Files
UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Private/LevelEditorActions.cpp
Ben Marsh bf66aaa497 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2955635 on 2016/04/26 by Max.Chen

	Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.

	#jira UE-28213

Change 2955617 on 2016/04/25 by Dmitriy.Dyomin

	Better fix for: Post processing rendering artifacts Nexus 6
	this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
	#jira: UE-24067

Change 2955522 on 2016/04/25 by Max.Chen

	Sequencer: Fix crash when resolving object guid and context is null.

	#jira UE-29916

Change 2955504 on 2016/04/25 by Alexis.Matte

	#jira UE-29926
	Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.

Change 2955500 on 2016/04/25 by Dan.Oconnor

	Integration of 2955445 from Dev-BP
	#jira UE-29012

Change 2955234 on 2016/04/25 by Lina.Halper

	Fixed tool tip of twist node

	#jira : UE-29907

Change 2955211 on 2016/04/25 by Ben.Marsh

	Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.

	#jira UE-29842

Change 2955155 on 2016/04/25 by Jamie.Dale

	Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit

	#jira UE-28756

Change 2955144 on 2016/04/25 by Jamie.Dale

	Fixed a case where editable text controls would fail to select their text when focused

	There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.

	#jira UE-29818
	#jira UE-29772

Change 2955136 on 2016/04/25 by Chad.Taylor

	Merging to 4.12:

	Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.

	#jira UE-22581

Change 2955134 on 2016/04/25 by Lina.Halper

	Removed code that blocks moving actor when they don't have physics asset

	#jira : UE-29796
	#code review: Benn.Gallagher

Change 2955130 on 2016/04/25 by Zak.Middleton

	#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
	(copy of 2955001 in Main)

	#jira UE-29531
	#lockdown Nick.Penwarden

Change 2955098 on 2016/04/25 by Marc.Audy

	Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
	#jira UE-7539

Change 2955049 on 2016/04/25 by Richard.TalbotWatkin

	Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
	#jira UE-29753 - Add ability to display a SplineComponent in-game

Change 2955040 on 2016/04/25 by Chris.Gagnon

	Fixed Initializer Order Warning in hot reload ctor.

	#jira UE-28811, UE-28960

Change 2954995 on 2016/04/25 by Marc.Audy

	Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
	#jira UE-29909

Change 2954970 on 2016/04/25 by Peter.Sauerbrei

	fix for openwrite with O_APPEND flag
	#jira UE-28417

Change 2954917 on 2016/04/25 by Chris.Gagnon

	Moved a desired change from Main to 4.12

	Added input settings to:
	- control if the viewport locks the mouse on acquire capture.
	- control if the viewport acquires capture on the application launch (first window activate).

	#jira UE-28811, UE-28960
	parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)

Change 2954908 on 2016/04/25 by Alexis.Matte

	#jira UE-29478
	Prevent modal dialog to use 100% of a core

Change 2954888 on 2016/04/25 by Marcus.Wassmer

	Fix compile issue with chinese locale
	#jira UE-29708

Change 2954813 on 2016/04/25 by Lina.Halper

	Fix when not re-validating the correct asset

	#jira : UE-29789
	#code review: Martin.Wilson

Change 2954810 on 2016/04/25 by mason.seay

	Updated map to improve coverage

	#jira UE-29618

Change 2954785 on 2016/04/25 by Max.Chen

	Sequencer: Always spawn sequencer spawnables. Disregard collision settings.

	#jira UE-29825

Change 2954781 on 2016/04/25 by mason.seay

	Test map for Audio Occlusion trace channels

	#jira UE-29618

Change 2954684 on 2016/04/25 by Marc.Audy

	Add GetIsReplicated accessor to AActor
	Deprecate specific GameplayAbility class implementations that was exposing bReplicates
	#jira UE-29897

Change 2954675 on 2016/04/25 by Alexis.Matte

	#jira UE-25430
	Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs

Change 2954669 on 2016/04/25 by Alexis.Matte

	#jira UE-29507
	Import of rigid mesh animation is broken

Change 2954579 on 2016/04/25 by Ben.Marsh

	Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.

	#jira UE-29842

Change 2954556 on 2016/04/25 by Taizyd.Korambayil

	#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class

Change 2954552 on 2016/04/25 by Taizyd.Korambayil

	#jira UE-29877 Deleting BP class

Change 2954498 on 2016/04/25 by Ryan.Gerleve

	Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
	Transition actors to the new level in a second pass after non-transitioning actors are handled.

	#jira UE-29213

Change 2954446 on 2016/04/25 by Max.Chen

	Sequencer: Fixed spawning actors with instance or multiple owned components

	  - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved

	#jira UE-29774, UE-29859

Change 2954430 on 2016/04/25 by Marc.Audy

	Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
	#jira UE-29118
	#jira UE-29747

Change 2954292 on 2016/04/25 by Richard.TalbotWatkin

	Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)

	CurveEditorViewportClient - Bounds check when box selecting.  Prevents crashing when the box is outside the viewport.
	#jira UE-29265 - Crash when drag selecting curve keys in matinee

Change 2954262 on 2016/04/25 by Graeme.Thornton

	Fixed a editor crash when destroying linkers half way through a package EndLoad

	#jira UE-29437

Change 2954239 on 2016/04/25 by Marc.Audy

	Fix error message
	#jira UE-00000

Change 2954177 on 2016/04/25 by Dmitriy.Dyomin

	Fixed: Hidden surface removal is not enabled on PowerVR Android devices
	#jira UE-29871

Change 2954026 on 2016/04/24 by Josh.Adams

	[Somehow most files got unchecked in my previous checkin, grr]
	- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
	#lockdown nick.penwarden
	#jira UE-29863

Change 2954025 on 2016/04/24 by Josh.Adams

	- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
	#lockdown nick.penwarden
	#jira UE-29863

Change 2953946 on 2016/04/24 by Max.Chen

	Sequencer: Fix crash on undo of a sub section.

	#jira UE-29856

Change 2953898 on 2016/04/23 by mitchell.wilson

	#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing

Change 2953859 on 2016/04/23 by Maciej.Mroz

	Merged from Dev-Blueprints 2953858
	#jira UE-29790 Editor crashes when opening KiteDemo

Change 2953764 on 2016/04/23 by Max.Chen

	Sequencer: Remove "Experimental" tag on the Level Sequence Actor

	#jira UETOOl-625

Change 2953763 on 2016/04/23 by Max.Chen

	Cinematics: Change text to "Edit Existing Cinematics"

	#jira UE-29102

Change 2953762 on 2016/04/23 by Max.Chen

	Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.

	#jira UE-29658

Change 2953652 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Workaround driver bugs wrt texture format caps
	#jira UE-28140

Change 2953596 on 2016/04/22 by Marcus.Wassmer

	#jira UE-20276
	Merging dual normal clearcoat shading model.
	2863683
	2871229
	2876362
	2876573
	2884007
	2901595

Change 2953594 on 2016/04/22 by Chris.Babcock

	Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
	#jira UE-29851
	#ue4
	#android

Change 2953520 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Enable deferred resource deletion
	- Added one resource heap per memory type
	- Improved DumpMemory()
	- Added ensures for missing format features
	#jira UE-28140

Change 2953459 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29748 Resaved Maps to Fix EC Build Warnings
	#jira UE-29744

Change 2953448 on 2016/04/22 by Ryan.Gerleve

	Fix Mac/Linux compile.

	#jira UE-29545

Change 2953311 on 2016/04/22 by Ryan.Gerleve

	Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
	Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
	To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.

	#jira UE-29545

Change 2953219 on 2016/04/22 by mason.seay

	Test map for show collision features

	#jira UE-29618

Change 2953199 on 2016/04/22 by Phillip.Kavan

	[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.

	change summary:
	- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
	- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
	    - added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
	    - removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
	- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)

	#jira UE-29449

Change 2953195 on 2016/04/22 by Max.Chen

	Sequencer: Fix crash in actor reference track in the cached guid to actor map.

	#jira UE-27523

Change 2953124 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Increase temp frame buffer
	#jira UE-28140

Change 2953121 on 2016/04/22 by Chris.Babcock

	Rebuilt lighting for all levels
	#jira UE-29809

Change 2953073 on 2016/04/22 by mason.seay

	Test assets for notifies in animation composites and montages

	#jira UE-29618

Change 2952960 on 2016/04/22 by Richard.TalbotWatkin

	Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
	#jira UE-28410 - Eye dropper selects color without clicking

Change 2952934 on 2016/04/22 by Allan.Bentham

	Ensure pool's refractive index >= 1
	#jira UE-29777

Change 2952881 on 2016/04/22 by Jamie.Dale

	Better fix for UE-28560 that doesn't regress thumbnail rendering

	We now just silence the warning if dealing with an inactive world.

	#jira UE-28560

Change 2952867 on 2016/04/22 by Thomas.Sarkanen

	Fix issues with matinee-controlled anim instances

	Regression caused by us no longer saving off the anim sequence between updates.

	#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.

Change 2952826 on 2016/04/22 by Maciej.Mroz

	Merged from Dev-Blueprints 2952820

	#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail

Change 2952819 on 2016/04/22 by Josh.Adams

	- Fixed crash in a Vulkan shader printout
	#lockdown nick.penwarden
	#jira UE-29820

Change 2952817 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Revert back to simple layouts
	#jira UE-28140

Change 2952792 on 2016/04/22 by Jamie.Dale

	Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready

	Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.

	#jira UE-28560

Change 2952783 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-28477 Resaved Flying Template Map

Change 2952767 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29736 Resaved Map to Fix EC Warnings

Change 2952762 on 2016/04/22 by Allan.Bentham

	Update reflection capture to contain only room5 content.
	#jira UE-29777

Change 2952749 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error

Change 2952688 on 2016/04/22 by Martin.Wilson

	Fix for BP notifies not displaying when they derive from an abstract base class

	#jira UE-28556

Change 2952685 on 2016/04/22 by Thomas.Sarkanen

	Fix CIS for non-editor builds

	#jira UE-29308 - Fix crash from GC-ed animation asset

Change 2952664 on 2016/04/22 by Thomas.Sarkanen

	Made up/down behaviour for console history consistent and reverted to old ordering by default

	Pressing up or down now brings up history.
	Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.

	#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating

Change 2952655 on 2016/04/22 by Jamie.Dale

	Changed the class filter to use an expression evaluator

	This makes it consistent with the other filters in the editor

	#jira UE-29811

Change 2952647 on 2016/04/22 by Allan.Bentham

	Back out changelist 2951539
	#jira UE-29777

Change 2952618 on 2016/04/22 by Benn.Gallagher

	Fixed naming error in rotation multiplier node
	#jira UE-29583

Change 2952612 on 2016/04/22 by Thomas.Sarkanen

	Fix garbage collection and undo/redo issues with anim instance proxy

	UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
	Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).

	#jira UE-29308 - Fix crash from GC-ed animation asset

Change 2952608 on 2016/04/22 by Richard.TalbotWatkin

	Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
	#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.

Change 2952599 on 2016/04/22 by Dmitriy.Dyomin

	Disabled vulkan pipeline cache as it causes rendering artifacts right now
	#jira UE-29807

Change 2952540 on 2016/04/22 by Maciej.Mroz

	#jira UE-29787 Obsolete nativized files are never removed
	merged from Dev-Blueprints 2952531

Change 2952372 on 2016/04/21 by Josh.Adams

	- Fixed Vk memory allocations when reusing free pages
	#lockdown nick.penwarden
	#jira ue-29802

Change 2952350 on 2016/04/21 by Eric.Newman

	Added support for UEReleaseTesting backends to Orion and Ocean
	#jira op-3640

Change 2952140 on 2016/04/21 by Dan.Oconnor

	Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
	#jira UE-28971

Change 2952135 on 2016/04/21 by Jeff.Farris

	Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
	Manual re-implementation of CL 2948123 in 4.12 branch.
	#jira UE-29634

Change 2952121 on 2016/04/21 by Lee.Clark

	PS4 - 4.12 - Fix staging and deploying of system prxs

	#jira UE-29801

Change 2952120 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Move descriptor allocation to BSS
	#jira UE-21840

Change 2952027 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Fix descriptor sets lifetimes
	- Fix crash with null texture
	#jira UE-28140

Change 2951890 on 2016/04/21 by Eric.Newman

	Updating locked common dependencies for OrionService
	#jira OP-3640

Change 2951863 on 2016/04/21 by Eric.Newman

	Updating locked dependencies for UE 4.12 OrionService
	#jira OP-3640

Change 2951852 on 2016/04/21 by Owen.Stupka

	Fixed meteors destruct location
	#jira UE-29714

Change 2951739 on 2016/04/21 by Max.Chen

	Sequencer: Follow up for integral keys.

	#jira UE-29791

Change 2951717 on 2016/04/21 by Rolando.Caloca

	UE4.12 - Fix shader platform names
	#jira UE-28140

Change 2951714 on 2016/04/21 by Max.Chen

	Sequencer: Fix setting a key if it already exists at the current time.

	#jira UE-29791

Change 2951708 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Separate upload cmd buffer
	#jira UE-28140

Change 2951653 on 2016/04/21 by Marc.Audy

	If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
	Remove now unused bRenameRequired parameter
	#jira UE-29612

Change 2951619 on 2016/04/21 by Chris.Babcock

	Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
	#jira UE-29786
	#ue4

Change 2951603 on 2016/04/21 by Cody.Albert

	#jira UE-29785
	Revert Github readme page back to original

Change 2951599 on 2016/04/21 by Ryan.Gerleve

	Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)

	#jira UE-29778

Change 2951558 on 2016/04/21 by Chris.Babcock

	Always rename destroyed child actor
	#jira UE-29709
	#ue4

Change 2951552 on 2016/04/21 by James.Golding

	Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
	#jira UE-29303

Change 2951539 on 2016/04/21 by Allan.Bentham

	Use screenuv for distortion with ES2/31.
	#jira UE-29777

Change 2951535 on 2016/04/21 by Max.Chen

	We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.

	#jira UE-29711

Change 2951521 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM

Change 2951492 on 2016/04/21 by Jeremiah.Waldron

	Fix for Android IAP information reporting back incorrectly.
	#jira UE-29776

Change 2951486 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map

Change 2951450 on 2016/04/21 by Gareth.Martin

	Fix non-editor build
	#jira UE-16525

Change 2951380 on 2016/04/21 by Gareth.Martin

	Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
	#jira UE-16525

Change 2951357 on 2016/04/21 by Richard.TalbotWatkin

	Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
	#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field

Change 2951352 on 2016/04/21 by Richard.TalbotWatkin

	Added slider bar thickness as a new property in FSliderStyle.
	#jira UE-19173 - SSlider is not fully stylable

Change 2951344 on 2016/04/21 by Gareth.Martin

	Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
	- Also fixes landscape spline lines not showing up on a flat landscape
	#jira UE-25114

Change 2951326 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-28477 Resaving Maps

Change 2951271 on 2016/04/21 by Jamie.Dale

	Fixed a crash when pasting a path containing a class into the asset view of the Content Browser

	#jira UE-29616

Change 2951237 on 2016/04/21 by Jack.Porter

	Fix black screen on PC due to planar reflections

	#jira UE-29664

Change 2951184 on 2016/04/21 by Jamie.Dale

	Fixed crash in FCurveStructCustomization when no objects were selected for editing

	#jira UE-29638

Change 2951177 on 2016/04/21 by Ben.Marsh

	Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.

	#jira UE-29757

Change 2951171 on 2016/04/21 by Matthew.Griffin

	Fixed issue with Rebuild not working when installed in Program Files (x86)
	The brackets seem to cause lots of problems in combination with the if/else ones
	#jira UE-29648

Change 2951163 on 2016/04/21 by Jamie.Dale

	Changed the text customization to use the property handle functions to get/set the text value

	That ensures that it both transacts and notifies correctly.

	Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
	  - FPropertyHandleBase::SetPerObjectValue
	  - FPropertyHandleBase::GetPerObjectValue
	  - FPropertyHandleBase::GetNumPerObjectValues

	These replace the need to cache the raw pointers.

	#jira UE-20223

Change 2951103 on 2016/04/21 by Thomas.Sarkanen

	Un-deprecated blueprint functions for attachment/detachment

	Renamed functions to <FuncName> (Deprecated).
	Hid functions in the BP context menu so new ones cant be added.

	#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.

Change 2951101 on 2016/04/21 by Allan.Bentham

	Enable mobile HQ DoF
	#jira UE-29765

Change 2951097 on 2016/04/21 by Thomas.Sarkanen

	Standalone games now benefit from parallel anim update if possible

	We now simply use the fact we want root motion to determine if we need to run immediately.

	#jira UE-29431 - Parallel anim update does not work in non-multiplayer games

Change 2951036 on 2016/04/21 by Lee.Clark

	PS4 - Fix WinDualShock working with VS2015

	#jira UE-29088

Change 2951034 on 2016/04/21 by Jack.Porter

	ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues

	#jira UE-29666

Change 2950995 on 2016/04/21 by Jack.Porter

	ProtoStar - delete unneeded maps

	#jira UE-29665

Change 2950787 on 2016/04/20 by Nick.Darnell

	SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.

	#jira UE-29749
	#codeview Ben.Marsh

Change 2950786 on 2016/04/20 by Nick.Darnell

	Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.

	#jira UE-29749

Change 2950769 on 2016/04/20 by Ben.Marsh

	Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.

Change 2950724 on 2016/04/20 by Lina.Halper

	Support for negative scaling for mirroring

	- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira: UE-27453

Change 2950293 on 2016/04/20 by andrew.porter

	Correcting sequencer test content

	#jira UE-29618

Change 2950283 on 2016/04/20 by Marc.Audy

	Don't route FlushPressedKeys on PIE shut down
	#jira UE-28734

Change 2950071 on 2016/04/20 by mason.seay

	Adjusted translation retargeting on head bone of UE4_Mannequin

	-Needed for anim bp test.  Tested animations and did not see any fallout from change.  If there is, it can be reverted.

	#jira UE-29618

Change 2950049 on 2016/04/20 by Mark.Satterthwaite

	Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
	#jira UE-29006
	#jira UE-29140

Change 2949977 on 2016/04/20 by Max.Chen

	Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.

	#jira UE-29660

Change 2949836 on 2016/04/20 by Gareth.Martin

	Fix landscape components flickering when perfectly flat (bounds size is 0)
	- This often happens for newly created landscapes
	#jira UE-29262

Change 2949768 on 2016/04/20 by Thomas.Sarkanen

	Moving parent & grouped child actors now does not result in deltas being applied twice

	Grouping and attachment now interact correctly.
	Also fixed up according to coding standard.

	Discovered and proposed by David.Bliss2 (Rocksteady).

	#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
	From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html

Change 2949759 on 2016/04/20 by Thomas.Sarkanen

	Fix split pins not working as anim graph node inputs

	Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.

	#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work

Change 2949739 on 2016/04/20 by Thomas.Sarkanen

	Fix layered bone per blend accessed from a struct in the fast-path

	Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
	Covered struct source->array dest case.
	Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.

	#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.

Change 2949715 on 2016/04/20 by Max.Chen

	Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)

	#jira UE-29661

Change 2949712 on 2016/04/20 by Taizyd.Korambayil

	#jira UE-28544 adjusted Player crosshair to be centered

Change 2949710 on 2016/04/20 by Alexis.Matte

	#jira UE-29477
	Pixel Inspector, UI get polish and adding "scene color" inspect property

Change 2949706 on 2016/04/20 by Alexis.Matte

	#jira UE-29475
	#jira UE-29476
	Favorite allow all UProperty to be favorite (the FStruct is now supported)
	Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite

Change 2949691 on 2016/04/20 by Mark.Satterthwaite

	Fix typo from previous commit - retain not release...
	#jira UE-29140

Change 2949690 on 2016/04/20 by Mark.Satterthwaite

	Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
	#jira UE-29140

Change 2949616 on 2016/04/20 by Marc.Audy

	'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
	#jira UE-00000

Change 2949572 on 2016/04/20 by Jamie.Dale

	Fixed crash undoing a text property changed caused by a null entry in the array

	#jira UE-20223

Change 2949562 on 2016/04/20 by Alexis.Matte

	#jira UE-29447
	Fix the batch fbx import "not show options" dialog where some option can be different.

