorDetails::GetSelectedActors));
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}
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TSharedPtr<IPropertyHandle> PrimaryTickProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(AActor, PrimaryActorTick));
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// Defaults only show tick properties
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if (DetailLayout.HasClassDefaultObject() && !HideCategories.Contains(TEXT("Tick")))
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{
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// Note: the category is renamed to differentiate between
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IDetailCategoryBuilder& TickCategory = DetailLayout.EditCategory("Tick", LOCTEXT("TickCategoryName", "Actor Tick") );
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TickCategory.AddProperty(PrimaryTickProperty->GetChildHandle(GET_MEMBER_NAME_CHECKED(FTickFunction, bStartWithTickEnabled)));
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TickCategory.AddProperty(PrimaryTickProperty->GetChildHandle(GET_MEMBER_NAME_CHECKED(FTickFunction, TickInterval)));
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TickCategory.AddProperty(PrimaryTickProperty->GetChildHandle(GET_MEMBER_NAME_CHECKED(FTickFunction, bTickEvenWhenPaused)), EPropertyLocation::Advanced);
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TickCategory.AddProperty(PrimaryTickProperty->GetChildHandle(GET_MEMBER_NAME_CHECKED(FTickFunction, bAllowTickOnDedicatedServer)), EPropertyLocation::Advanced);
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TickCategory.AddProperty(PrimaryTickProperty->GetChildHandle(GET_MEMBER_NAME_CHECKED(FTickFunction, TickGroup)), EPropertyLocation::Advanced);
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}
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PrimaryTickProperty->MarkHiddenByCustomization();
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}
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void FActorDetails::OnConvertActor(UClass* ChosenClass)
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{
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if (ChosenClass)
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{
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// Check each selected actor's pointer.
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TArray<AActor*> SelectedActorsRaw;
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for (int32 i=0; i<SelectedActors.Num(); i++)
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{
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if (SelectedActors[i].IsValid())
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{
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SelectedActorsRaw.Add(SelectedActors[i].Get());
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}
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}
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// If there are valid pointers, convert the actors.
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if (SelectedActorsRaw.Num())
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{
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// Dismiss the menu BEFORE converting actors as it can refresh the details panel and if the menu is still open
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// it will be parented to an invalid actor details widget
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FSlateApplication::Get().DismissAllMenus();
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GEditor->ConvertActors(SelectedActorsRaw, ChosenClass, TSet<FString>(), true);
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}
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}
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}
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class FConvertToClassFilter : public IClassViewerFilter
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{
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public:
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/** All classes in this set will be allowed. */
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TSet< const UClass* > AllowedClasses;
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/** All classes in this set will be disallowed. */
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TSet< const UClass* > DisallowedClasses;
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/** Allowed ChildOf relationship. */
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TSet< const UClass* > AllowedChildOfRelationship;
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virtual bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs ) override
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{
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EFilterReturn::Type eState = InFilterFuncs->IfInClassesSet(AllowedClasses, InClass);
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if(eState == EFilterReturn::NoItems)
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{
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eState = InFilterFuncs->IfInChildOfClassesSet(AllowedChildOfRelationship, InClass);
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}
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// As long as it has not failed to be on an allowed list, check if it is on a disallowed list.
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if(eState == EFilterReturn::Passed)
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{
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eState = InFilterFuncs->IfInClassesSet(DisallowedClasses, InClass);
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// If it passes, it's on the disallowed list, so we do not want it.
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if(eState == EFilterReturn::Passed)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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return false;
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}
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virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef< const IUnloadedBlueprintData > InUnloadedClassData, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) override
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{
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EFilterReturn::Type eState = InFilterFuncs->IfInClassesSet(AllowedClasses, InUnloadedClassData);
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if(eState == EFilterReturn::NoItems)
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{
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eState = InFilterFuncs->IfInChildOfClassesSet(AllowedChildOfRelationship, InUnloadedClassData);
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}
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// As long as it has not failed to be on an allowed list, check if it is on a disallowed list.
