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1331 lines
43 KiB
C++
1331 lines
43 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "DetailCustomizationsPrivatePCH.h"
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#include "ActorDetails.h"
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#include "AssetSelection.h"
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#include "Editor/Layers/Public/LayersModule.h"
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#include "Editor/LevelEditor/Public/LevelEditor.h"
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#include "Editor/LevelEditor/Public/LevelEditorActions.h"
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#include "Editor/ClassViewer/Public/ClassViewerModule.h"
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#include "Editor/ClassViewer/Public/ClassViewerFilter.h"
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#include "Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h"
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#include "Editor/UnrealEd/Public/Kismet2/KismetDebugUtilities.h"
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#include "ClassIconFinder.h"
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#include "Runtime/AssetRegistry/Public/AssetRegistryModule.h"
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#include "BlueprintGraphDefinitions.h"
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#include "Engine/Breakpoint.h"
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#include "ActorMaterialCategory.h"
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#include "IContentBrowserSingleton.h"
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#include "ContentBrowserModule.h"
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#include "ScopedTransaction.h"
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#include "CreateBlueprintFromActorDialog.h"
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#include "ActorEditorUtils.h"
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#include "BlueprintEditorUtils.h"
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#include "ComponentTransformDetails.h"
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#include "ComponentsTree.h"
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#include "IPropertyUtilities.h"
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#include "IDocumentation.h"
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#include "Runtime/Engine/Classes/Engine/BrushShape.h"
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#include "ActorDetailsDelegates.h"
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#define LOCTEXT_NAMESPACE "ActorDetails"
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FExtendActorDetails OnExtendActorDetails;
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TSharedRef<IDetailCustomization> FActorDetails::MakeInstance()
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{
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return MakeShareable( new FActorDetails );
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}
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FActorDetails::~FActorDetails()
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{
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}
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void FActorDetails::CustomizeDetails( IDetailLayoutBuilder& DetailLayout )
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{
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// These details only apply when adding an instance of the actor in a level
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if( !DetailLayout.GetDetailsView().HasClassDefaultObject() && DetailLayout.GetDetailsView().GetSelectedActorInfo().NumSelected > 0 )
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{
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// Build up a list of unique blueprints in the selection set (recording the first actor in the set for each one)
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TMap<UBlueprint*, UObject*> UniqueBlueprints;
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// Per level Actor Counts
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TMap<ULevel*, int32> ActorsPerLevelCount;
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bool bHasBillboardComponent = false;
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const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout.GetDetailsView().GetSelectedObjects();
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for (int32 ObjectIndex = 0; ObjectIndex < SelectedObjects.Num(); ++ObjectIndex)
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{
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AActor* Actor = Cast<AActor>( SelectedObjects[ObjectIndex].Get() );
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if (Actor != NULL)
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{
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// Store the selected actors for use later. Its fine to do this when CustomizeDetails is called because if the selected actors changes, CustomizeDetails will be called again on a new instance
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// and our current resource would be destroyed.
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SelectedActors.Add( Actor );
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// Record the level that contains this actor and increment it's actor count
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ULevel* Level = Actor->GetTypedOuter<ULevel>();
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if (Level != NULL)
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{
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int32& ActorCountForThisLevel = ActorsPerLevelCount.FindOrAdd(Level);
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++ActorCountForThisLevel;
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}
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// Add to the unique blueprint map if the actor is generated from a blueprint
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if (UBlueprint* Blueprint = Cast<UBlueprint>(Actor->GetClass()->ClassGeneratedBy))
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{
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if (!UniqueBlueprints.Find(Blueprint))
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{
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UniqueBlueprints.Add(Blueprint, Actor);
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}
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}
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if (!bHasBillboardComponent)
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{
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bHasBillboardComponent = Actor->FindComponentByClass<UBillboardComponent>() != NULL;
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}
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}
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}
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if (!bHasBillboardComponent)
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{
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// Actor billboard scale is not relevant if the actor doesn't have a billboard component
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DetailLayout.HideProperty( GET_MEMBER_NAME_CHECKED(AActor, SpriteScale) );
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}
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AddTransformCategory( DetailLayout );
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AddMaterialCategory( DetailLayout );
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AddActorCategory( DetailLayout, ActorsPerLevelCount );
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// Get the list of hidden categories
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TArray<FString> HideCategories;
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DetailLayout.GetDetailsView().GetBaseClass()->GetHideCategories(HideCategories);
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// Add Blueprint category, if not being hidden
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if (!HideCategories.Contains(TEXT("Blueprint")))
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{
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AddBlueprintCategory(DetailLayout, UniqueBlueprints);
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}
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OnExtendActorDetails.Broadcast(DetailLayout, FGetSelectedActors::CreateSP(this, &FActorDetails::GetSelectedActors));
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if (!HideCategories.Contains(TEXT("Layers")))
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{
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AddLayersCategory(DetailLayout);
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}
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//AddComponentsCategory( DetailLayout );
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}
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}
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void FActorDetails::OnConvertActor(UClass* ChosenClass)
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{
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if (ChosenClass)
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{
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// Check each selected actor's pointer.