Change 2949560 on 2016/04/20 by Alexis.Matte

	#jira UE-28898
	Avoid importing multiple static mesh in the same package

Change 2949547 on 2016/04/20 by Mark.Satterthwaite

	You must use STENCIL_COMPONENT_SWIZZLE  to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
	#jira UE-29672

Change 2949443 on 2016/04/20 by Allan.Bentham

	Disable sRGB textures when ES31 feature level is set.
	Only use vk's sRGB formats when feature level > ES3_1

	#jira UE-29623

Change 2949428 on 2016/04/20 by Allan.Bentham

	Back out changelist 2949405
	#jira UE-29623

Change 2949405 on 2016/04/20 by Allan.Bentham

	Disable sRGB textures when ES31 feature level is set.
	Only use vk's sRGB formats when feature level > ES3_1

	#jira UE-29623

	Merging using Dev-Mobile_->_Release-4.12

Change 2949391 on 2016/04/20 by Richard.TalbotWatkin

	PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
	#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
	#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients

Change 2949389 on 2016/04/20 by Richard.TalbotWatkin

	Fixed regression which was saving the viewport config settings incorrectly.  Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
	#jira UE-29058 - Viewport settings are not saved after shutting down editor

Change 2949388 on 2016/04/20 by Richard.TalbotWatkin

	Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
	#jira UE-29257 - Auto import does not import assets

Change 2949203 on 2016/04/19 by Max.Chen

	Sequencer: Fix spawnables not getting default tracks.

	#jira UE-29644

Change 2949202 on 2016/04/19 by Max.Chen

	Sequencer: Fix particles not firing on loop.

	#jira UE-27881

Change 2949201 on 2016/04/19 by Max.Chen

	Sequencer: Fix multiple labels support

	#jira UE-26812

Change 2949200 on 2016/04/19 by Max.Chen

	Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.

	#jira UE-29516

Change 2949197 on 2016/04/19 by Max.Chen

	Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.

	#jira UE-22228

Change 2949196 on 2016/04/19 by Max.Chen

	Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.

	#jira UE-29657

Change 2949195 on 2016/04/19 by Max.Chen

	MovieSceneCapture: Default image compression quality to 100 (rather than 75).

	#jira UE-29657

Change 2949194 on 2016/04/19 by Max.Chen

	Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.

	#jira UETOOL-467

Change 2949193 on 2016/04/19 by Max.Chen

	Sequencer - Fix issues with level visibility.
	+ Don't mark sub-levels as dirty when the track evaluates.
	+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
	+ Null check for when an objects world is null but the track is still evaluating.
	+ Remove UnrealEd references.

	#jira UE-25668

Change 2948990 on 2016/04/19 by Aaron.McLeran

	#jira UE-29654 FadeIn invalidates Audio Components in 4.11

Change 2948890 on 2016/04/19 by Jamie.Dale

	Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists

	#jira UE-28858

Change 2948860 on 2016/04/19 by Mike.Beach

	Mirroring CL 2940334 (from Dev-Blueprints):
	Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)

	#jira UE-28911

Change 2948857 on 2016/04/19 by Jamie.Dale

	Added an Asset Localization context menu to the Content Browser

	This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.

	#jira UE-29493

Change 2948854 on 2016/04/19 by Jamie.Dale

	UAT now stages all project translation targets

	#jira UE-20248

Change 2948831 on 2016/04/19 by Mike.Beach

	Mirroring CL 2945994 (from Dev-Blueprints):
	Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).

	#jira UE-29035

Change 2948825 on 2016/04/19 by Jamie.Dale

	Fixed shadow warning

	#jira UE-29212

Change 2948812 on 2016/04/19 by Marc.Audy

	Gracefully handle failure to load configurable engine classes
	#jira UE-26527

Change 2948791 on 2016/04/19 by Jamie.Dale

	Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
	Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed

	#jira UE-29494
	#jira UE-28886

Change 2948761 on 2016/04/19 by Jamie.Dale

	Sub-fonts are now only used when they contain the character to be rendered

	#jira UE-29212

Change 2948718 on 2016/04/19 by Jamie.Dale

	Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready

	This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).

	#jira UE-29649

Change 2948717 on 2016/04/19 by Jamie.Dale

	Removed the AssetRegistry's dependency on MessageLog

	It was only there to add a category that was only ever used by the AssetTools module.

	#jira UE-29649

Change 2948683 on 2016/04/19 by Phillip.Kavan

	[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.

	change summary:
	- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.

	#jira UE-18419

Change 2948681 on 2016/04/19 by Phillip.Kavan

	[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.

	change summary:
	- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
	- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
	- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
	- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
	- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.

	#jira UE-17794

Change 2948638 on 2016/04/19 by Lee.Clark

	PS4 - Fix SDK compile warnings

	#jira UE-29647

Change 2948401 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-29250 Revuilt Lighting for Landscapes Map

Change 2948398 on 2016/04/19 by Mark.Satterthwaite

	Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
	#jira UE-29170

Change 2948366 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-29109 Replaced Box Mesh with BSP Floor

Change 2948360 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947488

	#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
	#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
	#jira UE-29559
	- fixed private enum access
	- fixed private bitfield access
	- removed forced PostLoad
	- add BodyInstance.FixupData call to fix ResponseChannels
	- ignored RelativeLocation and RelativeRotation in converted root component
	- fixed AttachToComponent (UE-29559)

Change 2948358 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947953

	#jira UE-29605 Wrong bullet trails in nativized ShowUp
	Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.

Change 2948357 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947984

	#jira UE-29374 Crash when hovering over Create Widget node in blueprints

	Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.

Change 2948353 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2948095

	#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
	"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"

Change 2948332 on 2016/04/19 by Benn.Gallagher

	Fixed old pins being left as non-transactional
	#jira UE-13801

Change 2948203 on 2016/04/19 by Lee.Clark

	PS4 - Use SDK 3.508.031

	#jira UEPLAT-1225

Change 2948168 on 2016/04/19 by mason.seay

	Updating test content:

	-Added Husk AI to level to test placed AI

	-Updated Spawn Husk BP to destroy itself to prevent spawn spamming

	#jira UE-29618

Change 2948153 on 2016/04/19 by Benn.Gallagher

	Missed mesh update for Owen IK fix.

	#jira UE-22540

Change 2948130 on 2016/04/19 by Benn.Gallagher

	Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.

	#jira UE-22540

Change 2948117 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates

Change 2948063 on 2016/04/19 by Lina.Halper

	- Anim composite notify change for better
	 - Fixed all nested anim notify

	- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira : UE-29101

Change 2948060 on 2016/04/19 by Lina.Halper

	Fix for composite section metadata saving for montage

	Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira : UE-29228

Change 2948029 on 2016/04/19 by Ben.Marsh

	EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.

Change 2947986 on 2016/04/19 by Benn.Gallagher

	Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
	#jira UE-27783

Change 2947976 on 2016/04/19 by Mark.Satterthwaite

	Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
	#jira UE-29006

Change 2947975 on 2016/04/19 by Mark.Satterthwaite

	Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
	#jira UE-29150

Change 2947679 on 2016/04/19 by Jack.Porter

	Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
	#jira UE-29601

Change 2947657 on 2016/04/18 by Jack.Porter

	Update protostar reflection capture contents

	#jira UE-29600

Change 2947301 on 2016/04/18 by Ben.Marsh

	EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.

Change 2947263 on 2016/04/18 by Marc.Audy

	Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12

	Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
	#jira UE-29209

Change 2946984 on 2016/04/18 by Ben.Marsh

	GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)

Change 2946870 on 2016/04/18 by Ben.Marsh

	Remaking CL 2946810 to fix compile error in ShooterGame editor.

Change 2946859 on 2016/04/18 by Ben.Marsh

	GUBP: Don't exclude Ocean from builds in the release branch.

Change 2946847 on 2016/04/18 by Ben.Marsh

	GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.

Change 2946771 on 2016/04/18 by Ben.Marsh

	EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.

Change 2946641 on 2016/04/18 by Ben.Marsh

	EC: Remove rogue comma causing branch definition parsing to fail.

