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251 lines
10 KiB
C++
251 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AssetDefinition_Texture.h"
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#include "ContentBrowserMenuContexts.h"
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#include "Engine/Texture2D.h"
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#include "Misc/PackageName.h"
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#include "Styling/AppStyle.h"
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#include "Materials/Material.h"
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#include "Materials/MaterialInstance.h"
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#include "Factories/MaterialFactoryNew.h"
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#include "Interfaces/ITextureEditorModule.h"
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#include "IContentBrowserSingleton.h"
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#include "ContentBrowserModule.h"
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#include "Factories/SubUVAnimationFactory.h"
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#include "Particles/SubUVAnimation.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "ToolMenus.h"
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#include "Misc/FeedbackContext.h"
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#include "IAssetTools.h"
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#include "VirtualTexturingEditorModule.h"
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#include "Algo/AnyOf.h"
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#include "AssetRegistry/AssetRegistryHelpers.h"
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#define LOCTEXT_NAMESPACE "UAssetDefinition_Texture"
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EAssetCommandResult UAssetDefinition_Texture::OpenAssets(const FAssetOpenArgs& OpenArgs) const
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{
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for (UTexture* Texture : OpenArgs.LoadObjects<UTexture>())
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{
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ITextureEditorModule* TextureEditorModule = &FModuleManager::LoadModuleChecked<ITextureEditorModule>("TextureEditor");
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TextureEditorModule->CreateTextureEditor(OpenArgs.GetToolkitMode(), OpenArgs.ToolkitHost, Texture);
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}
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return EAssetCommandResult::Handled;
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}
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// Menu Extensions
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//--------------------------------------------------------------------
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namespace MenuExtension_Texture
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{
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void ExecuteCreateMaterial(const FToolMenuContext& InContext)
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{
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const UContentBrowserAssetContextMenuContext* CBContext = UContentBrowserAssetContextMenuContext::FindContextWithAssets(InContext);
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const FString DefaultSuffix = TEXT("_Mat");
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if ( const FAssetData* TextureAsset = CBContext->GetSingleSelectedAssetOfType(UTexture::StaticClass()) )
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{
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if (UTexture* Texture = CastChecked<UTexture>(TextureAsset->GetAsset()))
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{
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// Determine an appropriate name
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FString Name;
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FString PackagePath;
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IAssetTools::Get().CreateUniqueAssetName(Texture->GetOutermost()->GetName(), DefaultSuffix, PackagePath, Name);
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// Create the factory used to generate the asset
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UMaterialFactoryNew* Factory = NewObject<UMaterialFactoryNew>();
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Factory->InitialTexture = Texture;
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FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
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ContentBrowserModule.Get().CreateNewAsset(Name, FPackageName::GetLongPackagePath(PackagePath), UMaterial::StaticClass(), Factory);
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}
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}
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else
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{
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TArray<UObject*> ObjectsToSync;
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for (UTexture* Texture : CBContext->LoadSelectedObjects<UTexture>())
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{
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FString Name;
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FString PackageName;
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IAssetTools::Get().CreateUniqueAssetName(Texture->GetOutermost()->GetName(), DefaultSuffix, PackageName, Name);
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// Create the factory used to generate the asset
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UMaterialFactoryNew* Factory = NewObject<UMaterialFactoryNew>();
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Factory->InitialTexture = Texture;
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UObject* NewAsset = IAssetTools::Get().CreateAsset(Name, FPackageName::GetLongPackagePath(PackageName), UMaterial::StaticClass(), Factory);
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if ( NewAsset )
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{
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ObjectsToSync.Add(NewAsset);
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}
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}
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if ( ObjectsToSync.Num() > 0 )
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{
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IAssetTools::Get().SyncBrowserToAssets(ObjectsToSync);
