Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsEditorModule/Private/SmartObjectAssetToolkit.cpp
mikko mononen c06beb8571 SmartObject improvements
- Fixed hashing when adding shared fragment for smart object slot definition
- Added per slot Runtime Tags
- Added common event handling for Smart Object and Slot changes and events
- Added annotations, which are slot definition data that has visualization
- Added linked slot annotation which allows behavior reuse on slots
- Added editor only ID for each slot so that they can be identified during edits
- Added SmartObject slot reference type that can be used to reference other slots in the Smart Object
- Changed Smart Object bDisable to bEnabled
- Added separate enabled state for slots
- Changed Smart Object disable to send an event, not forcefully unclaim
- Added more visualization support for Smart Object editor (canvas, visualize annotations)
- Changed Smart Object editor to use the commonly transform for slots
- Remove Smart Object Component instance from the asset editor as it was not needed

#rb Stephen.Holmes
#preflight 6360f0cf63608aee36e01ba5

[CL 22888712 by mikko mononen in ue5-main branch]
2022-11-01 15:11:25 -04:00

273 lines
9.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectAssetToolkit.h"
#include "AssetEditorModeManager.h"
#include "BaseGizmos/TransformGizmoUtil.h"
#include "EdModeInteractiveToolsContext.h"
#include "PropertyCustomizationHelpers.h"
#include "ScopedTransaction.h"
#include "SmartObjectAssetEditorViewportClient.h"
#include "SmartObjectComponent.h"
#include "Tools/UAssetEditor.h"
#include "Viewports.h"
#include "Widgets/Docking/SDockTab.h"
#include "Widgets/Text/STextBlock.h"
#include "SSmartObjectViewport.h"
#define LOCTEXT_NAMESPACE "SmartObjectAssetToolkit"
const FName FSmartObjectAssetToolkit::PreviewSettingsTabID(TEXT("SmartObjectAssetToolkit_Preview"));
const FName FSmartObjectAssetToolkit::SceneViewportTabID(TEXT("SmartObjectAssetToolkit_Viewport"));
//----------------------------------------------------------------------//
// FSmartObjectAssetToolkit
//----------------------------------------------------------------------//
FSmartObjectAssetToolkit::FSmartObjectAssetToolkit(UAssetEditor* InOwningAssetEditor)
: FBaseAssetToolkit(InOwningAssetEditor)
{
FPreviewScene::ConstructionValues PreviewSceneArgs;
AdvancedPreviewScene = MakeUnique<FAdvancedPreviewScene>(PreviewSceneArgs);
// Apply small Z offset to not hide the grid
constexpr float DefaultFloorOffset = 1.0f;
AdvancedPreviewScene->SetFloorOffset(DefaultFloorOffset);
// Setup our default layout
StandaloneDefaultLayout = FTabManager::NewLayout(FName("SmartObjectAssetEditorLayout2"))
->AddArea
(
FTabManager::NewPrimaryArea()
->SetOrientation(Orient_Vertical)
->Split
(
FTabManager::NewSplitter()
->SetOrientation(Orient_Horizontal)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.7f)
->AddTab(SceneViewportTabID, ETabState::OpenedTab)
->SetHideTabWell(true)
)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.3f)
->AddTab(PreviewSettingsTabID, ETabState::OpenedTab)
->AddTab(DetailsTabID, ETabState::OpenedTab)
->SetForegroundTab(DetailsTabID)
)
)
);
}
TSharedPtr<FEditorViewportClient> FSmartObjectAssetToolkit::CreateEditorViewportClient() const
{
// Set our advanced preview scene in the EditorModeManager
StaticCastSharedPtr<FAssetEditorModeManager>(EditorModeManager)->SetPreviewScene(AdvancedPreviewScene.Get());
// Create and setup our custom viewport client
SmartObjectViewportClient = MakeShared<FSmartObjectAssetEditorViewportClient>(SharedThis(this), AdvancedPreviewScene.Get());
SmartObjectViewportClient->ViewportType = LVT_Perspective;
SmartObjectViewportClient->SetViewLocation(EditorViewportDefs::DefaultPerspectiveViewLocation);
SmartObjectViewportClient->SetViewRotation(EditorViewportDefs::DefaultPerspectiveViewRotation);
return SmartObjectViewportClient;
}
void FSmartObjectAssetToolkit::PostInitAssetEditor()
{
USmartObjectDefinition* Definition = Cast<USmartObjectDefinition>(GetEditingObject());
check(Definition);
// Allow the viewport client to interact with the preview component
checkf(SmartObjectViewportClient.IsValid(), TEXT("ViewportClient is created in CreateEditorViewportClient before calling PostInitAssetEditor"));
SmartObjectViewportClient->SetSmartObjectDefinition(*Definition);
// Use preview information from asset
if (const UClass* ActorClass = Definition->PreviewClass.Get())
{
PreviewActorClass = ActorClass;
SmartObjectViewportClient->SetPreviewActorClass(ActorClass);
}
PreviewMeshObjectPath = Definition->PreviewMeshPath.GetAssetPathString();
if (!PreviewMeshObjectPath.IsEmpty())
{
UStaticMesh* PreviewMesh = FindObject<UStaticMesh>(nullptr, *PreviewMeshObjectPath);
if (PreviewMesh == nullptr)
{
PreviewMesh = LoadObject<UStaticMesh>(nullptr, *PreviewMeshObjectPath);
if (PreviewMesh == nullptr)
{
// Path is no longer valid so clear references to it (without dirtying on load)
PreviewMeshObjectPath.Reset();
Definition->PreviewMeshPath.Reset();