Change 2946592 on 2016/04/18 by Ben.Marsh

	EC: Adding branch definition for 4.12 release

#lockdown Nick.Penwarden

[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00

3193 lines
131 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "LevelEditor.h"
#include "Matinee/MatineeActor.h"
#include "Engine/LevelScriptBlueprint.h"
#include "LightingBuildOptions.h"
#include "EditorSupportDelegates.h"
#include "SLevelEditor.h"
#include "LevelEditorActions.h"
#include "SLevelViewport.h"
#include "EditorBuildUtils.h"
#include "Toolkits/AssetEditorManager.h"
#include "ScopedTransaction.h"
#include "Editor/Kismet/Public/BlueprintEditorModule.h"
#include "Editor/PropertyEditor/Public/PropertyEditorModule.h"
#include "Editor/ContentBrowser/Public/ContentBrowserModule.h"
#include "Editor/MainFrame/Public/MainFrame.h"
#include "Editor/UnrealEd/Private/GeomFitUtils.h"
#include "Editor/UnrealEd/Public/BSPOps.h"
#include "Editor/LevelEditor/Public/DlgDeltaTransform.h"
#include "Runtime/Engine/Classes/PhysicsEngine/BodySetup.h"
#include "Editor/NewLevelDialog/Public/NewLevelDialogModule.h"
#include "DelegateFilter.h"
#include "BlueprintUtilities.h"
#include "MRUFavoritesList.h"
#include "Editor/SceneOutliner/Private/SSocketChooser.h"
#include "SnappingUtils.h"
#include "Layers/ILayers.h"
#include "IPlacementModeModule.h"
#include "AssetSelection.h"
#include "IDocumentation.h"
#include "SourceCodeNavigation.h"
#include "Dialogs/DlgPickAssetPath.h"
#include "AssetToolsModule.h"
#include "BlueprintEditorUtils.h"
#include "KismetEditorUtilities.h"
#include "DesktopPlatformModule.h"
#include "EngineAnalytics.h"
#include "AnalyticsEventAttribute.h"
#include "IAnalyticsProvider.h"
#include "ReferenceViewer.h"
#include "ISizeMapModule.h"
#include "Developer/MeshUtilities/Public/MeshUtilities.h"
#include "EditorClassUtils.h"
#include "ComponentEditorUtils.h"
#include "EditorActorFolders.h"
#include "ActorPickerMode.h"
#include "EngineBuildSettings.h"
#include "HotReloadInterface.h"
#include "ISourceControlModule.h"
#include "SourceControlWindows.h"
#include "NotificationManager.h"
#include "SNotificationList.h"
#include "Engine/Selection.h"
#include "EngineUtils.h"
#include "Engine/StaticMeshActor.h"
#include "Engine/Polys.h"
#include "Components/LightComponent.h"
#include "Engine/StaticMesh.h"
#include "Engine/Light.h"
#include "Animation/SkeletalMeshActor.h"
#include "Editor/KismetWidgets/Public/CreateBlueprintFromActorDialog.h"
#include "EditorProjectSettings.h"
#include "HierarchicalLODUtilities.h"
#include "Engine/LODActor.h"
#include "AsyncResult.h"
#include "IPortalApplicationWindow.h"
#include "IPortalServiceLocator.h"
#include "MaterialShaderQualitySettings.h"
#include "IVREditorModule.h"
DEFINE_LOG_CATEGORY_STATIC(LevelEditorActions, Log, All);
#define LOCTEXT_NAMESPACE "LevelEditorActions"
const FName HotReloadModule("HotReload");
namespace LevelEditorActionsHelpers
{
/**
* If the passed in class is generated by a Blueprint, it will open that Blueprint, otherwise it will help the user create a Blueprint based on that class
*
* @param InWindowTitle The window title if the Blueprint needs to be created
* @param InBlueprintClass The class to create a Blueprint based on or to open if it is a Blueprint
* @param InLevelEditor When opening the Blueprint, this level editor is the parent window
* @param InNewBPName If we have to create a new BP, this is the suggested name
*/
UBlueprint* OpenOrCreateBlueprintFromClass(FText InWindowTitle, UClass* InBlueprintClass, TWeakPtr< SLevelEditor > InLevelEditor, FString InNewBPName = TEXT(""))
{
UBlueprint* Blueprint = NULL;
// If the current set class is not a Blueprint, we need to allow the user to create one to edit
if(!InBlueprintClass->ClassGeneratedBy)
{
Blueprint = FKismetEditorUtilities::CreateBlueprintFromClass(InWindowTitle, InBlueprintClass, InNewBPName);
}
else
{
Blueprint = Cast<UBlueprint>(InBlueprintClass->ClassGeneratedBy);
}
if(Blueprint)
{
// @todo Re-enable once world centric works
const bool bOpenWorldCentric = false;
FAssetEditorManager::Get().OpenEditorForAsset(
Blueprint,
bOpenWorldCentric ? EToolkitMode::WorldCentric : EToolkitMode::Standalone,
InLevelEditor.Pin() );
}
return Blueprint;
}
}
bool FLevelEditorActionCallbacks::DefaultCanExecuteAction()
{
return FSlateApplication::Get().IsNormalExecution();
}
void FLevelEditorActionCallbacks::BrowseDocumentation()
{
IDocumentation::Get()->OpenHome(FDocumentationSourceInfo(TEXT("help_menu")));
}
void FLevelEditorActionCallbacks::BrowseAPIReference()
{
IDocumentation::Get()->OpenAPIHome();
}
void FLevelEditorActionCallbacks::BrowseViewportControls()
{
FString URL;
if (FUnrealEdMisc::Get().GetURL(TEXT("ViewportControlsURL"), URL))
{
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
}
}
void FLevelEditorActionCallbacks::NewLevel()
{
if (GUnrealEd->WarnIfLightingBuildIsCurrentlyRunning())
{
return;
}
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>("MainFrame");
FString TemplateMapPackageName;
FNewLevelDialogModule& NewLevelDialogModule = FModuleManager::LoadModuleChecked<FNewLevelDialogModule>("NewLevelDialog");
if (NewLevelDialogModule.CreateAndShowNewLevelDialog(MainFrameModule.GetParentWindow(), TemplateMapPackageName))
{
// The new map screen will return a blank TemplateName if the user has selected to begin a new blank map
if (TemplateMapPackageName.IsEmpty())
{
GEditor->CreateNewMapForEditing();
}
else
{
// New map screen returned a non-empty TemplateName, so the user has selected to begin from a template map
bool TemplateFound = false;
// Search all template map folders for a match with TemplateName
const bool bIncludeReadOnlyRoots = true;
if ( FPackageName::IsValidLongPackageName(TemplateMapPackageName, bIncludeReadOnlyRoots) )
{
const FString MapPackageFilename = FPackageName::LongPackageNameToFilename(TemplateMapPackageName, FPackageName::GetMapPackageExtension());
if ( FPaths::FileExists(MapPackageFilename) )
{
// File found because the size check came back non-zero
TemplateFound = true;
// If there are any unsaved changes to the current level, see if the user wants to save those first.
bool bPromptUserToSave = true;
bool bSaveMapPackages = true;
bool bSaveContentPackages = false;
if ( FEditorFileUtils::SaveDirtyPackages(bPromptUserToSave, bSaveMapPackages, bSaveContentPackages) )
{
// Load the template map file - passes LoadAsTemplate==true making the
// level load into an untitled package that won't save over the template
FEditorFileUtils::LoadMap(*MapPackageFilename, /*bLoadAsTemplate=*/true);
}
}
}
if (!TemplateFound)
{
UE_LOG( LevelEditorActions, Warning, TEXT("Couldn't find template map package %s"), *TemplateMapPackageName);
GEditor->CreateNewMapForEditing();
}
}
}
}
bool FLevelEditorActionCallbacks::NewLevel_CanExecute()
{
return FSlateApplication::Get().IsNormalExecution() && !GLevelEditorModeTools().IsTracking();
}
void FLevelEditorActionCallbacks::OpenLevel()
{
FEditorFileUtils::LoadMap();
}
bool FLevelEditorActionCallbacks::OpenLevel_CanExecute()
{
return FSlateApplication::Get().IsNormalExecution() && !GLevelEditorModeTools().IsTracking();
}
void FLevelEditorActionCallbacks::DeltaTransform()
{
if (GUnrealEd->WarnIfLightingBuildIsCurrentlyRunning())
{
return;
}
FDlgDeltaTransform DeltaDialog;
const FDlgDeltaTransform::EResult MoveDialogResult = DeltaDialog.ShowModal();
}
void FLevelEditorActionCallbacks::OpenRecentFile( int32 RecentFileIndex )
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
FMainMRUFavoritesList* RecentsAndFavorites = MainFrameModule.GetMRUFavoritesList();
// Save the name of the file we are attempting to load as VerifyFile/AskSaveChanges might rearrange the MRU list on us
const FString NewPackageName = RecentsAndFavorites->GetMRUItem( RecentFileIndex );
if( RecentsAndFavorites->VerifyMRUFile( RecentFileIndex ) )
{
// Prompt the user to save any outstanding changes.
if( FEditorFileUtils::SaveDirtyPackages(true, true, false) )
{
FString NewFilename;
if (FPackageName::TryConvertLongPackageNameToFilename(NewPackageName, NewFilename, FPackageName::GetMapPackageExtension()))
{
// Load the requested level.
FEditorFileUtils::LoadMap(NewFilename);
}
}
else
{
// something went wrong or the user pressed cancel. Return to the editor so the user doesn't lose their changes
}
}
}
void FLevelEditorActionCallbacks::OpenFavoriteFile( int32 FavoriteFileIndex )
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
FMainMRUFavoritesList* MRUFavoritesList = MainFrameModule.GetMRUFavoritesList();
const FString PackageName = MRUFavoritesList->GetFavoritesItem( FavoriteFileIndex );
if( MRUFavoritesList->VerifyFavoritesFile( FavoriteFileIndex ) )
{
// Prompt the user to save any outstanding changes
if( FEditorFileUtils::SaveDirtyPackages(true, true, false) )
{
FString FileName;
if (FPackageName::TryConvertLongPackageNameToFilename(PackageName, FileName, FPackageName::GetMapPackageExtension()))
{
// Load the requested level.
FEditorFileUtils::LoadMap(FileName);
}
// Move the item to the head of the list
MRUFavoritesList->MoveFavoritesItemToHead(PackageName);
}
else
{
// something went wrong or the user pressed cancel. Return to the editor so the user doesn't lose their changes
}
}
}
void FLevelEditorActionCallbacks::ToggleFavorite()
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
FMainMRUFavoritesList* MRUFavoritesList = MainFrameModule.GetMRUFavoritesList();
check( MRUFavoritesList );
const FString PackageName = GetWorld()->GetOutermost()->GetName();
FString MapFileName;
const bool bMapFileExists = FPackageName::DoesPackageExist(PackageName, NULL, &MapFileName);
// If the user clicked the toggle favorites button, the map file should exist, but double check to be safe.
if ( bMapFileExists )
{
// If the map was already favorited, remove it from the favorites
if ( MRUFavoritesList->ContainsFavoritesItem(PackageName) )
{
MRUFavoritesList->RemoveFavoritesItem(PackageName);
}
// If the map was not already favorited, add it to the favorites
else
{
MRUFavoritesList->AddFavoritesItem(PackageName);
}
}
}
void FLevelEditorActionCallbacks::RemoveFavorite( int32 FavoriteFileIndex )
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
FMainMRUFavoritesList* MRUFavoritesList = MainFrameModule.GetMRUFavoritesList();
const FString PackageName = MRUFavoritesList->GetFavoritesItem( FavoriteFileIndex );
if( MRUFavoritesList->VerifyFavoritesFile( FavoriteFileIndex ) )
{
if ( MRUFavoritesList->ContainsFavoritesItem(PackageName) )
{
MRUFavoritesList->RemoveFavoritesItem(PackageName);
}
}
}
bool FLevelEditorActionCallbacks::ToggleFavorite_CanExecute()
{
if( GetWorld() && GetWorld()->GetOutermost() )
{
FString FileName;
const bool bMapFileExists = FPackageName::DoesPackageExist(GetWorld()->GetOutermost()->GetName(), NULL, &FileName);
// Disable the favorites button if the map isn't associated to a file yet (new map, never before saved, etc.)
return bMapFileExists;
}
return false;
}
bool FLevelEditorActionCallbacks::ToggleFavorite_IsChecked()
{
bool bIsChecked = false;
const FString PackageName = GetWorld()->GetOutermost()->GetName();
FString FileName;
const bool bMapFileExists = FPackageName::DoesPackageExist(PackageName, NULL, &FileName);
// If the map exists, determine its state based on whether the map is already favorited or not
if ( bMapFileExists )
{
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
bIsChecked = MainFrameModule.GetMRUFavoritesList()->ContainsFavoritesItem(PackageName);
}
return bIsChecked;
}
bool FLevelEditorActionCallbacks::CanSaveWorld()
{
return FSlateApplication::Get().IsNormalExecution() && (!GUnrealEd || !GUnrealEd->GetPackageAutoSaver().IsAutoSaving());
}
void FLevelEditorActionCallbacks::Save()
{
FEditorFileUtils::SaveCurrentLevel();
}
void FLevelEditorActionCallbacks::SaveAs()
{
FEditorFileUtils::SaveLevelAs( GetWorld()->PersistentLevel );
}
void FLevelEditorActionCallbacks::SaveAllLevels()
{
const bool bPromptUserToSave = false;
const bool bSaveMapPackages = true;
const bool bSaveContentPackages = false;
const bool bFastSave = false;
FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave );
}
void FLevelEditorActionCallbacks::Import_Clicked()
{
const bool bImportScene = false;
FEditorFileUtils::Import(bImportScene);
}
void FLevelEditorActionCallbacks::ImportScene_Clicked()
{
const bool bImportScene = true;
FEditorFileUtils::Import(bImportScene);
}
void FLevelEditorActionCallbacks::ExportAll_Clicked()
{
const bool bExportSelectedActorsOnly = false;
FEditorFileUtils::Export( bExportSelectedActorsOnly );
}
void FLevelEditorActionCallbacks::ExportSelected_Clicked()
{
const bool bExportSelectedActorsOnly = true;
FEditorFileUtils::Export( bExportSelectedActorsOnly );
}
bool FLevelEditorActionCallbacks::ExportSelected_CanExecute()
{
// Only enable the option if at least one thing is selected and its not a worldsettings
return GEditor->GetSelectedActors()->Num() > 0 && !GEditor->IsWorldSettingsSelected();
}
void FLevelEditorActionCallbacks::AttachToActor(AActor* ParentActorPtr)
{
USceneComponent* ComponentWithSockets = NULL;
//@TODO: Should create a menu for each component that contains sockets, or have some form of disambiguation within the menu (like a fully qualified path)
// Instead, we currently only display the sockets on the root component
if (ParentActorPtr != NULL)
{
if (USceneComponent* RootComponent = Cast<USceneComponent>(ParentActorPtr->GetRootComponent()))
{
if (RootComponent->HasAnySockets())
{
ComponentWithSockets = RootComponent;
}
}
}
// Show socket chooser if we have sockets to select
if (ComponentWithSockets != NULL)
{
FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>( "LevelEditor");
TSharedPtr< ILevelEditor > LevelEditor = LevelEditorModule.GetFirstLevelEditor();
// Create as context menu
FSlateApplication::Get().PushMenu(
LevelEditor.ToSharedRef(),
FWidgetPath(),
SNew(SSocketChooserPopup)
.SceneComponent( ComponentWithSockets )
.OnSocketChosen_Static( &FLevelEditorActionCallbacks::AttachToSocketSelection, ParentActorPtr ),
FSlateApplication::Get().GetCursorPos(),
FPopupTransitionEffect( FPopupTransitionEffect::ContextMenu )
);
}
else
{
AttachToSocketSelection( NAME_None, ParentActorPtr );
}
}
void FLevelEditorActionCallbacks::AttachToSocketSelection(const FName SocketName, AActor* ParentActorPtr)
{
FSlateApplication::Get().DismissAllMenus();
if(ParentActorPtr != NULL)
{
// Attach each child
FScopedTransaction Transaction(LOCTEXT("AttachActors", "Attach actors"));
bool bAttached = false;
for ( FSelectionIterator It( GEditor->GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = Cast<AActor>( *It );
if (GEditor->CanParentActors(ParentActorPtr, Actor))
{
bAttached = true;
GEditor->ParentActors(ParentActorPtr, Actor, SocketName);
}
}
if (!bAttached)
{
Transaction.Cancel();
}
}
}
void FLevelEditorActionCallbacks::SetMaterialQualityLevel( EMaterialQualityLevel::Type NewQualityLevel )
{
auto* Settings = GetMutableDefault<UEditorPerProjectUserSettings>();
Settings->MaterialQualityLevel = NewQualityLevel;
Settings->PostEditChange();
//Ensure the material quality cvar is also set.
static IConsoleVariable* MaterialQualityLevelVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.MaterialQualityLevel"));
MaterialQualityLevelVar->Set(NewQualityLevel, ECVF_SetByScalability);
GUnrealEd->RedrawAllViewports();
}
bool FLevelEditorActionCallbacks::IsMaterialQualityLevelChecked( EMaterialQualityLevel::Type TestQualityLevel )
{
static const auto MaterialQualityLevelVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MaterialQualityLevel"));
EMaterialQualityLevel::Type MaterialQualityLevel = (EMaterialQualityLevel::Type)FMath::Clamp(MaterialQualityLevelVar->GetValueOnGameThread(), 0, (int32)EMaterialQualityLevel::Num-1);
return TestQualityLevel == MaterialQualityLevel;
}
void FLevelEditorActionCallbacks::SetPreviewPlatform(FName MaterialQualityPlatform)
{
UMaterialShaderQualitySettings::Get()->SetPreviewPlatform(MaterialQualityPlatform);
SetFeatureLevelPreview(ERHIFeatureLevel::ES2);
}
bool FLevelEditorActionCallbacks::IsPreviewPlatformChecked(FName MaterialQualityPlatform)
{
const FName& PreviewPlatform = UMaterialShaderQualitySettings::Get()->GetPreviewPlatform();
return PreviewPlatform == MaterialQualityPlatform && ERHIFeatureLevel::ES2 == GetWorld()->FeatureLevel;
}
void FLevelEditorActionCallbacks::SetFeatureLevelPreview(ERHIFeatureLevel::Type InPreviewFeatureLevel)
{
// Record this feature level as we want to use it for all subsequent level creation and loading
GEditor->DefaultWorldFeatureLevel = InPreviewFeatureLevel;
GetWorld()->ChangeFeatureLevel(InPreviewFeatureLevel);
// Update any currently running PIE sessions.
for (TObjectIterator<UWorld> It; It; ++It)
{
UWorld* ItWorld = *It;
if (ItWorld->WorldType == EWorldType::PIE)
{
ItWorld->ChangeFeatureLevel(InPreviewFeatureLevel);
}
}
GUnrealEd->RedrawAllViewports();
}
bool FLevelEditorActionCallbacks::IsFeatureLevelPreviewChecked(ERHIFeatureLevel::Type InPreviewFeatureLevel)
{
return InPreviewFeatureLevel == GetWorld()->FeatureLevel;
}
void FLevelEditorActionCallbacks::ConfigureLightingBuildOptions( const FLightingBuildOptions& Options )
{
GConfig->SetBool( TEXT("LightingBuildOptions"), TEXT("OnlyBuildSelected"), Options.bOnlyBuildSelected, GEditorPerProjectIni );
GConfig->SetBool( TEXT("LightingBuildOptions"), TEXT("OnlyBuildCurrentLevel"), Options.bOnlyBuildCurrentLevel, GEditorPerProjectIni );
GConfig->SetBool( TEXT("LightingBuildOptions"), TEXT("OnlyBuildSelectedLevels"),Options.bOnlyBuildSelectedLevels, GEditorPerProjectIni );
GConfig->SetBool( TEXT("LightingBuildOptions"), TEXT("OnlyBuildVisibility"), Options.bOnlyBuildVisibility, GEditorPerProjectIni );
}
void FLevelEditorActionCallbacks::Build_Execute()
{
// Reset build options
ConfigureLightingBuildOptions( FLightingBuildOptions() );
// Build everything!
FEditorBuildUtils::EditorBuild( GetWorld(), FBuildOptions::BuildAll );
}
void FLevelEditorActionCallbacks::BuildAndSubmitToSourceControl_Execute()
{
FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>( TEXT("LevelEditor") );
LevelEditorModule.SummonBuildAndSubmit();
}
void FLevelEditorActionCallbacks::BuildLightingOnly_Execute()
{
// Reset build options
ConfigureLightingBuildOptions( FLightingBuildOptions() );
// Build lighting!
const bool bAllowLightingDialog = false;
FEditorBuildUtils::EditorBuild( GetWorld(), FBuildOptions::BuildLighting, bAllowLightingDialog );
}
bool FLevelEditorActionCallbacks::BuildLighting_CanExecute()
{
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
return bAllowStaticLighting;
}
void FLevelEditorActionCallbacks::BuildReflectionCapturesOnly_Execute()
{
GEditor->UpdateReflectionCaptures();
}
void FLevelEditorActionCallbacks::BuildLightingOnly_VisibilityOnly_Execute()
{
// Configure build options
FLightingBuildOptions LightingBuildOptions;
LightingBuildOptions.bOnlyBuildVisibility = true;
ConfigureLightingBuildOptions( LightingBuildOptions );
// Build lighting!
const bool bAllowLightingDialog = false;
FEditorBuildUtils::EditorBuild( GetWorld(), FBuildOptions::BuildLighting, bAllowLightingDialog );
// Reset build options
ConfigureLightingBuildOptions( FLightingBuildOptions() );
}
bool FLevelEditorActionCallbacks::LightingBuildOptions_UseErrorColoring_IsChecked()
{
bool bUseErrorColoring = false;
GConfig->GetBool(TEXT("LightingBuildOptions"), TEXT("UseErrorColoring"), bUseErrorColoring, GEditorPerProjectIni);
return bUseErrorColoring;
}
void FLevelEditorActionCallbacks::LightingBuildOptions_UseErrorColoring_Toggled()
{
bool bUseErrorColoring = false;
GConfig->GetBool( TEXT("LightingBuildOptions"), TEXT("UseErrorColoring"), bUseErrorColoring, GEditorPerProjectIni );
GConfig->SetBool( TEXT("LightingBuildOptions"), TEXT("UseErrorColoring"), !bUseErrorColoring, GEditorPerProjectIni );
}
bool FLevelEditorActionCallbacks::LightingBuildOptions_ShowLightingStats_IsChecked()
{
bool bShowLightingBuildInfo = false;
GConfig->GetBool(TEXT("LightingBuildOptions"), TEXT("ShowLightingBuildInfo"), bShowLightingBuildInfo, GEditorPerProjectIni);
return bShowLightingBuildInfo;
}
void FLevelEditorActionCallbacks::LightingBuildOptions_ShowLightingStats_Toggled()
{
bool bShowLightingBuildInfo = false;
GConfig->GetBool( TEXT("LightingBuildOptions"), TEXT("ShowLightingBuildInfo"), bShowLightingBuildInfo, GEditorPerProjectIni );
GConfig->SetBool( TEXT("LightingBuildOptions"), TEXT("ShowLightingBuildInfo"), !bShowLightingBuildInfo, GEditorPerProjectIni );
}
void FLevelEditorActionCallbacks::BuildGeometryOnly_Execute()
{
// Build geometry!
FEditorBuildUtils::EditorBuild( GetWorld(), FBuildOptions::BuildVisibleGeometry );
}
void FLevelEditorActionCallbacks::BuildGeometryOnly_OnlyCurrentLevel_Execute()
{
// Build geometry (current level)!
FEditorBuildUtils::EditorBuild( GetWorld(), FBuildOptions::BuildGeometry );
}
void FLevelEditorActionCallbacks::BuildPathsOnly_Execute()
{
// Build paths!
FEditorBuildUtils::EditorBuild( GetWorld(), FBuildOptions::BuildAIPaths );
}
void FLevelEditorActionCallbacks::BuildLODsOnly_Execute()
{
// Build HLOD