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}
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}
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}
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static void ExecuteConvertToVirtualTexture(const FToolMenuContext& InContext)
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{
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if (const UContentBrowserAssetContextMenuContext* CBContext = UContentBrowserAssetContextMenuContext::FindContextWithAssets(InContext))
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{
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IVirtualTexturingEditorModule* Module = FModuleManager::Get().GetModulePtr<IVirtualTexturingEditorModule>("VirtualTexturingEditor");
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Module->ConvertVirtualTexturesWithDialog(CBContext->LoadSelectedObjects<UTexture2D>(), false);
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}
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}
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static void ExecuteConvertToRegularTexture(const FToolMenuContext& InContext)
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{
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if (const UContentBrowserAssetContextMenuContext* CBContext = UContentBrowserAssetContextMenuContext::FindContextWithAssets(InContext))
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{
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IVirtualTexturingEditorModule* Module = FModuleManager::Get().GetModulePtr<IVirtualTexturingEditorModule>("VirtualTexturingEditor");
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Module->ConvertVirtualTexturesWithDialog(CBContext->LoadSelectedObjects<UTexture2D>(), true);
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}
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}
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static void ExecuteCreateSubUVAnimation(TArray<TWeakObjectPtr<UTexture>> Objects)
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{
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const FString DefaultSuffix = TEXT("_SubUV");
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if ( Objects.Num() == 1 )
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{
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UTexture2D* Object = Cast<UTexture2D>(Objects[0].Get());
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if ( Object )
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{
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// Determine an appropriate name
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FString Name;
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FString PackagePath;
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IAssetTools::Get().CreateUniqueAssetName(Object->GetOutermost()->GetName(), DefaultSuffix, PackagePath, Name);
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// Create the factory used to generate the asset
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USubUVAnimationFactory* Factory = NewObject<USubUVAnimationFactory>();
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Factory->InitialTexture = Object;
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FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
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ContentBrowserModule.Get().CreateNewAsset(Name, FPackageName::GetLongPackagePath(PackagePath), USubUVAnimation::StaticClass(), Factory);
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}
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}
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else
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{
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TArray<UObject*> ObjectsToSync;
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for (auto ObjIt = Objects.CreateConstIterator(); ObjIt; ++ObjIt)
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{
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UTexture2D* Object = Cast<UTexture2D>((*ObjIt).Get());
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if ( Object )
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{
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FString Name;
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FString PackageName;
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IAssetTools::Get().CreateUniqueAssetName(Object->GetOutermost()->GetName(), DefaultSuffix, PackageName, Name);
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// Create the factory used to generate the asset
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USubUVAnimationFactory* Factory = NewObject<USubUVAnimationFactory>();
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Factory->InitialTexture = Object;
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UObject* NewAsset = IAssetTools::Get().CreateAsset(Name, FPackageName::GetLongPackagePath(PackageName), USubUVAnimation::StaticClass(), Factory);
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if ( NewAsset )
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{
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ObjectsToSync.Add(NewAsset);
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}
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}
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}
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if ( ObjectsToSync.Num() > 0 )
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{
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IAssetTools::Get().SyncBrowserToAssets(ObjectsToSync);
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}
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}
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}
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static void ExecuteFindMaterials(const FToolMenuContext& InContext)
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{
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if (const UContentBrowserAssetContextMenuContext* CBContext = UContentBrowserAssetContextMenuContext::FindContextWithAssets(InContext))
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{
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TArray<FAssetData> MaterialsUsingTexture;
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// This finds "Material like" objects. It's called material in the UI string but this generally
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// seems more useful
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if ( const FAssetData* TextureAsset = CBContext->GetSingleSelectedAssetOfType(UTexture::StaticClass()) )