}
}
SmartObjectViewportClient->SetPreviewMesh(PreviewMesh);
}
// Register to be notified when properties are edited
FCoreUObjectDelegates::OnObjectPropertyChanged.AddRaw(this, &FSmartObjectAssetToolkit::OnPropertyChanged);
}
void FSmartObjectAssetToolkit::RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
{
FBaseAssetToolkit::RegisterTabSpawners(InTabManager);
InTabManager->RegisterTabSpawner(SceneViewportTabID, FOnSpawnTab::CreateSP(this, &FSmartObjectAssetToolkit::SpawnTab_SceneViewport))
.SetDisplayName(LOCTEXT("Viewport", "Viewport"))
.SetGroup(AssetEditorTabsCategory.ToSharedRef())
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Viewports"));
InTabManager->RegisterTabSpawner(PreviewSettingsTabID, FOnSpawnTab::CreateSP(this, &FSmartObjectAssetToolkit::SpawnTab_PreviewSettings))
.SetDisplayName(LOCTEXT("PreviewSettings", "Preview Settings"))
.SetGroup(AssetEditorTabsCategory.ToSharedRef())
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Visibility"));
}
TSharedRef<SDockTab> FSmartObjectAssetToolkit::SpawnTab_SceneViewport(const FSpawnTabArgs& Args)
{
check(Args.GetTabId() == FSmartObjectAssetToolkit::SceneViewportTabID);
TSharedRef<SDockTab> SpawnedTab = SNew(SDockTab).Label(LOCTEXT("ViewportTab_Title", "Viewport"));
TSharedRef<SSmartObjectViewport> ViewportWidget = SNew(SSmartObjectViewport, StaticCastSharedRef<FSmartObjectAssetToolkit>(AsShared()), AdvancedPreviewScene.Get());
SpawnedTab->SetContent(ViewportWidget);
return SpawnedTab;
}
TSharedRef<SDockTab> FSmartObjectAssetToolkit::SpawnTab_PreviewSettings(const FSpawnTabArgs& Args)
{
const TSharedPtr<SDockTab> PreviewSettingsTab = SNew(SDockTab)
.Label(LOCTEXT("PreviewSettingsTitle", "Preview Settings"))
.ShouldAutosize(true)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(3.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("PreviewActor_Title", "Select Preview Actor"))
.ToolTipText(LOCTEXT("PreviewActor_Tooltip", "Select Actor to instantiate for previewing the definition."))
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(6.0f)
.VAlign(VAlign_Center)
[
SNew(SObjectPropertyEntryBox)
.AllowedClass(AActor::StaticClass())
.ObjectPath_Lambda([this]()
{
return PreviewActorObjectPath;
})
.OnObjectChanged_Lambda([this](const FAssetData& AssetData)
{
AActor* PreviewActor = Cast<AActor>(AssetData.GetAsset());
PreviewActorObjectPath.Reset();
if (PreviewActor != nullptr)
{
PreviewActorObjectPath = AssetData.GetObjectPathString();
}
SmartObjectViewportClient->SetPreviewActor(PreviewActor);
})
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(3.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("PreviewMesh_Title", "Select Preview Mesh"))
.ToolTipText(LOCTEXT("PreviewMesh_Tooltip", "Select Mesh to instantiate for previewing the definition."))
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(6.0f)
.VAlign(VAlign_Center)
[
SNew(SObjectPropertyEntryBox)
.AllowedClass(UStaticMesh::StaticClass())
.ObjectPath_Lambda([this]()
{
return PreviewMeshObjectPath;
})
.OnObjectChanged_Lambda([this](const FAssetData& AssetData)
{
UStaticMesh* PreviewMesh = Cast<UStaticMesh>(AssetData.GetAsset());
PreviewMeshObjectPath.Reset();
if (PreviewMesh != nullptr)
{
PreviewMeshObjectPath = AssetData.GetObjectPathString();
}
FScopedTransaction Transaction(LOCTEXT("SetPreviewMesh", "Set Preview Mesh"));
USmartObjectDefinition* Definition = CastChecked<USmartObjectDefinition>(GetEditingObject());
Definition->Modify();
Definition->PreviewMeshPath = PreviewMeshObjectPath;
SmartObjectViewportClient->SetPreviewMesh(PreviewMesh);
})
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(3.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("PreviewActorClass_Title", "Select Preview Actor Class"))
.ToolTipText(LOCTEXT("PreviewActorClass_Tooltip", "Select class of Actor to instantiate for previewing the definition."))
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(6.0f)
.VAlign(VAlign_Center)
[
SNew(SClassPropertyEntryBox)
.MetaClass(AActor::StaticClass())
.SelectedClass_Lambda([this]()
{
return PreviewActorClass.Get();
})
.OnSetClass_Lambda([this](const UClass* SelectedClass)
{
PreviewActorClass = MakeWeakObjectPtr(SelectedClass);
SmartObjectViewportClient->SetPreviewActorClass(SelectedClass);
FScopedTransaction Transaction(LOCTEXT("SetPreviewClass", "Set Preview Class"));
USmartObjectDefinition* Definition = CastChecked<USmartObjectDefinition>(GetEditingObject());
Definition->Modify();
Definition->PreviewClass = SelectedClass;
})
]
];
return PreviewSettingsTab.ToSharedRef();
}
void FSmartObjectAssetToolkit::OnClose()
{
FCoreUObjectDelegates::OnObjectPropertyChanged.RemoveAll(this);
FBaseAssetToolkit::OnClose();
}
void FSmartObjectAssetToolkit::AddReferencedObjects(FReferenceCollector& Collector)
{
}
void FSmartObjectAssetToolkit::OnPropertyChanged(UObject* ObjectBeingModified, FPropertyChangedEvent& PropertyChangedEvent) const
{
if (ObjectBeingModified == nullptr || ObjectBeingModified != GetEditingObject())
{
return;
}
}
#undef LOCTEXT_NAMESPACE