FEditorBuildUtils::EditorBuild(GetWorld(), FBuildOptions::BuildHierarchicalLOD);
}
void FLevelEditorActionCallbacks::BuildTextureStreamingOnly_Execute()
{
FEditorBuildUtils::EditorBuildTextureStreaming(GetWorld());
}
bool FLevelEditorActionCallbacks::IsLightingQualityChecked( ELightingBuildQuality TestQuality )
{
int32 CurrentQualityLevel;
GConfig->GetInt(TEXT("LightingBuildOptions"), TEXT("QualityLevel"), CurrentQualityLevel, GEditorPerProjectIni);
return TestQuality == CurrentQualityLevel;
}
void FLevelEditorActionCallbacks::SetLightingQuality( ELightingBuildQuality NewQuality )
{
GConfig->SetInt(TEXT("LightingBuildOptions"), TEXT("QualityLevel"), (int32)NewQuality, GEditorPerProjectIni);
}
float FLevelEditorActionCallbacks::GetLightingDensityIdeal()
{
return ( GEngine->IdealLightMapDensity );
}
void FLevelEditorActionCallbacks::SetLightingDensityIdeal( float Value )
{
GEngine->IdealLightMapDensity = Value;
// We need to make sure that Maximum is always slightly larger than ideal...
if (GEngine->IdealLightMapDensity >= GEngine->MaxLightMapDensity - 0.01f)
{
SetLightingDensityMaximum( GEngine->IdealLightMapDensity + 0.01f );
}
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
float FLevelEditorActionCallbacks::GetLightingDensityMaximum()
{
return ( GEngine->MaxLightMapDensity );
}
void FLevelEditorActionCallbacks::SetLightingDensityMaximum( float Value )
{
GEngine->MaxLightMapDensity = Value;
// We need to make sure that Maximum is always slightly larger than ideal...
if (GEngine->MaxLightMapDensity <= GEngine->IdealLightMapDensity + 0.01f)
{
GEngine->MaxLightMapDensity = GEngine->IdealLightMapDensity + 0.01f;
}
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
float FLevelEditorActionCallbacks::GetLightingDensityColorScale()
{
return ( GEngine->RenderLightMapDensityColorScale );
}
void FLevelEditorActionCallbacks::SetLightingDensityColorScale( float Value )
{
GEngine->RenderLightMapDensityColorScale = Value;
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
float FLevelEditorActionCallbacks::GetLightingDensityGrayscaleScale()
{
return ( GEngine->RenderLightMapDensityGrayscaleScale );
}
void FLevelEditorActionCallbacks::SetLightingDensityGrayscaleScale( float Value )
{
GEngine->RenderLightMapDensityGrayscaleScale = Value;
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
void FLevelEditorActionCallbacks::SetLightingDensityRenderGrayscale()
{
GEngine->bRenderLightMapDensityGrayscale = !GEngine->bRenderLightMapDensityGrayscale;
GEngine->SaveConfig();
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
bool FLevelEditorActionCallbacks::IsLightingDensityRenderGrayscaleChecked()
{
return GEngine->bRenderLightMapDensityGrayscale;
}
void FLevelEditorActionCallbacks::SetLightingResolutionStaticMeshes( ECheckBoxState NewCheckedState )
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
Settings.bStaticMeshes = ( NewCheckedState == ECheckBoxState::Checked );
}
ECheckBoxState FLevelEditorActionCallbacks::IsLightingResolutionStaticMeshesChecked()
{
return ( FLightmapResRatioAdjustSettings::Get().bStaticMeshes ? ECheckBoxState::Checked : ECheckBoxState::Unchecked );
}
void FLevelEditorActionCallbacks::SetLightingResolutionBSPSurfaces( ECheckBoxState NewCheckedState )
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
Settings.bBSPSurfaces = ( NewCheckedState == ECheckBoxState::Checked );
}
ECheckBoxState FLevelEditorActionCallbacks::IsLightingResolutionBSPSurfacesChecked()
{
return ( FLightmapResRatioAdjustSettings::Get().bBSPSurfaces ? ECheckBoxState::Checked : ECheckBoxState::Unchecked );
}
void FLevelEditorActionCallbacks::SetLightingResolutionLevel( FLightmapResRatioAdjustSettings::AdjustLevels NewLevel )
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
Settings.LevelOptions = NewLevel;
}
bool FLevelEditorActionCallbacks::IsLightingResolutionLevelChecked( FLightmapResRatioAdjustSettings::AdjustLevels TestLevel )
{
return ( FLightmapResRatioAdjustSettings::Get().LevelOptions == TestLevel );
}
void FLevelEditorActionCallbacks::SetLightingResolutionSelectedObjectsOnly()
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
Settings.bSelectedObjectsOnly = !Settings.bSelectedObjectsOnly;
}
bool FLevelEditorActionCallbacks::IsLightingResolutionSelectedObjectsOnlyChecked()
{
return FLightmapResRatioAdjustSettings::Get().bSelectedObjectsOnly;
}
float FLevelEditorActionCallbacks::GetLightingResolutionMinSMs()
{
return static_cast<float>( FLightmapResRatioAdjustSettings::Get().Min_StaticMeshes );
}
void FLevelEditorActionCallbacks::SetLightingResolutionMinSMs( float Value )
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
Settings.Min_StaticMeshes = static_cast<int32>( Value );
}
float FLevelEditorActionCallbacks::GetLightingResolutionMaxSMs()
{
return static_cast<float>( FLightmapResRatioAdjustSettings::Get().Max_StaticMeshes );
}
void FLevelEditorActionCallbacks::SetLightingResolutionMaxSMs( float Value )
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
Settings.Max_StaticMeshes = static_cast<int32>( Value );
}
float FLevelEditorActionCallbacks::GetLightingResolutionMinBSPs()
{
return static_cast<float>( FLightmapResRatioAdjustSettings::Get().Min_BSPSurfaces );
}
void FLevelEditorActionCallbacks::SetLightingResolutionMinBSPs( float Value )
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
Settings.Min_BSPSurfaces = static_cast<int32>( Value );
}
float FLevelEditorActionCallbacks::GetLightingResolutionMaxBSPs()
{
return static_cast<float>( FLightmapResRatioAdjustSettings::Get().Max_BSPSurfaces );
}
void FLevelEditorActionCallbacks::SetLightingResolutionMaxBSPs( float Value )
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
Settings.Max_BSPSurfaces = static_cast<int32>( Value );
}
int32 FLevelEditorActionCallbacks::GetLightingResolutionRatio()
{
return FMath::RoundToInt(FLightmapResRatioAdjustSettings::Get().Ratio * 100.0f);
}
void FLevelEditorActionCallbacks::SetLightingResolutionRatio( int32 Value )
{
FLightmapResRatioAdjustSettings& Settings = FLightmapResRatioAdjustSettings::Get();
const float NewValue = Value / 100.0f;
if ( Settings.Ratio != NewValue )
{
Settings.Ratio = NewValue;
Settings.ApplyRatioAdjustment();
}
}
void FLevelEditorActionCallbacks::SetLightingResolutionRatioCommit( int32 Value, ETextCommit::Type CommitInfo)
{
if ((CommitInfo == ETextCommit::OnEnter) || (CommitInfo == ETextCommit::OnUserMovedFocus))
{
SetLightingResolutionRatio( Value );
}
}
void FLevelEditorActionCallbacks::ShowLightingStaticMeshInfo()
{
if (GUnrealEd)
{
GUnrealEd->ShowLightingStaticMeshInfoWindow();
}
}
void FLevelEditorActionCallbacks::ShowSceneStats()
{
if (GUnrealEd)
{
GUnrealEd->OpenSceneStatsWindow();
}
}
void FLevelEditorActionCallbacks::ShowTextureStats()
{
if (GUnrealEd)
{
GUnrealEd->OpenTextureStatsWindow();
}
}
void FLevelEditorActionCallbacks::MapCheck_Execute()
{
GEditor->Exec( GetWorld(), TEXT("MAP CHECK") );
}
bool FLevelEditorActionCallbacks::CanShowSourceCodeActions()
{
IHotReloadInterface& HotReloadSupport = FModuleManager::LoadModuleChecked<IHotReloadInterface>(HotReloadModule);
// If there is at least one loaded game module, source code actions should be available.
return HotReloadSupport.IsAnyGameModuleLoaded();
}
void FLevelEditorActionCallbacks::RecompileGameCode_Clicked()
{
// Don't allow a recompile while already compiling!
IHotReloadInterface& HotReloadSupport = FModuleManager::LoadModuleChecked<IHotReloadInterface>(HotReloadModule);
if( !HotReloadSupport.IsCurrentlyCompiling() )
{
// Don't wait -- we want compiling to happen asynchronously
const bool bWaitForCompletion = false;
HotReloadSupport.DoHotReloadFromEditor(bWaitForCompletion);
}
}
bool FLevelEditorActionCallbacks::Recompile_CanExecute()
{
// We're not able to recompile if a compile is already in progress!
IHotReloadInterface& HotReloadSupport = FModuleManager::LoadModuleChecked<IHotReloadInterface>(HotReloadModule);
return !HotReloadSupport.IsCurrentlyCompiling() && !(FApp::GetEngineIsPromotedBuild() && FEngineBuildSettings::IsPerforceBuild());
}
void FLevelEditorActionCallbacks::ConnectToSourceControl_Clicked()
{
// Show login window regardless of current status - its useful as a shortcut to change settings.
ISourceControlModule& SourceControlModule = ISourceControlModule::Get();
SourceControlModule.ShowLoginDialog(FSourceControlLoginClosed(), ELoginWindowMode::Modeless, EOnLoginWindowStartup::PreserveProvider);
}
bool FLevelEditorActionCallbacks::CheckOutModifiedFiles_CanExecute()
{
ISourceControlModule& SourceControlModule = ISourceControlModule::Get();
if (ISourceControlModule::Get().IsEnabled() &&
ISourceControlModule::Get().GetProvider().IsAvailable())
{
TArray<UPackage*> PackagesToSave;
FEditorFileUtils::GetDirtyWorldPackages(PackagesToSave);
FEditorFileUtils::GetDirtyContentPackages(PackagesToSave);
return PackagesToSave.Num() > 0;
}
return false;
}
void FLevelEditorActionCallbacks::CheckOutModifiedFiles_Clicked()
{
TArray<UPackage*> PackagesToSave;
FEditorFileUtils::GetDirtyWorldPackages(PackagesToSave);
FEditorFileUtils::GetDirtyContentPackages(PackagesToSave);
const bool bCheckDirty = true;
const bool bPromptUserToSave = false;
FEditorFileUtils::PromptForCheckoutAndSave(PackagesToSave, bCheckDirty, bPromptUserToSave);
}
bool FLevelEditorActionCallbacks::SubmitToSourceControl_CanExecute()
{
ISourceControlModule& SourceControlModule = ISourceControlModule::Get();
return ISourceControlModule::Get().IsEnabled() &&
ISourceControlModule::Get().GetProvider().IsAvailable() &&
FSourceControlWindows::CanChoosePackagesToCheckIn();
}
void FLevelEditorActionCallbacks::SubmitToSourceControl_Clicked()
{
FSourceControlWindows::ChoosePackagesToCheckIn();
}
void FLevelEditorActionCallbacks::GoToCodeForActor_Clicked()
{
const auto& SelectedActorInfo = AssetSelectionUtils::GetSelectedActorInfo();
if( SelectedActorInfo.SelectionClass != nullptr )
{
FString ClassHeaderPath;
if( FSourceCodeNavigation::FindClassHeaderPath( SelectedActorInfo.SelectionClass, ClassHeaderPath ) && IFileManager::Get().FileSize( *ClassHeaderPath ) != INDEX_NONE )
{
FString AbsoluteHeaderPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ClassHeaderPath);
FSourceCodeNavigation::OpenSourceFile( AbsoluteHeaderPath );
}
}
}
void FLevelEditorActionCallbacks::GoToDocsForActor_Clicked()
{
const auto& SelectedActorInfo = AssetSelectionUtils::GetSelectedActorInfo();
if( SelectedActorInfo.SelectionClass != nullptr )
{
FString DocumentationLink = FEditorClassUtils::GetDocumentationLink(SelectedActorInfo.SelectionClass);
if (!DocumentationLink.IsEmpty())
{
IDocumentation::Get()->Open( DocumentationLink, FDocumentationSourceInfo(TEXT("rightclick_viewdoc")) );
}
}
}
void FLevelEditorActionCallbacks::FindInContentBrowser_Clicked()
{
GEditor->SyncToContentBrowser();
}
void FLevelEditorActionCallbacks::ViewReferences_Execute()
{
if( GEditor->GetSelectedActorCount() > 0 )
{
TArray< UObject* > ReferencedAssets;
GEditor->GetReferencedAssetsForEditorSelection( ReferencedAssets );
if (ReferencedAssets.Num() > 0)
{
TArray< FName > ViewableObjects;
for( auto ObjectIter = ReferencedAssets.CreateConstIterator(); ObjectIter; ++ObjectIter )
{
// Don't allow user to perform certain actions on objects that aren't actually assets (e.g. Level Script blueprint objects)
const auto EditingObject = *ObjectIter;
if( EditingObject != NULL && EditingObject->IsAsset() )
{
ViewableObjects.Add( EditingObject->GetOuter()->GetFName());
}
}
IReferenceViewerModule::Get().InvokeReferenceViewerTab(ViewableObjects);
}
}
}
bool FLevelEditorActionCallbacks::CanViewReferences()
{
TArray< UObject* > ReferencedAssets;
GEditor->GetReferencedAssetsForEditorSelection(ReferencedAssets);
return ReferencedAssets.Num() > 0;
}
void FLevelEditorActionCallbacks::ViewSizeMap_Execute()
{
if( GEditor->GetSelectedActorCount() > 0 )
{
TArray< UObject* > ReferencedAssets;
GEditor->GetReferencedAssetsForEditorSelection( ReferencedAssets );
if (ReferencedAssets.Num() > 0)
{
TArray< FName > ViewableObjects;
for( auto ObjectIter = ReferencedAssets.CreateConstIterator(); ObjectIter; ++ObjectIter )
{
// Don't allow user to perform certain actions on objects that aren't actually assets (e.g. Level Script blueprint objects)
const auto EditingObject = *ObjectIter;
if( EditingObject != NULL && EditingObject->IsAsset() )
{
ViewableObjects.Add( EditingObject->GetOuter()->GetFName());
}
}
ISizeMapModule::Get().InvokeSizeMapTab(ViewableObjects);
}
}
}
bool FLevelEditorActionCallbacks::CanViewSizeMap()
{
TArray< UObject* > ReferencedAssets;
GEditor->GetReferencedAssetsForEditorSelection(ReferencedAssets);
return ReferencedAssets.Num() > 0;
}
void FLevelEditorActionCallbacks::EditAsset_Clicked( const EToolkitMode::Type ToolkitMode, TWeakPtr< SLevelEditor > LevelEditor, bool bConfirmMultiple )
{
if( GEditor->GetSelectedActorCount() > 0 )
{
TArray< UObject* > ReferencedAssets;
const bool bIgnoreOtherAssetsIfBPReferenced = true;
GEditor->GetReferencedAssetsForEditorSelection( ReferencedAssets, bIgnoreOtherAssetsIfBPReferenced );
bool bShouldOpenEditors = (ReferencedAssets.Num() == 1);
if (ReferencedAssets.Num() > 1)
{
if (bConfirmMultiple)
{
int32 Response = FMessageDialog::Open(
EAppMsgType::YesNo,
LOCTEXT("OpenAllAssetEditors", "There is more than one referenced asset in the selection. Do you want to open them all for editing?")
);
bShouldOpenEditors = (Response == EAppReturnType::Yes);
}
else
{
bShouldOpenEditors = true;
}
}
if (bShouldOpenEditors)
{
// Clear focus so the level viewport can receive its focus lost call (and clear pending keyup events which wouldn't arrive)
FSlateApplication::Get().ClearKeyboardFocus(EFocusCause::WindowActivate);
auto LevelEditorSharedPtr = LevelEditor.Pin();
if (LevelEditorSharedPtr.IsValid())
{
for (auto Asset : ReferencedAssets)
{
FAssetEditorManager::Get().OpenEditorForAsset(Asset, ToolkitMode, LevelEditorSharedPtr);
}
}
}
}
}
void FLevelEditorActionCallbacks::LockActorMovement_Clicked()
{
GEditor->ToggleSelectedActorMovementLock();
}
void FLevelEditorActionCallbacks::DetachActor_Clicked()
{
GEditor->DetachSelectedActors();
}
void FLevelEditorActionCallbacks::AttachSelectedActors()
{
GUnrealEd->AttachSelectedActors();
}
void FLevelEditorActionCallbacks::AttachActorIteractive()
{
if(GUnrealEd->GetSelectedActorCount())
{
FActorPickerModeModule& ActorPickerMode = FModuleManager::Get().GetModuleChecked<FActorPickerModeModule>("ActorPickerMode");
ActorPickerMode.BeginActorPickingMode(
FOnGetAllowedClasses(),
FOnShouldFilterActor::CreateStatic(&FLevelEditorActionCallbacks::IsAttachableActor),
FOnActorSelected::CreateStatic(&FLevelEditorActionCallbacks::AttachToActor)
);
}
}
bool FLevelEditorActionCallbacks::IsAttachableActor( const AActor* const ParentActor )
{
for ( FSelectionIterator It( GEditor->GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
if (!GEditor->CanParentActors(ParentActor, Actor))
{
return false;
}
USceneComponent* ChildRoot = Actor->GetRootComponent();
USceneComponent* ParentRoot = ParentActor->GetRootComponent();
if (ChildRoot != nullptr && ParentRoot != nullptr && ChildRoot->IsAttachedTo(ParentRoot))
{
return false;
}
}
return true;
}
void FLevelEditorActionCallbacks::CreateNewOutlinerFolder_Clicked()
{
const FName NewFolderName = FActorFolders::Get().GetDefaultFolderNameForSelection(*GetWorld());
FActorFolders::Get().CreateFolderContainingSelection(*GetWorld(), NewFolderName);
}
void FLevelEditorActionCallbacks::GoHere_Clicked( const FVector* Point )
{
if( GCurrentLevelEditingViewportClient )
{
FVector ZoomToPoint;
if( !Point )
{
FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
GCurrentLevelEditingViewportClient->Viewport,
GCurrentLevelEditingViewportClient->GetWorld()->Scene,
GCurrentLevelEditingViewportClient->EngineShowFlags)
.SetRealtimeUpdate(true));
FSceneView* SceneView = GCurrentLevelEditingViewportClient->CalcSceneView(&ViewFamily);
if(SceneView)
{
FIntPoint MousePosition;
FVector WorldOrigin;
FVector WorldDirection;
GCurrentLevelEditingViewportClient->Viewport->GetMousePos(MousePosition);
SceneView->DeprojectFVector2D(MousePosition, WorldOrigin, WorldDirection);
FHitResult HitResult;
static FName FocusOnPoint = FName(TEXT("FocusOnPoint"));
FCollisionQueryParams LineParams(FocusOnPoint, true);
if(GCurrentLevelEditingViewportClient->GetWorld()->LineTraceSingleByObjectType(HitResult, WorldOrigin, WorldOrigin + WorldDirection * HALF_WORLD_MAX, FCollisionObjectQueryParams(ECC_WorldStatic), LineParams))
{
ZoomToPoint = HitResult.ImpactPoint;
}
}
}
else
{
ZoomToPoint = *Point;
}
const float PushOutSize = 500;
FBox BoundingBox(ZoomToPoint-PushOutSize, ZoomToPoint+PushOutSize);
GCurrentLevelEditingViewportClient->FocusViewportOnBox(BoundingBox);
}
}
bool FLevelEditorActionCallbacks::LockActorMovement_IsChecked()
{
return GEditor->HasLockedActors();
}
void FLevelEditorActionCallbacks::AddActor_Clicked( UActorFactory* ActorFactory, FAssetData AssetData, bool bUsePlacement )
{
UObject* Object = AssetData.GetAsset();
if(bUsePlacement && IPlacementModeModule::IsAvailable() && Object != NULL)
{
FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
LevelEditorModule.FocusViewport();
// Make sure we're in actor placement mode
GLevelEditorModeTools().ActivateMode(FBuiltinEditorModes::EM_Placement);
TArray<UObject*> AssetsToPlace;
AssetsToPlace.Add(Object);
auto* PlacementMode = GLevelEditorModeTools().GetActiveModeTyped<IPlacementMode>(FBuiltinEditorModes::EM_Placement);
PlacementMode->StartPlacing(AssetsToPlace, ActorFactory);
}
else
{
FLevelEditorActionCallbacks::AddActor(ActorFactory, AssetData, NULL);
}
}
AActor* FLevelEditorActionCallbacks::AddActor( UActorFactory* ActorFactory, const FAssetData& AssetData, const FTransform* ActorTransform )
{
AActor* NewActor = GEditor->UseActorFactory( ActorFactory, AssetData, ActorTransform );
if ( NewActor != NULL && IPlacementModeModule::IsAvailable() )
{
IPlacementModeModule::Get().AddToRecentlyPlaced( AssetData.GetAsset(), ActorFactory );
}
return NewActor;
}
void FLevelEditorActionCallbacks::AddActorFromClass_Clicked( UClass* ActorClass )
{
FLevelEditorActionCallbacks::AddActorFromClass(ActorClass);
}
AActor* FLevelEditorActionCallbacks::AddActorFromClass( UClass* ActorClass )
{
AActor* NewActor = NULL;
if ( ActorClass )
{
// Look for an actor factory capable of creating actors of that type.
UActorFactory* ActorFactory = GEditor->FindActorFactoryForActorClass( ActorClass );
if( ActorFactory )
{
NewActor = GEditor->UseActorFactoryOnCurrentSelection( ActorFactory, nullptr );
if ( NewActor != NULL && IPlacementModeModule::IsAvailable() )
{
IPlacementModeModule::Get().AddToRecentlyPlaced( ActorClass, ActorFactory );
}
}
else
{
// No actor factory was found; use SpawnActor instead.
GUnrealEd->Exec( GetWorld(), *FString::Printf( TEXT("ACTOR ADD CLASS=%s"), *ActorClass->GetName() ) );
}
}
return NewActor;
}
void FLevelEditorActionCallbacks::ReplaceActors_Clicked( UActorFactory* ActorFactory, FAssetData AssetData )
{
FLevelEditorActionCallbacks::ReplaceActors(ActorFactory, AssetData);
}
AActor* FLevelEditorActionCallbacks::ReplaceActors( UActorFactory* ActorFactory, const FAssetData& AssetData )
{
AActor* NewActor = NULL;
// Have a first stab at filling in the factory properties.
FText ErrorMessage;
if( ActorFactory->CanCreateActorFrom( AssetData, ErrorMessage ) )
{
// Replace all selected actors with actors created from the specified factory
GEditor->ReplaceSelectedActors( ActorFactory, AssetData );
if ( IPlacementModeModule::IsAvailable() )
{
IPlacementModeModule::Get().AddToRecentlyPlaced( AssetData.GetAsset(), ActorFactory );
}
}
else
{
FNotificationInfo ErrorNotification( ErrorMessage );
ErrorNotification.Image = FEditorStyle::GetBrush(TEXT("MessageLog.Error"));
ErrorNotification.bFireAndForget = true;
ErrorNotification.ExpireDuration = 3.0f; // Need this message to last a little longer than normal since the user may want to "Show Log"
ErrorNotification.bUseThrobber = true;
FSlateNotificationManager::Get().AddNotification(ErrorNotification);
}
return NewActor;
}
void FLevelEditorActionCallbacks::ReplaceActorsFromClass_Clicked( UClass* ActorClass )
{
if ( ActorClass )
{
// Look for an actor factory capable of creating actors of that type.
UActorFactory* ActorFactory = GEditor->FindActorFactoryForActorClass( ActorClass );
if( ActorFactory )
{
// Replace all selected actors with actors created from the specified factory
UObject* TargetAsset = GEditor->GetSelectedObjects()->GetTop<UObject>();
FText ErrorMessage;
FText UnusedErrorMessage;
const FAssetData NoAssetData;
const FAssetData TargetAssetData(TargetAsset);
if( ActorFactory->CanCreateActorFrom( TargetAssetData, ErrorMessage ) )
{
// Replace all selected actors with actors created from the specified factory
GEditor->ReplaceSelectedActors( ActorFactory, TargetAssetData );
}
else if ( ActorFactory->CanCreateActorFrom( NoAssetData, UnusedErrorMessage ) )
{
// Replace all selected actors with actors created from the specified factory
GEditor->ReplaceSelectedActors( ActorFactory, NoAssetData );
}
else
{
FNotificationInfo ErrorNotification( ErrorMessage );