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{
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UAssetRegistryHelpers::FindReferencersOfAssetOfClass(TextureAsset->PackageName, { UMaterialInterface::StaticClass(), UMaterialFunction::StaticClass() }, MaterialsUsingTexture);
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}
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if (MaterialsUsingTexture.Num() > 0)
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{
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IAssetTools::Get().SyncBrowserToAssets(MaterialsUsingTexture);
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}
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}
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}
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static FDelayedAutoRegisterHelper DelayedAutoRegister(EDelayedRegisterRunPhase::EndOfEngineInit, []{
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UToolMenus::RegisterStartupCallback(FSimpleMulticastDelegate::FDelegate::CreateLambda([]()
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{
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FToolMenuOwnerScoped OwnerScoped(UE_MODULE_NAME);
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UToolMenu* Menu = UE::ContentBrowser::ExtendToolMenu_AssetContextMenu(UTexture::StaticClass());
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FToolMenuSection& Section = Menu->FindOrAddSection("GetAssetActions");
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Section.AddDynamicEntry("GetAssetActions_UTexture", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
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{
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if (const UContentBrowserAssetContextMenuContext* Context = UContentBrowserAssetContextMenuContext::FindContextWithAssets(InSection))
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{
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{
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const TAttribute<FText> Label = LOCTEXT("Texture_CreateMaterial", "Create Material");
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const TAttribute<FText> ToolTip = LOCTEXT("Texture_CreateMaterialTooltip", "Creates a new material using this texture.");
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const FSlateIcon Icon = FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Material");
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const FToolMenuExecuteAction UIAction = FToolMenuExecuteAction::CreateStatic(&ExecuteCreateMaterial);
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InSection.AddMenuEntry("Texture_CreateMaterial", Label, ToolTip, Icon, UIAction);
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}
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const bool bHasVirtualTextures =
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Algo::AnyOf(Context->SelectedAssets, [](const FAssetData& AssetData){
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bool VirtualTextured = false;
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AssetData.GetTagValue<bool>("VirtualTextureStreaming", VirtualTextured);
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return VirtualTextured;
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});
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if (bHasVirtualTextures)
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{
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const TAttribute<FText> Label = LOCTEXT("Texture_ConvertToRegular", "Convert to Regular Texture");
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const TAttribute<FText> ToolTip = LOCTEXT("Texture_ConvertToRegularTooltip", "Converts this texture to a regular 2D texture if it is a virtual texture.");
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const FSlateIcon Icon = FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Texture2D");
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const FToolMenuExecuteAction UIAction = FToolMenuExecuteAction::CreateStatic(&ExecuteConvertToRegularTexture);
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InSection.AddMenuEntry("Texture_ConvertToVT", Label, ToolTip, Icon, UIAction);
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}
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if (!bHasVirtualTextures)
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{
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const TAttribute<FText> Label = LOCTEXT("Texture_ConvertToVT", "Convert to Virtual Texture");
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const TAttribute<FText> ToolTip = LOCTEXT("Texture_ConvertToVTTooltip", "Converts this texture to a virtual texture if it fits the size limit imposed in the texture importer settings.");
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const FSlateIcon Icon = FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.Texture2D");
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const FToolMenuExecuteAction UIAction = FToolMenuExecuteAction::CreateStatic(&ExecuteConvertToVirtualTexture);
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InSection.AddMenuEntry("Texture_ConvertToVT", Label, ToolTip, Icon, UIAction);
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}
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if ( Context->SelectedAssets.Num() == 1 )
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{
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const TAttribute<FText> Label = LOCTEXT("Texture_FindMaterials", "Find Materials Using This");
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const TAttribute<FText> ToolTip = LOCTEXT("Texture_FindMaterialsTooltip", "Finds all materials that use this material in the content browser.");
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const FSlateIcon Icon = FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Find");
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const FToolMenuExecuteAction UIAction = FToolMenuExecuteAction::CreateStatic(&ExecuteFindMaterials);
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InSection.AddMenuEntry("Texture_FindMaterials", Label, ToolTip, Icon, UIAction);
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}
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}
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}));
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}));
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});
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}
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#undef LOCTEXT_NAMESPACE
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