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TArray<AActor*> SelectedActorsRaw;
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for (int32 i=0; i<SelectedActors.Num(); i++)
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{
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if (SelectedActors[i].IsValid())
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{
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SelectedActorsRaw.Add(SelectedActors[i].Get());
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}
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}
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// If there are valid pointers, convert the actors.
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if (SelectedActorsRaw.Num())
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{
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// Dismiss the menu BEFORE converting actors as it can refresh the details panel and if the menu is still open
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// it will be parented to an invalid actor details widget
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FSlateApplication::Get().DismissAllMenus();
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GEditor->ConvertActors(SelectedActorsRaw, ChosenClass, TSet<FString>(), true);
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}
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}
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}
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class FConvertToClassFilter : public IClassViewerFilter
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{
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public:
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/** All classes in this set will be allowed. */
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TSet< const UClass* > AllowedClasses;
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/** All classes in this set will be disallowed. */
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TSet< const UClass* > DisallowedClasses;
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/** Allowed ChildOf relationship. */
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TSet< const UClass* > AllowedChildOfRelationship;
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virtual bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs ) OVERRIDE
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{
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EFilterReturn::Type eState = InFilterFuncs->IfInClassesSet(AllowedClasses, InClass);
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if(eState == EFilterReturn::NoItems)
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{
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eState = InFilterFuncs->IfInChildOfClassesSet(AllowedChildOfRelationship, InClass);
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}
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// As long as it has not failed to be on an allowed list, check if it is on a disallowed list.
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if(eState == EFilterReturn::Passed)
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{
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eState = InFilterFuncs->IfInClassesSet(DisallowedClasses, InClass);
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// If it passes, it's on the disallowed list, so we do not want it.
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if(eState == EFilterReturn::Passed)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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return false;
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}
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virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef< const IUnloadedBlueprintData > InUnloadedClassData, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) OVERRIDE
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{
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EFilterReturn::Type eState = InFilterFuncs->IfInClassesSet(AllowedClasses, InUnloadedClassData);
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if(eState == EFilterReturn::NoItems)
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{
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eState = InFilterFuncs->IfInChildOfClassesSet(AllowedChildOfRelationship, InUnloadedClassData);
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}
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// As long as it has not failed to be on an allowed list, check if it is on a disallowed list.
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if(eState == EFilterReturn::Passed)
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{
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eState = InFilterFuncs->IfInClassesSet(DisallowedClasses, InUnloadedClassData);
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// If it passes, it's on the disallowed list, so we do not want it.