ErrorNotification.Image = FEditorStyle::GetBrush(TEXT("MessageLog.Error"));
ErrorNotification.bFireAndForget = true;
ErrorNotification.ExpireDuration = 3.0f; // Need this message to last a little longer than normal since the user may want to "Show Log"
ErrorNotification.bUseThrobber = true;
FSlateNotificationManager::Get().AddNotification(ErrorNotification);
}
}
else
{
// No actor factory was found; use SpawnActor instead.
GUnrealEd->Exec( GetWorld(), *FString::Printf( TEXT("ACTOR REPLACE CLASS=%s"), *ActorClass->GetName() ) );
}
}
}
bool FLevelEditorActionCallbacks::Duplicate_CanExecute()
{
TArray<FEdMode*> ActiveModes;
GLevelEditorModeTools().GetActiveModes( ActiveModes );
for( int32 ModeIndex = 0; ModeIndex < ActiveModes.Num(); ++ModeIndex )
{
const EEditAction::Type CanProcess = ActiveModes[ModeIndex]->GetActionEditDuplicate();
if (CanProcess == EEditAction::Process)
{
return true;
}
else if (CanProcess == EEditAction::Halt)
{
return false;
}
}
// If we can copy, we can duplicate
bool bCanCopy = false;
if (GEditor->GetSelectedComponentCount() > 0)
{
TArray<UActorComponent*> SelectedComponents;
for (FSelectionIterator It(GEditor->GetSelectedComponentIterator()); It; ++It)
{
SelectedComponents.Add(CastChecked<UActorComponent>(*It));
}
bCanCopy = FComponentEditorUtils::CanCopyComponents(SelectedComponents);
}
else
{
bCanCopy = GUnrealEd->CanCopySelectedActorsToClipboard(GetWorld());
}
return bCanCopy;
}
bool FLevelEditorActionCallbacks::Delete_CanExecute()
{
TArray<FEdMode*> ActiveModes;
GLevelEditorModeTools().GetActiveModes( ActiveModes );
for( int32 ModeIndex = 0; ModeIndex < ActiveModes.Num(); ++ModeIndex )
{
const EEditAction::Type CanProcess = ActiveModes[ModeIndex]->GetActionEditDelete();
if (CanProcess == EEditAction::Process)
{
return true;
}
else if (CanProcess == EEditAction::Halt)
{
return false;
}
}
bool bCanDelete = false;
if (GEditor->GetSelectedComponentCount() > 0)
{
TArray<UActorComponent*> SelectedComponents;
for (FSelectionIterator It(GEditor->GetSelectedComponentIterator()); It; ++It)
{
SelectedComponents.Add(CastChecked<UActorComponent>(*It));
}
bCanDelete = FComponentEditorUtils::CanDeleteComponents(SelectedComponents);
}
else
{
bCanDelete = GUnrealEd->CanDeleteSelectedActors(GetWorld(), true, false);
}
return bCanDelete;
}
void FLevelEditorActionCallbacks::Rename_Execute()
{
UActorComponent* Component = Cast<UActorComponent>(*GEditor->GetSelectedComponentIterator());
if (Component)
{
GEditor->BroadcastLevelComponentRequestRename(Component);
}
else
{
AActor* Actor = Cast<AActor>(*GEditor->GetSelectedActorIterator());
if (Actor)
{
GEditor->BroadcastLevelActorRequestRename(Actor);
}
}
}
bool FLevelEditorActionCallbacks::Rename_CanExecute()
{
bool bCanRename = false;
if (GEditor->GetSelectedComponentCount() == 1)
{
if (UActorComponent* ComponentToRename = GEditor->GetSelectedComponents()->GetTop<UActorComponent>())
{
// We can't edit non-instance components or the default scene root
bCanRename = ComponentToRename->CreationMethod == EComponentCreationMethod::Instance && ComponentToRename->GetFName() != USceneComponent::GetDefaultSceneRootVariableName();
}
}
else
{
bCanRename = GEditor->GetSelectedActorCount() == 1;
}
return bCanRename;
}
bool FLevelEditorActionCallbacks::Cut_CanExecute()
{
TArray<FEdMode*> ActiveModes;
GLevelEditorModeTools().GetActiveModes( ActiveModes );
for( int32 ModeIndex = 0; ModeIndex < ActiveModes.Num(); ++ModeIndex )
{
const EEditAction::Type CanProcess = ActiveModes[ModeIndex]->GetActionEditCut();
if (CanProcess == EEditAction::Process)
{
return true;
}
else if (CanProcess == EEditAction::Halt)
{
return false;
}
}
bool bCanCut = false;
if (GEditor->GetSelectedComponentCount() > 0)
{
// Make sure the components can be copied and deleted
TArray<UActorComponent*> SelectedComponents;
for (FSelectionIterator It(GEditor->GetSelectedComponentIterator()); It; ++It)
{
SelectedComponents.Add(CastChecked<UActorComponent>(*It));
}
bCanCut = FComponentEditorUtils::CanCopyComponents(SelectedComponents) && FComponentEditorUtils::CanDeleteComponents(SelectedComponents);
}
else
{
// For actors, if we can copy, we can cut
bCanCut = GUnrealEd->CanCopySelectedActorsToClipboard(GetWorld());
}
return bCanCut;
}
bool FLevelEditorActionCallbacks::Copy_CanExecute()
{
TArray<FEdMode*> ActiveModes;
GLevelEditorModeTools().GetActiveModes( ActiveModes );
for( int32 ModeIndex = 0; ModeIndex < ActiveModes.Num(); ++ModeIndex )
{
const EEditAction::Type CanProcess = ActiveModes[ModeIndex]->GetActionEditCopy();
if (CanProcess == EEditAction::Process)
{
return true;
}
else if (CanProcess == EEditAction::Halt)
{
return false;
}
}
bool bCanCopy = false;
if (GEditor->GetSelectedComponentCount() > 0)
{
TArray<UActorComponent*> SelectedComponents;
for (FSelectionIterator It(GEditor->GetSelectedComponentIterator()); It; ++It)
{
SelectedComponents.Add(CastChecked<UActorComponent>(*It));
}
bCanCopy = FComponentEditorUtils::CanCopyComponents(SelectedComponents);
}
else
{
bCanCopy = GUnrealEd->CanCopySelectedActorsToClipboard(GetWorld());
}
return bCanCopy;
}
bool FLevelEditorActionCallbacks::Paste_CanExecute()
{
TArray<FEdMode*> ActiveModes;
GLevelEditorModeTools().GetActiveModes( ActiveModes );
for( int32 ModeIndex = 0; ModeIndex < ActiveModes.Num(); ++ModeIndex )
{
const EEditAction::Type CanProcess = ActiveModes[ModeIndex]->GetActionEditPaste();
if (CanProcess == EEditAction::Process)
{
return true;
}
else if (CanProcess == EEditAction::Halt)
{
return false;
}
}
bool bCanPaste = false;
if (GEditor->GetSelectedComponentCount() > 0)
{
check(GEditor->GetSelectedActorCount() == 1);
auto SelectedActor = CastChecked<AActor>(*GEditor->GetSelectedActorIterator());
bCanPaste = FComponentEditorUtils::CanPasteComponents(SelectedActor->GetRootComponent());
}
else
{
bCanPaste = GUnrealEd->CanPasteSelectedActorsFromClipboard(GetWorld());
}
return bCanPaste;
}
bool FLevelEditorActionCallbacks::PasteHere_CanExecute()
{
return Paste_CanExecute(); // For now, just do the same check as Paste
}
void FLevelEditorActionCallbacks::ExecuteExecCommand( FString Command )
{
UWorld* OldWorld = nullptr;
// The play world needs to be selected if it exists
if (GIsEditor && GEditor->PlayWorld && !GIsPlayInEditorWorld)
{
OldWorld = SetPlayInEditorWorld(GEditor->PlayWorld);
}
GUnrealEd->Exec(GetWorld(), *Command);
// Restore the old world if there was one
if (OldWorld)
{
RestoreEditorWorld(OldWorld);
}
}
void FLevelEditorActionCallbacks::OnSelectAllActorsOfClass( bool bArchetype )
{
GEditor->SelectAllActorsWithClass( bArchetype );
}
void FLevelEditorActionCallbacks::OnSelectComponentOwnerActor()
{
auto ComponentOwner = Cast<AActor>(*GEditor->GetSelectedActorIterator());
check(ComponentOwner);
GEditor->SelectNone(true, true, false);
GEditor->SelectActor(ComponentOwner, true, true, true);
}
bool FLevelEditorActionCallbacks::CanSelectComponentOwnerActor()
{
return GEditor->GetSelectedComponentCount() > 0;
}
void FLevelEditorActionCallbacks::OnSelectAllActorsControlledByMatinee()
{
GEditor->SelectAllActorsControlledByMatinee();
}
void FLevelEditorActionCallbacks::OnSelectOwningHLODCluster()
{
if (GEditor->GetSelectedActorCount() > 0)
{
AActor* Actor = Cast<AActor>(GEditor->GetSelectedActors()->GetSelectedObject(0));
ALODActor* ParentActor = FHierarchicalLODUtilities::GetParentLODActor(Actor);
if (Actor && ParentActor)
{
GEditor->SelectNone(false, true);
GEditor->SelectActor(ParentActor, true, false);
GEditor->NoteSelectionChange();
}
}
}
void FLevelEditorActionCallbacks::OnSelectMatineeActor( AMatineeActor * ActorToSelect )
{
GEditor->SelectNone( false, true );
GEditor->SelectActor(ActorToSelect, true, false, true);
GEditor->NoteSelectionChange();
}
void FLevelEditorActionCallbacks::OnSelectMatineeGroup( AActor* Actor )
{
if( GLevelEditorModeTools().IsModeActive( FBuiltinEditorModes::EM_InterpEdit ) )
{
FEdModeInterpEdit* InterpEditMode = (FEdModeInterpEdit*)GLevelEditorModeTools().GetActiveMode( FBuiltinEditorModes::EM_InterpEdit );
if ( InterpEditMode && InterpEditMode->MatineeActor )
{
InterpEditMode->UpdateSelectedActor();
}
}
}
void FLevelEditorActionCallbacks::OnApplyMaterialToSurface()
{
FEditorDelegates::LoadSelectedAssetsIfNeeded.Broadcast();
GUnrealEd->Exec( GetWorld(), TEXT("POLY SETMATERIAL") );
}
void FLevelEditorActionCallbacks::OnSelectAllLights()
{
GEditor->GetSelectedActors()->BeginBatchSelectOperation();
// Select all light actors.
for( ALight* Light : TActorRange<ALight>(GetWorld()) )
{
GUnrealEd->SelectActor( Light, true, false, false );
}
GEditor->GetSelectedActors()->EndBatchSelectOperation();
}
void FLevelEditorActionCallbacks::OnSelectStationaryLightsExceedingOverlap()
{
GEditor->SelectNone( true, true );
for( FActorIterator It(GetWorld()); It; ++It )
{
AActor* Actor = *It;
TInlineComponentArray<ULightComponent*> Components;
Actor->GetComponents(Components);
for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++)
{
ULightComponent* LightComponent = Components[ComponentIndex];
if (LightComponent->GetOwner()
// Use the component's lighting properties to determine if this is a stationary light, instead of checking the actor type
// Because blueprint lights may be operating as stationary lights
&& LightComponent->HasStaticShadowing()
&& !LightComponent->HasStaticLighting()
&& LightComponent->bAffectsWorld
&& LightComponent->CastShadows
&& LightComponent->CastStaticShadows
&& LightComponent->PreviewShadowMapChannel == INDEX_NONE)
{
GUnrealEd->SelectActor( LightComponent->GetOwner(), true, true, false );
}
}
}
}
void FLevelEditorActionCallbacks::OnSurfaceAlignment( ETexAlign AlignmentMode )
{
GTexAlignTools.GetAligner( AlignmentMode )->Align( GetWorld(), AlignmentMode );
}
void FLevelEditorActionCallbacks::RegroupActor_Clicked()
{
GUnrealEd->edactRegroupFromSelected();
}
void FLevelEditorActionCallbacks::UngroupActor_Clicked()
{
GUnrealEd->edactUngroupFromSelected();
}
void FLevelEditorActionCallbacks::LockGroup_Clicked()
{
GUnrealEd->edactLockSelectedGroups();
}
void FLevelEditorActionCallbacks::UnlockGroup_Clicked()
{
GUnrealEd->edactUnlockSelectedGroups();
}
void FLevelEditorActionCallbacks::AddActorsToGroup_Clicked()
{
GUnrealEd->edactAddToGroup();
}
void FLevelEditorActionCallbacks::RemoveActorsFromGroup_Clicked()
{
GUnrealEd->edactRemoveFromGroup();
}
void FLevelEditorActionCallbacks::LocationGridSnap_Clicked()
{
GUnrealEd->Exec( GetWorld(), *FString::Printf( TEXT("MODE GRID=%d"), !GetDefault<ULevelEditorViewportSettings>()->GridEnabled ? 1 : 0 ) );
}
bool FLevelEditorActionCallbacks::LocationGridSnap_IsChecked()
{
return GetDefault<ULevelEditorViewportSettings>()->GridEnabled;
}
void FLevelEditorActionCallbacks::RotationGridSnap_Clicked()
{
GUnrealEd->Exec( GetWorld(), *FString::Printf( TEXT("MODE ROTGRID=%d"), !GetDefault<ULevelEditorViewportSettings>()->RotGridEnabled ? 1 : 0 ) );
}
bool FLevelEditorActionCallbacks::RotationGridSnap_IsChecked()
{
return GetDefault<ULevelEditorViewportSettings>()->RotGridEnabled;
}
void FLevelEditorActionCallbacks::ScaleGridSnap_Clicked()
{
GUnrealEd->Exec( GetWorld(), *FString::Printf( TEXT("MODE SCALEGRID=%d"), !GetDefault<ULevelEditorViewportSettings>()->SnapScaleEnabled ? 1 : 0 ) );
}
bool FLevelEditorActionCallbacks::ScaleGridSnap_IsChecked()
{
return GetDefault<ULevelEditorViewportSettings>()->SnapScaleEnabled;
}
bool FLevelEditorActionCallbacks::SaveAnimationFromSkeletalMeshComponent(AActor * EditorActor, AActor * SimActor, TArray<class USkeletalMeshComponent*> & OutEditorComponents)
{
FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>( TEXT("LevelEditor") );
// currently blueprint actors don't work because their property can't get copied over.
if (Cast<UBlueprintGeneratedClass>(EditorActor->GetClass()) != nullptr)
{
return false;
}
// find all skel components
TInlineComponentArray<class USkeletalMeshComponent *> SimSkelComponents;
SimActor->GetComponents<USkeletalMeshComponent>(SimSkelComponents);
if(SimSkelComponents.Num() > 0)
{
// see if simulating,
bool bSimulating = false;
for (auto & Comp : SimSkelComponents)
{
bSimulating |= (Comp->SkeletalMesh && Comp->SkeletalMesh->Skeleton && Comp->IsSimulatingPhysics());
}
// if any of them are legitimately simulating
if (bSimulating)
{
// ask users if you'd like to make an animation
FFormatNamedArguments Args;
Args.Add(TEXT("ActorName"), FText::FromString(GetNameSafe(EditorActor)));
FText AskQuestion = FText::Format(LOCTEXT("KeepSimulationChanges_AskSaveAnimation", "Would you like to save animations from simulation for {ActorName} actor"), Args);
if(EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, AskQuestion))
{
for (auto & Comp : SimSkelComponents)
{
if (Comp->SkeletalMesh && Comp->SkeletalMesh->Skeleton && Comp->IsSimulatingPhysics())
{
// now record to animation
class UAnimSequence* Sequence = LevelEditorModule.OnCaptureSingleFrameAnimSequence().IsBound() ? LevelEditorModule.OnCaptureSingleFrameAnimSequence().Execute(Comp) : nullptr;
if(Sequence)
{
Comp->SetAnimationMode(EAnimationMode::AnimationSingleNode);
Comp->AnimationData.AnimToPlay = Sequence;
Comp->SetAnimation(Sequence);
Comp->SetSimulatePhysics(false);
// add the matching component to EditorCompoennts
class USkeletalMeshComponent * MatchingComponent = Cast<USkeletalMeshComponent>(EditorUtilities::FindMatchingComponentInstance(Comp, EditorActor));
if (MatchingComponent)
{
OutEditorComponents.Add(MatchingComponent);
}
else
{
UE_LOG(LevelEditorActions, Warning, TEXT("Matching component could not be found %s(%s)"), *GetNameSafe(Comp), *GetNameSafe(EditorActor));
}
}
}
}
return true;
}
}
}
return false;
}
void FLevelEditorActionCallbacks::OnKeepSimulationChanges()
{
// @todo simulate: There are lots of types of changes that can't be "kept", like attachment or newly-spawned actors. This
// feature currently only supports propagating changes to regularly-editable properties on an instance of a PIE actor
// that still exists in the editor world.
// Make sure we have some actors selected, and PIE is running
if( GEditor->GetSelectedActorCount() > 0 && GEditor->PlayWorld != NULL )
{
int32 UpdatedActorCount = 0;
int32 TotalCopiedPropertyCount = 0;
FString FirstUpdatedActorLabel;
{
const FScopedTransaction Transaction( NSLOCTEXT( "LevelEditorCommands", "KeepSimulationChanges", "Keep Simulation Changes" ) );
TArray<class USkeletalMeshComponent*> ComponentsToReinitialize;
for( auto ActorIt( GEditor->GetSelectedActorIterator() ); ActorIt; ++ActorIt )
{
auto* SimWorldActor = CastChecked<AActor>( *ActorIt );
// Find our counterpart actor
AActor* EditorWorldActor = EditorUtilities::GetEditorWorldCounterpartActor( SimWorldActor );
if( EditorWorldActor != NULL )
{
SaveAnimationFromSkeletalMeshComponent(EditorWorldActor, SimWorldActor, ComponentsToReinitialize);
// We only want to copy CPF_Edit properties back, or properties that are set through editor manipulation
// NOTE: This needs to match what we're doing in the BuildSelectedActorInfo() function
const auto CopyOptions = ( EditorUtilities::ECopyOptions::Type )(
EditorUtilities::ECopyOptions::CallPostEditChangeProperty |
EditorUtilities::ECopyOptions::CallPostEditMove |
EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties |
EditorUtilities::ECopyOptions::FilterBlueprintReadOnly);
const int32 CopiedPropertyCount = EditorUtilities::CopyActorProperties( SimWorldActor, EditorWorldActor, CopyOptions );
if( CopiedPropertyCount > 0 )
{
++UpdatedActorCount;
TotalCopiedPropertyCount += CopiedPropertyCount;
if( FirstUpdatedActorLabel.IsEmpty() )
{
FirstUpdatedActorLabel = EditorWorldActor->GetActorLabel();
}
}
}
// need to reinitialize animation
for (auto MeshComp : ComponentsToReinitialize)
{
if(MeshComp->SkeletalMesh)
{
MeshComp->InitAnim(true);
}
}
}
}
// Let the user know what happened
{
FNotificationInfo NotificationInfo( FText::GetEmpty() );
NotificationInfo.bFireAndForget = true;
NotificationInfo.FadeInDuration = 0.25f;
NotificationInfo.FadeOutDuration = 1.0f;
NotificationInfo.ExpireDuration = 1.0f;
NotificationInfo.bUseLargeFont = false;
NotificationInfo.bUseSuccessFailIcons = true;
NotificationInfo.bAllowThrottleWhenFrameRateIsLow = false; // Don't throttle as it causes distracting hitches in Simulate mode
SNotificationItem::ECompletionState CompletionState;
if( UpdatedActorCount > 0 )
{
if( UpdatedActorCount > 1 )
{
FFormatNamedArguments Args;
Args.Add( TEXT("UpdatedActorCount"), UpdatedActorCount );
Args.Add( TEXT("TotalCopiedPropertyCount"), TotalCopiedPropertyCount );
NotificationInfo.Text = FText::Format( NSLOCTEXT( "LevelEditorCommands", "KeepSimulationChanges_MultipleActorsUpdatedNotification", "Saved state for {UpdatedActorCount} actors ({TotalCopiedPropertyCount} properties)" ), Args );
}
else
{
FFormatNamedArguments Args;
Args.Add( TEXT("FirstUpdatedActorLabel"), FText::FromString( FirstUpdatedActorLabel ) );
Args.Add( TEXT("TotalCopiedPropertyCount"), TotalCopiedPropertyCount );
NotificationInfo.Text = FText::Format( NSLOCTEXT( "LevelEditorCommands", "KeepSimulationChanges_ActorUpdatedNotification", "Saved state for {FirstUpdatedActorLabel} ({TotalCopiedPropertyCount} properties)" ), Args );
}
CompletionState = SNotificationItem::CS_Success;
}
else
{
NotificationInfo.Text = NSLOCTEXT( "LevelEditorCommands", "KeepSimulationChanges_NoActorsUpdated", "No properties were copied" );
CompletionState = SNotificationItem::CS_Fail;
}
const auto Notification = FSlateNotificationManager::Get().AddNotification( NotificationInfo );
Notification->SetCompletionState( CompletionState );
}
}
}
bool FLevelEditorActionCallbacks::CanExecuteKeepSimulationChanges()
{
return AssetSelectionUtils::GetSelectedActorInfo().NumSimulationChanges > 0;
}
void FLevelEditorActionCallbacks::OnMakeSelectedActorLevelCurrent()
{
GUnrealEd->MakeSelectedActorsLevelCurrent();
}
void FLevelEditorActionCallbacks::OnMoveSelectedToCurrentLevel()
{
GEditor->MoveSelectedActorsToLevel( GetWorld()->GetCurrentLevel() );
}
void FLevelEditorActionCallbacks::OnFindActorLevelInContentBrowser()
{
GEditor->SyncActorLevelsToContentBrowser();
}
bool FLevelEditorActionCallbacks::CanExecuteFindActorLevelInContentBrowser()
{
return GEditor->CanSyncActorLevelsToContentBrowser();
}
void FLevelEditorActionCallbacks::OnFindLevelsInLevelBrowser()
{
const bool bDeselectOthers = true;
GEditor->SelectLevelInLevelBrowser( bDeselectOthers );
}
void FLevelEditorActionCallbacks::OnSelectLevelInLevelBrowser()
{
const bool bDeselectOthers = false;
GEditor->SelectLevelInLevelBrowser( bDeselectOthers );
}
void FLevelEditorActionCallbacks::OnDeselectLevelInLevelBrowser()
{
GEditor->DeselectLevelInLevelBrowser();
}
void FLevelEditorActionCallbacks::OnFindActorInLevelScript()
{
GUnrealEd->FindSelectedActorsInLevelScript();
}
void FLevelEditorActionCallbacks::OnShowWorldProperties( TWeakPtr< SLevelEditor > LevelEditor )
{
FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>( TEXT("LevelEditor") );
LevelEditorModule.GetLevelEditorTabManager()->InvokeTab(FName("WorldSettingsTab"));
}
void FLevelEditorActionCallbacks::OpenContentBrowser()
{
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
ContentBrowserModule.Get().FocusPrimaryContentBrowser(true);
}
void FLevelEditorActionCallbacks::OpenMarketplace()
{
auto Service = GEditor->GetServiceLocator()->GetServiceRef<IPortalApplicationWindow>();
if (Service->IsAvailable())
{
TAsyncResult<bool> Result = Service->NavigateTo(TEXT("/ue/marketplace"));
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.OpenMarketplace"));
}
}
else
{
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
if (DesktopPlatform != nullptr)
{
TArray<FAnalyticsEventAttribute> EventAttributes;
FOpenLauncherOptions OpenOptions(TEXT("ue/marketplace"));
if ( DesktopPlatform->OpenLauncher(OpenOptions) )
{
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("OpenSucceeded"), TEXT("TRUE")));
}
else
{
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("OpenSucceeded"), TEXT("FALSE")));
if (EAppReturnType::Yes == FMessageDialog::Open(EAppMsgType::YesNo, LOCTEXT("InstallMarketplacePrompt", "The Marketplace requires the Epic Games Launcher, which does not seem to be installed on your computer. Would you like to install it now?")))
{
FOpenLauncherOptions InstallOptions(true, TEXT("ue/marketplace"));
if (!DesktopPlatform->OpenLauncher(InstallOptions))
{
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("InstallSucceeded"), TEXT("FALSE")));
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(TEXT("Sorry, there was a problem installing the Launcher.\nPlease try to install it manually!")));
}
else
{
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("InstallSucceeded"), TEXT("TRUE")));
}
}
}
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Source"), TEXT("EditorToolbar")));
if( FEngineAnalytics::IsAvailable() )
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.OpenMarketplace"), EventAttributes);
}
}
}
}
void FLevelEditorActionCallbacks::ToggleVR()
{
IVREditorModule& VREditorModule = IVREditorModule::Get();
VREditorModule.EnableVREditor( !VREditorModule.IsVREditorEnabled() );
}
bool FLevelEditorActionCallbacks::ToggleVR_CanExecute()
{