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if(eState == EFilterReturn::Passed)
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{
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eState = InFilterFuncs->IfInClassesSet(DisallowedClasses, InUnloadedClassData);
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// If it passes, it's on the disallowed list, so we do not want it.
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if(eState == EFilterReturn::Passed)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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return false;
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}
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};
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UClass* FActorDetails::GetConversionRoot( UClass* InCurrentClass ) const
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{
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UClass* ParentClass = InCurrentClass;
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while(ParentClass)
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{
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if( ParentClass->GetBoolMetaData(FName(TEXT("IsConversionRoot"))) )
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{
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break;
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}
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ParentClass = ParentClass->GetSuperClass();
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}
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return ParentClass;
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}
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void FActorDetails::CreateClassPickerConvertActorFilter(const TWeakObjectPtr<AActor> ConvertActor, class FClassViewerInitializationOptions* ClassPickerOptions)
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{
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// Shouldn't ever be overwriting an already established filter
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check( ConvertActor.IsValid() )
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check( ClassPickerOptions != NULL && !ClassPickerOptions->ClassFilter.IsValid() )
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TSharedPtr<FConvertToClassFilter> Filter = MakeShareable(new FConvertToClassFilter);
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ClassPickerOptions->ClassFilter = Filter;
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UClass* ConvertClass = ConvertActor->GetClass();
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UClass* RootConversionClass = GetConversionRoot(ConvertClass);
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if(RootConversionClass)
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{
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Filter->AllowedChildOfRelationship.Add(RootConversionClass);
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}
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// Never convert to the same class
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Filter->DisallowedClasses.Add(ConvertClass);
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if( ConvertActor->IsA<ABrush>() )
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{
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// Volumes cannot be converted to brushes or brush shapes or the abstract type
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Filter->DisallowedClasses.Add(ABrush::StaticClass());
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Filter->DisallowedClasses.Add(ABrushShape::StaticClass());
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Filter->DisallowedClasses.Add(AVolume::StaticClass());
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}
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}
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TSharedRef<SWidget> FActorDetails::OnGetConvertContent()
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{
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// Build a class picker widget
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// Fill in options
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FClassViewerInitializationOptions Options;
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Options.bShowUnloadedBlueprints = true;
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Options.bIsActorsOnly = true;
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Options.bIsPlaceableOnly = true;
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// All selected actors are of the same class, so just need to use one to generate the filter
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if ( SelectedActors.Num() > 0 )
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{
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CreateClassPickerConvertActorFilter(SelectedActors.Top(), &Options);
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}
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Options.Mode = EClassViewerMode::ClassPicker;
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Options.DisplayMode = EClassViewerDisplayMode::ListView;
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TSharedRef<SWidget> ClassPicker = FModuleManager::LoadModuleChecked<FClassViewerModule>("ClassViewer").CreateClassViewer(Options, FOnClassPicked::CreateSP(this, &FActorDetails::OnConvertActor));
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return
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SNew(SBox)
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.WidthOverride(280)
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.MaxDesiredHeight(500)
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[
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ClassPicker
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];
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}
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EVisibility FActorDetails::GetConvertMenuVisibility() const
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{
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return GLevelEditorModeTools().EnsureNotInMode(FBuiltinEditorModes::EM_InterpEdit) ?