IVREditorModule& VREditorModule = IVREditorModule::Get();
return VREditorModule.IsVREditorAvailable();
}
bool FLevelEditorActionCallbacks::ToggleVR_IsChecked()
{
IVREditorModule& VREditorModule = IVREditorModule::Get();
return VREditorModule.IsVREditorEnabled();
}
bool FLevelEditorActionCallbacks::ToggleVR_IsVisible()
{
return GetDefault<UEditorExperimentalSettings>()->bEnableVREditing;
}
bool FLevelEditorActionCallbacks::CanSelectGameModeBlueprint()
{
bool bCheckOutNeeded = false;
FString ConfigFilePath = FPaths::ConvertRelativePathToFull(FString::Printf(TEXT("%sDefaultEngine.ini"), *FPaths::SourceConfigDir()));
if(ISourceControlModule::Get().IsEnabled())
{
// note: calling QueueStatusUpdate often does not spam status updates as an internal timer prevents this
//ISourceControlModule::Get().QueueStatusUpdate(ConfigFilePath);
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(ConfigFilePath, EStateCacheUsage::Use);
bCheckOutNeeded = SourceControlState.IsValid() && SourceControlState->CanCheckout();
}
else
{
bCheckOutNeeded = (FPaths::FileExists(ConfigFilePath) && IFileManager::Get().IsReadOnly(*ConfigFilePath));
}
return !bCheckOutNeeded;
}
void FLevelEditorActionCallbacks::OpenLevelBlueprint( TWeakPtr< SLevelEditor > LevelEditor )
{
if( LevelEditor.Pin()->GetWorld()->GetCurrentLevel() )
{
ULevelScriptBlueprint* LevelScriptBlueprint = LevelEditor.Pin()->GetWorld()->PersistentLevel->GetLevelScriptBlueprint();
if (LevelScriptBlueprint)
{
// @todo Re-enable once world centric works
const bool bOpenWorldCentric = false;
FAssetEditorManager::Get().OpenEditorForAsset(
LevelScriptBlueprint,
bOpenWorldCentric ? EToolkitMode::WorldCentric : EToolkitMode::Standalone,
LevelEditor.Pin() );
}
else
{
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "UnableToCreateLevelScript", "Unable to find or create a level blueprint for this level.") );
}
}
}
void FLevelEditorActionCallbacks::CreateBlankBlueprintClass()
{
// Use the BlueprintFactory to allow the user to pick a parent class for the new Blueprint class
UBlueprintFactory* NewFactory = Cast<UBlueprintFactory>(NewObject<UFactory>(GetTransientPackage(), UBlueprintFactory::StaticClass()));
FEditorDelegates::OnConfigureNewAssetProperties.Broadcast(NewFactory);
if ( NewFactory->ConfigureProperties() )
{
UClass* SelectedClass = NewFactory->ParentClass;
// Now help the user pick a path and name for the new Blueprint
UBlueprint* Blueprint = FKismetEditorUtilities::CreateBlueprintFromClass(NSLOCTEXT("LevelEditorCommands", "CreateBlankBlueprintClass_Title", "Create Blank Blueprint Class"), SelectedClass);
if( Blueprint )
{
// @todo Re-enable once world centric works
const bool bOpenWorldCentric = false;
FAssetEditorManager::Get().OpenEditorForAsset(
Blueprint,
bOpenWorldCentric ? EToolkitMode::WorldCentric : EToolkitMode::Standalone);
}
}
}
bool FLevelEditorActionCallbacks::CanHarvestSelectedActorsIntoBlueprintClass()
{
return GEditor->GetSelectedActorCount() > 0;
}
void FLevelEditorActionCallbacks::HarvestSelectedActorsIntoBlueprintClass()
{
const bool bHarvest = true;
FCreateBlueprintFromActorDialog::OpenDialog(bHarvest);
}
bool FLevelEditorActionCallbacks::CanSubclassSelectedActorIntoBlueprintClass()
{
bool bCanSubclass = GEditor->GetSelectedActorCount() == 1;
if (bCanSubclass)
{
AActor* Actor = Cast<AActor>(*GEditor->GetSelectedActorIterator());
bCanSubclass = FKismetEditorUtilities::CanCreateBlueprintOfClass(Actor->GetClass());
}
return bCanSubclass;
}
void FLevelEditorActionCallbacks::SubclassSelectedActorIntoBlueprintClass()
{
const bool bHarvest = false;
FCreateBlueprintFromActorDialog::OpenDialog(bHarvest);
}
void FLevelEditorActionCallbacks::CheckOutProjectSettingsConfig( )
{
FString ConfigFilePath = FPaths::ConvertRelativePathToFull(FString::Printf(TEXT("%sDefaultEngine.ini"), *FPaths::SourceConfigDir()));
if(ISourceControlModule::Get().IsEnabled())
{
SourceControlHelpers::CheckOutFile(ConfigFilePath);
}
else
{
FPlatformFileManager::Get().GetPlatformFile().SetReadOnly(*ConfigFilePath, false);
}
}
void FLevelEditorActionCallbacks::OnShowOnlySelectedActors()
{
const FScopedTransaction Transaction( NSLOCTEXT( "LevelEditorCommands", "ShowOnlySelectedActors", "Show Only Selected Actors" ) );
// First hide unselected as this will also hide group actor members
GUnrealEd->edactHideUnselected( GetWorld() );
// Then unhide selected to ensure that everything that's selected will be unhidden
GUnrealEd->edactUnhideSelected(GetWorld());
}
void FLevelEditorActionCallbacks::OnToggleTransformWidgetVisibility()
{
GLevelEditorModeTools().SetShowWidget( !GLevelEditorModeTools().GetShowWidget() );
GUnrealEd->RedrawAllViewports();
}
bool FLevelEditorActionCallbacks::OnGetTransformWidgetVisibility()
{
return GLevelEditorModeTools().GetShowWidget();
}
void FLevelEditorActionCallbacks::OnAllowTranslucentSelection()
{
auto* Settings = GetMutableDefault<UEditorPerProjectUserSettings>();
// Toggle 'allow select translucent'
Settings->bAllowSelectTranslucent = !Settings->bAllowSelectTranslucent;
Settings->PostEditChange();
// Need to refresh hit proxies as we changed what should be rendered into them
GUnrealEd->RedrawAllViewports();
}
bool FLevelEditorActionCallbacks::OnIsAllowTranslucentSelectionEnabled()
{
return GetDefault<UEditorPerProjectUserSettings>()->bAllowSelectTranslucent == true;
}
void FLevelEditorActionCallbacks::OnAllowGroupSelection()
{
AGroupActor::ToggleGroupMode();
}
bool FLevelEditorActionCallbacks::OnIsAllowGroupSelectionEnabled()
{
return GUnrealEd->bGroupingActive;
}
void FLevelEditorActionCallbacks::OnToggleStrictBoxSelect()
{
ULevelEditorViewportSettings* ViewportSettings = GetMutableDefault<ULevelEditorViewportSettings>();
ViewportSettings->bStrictBoxSelection = !ViewportSettings->bStrictBoxSelection;
ViewportSettings->PostEditChange();
}
bool FLevelEditorActionCallbacks::OnIsStrictBoxSelectEnabled()
{
return GetDefault<ULevelEditorViewportSettings>()->bStrictBoxSelection;
}
void FLevelEditorActionCallbacks::OnToggleTransparentBoxSelect()
{
ULevelEditorViewportSettings* ViewportSettings = GetMutableDefault<ULevelEditorViewportSettings>();
ViewportSettings->bTransparentBoxSelection = !ViewportSettings->bTransparentBoxSelection;
ViewportSettings->PostEditChange();
}
bool FLevelEditorActionCallbacks::OnIsTransparentBoxSelectEnabled()
{
return GetDefault<ULevelEditorViewportSettings>()->bTransparentBoxSelection;
}
void FLevelEditorActionCallbacks::OnDrawBrushMarkerPolys()
{
GEditor->Exec( GetWorld(), *FString::Printf( TEXT("MODE SHOWBRUSHMARKERPOLYS=%d"), !GEditor->bShowBrushMarkerPolys ? 1 : 0 ) );
GEditor->SaveConfig();
}
bool FLevelEditorActionCallbacks::OnIsDrawBrushMarkerPolysEnabled()
{
return GEditor->bShowBrushMarkerPolys;
}
void FLevelEditorActionCallbacks::OnToggleOnlyLoadVisibleInPIE()
{
ULevelEditorPlaySettings* PlaySettings = GetMutableDefault<ULevelEditorPlaySettings>();
PlaySettings->bOnlyLoadVisibleLevelsInPIE = !PlaySettings->bOnlyLoadVisibleLevelsInPIE;
PlaySettings->PostEditChange();
PlaySettings->SaveConfig();
}
bool FLevelEditorActionCallbacks::OnIsOnlyLoadVisibleInPIEEnabled()
{
return GetDefault<ULevelEditorPlaySettings>()->bOnlyLoadVisibleLevelsInPIE;
}
void FLevelEditorActionCallbacks::OnToggleSocketSnapping()
{
GEditor->bEnableSocketSnapping = !GEditor->bEnableSocketSnapping;
GEditor->RedrawLevelEditingViewports();
}
bool FLevelEditorActionCallbacks::OnIsSocketSnappingEnabled()
{
return GEditor->bEnableSocketSnapping;
}
void FLevelEditorActionCallbacks::OnToggleParticleSystemLOD()
{
GEngine->bEnableEditorPSysRealtimeLOD = !GEngine->bEnableEditorPSysRealtimeLOD;
GEditor->RedrawLevelEditingViewports();
}
bool FLevelEditorActionCallbacks::OnIsParticleSystemLODEnabled()
{
return GEditor->bEnableEditorPSysRealtimeLOD;
}
void FLevelEditorActionCallbacks::OnToggleFreezeParticleSimulation()
{
IConsoleManager& ConsoleManager = IConsoleManager::Get();
IConsoleVariable* CVar = ConsoleManager.FindConsoleVariable(TEXT("FX.FreezeParticleSimulation"));
if (CVar)
{
CVar->Set(CVar->GetInt() == 0 ? 1 : 0, ECVF_SetByConsole);
}
}
bool FLevelEditorActionCallbacks::OnIsParticleSimulationFrozen()
{
IConsoleManager& ConsoleManager = IConsoleManager::Get();
static const auto* CVar = ConsoleManager.FindTConsoleVariableDataInt(TEXT("FX.FreezeParticleSimulation"));
if (CVar)
{
return CVar->GetValueOnGameThread() != 0;
}
return false;
}
void FLevelEditorActionCallbacks::OnToggleParticleSystemHelpers()
{
GEditor->bDrawParticleHelpers = !GEditor->bDrawParticleHelpers;
}
bool FLevelEditorActionCallbacks::OnIsParticleSystemHelpersEnabled()
{
return GEditor->bDrawParticleHelpers;
}
void FLevelEditorActionCallbacks::OnToggleLODViewLocking()
{
GEditor->bEnableLODLocking = !GEditor->bEnableLODLocking;
GEditor->RedrawLevelEditingViewports();
}
bool FLevelEditorActionCallbacks::OnIsLODViewLockingEnabled()
{
return GEditor->bEnableLODLocking;
}
void FLevelEditorActionCallbacks::OnToggleLevelStreamingVolumePrevis()
{
ULevelEditorViewportSettings* ViewportSettings = GetMutableDefault<ULevelEditorViewportSettings>();
ViewportSettings->bLevelStreamingVolumePrevis = !ViewportSettings->bLevelStreamingVolumePrevis;
ViewportSettings->PostEditChange();
}
bool FLevelEditorActionCallbacks::OnIsLevelStreamingVolumePrevisEnabled()
{
return GetDefault<ULevelEditorViewportSettings>()->bLevelStreamingVolumePrevis;
}
FText FLevelEditorActionCallbacks::GetAudioVolumeToolTip()
{
if ( !GEditor->IsRealTimeAudioMuted() )
{
const float Volume = GEditor->GetRealTimeAudioVolume() * 100.0f;
return FText::AsNumber( FMath::RoundToInt(Volume) );
}
return NSLOCTEXT("UnrealEd", "Muted", "Muted" );
}
float FLevelEditorActionCallbacks::GetAudioVolume()
{
return GEditor->GetRealTimeAudioVolume();
}
void FLevelEditorActionCallbacks::OnAudioVolumeChanged(float Volume)
{
GEditor->SetRealTimeAudioVolume(Volume);
}
bool FLevelEditorActionCallbacks::GetAudioMuted()
{
return GEditor->IsRealTimeAudioMuted();
}
void FLevelEditorActionCallbacks::OnAudioMutedChanged(bool bMuted)
{
GEditor->MuteRealTimeAudio(bMuted);
}
void FLevelEditorActionCallbacks::SnapObjectToView_Clicked()
{
const FScopedTransaction Transaction(NSLOCTEXT("UnrealEd", "SnapObjectToView", "Snap Object to View"));
for (FSelectionIterator It(GEditor->GetSelectedActorIterator()); It; ++It)
{
AActor* Actor = Cast<AActor>(*It);
Actor->Modify();
FVector Location = GCurrentLevelEditingViewportClient->GetViewLocation();
FRotator Rotation = GCurrentLevelEditingViewportClient->GetViewRotation();
Actor->SetActorLocation(Location);
Actor->SetActorRotation(Rotation);
}
}
void FLevelEditorActionCallbacks::OnEnableActorSnap()
{
FSnappingUtils::EnableActorSnap( !FSnappingUtils::IsSnapToActorEnabled() );
// If the setting is enabled and there's no distance, revert to default
if ( FSnappingUtils::IsSnapToActorEnabled() && FSnappingUtils::GetActorSnapDistance() == 0.0f )
{
FSnappingUtils::SetActorSnapDistance( 1.0f );
}
}
bool FLevelEditorActionCallbacks::OnIsActorSnapEnabled()
{
return FSnappingUtils::IsSnapToActorEnabled();
}
void FLevelEditorActionCallbacks::OnEnableVertexSnap()
{
ULevelEditorViewportSettings* ViewportSettings = GetMutableDefault<ULevelEditorViewportSettings>();
ViewportSettings->bSnapVertices = !ViewportSettings->bSnapVertices;
}
bool FLevelEditorActionCallbacks::OnIsVertexSnapEnabled()
{
return GetDefault<ULevelEditorViewportSettings>()->bSnapVertices;
}
FText FLevelEditorActionCallbacks::GetActorSnapTooltip()
{
// If the setting is enabled, return the distance, otherwise say disabled
if ( FSnappingUtils::IsSnapToActorEnabled() )
{
static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
.SetMinimumFractionalDigits(2)
.SetMaximumFractionalDigits(2);
return FText::AsNumber( FSnappingUtils::GetActorSnapDistance(), &FormatOptions );
}
return NSLOCTEXT("UnrealEd", "Disabled", "Disabled" );
}
float FLevelEditorActionCallbacks::GetActorSnapSetting()
{
// If the setting is enabled, return the distance, otherwise say 0
if (FSnappingUtils::IsSnapToActorEnabled() )
{
return FSnappingUtils::GetActorSnapDistance(true) ;
}
return 0.0f;
}
void FLevelEditorActionCallbacks::SetActorSnapSetting(float Distance)
{
FSnappingUtils::SetActorSnapDistance( Distance );
// If the distance is 0, disable the setting until it's > 0
FSnappingUtils::EnableActorSnap( ( Distance > 0.0f ? true : false ) );
}
void FLevelEditorActionCallbacks::OnToggleHideViewportUI()
{
GLevelEditorModeTools().SetHideViewportUI( !GLevelEditorModeTools().IsViewportUIHidden() );
}
bool FLevelEditorActionCallbacks::IsViewportUIHidden()
{
return GLevelEditorModeTools().IsViewportUIHidden();
}
bool FLevelEditorActionCallbacks::IsEditorModeActive( FEditorModeID EditorMode )
{
return GLevelEditorModeTools().IsModeActive( EditorMode );
}
void FLevelEditorActionCallbacks::OnAddVolume( UClass* VolumeClass )
{
GUnrealEd->Exec( GetWorld(), *FString::Printf( TEXT("BRUSH ADDVOLUME CLASS=%s"), *VolumeClass->GetName() ) );
// A new volume actor was added, update the volumes visibility.
// This volume should be hidden if the user doesn't have this type of volume visible.
GUnrealEd->UpdateVolumeActorVisibility( VolumeClass );
GEditor->RedrawAllViewports();
}
void FLevelEditorActionCallbacks::OnAddMatinee()
{
// Warn the user prior to creating our actor
if ( GEditor->ShouldOpenMatinee( NULL ) )
{
// Spawn a matinee actor at the origin, and either move infront of the camera or focus camera on it (depending on the viewport) and open for edit
UActorFactory* ActorFactory = GEditor->FindActorFactoryForActorClass( AMatineeActor::StaticClass() );
check( ActorFactory );
AMatineeActor* MatineeActor = CastChecked<AMatineeActor>( FLevelEditorActionCallbacks::AddActor( ActorFactory, FAssetData(), &FTransform::Identity ) );
if( GCurrentLevelEditingViewportClient->IsPerspective() )
{
GEditor->MoveActorInFrontOfCamera( *MatineeActor, GCurrentLevelEditingViewportClient->GetViewLocation(), GCurrentLevelEditingViewportClient->GetViewRotation().Vector() );
}
else
{
GEditor->MoveViewportCamerasToActor( *MatineeActor, false );
}
GEditor->OpenMatinee( MatineeActor, false );
}
}
void FLevelEditorActionCallbacks::SelectActorsInLayers()
{
// Iterate over selected actors and make a list of all layers the selected actors belong to.
TArray< FName > SelectedLayers;
for ( FSelectionIterator It( GEditor->GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = Cast<AActor>( *It );
// Add them to the list of selected layers.
for( int32 LayerIndex = 0 ; LayerIndex < Actor->Layers.Num() ; ++LayerIndex )
{
SelectedLayers.AddUnique( Actor->Layers[ LayerIndex ] );
}
}
bool bSelect = true;
bool bNotify = true;
GEditor->Layers->SelectActorsInLayers( SelectedLayers, bSelect, bNotify );
}
void FLevelEditorActionCallbacks::SetWidgetMode( FWidget::EWidgetMode WidgetMode )
{
if( !GLevelEditorModeTools().IsTracking() )
{
GLevelEditorModeTools().SetWidgetMode( WidgetMode );
GEditor->RedrawAllViewports();
}
}
bool FLevelEditorActionCallbacks::IsWidgetModeActive( FWidget::EWidgetMode WidgetMode )
{
return GLevelEditorModeTools().GetWidgetMode() == WidgetMode;
}
bool FLevelEditorActionCallbacks::CanSetWidgetMode( FWidget::EWidgetMode WidgetMode )
{
return GLevelEditorModeTools().GetShowWidget() == true;
}
bool FLevelEditorActionCallbacks::IsTranslateRotateModeVisible()
{
return GetDefault<ULevelEditorViewportSettings>()->bAllowTranslateRotateZWidget;
}
void FLevelEditorActionCallbacks::SetCoordinateSystem( ECoordSystem CoordinateSystem )
{
GLevelEditorModeTools().SetCoordSystem( CoordinateSystem );
}
bool FLevelEditorActionCallbacks::IsCoordinateSystemActive( ECoordSystem CoordinateSystem )
{
return GLevelEditorModeTools().GetCoordSystem() == CoordinateSystem;
}
void FLevelEditorActionCallbacks::MoveActorToGrid_Clicked( bool InAlign, bool bInPerActor )
{
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "MoveActorToGrid", "Snap Origin to Grid") );
MoveActorTo_Clicked( InAlign, NULL, bInPerActor );
}
void FLevelEditorActionCallbacks::MoveActorToActor_Clicked( bool InAlign )
{
AActor* Actor = GEditor->GetSelectedActors()->GetBottom<AActor>();
if( Actor )
{
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "MoveActorToActor", "Snap Origin to Actor") );
MoveActorTo_Clicked( InAlign, Actor );
}
}
void FLevelEditorActionCallbacks::MoveActorTo_Clicked( const bool InAlign, const AActor* InDestination/* = NULL*/, bool bInPerActor/* = false*/ )
{
// Fires ULevel::LevelDirtiedEvent when falling out of scope.
FScopedLevelDirtied LevelDirtyCallback;
// Update the pivot location.
FVector Delta = FVector::ZeroVector;
FVector NewLocation = FVector::ZeroVector;
FRotator NewRotation = FRotator::ZeroRotator;
if(!bInPerActor)
{
if ( InDestination )
{
NewLocation = InDestination->GetActorLocation();
NewRotation = InDestination->GetActorRotation();
GEditor->SetPivot( NewLocation, false, true );
}
else
{
const FVector OldPivot = GEditor->GetPivotLocation();
const FVector NewPivot = OldPivot.GridSnap(GEditor->GetGridSize());
Delta = NewPivot - OldPivot;
GEditor->SetPivot( NewPivot, false, true );
}
}
for ( FSelectionIterator It( GEditor->GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = Cast<AActor>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
if ( Actor == InDestination ) // Early out
{
continue;
}
Actor->Modify();
if(!InDestination)
{
if ( bInPerActor )
{
const FVector OldPivot = Actor->GetActorLocation();
const FVector NewPivot = OldPivot.GridSnap(GEditor->GetGridSize());
Delta = NewPivot - OldPivot;
GEditor->SetPivot( NewPivot, false, true );
}
NewLocation = Actor->GetActorLocation() + Delta;
}
Actor->TeleportTo( NewLocation, ( !InAlign ? Actor->GetActorRotation() : NewRotation ), false, true );
Actor->InvalidateLightingCache();
Actor->UpdateComponentTransforms();
Actor->MarkPackageDirty();
LevelDirtyCallback.Request();
}
GEditor->RedrawLevelEditingViewports();
GEditor->RebuildAlteredBSP(); // Update the Bsp of any levels containing a modified brush
}
void FLevelEditorActionCallbacks::SnapTo2DLayer_Clicked()
{
// Fires ULevel::LevelDirtiedEvent when falling out of scope.
FScopedLevelDirtied LevelDirtyCallback;
const ULevelEditorViewportSettings* ViewportSettings = GetDefault<ULevelEditorViewportSettings>();
const ULevelEditor2DSettings* Settings2D = GetDefault<ULevelEditor2DSettings>();
if (Settings2D->SnapLayers.IsValidIndex(ViewportSettings->ActiveSnapLayerIndex))
{
const FScopedTransaction Transaction(NSLOCTEXT("UnrealEd", "SnapSelection2D", "Snap Selection to 2D Layer"));
float SnapDepth = Settings2D->SnapLayers[ViewportSettings->ActiveSnapLayerIndex].Depth;
USelection* SelectedActors = GEditor->GetSelectedActors();
for (FSelectionIterator Iter(*SelectedActors); Iter; ++Iter)
{
AActor* Actor = CastChecked<AActor>(*Iter);
// Only snap actors that are not attached to something else
if (Actor->GetAttachParentActor() == nullptr)
{
FTransform Transform = Actor->GetTransform();
FVector CurrentLocation = Transform.GetLocation();
switch (Settings2D->SnapAxis)
{
case ELevelEditor2DAxis::X: CurrentLocation.X = SnapDepth; break;
case ELevelEditor2DAxis::Y: CurrentLocation.Y = SnapDepth; break;
case ELevelEditor2DAxis::Z: CurrentLocation.Z = SnapDepth; break;
}
Transform.SetLocation(CurrentLocation);
Actor->Modify();
Actor->SetActorTransform(Transform);
Actor->InvalidateLightingCache();
Actor->UpdateComponentTransforms();
Actor->MarkPackageDirty();
LevelDirtyCallback.Request();
}
}
GEditor->RedrawLevelEditingViewports(true);
GEditor->RebuildAlteredBSP();
}
}
bool FLevelEditorActionCallbacks::CanSnapTo2DLayer()
{
const ULevelEditor2DSettings* Settings = GetDefault<ULevelEditor2DSettings>();
return Settings->SnapLayers.IsValidIndex(GetDefault<ULevelEditorViewportSettings>()->ActiveSnapLayerIndex) && (GEditor->GetSelectedActorCount() > 0);
}
void FLevelEditorActionCallbacks::MoveSelectionToDifferent2DLayer_Clicked(bool bGoingUp, bool bForceToTopOrBottom)
{
// Change the active layer first
const ULevelEditor2DSettings* Settings2D = GetDefault<ULevelEditor2DSettings>();
ULevelEditorViewportSettings* SettingsVP = GetMutableDefault<ULevelEditorViewportSettings>();
const int32 NumLayers = Settings2D->SnapLayers.Num();
if (NumLayers > 0)
{
if (bGoingUp && (SettingsVP->ActiveSnapLayerIndex > 0))
{
SettingsVP->ActiveSnapLayerIndex = bForceToTopOrBottom ? 0 : (SettingsVP->ActiveSnapLayerIndex - 1);
SettingsVP->PostEditChange();
}
else if (!bGoingUp && ((SettingsVP->ActiveSnapLayerIndex + 1) < NumLayers))
{
SettingsVP->ActiveSnapLayerIndex = bForceToTopOrBottom ? (NumLayers - 1) : (SettingsVP->ActiveSnapLayerIndex + 1);
SettingsVP->PostEditChange();
}
}
// Snap the selection to the new active layer
SnapTo2DLayer_Clicked();
}
bool FLevelEditorActionCallbacks::CanMoveSelectionToDifferent2DLayer(bool bGoingUp)
{
const ULevelEditor2DSettings* Settings2D = GetDefault<ULevelEditor2DSettings>();
const ULevelEditorViewportSettings* SettingsVP = GetMutableDefault<ULevelEditorViewportSettings>();
const int32 SelectedIndex = SettingsVP->ActiveSnapLayerIndex;
const int32 NumLayers = Settings2D->SnapLayers.Num();
const bool bHasLayerInDirection = bGoingUp ? (SelectedIndex > 0) : (SelectedIndex + 1 < NumLayers);