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EVisibility::Visible :
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EVisibility::Collapsed;
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}
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TSharedRef<SWidget> FActorDetails::MakeConvertMenu( const FSelectedActorInfo& SelectedActorInfo )
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{
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UClass* RootConversionClass = GetConversionRoot(SelectedActorInfo.SelectionClass);
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return
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SNew(SComboButton)
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.ContentPadding(2)
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.IsEnabled(RootConversionClass != NULL)
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.Visibility(this, &FActorDetails::GetConvertMenuVisibility)
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.OnGetMenuContent(this, &FActorDetails::OnGetConvertContent)
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.ButtonContent()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("SelectAType", "Select a Type"))
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.Font(IDetailLayoutBuilder::GetDetailFont())
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];
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}
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void FActorDetails::OnNarrowSelectionSetToSpecificLevel( TWeakObjectPtr<ULevel> LevelToNarrowInto )
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{
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if (ULevel* RequiredLevel = LevelToNarrowInto.Get())
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{
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// Remove any selected objects that aren't in the specified level
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TArray<AActor*> ActorsToDeselect;
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for ( TArray< TWeakObjectPtr<AActor> >::TConstIterator Iter(SelectedActors); Iter; ++Iter)
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{
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if( (*Iter).IsValid() )
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{
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AActor* Actor = (*Iter).Get();
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if (!Actor->IsIn(RequiredLevel))
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{
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ActorsToDeselect.Add(Actor);
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}
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}
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}
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for (TArray<AActor*>::TIterator DeselectIt(ActorsToDeselect); DeselectIt; ++DeselectIt)
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{
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AActor* Actor = *DeselectIt;
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GEditor->SelectActor(Actor, /*bSelected=*/ false, /*bNotify=*/ false);
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}
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// Tell the editor selection status was changed.
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GEditor->NoteSelectionChange();
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}
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}
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bool FActorDetails::IsActorValidForLevelScript() const
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{
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AActor* Actor = GEditor->GetSelectedActors()->GetTop<AActor>();
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return FKismetEditorUtilities::IsActorValidForLevelScript(Actor);
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}
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FReply FActorDetails::FindSelectedActorsInLevelScript()
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{
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GUnrealEd->FindSelectedActorsInLevelScript();
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return FReply::Handled();
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};
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bool FActorDetails::AreAnySelectedActorsInLevelScript() const
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{
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return GUnrealEd->AreAnySelectedActorsInLevelScript();
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};
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/** Util to create a menu for events we can add for the selected actor */
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TSharedRef<SWidget> FActorDetails::MakeEventOptionsWidgetFromSelection()
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{
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FMenuBuilder EventMenuBuilder( true, NULL );
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AActor* Actor = SelectedActors[0].Get();
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FKismetEditorUtilities::AddLevelScriptEventOptionsForActor(EventMenuBuilder, SelectedActors[0], true, true, false);
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return EventMenuBuilder.MakeWidget();
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}
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void FActorDetails::AddLayersCategory( IDetailLayoutBuilder& DetailBuilder )
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{
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if( !FModuleManager::Get().IsModuleLoaded( TEXT("Layers") ) )
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{
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return;
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}
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FLayersModule& LayersModule = FModuleManager::LoadModuleChecked< FLayersModule >( TEXT("Layers") );
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const FText LayerCategory = LOCTEXT("LayersCategory", "Layers");
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DetailBuilder.EditCategory( "Layers", LayerCategory, ECategoryPriority::Uncommon )
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.AddCustomRow( FText::GetEmpty() )
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[