const bool bHasActorSelected = GEditor->GetSelectedActorCount() > 0;
// Allow it even if there is no layer in the corresponding direction, to let it double as a snap operation shortcut even when at the end stops
return bHasLayerInDirection || bHasActorSelected;
}
void FLevelEditorActionCallbacks::Select2DLayerDeltaAway_Clicked(int32 Delta)
{
const ULevelEditor2DSettings* Settings2D = GetDefault<ULevelEditor2DSettings>();
ULevelEditorViewportSettings* SettingsVP = GetMutableDefault<ULevelEditorViewportSettings>();
const int32 SelectedIndex = SettingsVP->ActiveSnapLayerIndex;
const int32 NumLayers = Settings2D->SnapLayers.Num();
if (NumLayers > 0)
{
const int32 NewIndex = ((NumLayers + SelectedIndex + Delta) % NumLayers);
SettingsVP->ActiveSnapLayerIndex = NewIndex;
SettingsVP->PostEditChange();
}
}
void FLevelEditorActionCallbacks::SnapToFloor_Clicked( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot )
{
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "SnapActorsToFloor", "Snap Actors To Floor") );
SnapTo_Clicked( InAlign, InUseLineTrace, InUseBounds, InUsePivot );
}
void FLevelEditorActionCallbacks::SnapActorToActor_Clicked( bool InAlign, bool InUseLineTrace, bool InUseBounds, bool InUsePivot )
{
AActor* Actor = GEditor->GetSelectedActors()->GetBottom<AActor>();
if( Actor )
{
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "SnapActorsToActor", "Snap Actors To Actor") );
SnapTo_Clicked( InAlign, InUseLineTrace, InUseBounds, InUsePivot, Actor );
}
}
void FLevelEditorActionCallbacks::SnapTo_Clicked( const bool InAlign, const bool InUseLineTrace, const bool InUseBounds, const bool InUsePivot, AActor* InDestination )
{
// Fires ULevel::LevelDirtiedEvent when falling out of scope.
FScopedLevelDirtied LevelDirtyCallback;
bool bSnappedComponents = false;
if( GEditor->GetSelectedComponentCount() > 0 )
{
for(FSelectedEditableComponentIterator It(GEditor->GetSelectedEditableComponentIterator()); It; ++It)
{
USceneComponent* SceneComponent = Cast<USceneComponent>(*It);
if(SceneComponent)
{
SceneComponent->Modify();
AActor* ActorOwner = SceneComponent->GetOwner();
bSnappedComponents = true;
if(ActorOwner)
{
ActorOwner->Modify();
GEditor->SnapObjectTo(FActorOrComponent(SceneComponent), InAlign, InUseLineTrace, InUseBounds, InUsePivot, FActorOrComponent(InDestination));
ActorOwner->InvalidateLightingCache();
ActorOwner->UpdateComponentTransforms();
LevelDirtyCallback.Request();
}
}
}
USceneComponent* LastComp = GEditor->GetSelectedComponents()->GetBottom<USceneComponent>();
GEditor->SetPivot(LastComp->GetComponentLocation(), false, true);
}
if( !bSnappedComponents )
{
for(FSelectionIterator It(GEditor->GetSelectedActorIterator()); It; ++It)
{
AActor* Actor = Cast<AActor>(*It);
if(Actor)
{
Actor->Modify();
GEditor->SnapObjectTo(FActorOrComponent(Actor), InAlign, InUseLineTrace, InUseBounds, InUsePivot, FActorOrComponent(InDestination));
Actor->InvalidateLightingCache();
Actor->UpdateComponentTransforms();
LevelDirtyCallback.Request();
}
}
AActor* Actor = GEditor->GetSelectedActors()->GetBottom<AActor>();
if(Actor)
{
GEditor->SetPivot(Actor->GetActorLocation(), false, true);
if(GEditor->bGroupingActive)
{
// set group pivot for the root-most group
AGroupActor* ActorGroupRoot = AGroupActor::GetRootForActor(Actor, true, true);
if(ActorGroupRoot)
{
ActorGroupRoot->CenterGroupLocation();
}
}
}
}
GEditor->RedrawLevelEditingViewports();
}
bool FLevelEditorActionCallbacks::ActorSelected_CanExecute()
{
// Had to have something selected
return ( ( GEditor->GetSelectedActorCount() > 0 ) ? true : false );
}
bool FLevelEditorActionCallbacks::ActorsSelected_CanExecute()
{
// Has to have more than one selected
return ( ( GEditor->GetSelectedActorCount() > 1 ) ? true : false );
}
class UWorld* FLevelEditorActionCallbacks::GetWorld()
{
return GEditor->GetEditorWorldContext().World();
}
/** UI_COMMAND takes long for the compile to optimize */
PRAGMA_DISABLE_OPTIMIZATION
void FLevelEditorCommands::RegisterCommands()
{
UI_COMMAND( BrowseDocumentation, "Documentation...", "Opens the main documentation page, and allows you to search across all UE4 support sites.", EUserInterfaceActionType::Button, FInputChord( EKeys::F1 ) );
UI_COMMAND( BrowseAPIReference, "API Reference...", "Opens the API reference documentation", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( BrowseViewportControls, "Viewport Controls...", "Opens the viewport controls cheat sheet", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( NewLevel, "New Level...", "Create a new level, or choose a level template to start from.", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::N ) );
UI_COMMAND( OpenLevel, "Open Level...", "Loads an existing level", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::O ) );
UI_COMMAND( Save, "Save", "Saves the current level to disk", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SaveAs, "Save As...", "Save the current level as...", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift|EModifierKey::Control, EKeys::S ) );
UI_COMMAND( SaveAllLevels, "Save All Levels", "Saves all unsaved levels to disk", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ToggleFavorite, "Toggle Favorite", "Sets whether the currently loaded level will appear in the list of favorite levels", EUserInterfaceActionType::Button, FInputChord() );
for( int32 CurRecentIndex = 0; CurRecentIndex < FLevelEditorCommands::MaxRecentFiles; ++CurRecentIndex )
{
// NOTE: The actual label and tool-tip will be overridden at runtime when the command is bound to a menu item, however
// we still need to set one here so that the key bindings UI can function properly
TSharedRef< FUICommandInfo > OpenRecentFile =
FUICommandInfoDecl(
this->AsShared(),
FName( *FString::Printf( TEXT( "OpenRecentFile%i" ), CurRecentIndex ) ),
FText::Format( NSLOCTEXT( "LevelEditorCommands", "OpenRecentFile", "Open Recent File {0}" ), FText::AsNumber( CurRecentIndex ) ),
NSLOCTEXT( "LevelEditorCommands", "OpenRecentFileToolTip", "Opens a recently opened file" ) )
.UserInterfaceType( EUserInterfaceActionType::Button )
.DefaultChord( FInputChord() );
OpenRecentFileCommands.Add( OpenRecentFile );
}
UI_COMMAND( Import, "Import...", "Imports objects and actors from a T3D format into the current level", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ImportScene, "Import Scene...", "Imports an entire scene from a FBX format into the current level", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( ExportAll, "Export All...", "Exports the entire level to a file on disk (multiple formats are supported.)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ExportSelected, "Export Selected...", "Exports currently-selected objects to a file on disk (multiple formats are supported.)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( Build, "Build All Levels", "Builds all levels (precomputes lighting data and visibility data, generates navigation networks and updates brush models.)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( BuildAndSubmitToSourceControl, "Build and Submit...", "Displays a window that allows you to build all levels and submit them to source control", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( BuildLightingOnly, "Build Lighting", "Only precomputes lighting (all levels.)", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control|EModifierKey::Shift, EKeys::Semicolon) );
UI_COMMAND( BuildReflectionCapturesOnly, "Update Reflection Captures", "Only updates Reflection Captures (all levels.)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( BuildLightingOnly_VisibilityOnly, "Precompute Static Visibility", "Only precomputes static visibility data (all levels.)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( LightingBuildOptions_UseErrorColoring, "Use Error Coloring", "When enabled, errors during lighting precomputation will be baked as colors into light map data", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( LightingBuildOptions_ShowLightingStats, "Show Lighting Stats", "When enabled, a window containing metrics about lighting performance and memory will be displayed after a successful build.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( BuildGeometryOnly, "Build Geometry", "Only builds geometry (all levels.)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( BuildGeometryOnly_OnlyCurrentLevel, "Build Geometry (Current Level)", "Builds geometry, only for the current level", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( BuildPathsOnly, "Build Paths", "Only builds paths (all levels.)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( BuildLODsOnly, "Build LODs", "Only builds LODs (all levels.)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( BuildTextureStreamingOnly, "Build Texture Streaming", "Build texture streaming data", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( LightingQuality_Production, "Production", "Sets precomputed lighting quality to highest possible quality (slowest computation time.)", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( LightingQuality_High, "High", "Sets precomputed lighting quality to high quality", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( LightingQuality_Medium, "Medium", "Sets precomputed lighting quality to medium quality", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( LightingQuality_Preview, "Preview", "Sets precomputed lighting quality to preview quality (fastest computation time.)", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( LightingDensity_RenderGrayscale, "Render Grayscale", "Renders the lightmap density.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( LightingResolution_CurrentLevel, "Current Level", "Adjust only primitives in the current level.", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( LightingResolution_SelectedLevels, "Selected Levels", "Adjust only primitives in the selected levels.", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( LightingResolution_AllLoadedLevels, "All Loaded Levels", "Adjust primitives in all loaded levels.", EUserInterfaceActionType::RadioButton, FInputChord() );
UI_COMMAND( LightingResolution_SelectedObjectsOnly, "Selected Objects Only", "Adjust only selected objects in the levels.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( LightingStaticMeshInfo, "Lighting StaticMesh Info...", "Shows the lighting information for the StaticMeshes.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SceneStats, "Open Scene Stats", "Opens the Scene Stats viewer", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( TextureStats, "Open Texture Stats", "Opens the Texture Stats viewer", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MapCheck, "Open Map Check", "Checks map for errors", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( RecompileGameCode, "Recompile Game Code", "Recompiles and reloads C++ code for game systems on the fly", EUserInterfaceActionType::Button, FInputChord( EKeys::P, EModifierKey::Alt | EModifierKey::Control | EModifierKey::Shift ) );
UI_COMMAND( EditAsset, "Edit Asset", "Edits the asset associated with the selected actor", EUserInterfaceActionType::Button, FInputChord( EKeys::E, EModifierKey::Control ) );
UI_COMMAND( EditAssetNoConfirmMultiple, "Edit Asset", "Edits the asset associated with the selected actor", EUserInterfaceActionType::Button, FInputChord( EKeys::E, EModifierKey::Control | EModifierKey::Shift ) );
UI_COMMAND( GoHere, "Go Here", "Moves the camera to the current mouse position", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapCameraToObject, "Snap View to Object", "Snaps the view to the selected object", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapObjectToCamera, "Snap Object to View", "Snaps the selected object to the view", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( GoToCodeForActor, "Go to C++ Code for Actor", "Opens a code editing IDE and navigates to the source file associated with the seleced actor", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( GoToDocsForActor, "Go to Documentation for Actor", "Opens documentation for the Actor in the default web browser", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( PasteHere, "Paste Here", "Pastes the actor at the click location", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapOriginToGrid, "Snap Origin to Grid", "Snaps the actor to the nearest grid location at its origin", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::End ) );
UI_COMMAND( SnapOriginToGridPerActor, "Snap Origin to Grid Per Actor", "Snaps each selected actor separately to the nearest grid location at its origin", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( AlignOriginToGrid, "Align Origin to Grid", "Aligns the actor to the nearest grid location at its origin", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapTo2DLayer, "Snap to 2D Layer", "Snaps the actor to the current 2D snap layer", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::SpaceBar ) );
UI_COMMAND( MoveSelectionUpIn2DLayers, "Bring selection forward a snap layer", "Bring selection forward a snap layer", EUserInterfaceActionType::Button, FInputChord(EKeys::PageUp, EModifierKey::Control) );
UI_COMMAND( MoveSelectionDownIn2DLayers, "Send selection backward a snap layer", "Send selection backward a snap layer", EUserInterfaceActionType::Button, FInputChord(EKeys::PageDown, EModifierKey::Control) );
UI_COMMAND( MoveSelectionToTop2DLayer, "Bring selection to the front snap layer", "Bring selection to the front snap layer", EUserInterfaceActionType::Button, FInputChord(EKeys::PageUp, EModifierKey::Shift | EModifierKey::Control) );
UI_COMMAND( MoveSelectionToBottom2DLayer, "Send selection to the back snap layer", "Send selection to the back snap layer", EUserInterfaceActionType::Button, FInputChord(EKeys::PageDown, EModifierKey::Shift | EModifierKey::Control) );
UI_COMMAND( Select2DLayerAbove, "Select next 2D layer", "Changes the active layer to the next 2D layer", EUserInterfaceActionType::Button, FInputChord(EKeys::PageUp, EModifierKey::Alt) );
UI_COMMAND( Select2DLayerBelow, "Select previous 2D layer", "Changes the active layer to the previous 2D layer", EUserInterfaceActionType::Button, FInputChord(EKeys::PageDown, EModifierKey::Alt) );
UI_COMMAND( SnapToFloor, "Snap to Floor", "Snaps the actor or component to the floor below it", EUserInterfaceActionType::Button, FInputChord( EKeys::End ) );
UI_COMMAND( AlignToFloor, "Align to Floor", "Aligns the actor or component with the floor", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapPivotToFloor, "Snap Pivot to Floor", "Snaps the actor to the floor at its pivot point", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Alt, EKeys::End ) );
UI_COMMAND( AlignPivotToFloor, "Align Pivot to Floor", "Aligns the actor with the floor at its pivot point", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapBottomCenterBoundsToFloor, "Snap Bottom Center Bounds to Floor", "Snaps the actor to the floor at its bottom center bounds", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift, EKeys::End ) );
UI_COMMAND( AlignBottomCenterBoundsToFloor, "Align Bottom Center Bounds to Floor", "Aligns the actor with the floor at its bottom center bounds", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapOriginToActor, "Snap Origin to Actor", "SNaps the actor to another actor at its origin", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( AlignOriginToActor, "Align Origin to Actor", "Aligns the actor to another actor at its origin", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapToActor, "Snap to Actor", "Snaps the actor to another actor", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( AlignToActor, "Align to Actor", "Aligns the actor with another actor", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapPivotToActor, "Snap Pivot to Actor", "Snaps the actor to another actor at its pivot point", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( AlignPivotToActor, "Align Pivot to Actor", "Aligns the actor with another actor at its pivot point", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SnapBottomCenterBoundsToActor, "Snap Bottom Center Bounds to Actor", "Snaps the actor to another actor at its bottom center bounds", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( AlignBottomCenterBoundsToActor, "Align Bottom Center Bounds to Actor", "Aligns the actor with another actor at its bottom center bounds", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( DeltaTransformToActors, "Delta Transform", "Apply Delta Transform to selected actors", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MirrorActorX, "Mirror X", "Mirrors the actor along the X axis", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MirrorActorY, "Mirror Y", "Mirrors the actor along the Y axis", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MirrorActorZ, "Mirror Z", "Mirrors the actor along the Z axis", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( LockActorMovement, "Lock Actor Movement", "Locks the actor so it cannot be moved", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( DetachFromParent, "Detach", "Detach the actor from its parent", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( AttachSelectedActors, "Attach Selected Actors", "Attach the selected actors to the last selected actor", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::B) );
UI_COMMAND( AttachActorIteractive, "Attach Actor Interactive", "Start an interactive actor picker to let you choose a parent for the currently selected actor", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::A) );
UI_COMMAND( CreateNewOutlinerFolder, "Create Folder", "Place the selected actors in a new folder", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( HoldToEnableVertexSnapping, "Hold to Enable Vertex Snapping", "When the key binding is pressed and held vertex snapping will be enabled", EUserInterfaceActionType::ToggleButton, FInputChord(EKeys::V) );
//@ todo Slate better tooltips for pivot options
UI_COMMAND( SavePivotToPrePivot, "Set as Pivot Offset", "Sets the current pivot location as the pivot offset for this actor", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ResetPrePivot, "Reset Pivot Offset", "Resets the pivot offset for this actor", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ResetPivot, "Reset Pivot", "Resets the pivot", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MovePivotHere, "Set Pivot Offset Here", "Sets the pivot offset to the clicked location", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MovePivotHereSnapped, "Set Pivot Offset Here (Snapped)", "Sets the pivot offset to the nearest grid point to the clicked location", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MovePivotToCenter, "Center on Selection", "Centers the pivot to the middle of the selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ConvertToAdditive, "Additive", "Converts the selected brushes to additive brushes", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ConvertToSubtractive, "Subtractive", "Converts the selected brushes to subtractive brushes", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( OrderFirst, "To First", "Changes the drawing order of the selected brushes so they are the first to draw", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( OrderLast, "To Last", "Changes the drawing order of the selected brushes so they are the last to draw", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MakeSolid, "Solid", "Makes the selected brushes solid", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MakeSemiSolid, "Semi-Solid", "Makes the selected brushes semi-solid", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MakeNonSolid, "Non-Solid", "Makes the selected brushes non-solid", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( MergePolys, "Merge", "Merges multiple polygons on a brush face into as few as possible", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SeparatePolys, "Separate", "Reverses the effect of a previous merge", EUserInterfaceActionType::Button, FInputChord() );
// RegroupActors uses GroupActors for it's label and tooltip when simply grouping a selection of actors using overrides. This is to provide display of the chord which is the same for both.
UI_COMMAND( GroupActors, "Group", "Groups the selected actors", EUserInterfaceActionType::Button, FInputChord( /*EKeys::G, EModifierKey::Control*/ ) );
UI_COMMAND( RegroupActors, "Regroup", "Regroups the selected actors into a new group, removing any current groups in the selection", EUserInterfaceActionType::Button, FInputChord( EKeys::G, EModifierKey::Control ) );
UI_COMMAND( UngroupActors, "Ungroup", "Ungroups the selected actors", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift, EKeys::G ) );