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LayersModule.CreateLayerCloud( SelectedActors )
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];
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}
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void FActorDetails::AddTransformCategory( IDetailLayoutBuilder& DetailBuilder )
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{
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const FSelectedActorInfo& SelectedActorInfo = DetailBuilder.GetDetailsView()->GetSelectedActorInfo();
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bool bAreBrushesSelected = SelectedActorInfo.bHaveBrush;
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bool bIsOnlyWorldPropsSelected = SelectedActors.Num() == 1 && SelectedActors[0].IsValid() && SelectedActors[0]->IsA<AWorldSettings>();
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bool bLacksRootComponent = SelectedActors[0].IsValid() && (SelectedActors[0]->GetRootComponent()==NULL);
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// Don't show the Transform details if the only actor selected is world properties, or if they have no RootComponent
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if ( bIsOnlyWorldPropsSelected || bLacksRootComponent )
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{
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return;
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}
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TSharedRef<FComponentTransformDetails> TransformDetails = MakeShareable( new FComponentTransformDetails( DetailBuilder.GetSelectedObjects(), SelectedActorInfo, DetailBuilder ) );
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IDetailCategoryBuilder& TransformCategory = DetailBuilder.EditCategory( "TransformCommon", LOCTEXT("TransformCommonCategory", "Transform"), ECategoryPriority::Transform );
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TransformCategory.AddCustomBuilder( TransformDetails );
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}
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void FActorDetails::AddActorCategory( IDetailLayoutBuilder& DetailBuilder, const TMap<ULevel*, int32>& ActorsPerLevelCount )
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{
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FLevelEditorModule& LevelEditor = FModuleManager::GetModuleChecked<FLevelEditorModule>( TEXT("LevelEditor") );
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const FLevelEditorCommands& Commands = LevelEditor.GetLevelEditorCommands();
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TSharedRef<const FUICommandList> CommandBindings = LevelEditor.GetGlobalLevelEditorActions();
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const FSelectedActorInfo& SelectedActorInfo = DetailBuilder.GetDetailsView()->GetSelectedActorInfo();
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TSharedPtr<SVerticalBox> LevelBox;
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IDetailCategoryBuilder& ActorCategory = DetailBuilder.EditCategory("Actor", FText::GetEmpty(), ECategoryPriority::Uncommon );
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#if 1
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// Create the info buttons per level
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for ( auto LevelIt( ActorsPerLevelCount.CreateConstIterator() ); LevelIt; ++LevelIt)
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{
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ULevel* Level = LevelIt.Key();
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int32 SelectedActorCountInLevel = LevelIt.Value();
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// Get a description of the level
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FText LevelDescription = FText::FromString( FPackageName::GetShortName( Level->GetOutermost()->GetFName() ) );
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if (Level == Level->OwningWorld->PersistentLevel)
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{
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LevelDescription = NSLOCTEXT("UnrealEd", "PersistentLevel", "Persistent Level");
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}
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// Create a description and tooltip for the actor count/selection hyperlink
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const FText ActorCountDescription = FText::Format( LOCTEXT("SelectedActorsInOneLevel", "{0} selected in"), FText::AsNumber( SelectedActorCountInLevel ) );
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const FText Tooltip = FText::Format( LOCTEXT("SelectedActorsHyperlinkTooltip", "Narrow the selection set to just the actors in {0}"), LevelDescription);
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// Create the row for this level
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TWeakObjectPtr<ULevel> WeakLevelPtr = Level;
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ActorCategory.AddCustomRow( LOCTEXT("SelectionFilter", "Selected") )
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.NameContent()
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[
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SNew(SHyperlink)
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.Style(FEditorStyle::Get(), "HoverOnlyHyperlink")
|
|
.OnNavigate( this, &FActorDetails::OnNarrowSelectionSetToSpecificLevel, WeakLevelPtr )
|
|
.Text(ActorCountDescription)
|
|
.TextStyle(FEditorStyle::Get(), "DetailsView.HyperlinkStyle")
|
|
.ToolTipText(Tooltip)
|
|
]
|
|
.ValueContent()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LevelDescription)
|
|
.Font( IDetailLayoutBuilder::GetDetailFont() )
|
|
];
|
|
|
|
}
|
|
#endif
|
|
|
|
// WorldSettings should never convert to another class type
|
|
if( SelectedActorInfo.SelectionClass != AWorldSettings::StaticClass() && SelectedActorInfo.HasConvertableAsset() )
|
|
{
|
|
ActorCategory.AddCustomRow( LOCTEXT("ConvertMenu", "Convert") )
|
|
.NameContent()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LOCTEXT("ConvertActor", "Convert Actor"))
|
|
.ToolTipText(LOCTEXT("ConvertActor_ToolTip", "Convert actors to different types"))
|
|
.Font(IDetailLayoutBuilder::GetDetailFont())
|
|
]
|
|
.ValueContent()
|
|
[
|
|
MakeConvertMenu( SelectedActorInfo )
|
|
];
|
|
}
|
|
}
|
|
|
|
const TArray< TWeakObjectPtr<AActor> >& FActorDetails::GetSelectedActors() const
|
|
{
|
|
return SelectedActors;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|