UI_COMMAND( AddActorsToGroup, "Add to Group", "Adds the selected actors to the selected group", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( RemoveActorsFromGroup, "Remove from Group", "Removes the selected actors from the selected groups", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( LockGroup, "Lock", "Locks the selected groups", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( UnlockGroup, "Unlock", "Unlocks the selected groups", EUserInterfaceActionType::Button, FInputChord() );
#if PLATFORM_MAC
UI_COMMAND( ShowAll, "Show All Actors", "Shows all actors", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Command, EKeys::H ) );
#else
UI_COMMAND( ShowAll, "Show All Actors", "Shows all actors", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::H ) );
#endif
UI_COMMAND( ShowSelectedOnly, "Show Only Selected", "Shows only the selected actors", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ShowSelected, "Show Selected", "Shows the selected actors", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift, EKeys::H ) );
UI_COMMAND( HideSelected, "Hide Selected", "Hides the selected actors", EUserInterfaceActionType::Button, FInputChord( EKeys::H ) );
UI_COMMAND( ShowAllStartup, "Show All At Startup", "Shows all actors at startup", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ShowSelectedStartup, "Show Selected At Startup", "Shows selected actors at startup", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( HideSelectedStartup, "Hide Selected At Startup", "Hide selected actors at startup", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CycleNavigationDataDrawn, "Cycle Navigation Data Drawn", "Cycles through navigation data (navmeshes for example) to draw one at a time", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Alt, EKeys::N ) );
UI_COMMAND( SelectNone, "Unselect All", "Unselects all actors", EUserInterfaceActionType::Button, FInputChord( EKeys::Escape ) ) ;
UI_COMMAND( InvertSelection, "Invert Selection", "Inverts the current selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectAllActorsOfSameClass, "Select All Actors of Same Class", "Selects all the actors that have the same class", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift|EModifierKey::Control, EKeys::A) );
UI_COMMAND( SelectAllActorsOfSameClassWithArchetype, "Select All Actors with Same Archetype", "Selects all the actors of the same class that have the same archetype", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectComponentOwnerActor, "Select Component Owner", "Select the actor that owns the currently selected component(s)", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectRelevantLights, "Select Relevant Lights", "Select all lights relevant to the current selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectStaticMeshesOfSameClass, "Select All Using Selected Static Meshes (Selected Actor Types)", "Selects all actors with the same static mesh and actor class as the selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectOwningHierarchicalLODCluster, "Select Owning Hierarchical LOD cluster Using Selected Static Mesh (Selected Actor Types)", "Select Owning Hierarchical LOD cluster for the selected actor", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( SelectStaticMeshesAllClasses, "Select All Using Selected Static Meshes (All Actor Types)", "Selects all actors with the same static mesh as the selection", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift, EKeys::E ) );
UI_COMMAND( SelectSkeletalMeshesOfSameClass, "Select All Using Selected Skeletal Meshes (Selected Actor Types)", "Selects all actors with the same skeletal mesh and actor class as the selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectSkeletalMeshesAllClasses, "Select All Using Selected Skeletal Meshes (All Actor Types)", "Selects all actors with the same skeletal mesh as the selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectAllWithSameMaterial, "Select All With Same Material", "Selects all actors with the same material as the selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectMatchingEmitter, "Select All Matching Emitters", "Selects all emitters with the same particle system as the selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectAllLights, "Select All Lights", "Selects all lights", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectStationaryLightsExceedingOverlap, "Select Stationary Lights exceeding overlap", "Selects all stationary lights exceeding the overlap limit", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectAllAddditiveBrushes, "Select All Additive Brushes", "Selects all additive brushes", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectAllSubtractiveBrushes, "Select All Subtractive Brushes", "Selects all subtractive brushes", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectAllActorsControlledByMatinee, "Select Actors Used by This Matinee", "Selects all actors controlled by this Matinee", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SelectAllSurfaces, "Select All Surfaces", "Selects all bsp surfaces", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::S) );
UI_COMMAND( SurfSelectAllMatchingBrush, "Select Matching Brush", "Selects the surfaces belonging to the same brush as the selected surfaces", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::B) );
UI_COMMAND( SurfSelectAllMatchingTexture, "Select Matching Material", "Selects all surfaces with the same material as the selected surfaces", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::T) );
UI_COMMAND( SurfSelectAllAdjacents, "Select All Adjacent Surfaces", "Selects all surfaces adjacent to the currently selected surfaces", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::J) );
UI_COMMAND( SurfSelectAllAdjacentCoplanars, "Select All Coplanar Surfaces", "Selects all surfaces adjacent and coplanar with the selected surfaces", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::C) );
UI_COMMAND( SurfSelectAllAdjacentWalls, "Select All Adjacent Wall Surfaces", "Selects all adjacent upright surfaces", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::W) );
UI_COMMAND( SurfSelectAllAdjacentFloors, "Select All Adjacent Floor Surfaces", "Selects all adjacent floor sufaces(ones with normals pointing up)", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::U) );
UI_COMMAND( SurfSelectAllAdjacentSlants, "Select All Adjacent Slant Surfaces", "Selects all adjacent slant surfaces (surfaces that are not walls, floors, or ceilings according to their normals) to the currently selected surfaces.", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::Y) );
UI_COMMAND( SurfSelectReverse, "Invert Surface Selection", "Inverts the current surface selection", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::Q) );
UI_COMMAND( SurfSelectMemorize, "Memorize Surface Selection", "Stores the current surface selection in memory", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::M) );
UI_COMMAND( SurfSelectRecall, "Recall Surface Selection", "Replace the current selection with the selection saved in memory", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::R) );
UI_COMMAND( SurfSelectOr, "Surface Selection OR", "Replace the current selection with only the surfaces which are both currently selected and contained within the saved selection in memory", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::O) );
UI_COMMAND( SurfSelectAnd, "Surface Selection AND", "Add the selection of surfaces saved in memory to the current selection", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::A) );
UI_COMMAND( SurfSelectXor, "Surace Selection XOR", " Replace the current selection with only the surfaces that are not in both the current selection and the selection saved in memory", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::X) );
UI_COMMAND( SurfUnalign, "Align Surface Default", "Default surface alignment", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SurfAlignPlanarAuto, "Align Surface Planar", "Planar surface alignment", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SurfAlignPlanarWall, "Align Surface Planar Wall", "Planar wall surface alignment", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SurfAlignPlanarFloor, "Align Surface Planar Floor", "Planar floor surface alignment", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SurfAlignBox, "Align Surface Box", "Box surface alignment", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( SurfAlignFit, "Align Surface Fit", "Best fit surface alignment", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ApplyMaterialToSurface, "Apply Material to Surface Selection", "Applies the selected material to the selected surfaces", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateBoundingBoxVolume, "Create Bounding Box Blocking Volume From Mesh", "Create a bounding box blocking volume from the static mesh", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateHeavyConvexVolume, "Heavy Convex Blocking Volume From Mesh", "Creates a heavy convex blocking volume from the static mesh", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateNormalConvexVolume, "Normal Convex Blocking Volume From Mesh", "Creates a normal convex blocking volume from the static mesh", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateLightConvexVolume, "Light Convex Blocking Volume From Mesh", "Creates a light convex blocking volume from the static mesh", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateRoughConvexVolume, "Rought Convex Blocking Volume From Mesh", "Creates a rough convex blocking volume from the static mesh", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( KeepSimulationChanges, "Keep Simulation Changes", "Saves the changes made to this actor in Simulate mode to the actor's default state.", EUserInterfaceActionType::Button, FInputChord( EKeys::K ) );
UI_COMMAND( MakeActorLevelCurrent, "Make Selected Actor's Level Current", "Makes the selected actor's level the current level", EUserInterfaceActionType::Button, FInputChord( EKeys::M ) );
#if PLATFORM_MAC
UI_COMMAND( MoveSelectedToCurrentLevel, "Move Selection to Current Level", "Moves the selected actors to the current level", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Command, EKeys::M ) );
#else
UI_COMMAND( MoveSelectedToCurrentLevel, "Move Selection to Current Level", "Moves the selected actors to the current level", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::M ) );
#endif
UI_COMMAND( FindActorLevelInContentBrowser, "Find Actor Level in Content Browser", "Finds the selected actors' level in the content browser", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( FindLevelsInLevelBrowser, "Find Levels in Level Browser", "Finds the selected actors' levels in the level browser", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( AddLevelsToSelection, "Add Levels to Selection", "Adds the selected actors' levels to the current level browser selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( RemoveLevelsFromSelection, "Remove Levels from Selection", "Removes the selected actors' levels from the current level browser selection", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( FindActorInLevelScript, "Find in Level Blueprint", "Finds any references to the selected actor in its level's blueprint", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( WorldProperties, "World Settings", "Displays the world settings", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( OpenContentBrowser, "Open Content Browser", "Opens the Content Browser", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control|EModifierKey::Shift, EKeys::F) );
UI_COMMAND( OpenMarketplace, "Open Marketplace", "Opens the Marketplace", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( AddMatinee, "Add Matinee", "Creates a new matinee actor to edit", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( EditMatinee, "Edit Matinee", "Selects a Matinee to edit", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ToggleVR, "Toggle VR", "Toggles VR (Virtual Reality) mode", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Alt, EKeys::Tilde ) );
UI_COMMAND( OpenLevelBlueprint, "Open Level Blueprint", "Edit the Level Blueprint for the current level", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CheckOutProjectSettingsConfig, "Check Out", "Checks out the project settings config file so the game mode can be set.", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( CreateBlankBlueprintClass, "New Empty Blueprint Class...", "Create a new Blueprint Class", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ConvertSelectionToBlueprintViaHarvest, "Convert Selected Components to Blueprint Class...", "Replace all of the selected actors with a new Blueprint Class based on Actor that contains the components", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ConvertSelectionToBlueprintViaSubclass, "Convert Selected Actor to Blueprint Class...", "Replace the selected actor with a new Blueprint subclass based on the class of the selected Actor", EUserInterfaceActionType::Button, FInputChord() );
UI_COMMAND( ShowTransformWidget, "Show Transform Widget", "Toggles the visibility of the transform widgets", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( AllowTranslucentSelection, "Allow Translucent Selection", "Allows translucent objects to be selected", EUserInterfaceActionType::ToggleButton, FInputChord(EKeys::T) );
UI_COMMAND( AllowGroupSelection, "Allow Group Selection", "Allows actor groups to be selected", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Control|EModifierKey::Shift, EKeys::G) );
UI_COMMAND( StrictBoxSelect, "Strict Box Selection", "When enabled an object must be entirely encompassed by the selection box when marquee box selecting", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( TransparentBoxSelect, "Box Select Occluded Objects", "When enabled, marquee box select operations will also select objects that are occluded by other objects.", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( DrawBrushMarkerPolys, "Draw Brush Polys", "Draws semi-transparent polygons around a brush when selected", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( OnlyLoadVisibleInPIE, "Only Load Visible Levels in Game Preview", "If enabled, when game preview starts, only visible levels will be loaded", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleSocketSnapping, "Enable Socket Snapping", "Enables or disables snapping to sockets", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleParticleSystemLOD, "Enable Particle System LOD Switching", "If enabled particle systems will use distance LOD switching in perspective viewports", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleFreezeParticleSimulation, "Freeze Particle Simulation", "If enabled particle systems will freeze their simulation state", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleParticleSystemHelpers, "Toggle Particle System Helpers", "Toggles showing particle system helper widgets in viewports", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleLODViewLocking, "Enable LOD View Locking", "If enabled viewports of the same type will use the same LOD", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( LevelStreamingVolumePrevis, "Enable Automatic Level Streaming", "If enabled, the viewport will stream in levels automatically when the camera is moved", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( EnableActorSnap, "Enable Actor Snapping", "If enabled, actors will snap to the location of other actors when they are within distance", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Control|EModifierKey::Shift, EKeys::K) );
UI_COMMAND( EnableVertexSnap, "Enable Vertex Snapping","If enabled, actors will snap to the location of the nearest vertex on another actor in the direction of movement", EUserInterfaceActionType::ToggleButton, FInputChord() );
UI_COMMAND( ToggleHideViewportUI, "Hide Viewport UI", "Toggles hidden viewport UI mode. Hides all overlaid viewport UI widgets", EUserInterfaceActionType::ToggleButton, FInputChord() );
//if (FParse::Param( FCommandLine::Get(), TEXT( "editortoolbox" ) ))
//{
// UI_COMMAND( BspMode, "Enable Bsp Mode", "Enables BSP mode", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Shift, EKeys::One ) );
// UI_COMMAND( MeshPaintMode, "Enable Mesh Paint Mode", "Enables mesh paint mode", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Shift, EKeys::Two ) );
// UI_COMMAND( LandscapeMode, "Enable Landscape Mode", "Enables landscape editing", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Shift, EKeys::Three ) );
// UI_COMMAND( FoliageMode, "Enable Foliage Mode", "Enables foliage editing", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Shift, EKeys::Four ) );
//}
UI_COMMAND( ShowSelectedDetails, "Show Actor Details", "Opens a details panel for the selected actors", EUserInterfaceActionType::Button, FInputChord( EKeys::F4 ) );
UI_COMMAND( RecompileShaders, "Recompile Changed Shaders", "Recompiles shaders which are out of date", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift|EModifierKey::Control, EKeys::Period ) );
UI_COMMAND( ProfileGPU, "Profile GPU", "Profiles the GPU for the next frame and opens a window with profiled data", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift|EModifierKey::Control, EKeys::Comma ) );
UI_COMMAND( ResetAllParticleSystems, "Reset All Particle Systems", "Resets all particle system emitters (removes all active particles and restarts them)", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift, EKeys::Slash ) );
UI_COMMAND( ResetSelectedParticleSystem, "Resets Selected Particle Systems" , "Resets selected particle system emitters (removes all active particles and restarts them)", EUserInterfaceActionType::Button, FInputChord( EKeys::Slash ) );
UI_COMMAND( SelectActorsInLayers, "Select all actors in selected actor's layers", "Selects all actors belonging to the layers of the currently selected actors", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::L ) );
UI_COMMAND( FocusAllViewportsToSelection, "Focus Selected Actors in All Viewports", "Moves the camera in front of the selected actors in all open viewports", EUserInterfaceActionType::Button, FInputChord( EKeys::F, EModifierKey::Shift ) );
UI_COMMAND(MaterialQualityLevel_Low, "Low", "Sets material quality in the scene to low.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(MaterialQualityLevel_Medium, "Medium", "Sets material quality in the scene to medium.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(MaterialQualityLevel_High, "High", "Sets material quality in the scene to high.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(PreviewPlatformOverride_DefaultES2, "Default Mobile / HTML5 Preview", "Use default mobile settings (no quality overrides).", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(PreviewPlatformOverride_AndroidES2, "Android Preview", "Mobile preview using Android's quality settings.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(PreviewPlatformOverride_IOSES2, "iOS ES2 Preview", "Mobile preview using iOS's OpenGL ES2 quality settings.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND( ConnectToSourceControl, "Connect to Source Control...", "Opens a dialog to connect to source control.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( ChangeSourceControlSettings, "Change Source Control Settings...", "Opens a dialog to change source control settings.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( CheckOutModifiedFiles, "Check Out Modified Files...", "Opens a dialog to check out any assets which have been modified.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND( SubmitToSourceControl, "Submit to Source Control...", "Opens a dialog with check in options for content and levels.", EUserInterfaceActionType::Button, FInputChord());
static const FText FeatureLevelLabels[ERHIFeatureLevel::Num] =
{
NSLOCTEXT("LevelEditorCommands", "FeatureLevelPreviewType_ES2", "Mobile / HTML5"),
NSLOCTEXT("LevelEditorCommands", "FeatureLevelPreviewType_ES31", "High-End Mobile / Metal"),
NSLOCTEXT("LevelEditorCommands", "FeatureLevelPreviewType_SM4", "Shader Model 4"),
NSLOCTEXT("LevelEditorCommands", "FeatureLevelPreviewType_SM5", "Shader Model 5"),
};
static const FText FeatureLevelToolTips[ERHIFeatureLevel::Num] =
{
NSLOCTEXT("LevelEditorCommands", "FeatureLevelPreviewTooltip_ES2", "OpenGLES 2"),
NSLOCTEXT("LevelEditorCommands", "FeatureLevelPreviewTooltip_ES3", "OpenGLES 3.1, Metal"),
NSLOCTEXT("LevelEditorCommands", "FeatureLevelPreviewTooltip_SM4", "DirectX 10, OpenGL 3.3+"),
NSLOCTEXT("LevelEditorCommands", "FeatureLevelPreviewTooltip_SM5", "DirectX 11, OpenGL 4.3+, PS4, XB1"),
};
for (int32 i = 0; i < ERHIFeatureLevel::Num; ++i)
{
FName Name;
GetFeatureLevelName((ERHIFeatureLevel::Type)i, Name);
FeatureLevelPreview[i] =
FUICommandInfoDecl(
this->AsShared(),
Name,
FeatureLevelLabels[i],
FeatureLevelToolTips[i])
.UserInterfaceType(EUserInterfaceActionType::RadioButton)
.DefaultChord(FInputChord());
}
}
PRAGMA_ENABLE_OPTIMIZATION
#undef LOCTEXT_NAMESPACE