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if(eState == EFilterReturn::Passed)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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return false;
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}
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};
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UClass* FActorDetails::GetConversionRoot( UClass* InCurrentClass ) const
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{
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UClass* ParentClass = InCurrentClass;
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while(ParentClass)
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{
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if( ParentClass->GetBoolMetaData(FName(TEXT("IsConversionRoot"))) )
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{
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break;
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}
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ParentClass = ParentClass->GetSuperClass();
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}
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return ParentClass;
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}
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void FActorDetails::CreateClassPickerConvertActorFilter(const TWeakObjectPtr<AActor> ConvertActor, class FClassViewerInitializationOptions* ClassPickerOptions)
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{
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// Shouldn't ever be overwriting an already established filter
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check( ConvertActor.IsValid() )
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check( ClassPickerOptions != NULL && !ClassPickerOptions->ClassFilter.IsValid() )
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TSharedPtr<FConvertToClassFilter> Filter = MakeShareable(new FConvertToClassFilter);
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ClassPickerOptions->ClassFilter = Filter;
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UClass* ConvertClass = ConvertActor->GetClass();
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UClass* RootConversionClass = GetConversionRoot(ConvertClass);
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if(RootConversionClass)
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{
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Filter->AllowedChildOfRelationship.Add(RootConversionClass);
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}
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// Never convert to the same class
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Filter->DisallowedClasses.Add(ConvertClass);
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if( ConvertActor->IsA<ABrush>() )
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{
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// Volumes cannot be converted to brushes or brush shapes or the abstract type
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Filter->DisallowedClasses.Add(ABrush::StaticClass());
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Filter->DisallowedClasses.Add(ABrushShape::StaticClass());
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Filter->DisallowedClasses.Add(AVolume::StaticClass());
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}
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}
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TSharedRef<SWidget> FActorDetails::OnGetConvertContent()
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{
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// Build a class picker widget
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// Fill in options
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FClassViewerInitializationOptions Options;
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Options.bShowUnloadedBlueprints = true;
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Options.bIsActorsOnly = true;
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Options.bIsPlaceableOnly = true;
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// All selected actors are of the same class, so just need to use one to generate the filter
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if ( SelectedActors.Num() > 0 )
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{
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CreateClassPickerConvertActorFilter(SelectedActors.Top(), &Options);
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}
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Options.Mode = EClassViewerMode::ClassPicker;
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Options.DisplayMode = EClassViewerDisplayMode::ListView;
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TSharedRef<SWidget> ClassPicker = FModuleManager::LoadModuleChecked<FClassViewerModule>("ClassViewer").CreateClassViewer(Options, FOnClassPicked::CreateSP(this, &FActorDetails::OnConvertActor));
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return
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SNew(SBox)
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.WidthOverride(280)
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[
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SNew(SVerticalBox)
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+SVerticalBox::Slot()
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.AutoHeight()
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.MaxHeight(500)
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[
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ClassPicker
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]
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];
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}
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EVisibility FActorDetails::GetConvertMenuVisibility() const
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{
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return GEditorModeTools().EnsureNotInMode(FBuiltinEditorModes::EM_InterpEdit) ?
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EVisibility::Visible :
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EVisibility::Collapsed;
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}
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TSharedRef<SWidget> FActorDetails::MakeConvertMenu( const FSelectedActorInfo& SelectedActorInfo )
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{
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UClass* RootConversionClass = GetConversionRoot(SelectedActorInfo.SelectionClass);
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return
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SNew(SComboButton)
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.ContentPadding(2)
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.IsEnabled(RootConversionClass != NULL)
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.Visibility(this, &FActorDetails::GetConvertMenuVisibility)
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.OnGetMenuContent(this, &FActorDetails::OnGetConvertContent)
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.ButtonContent()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("ConvertButton", "Select a Type"))
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.Font(IDetailLayoutBuilder::GetDetailFont())
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];
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}
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void FActorDetails::OnNarrowSelectionSetToSpecificLevel( TWeakObjectPtr<ULevel> LevelToNarrowInto )
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{
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if (ULevel* RequiredLevel = LevelToNarrowInto.Get())
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{
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// Remove any selected objects that aren't in the specified level
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TArray<AActor*> ActorsToDeselect;
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for ( TArray< TWeakObjectPtr<AActor> >::TConstIterator Iter(SelectedActors); Iter; ++Iter)
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{
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if( (*Iter).IsValid() )
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{
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AActor* Actor = (*Iter).Get();
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if (!Actor->IsIn(RequiredLevel))
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{
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ActorsToDeselect.Add(Actor);
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}
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}
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}
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for (TArray<AActor*>::TIterator DeselectIt(ActorsToDeselect); DeselectIt; ++DeselectIt)
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{
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AActor* Actor = *DeselectIt;
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GEditor->SelectActor(Actor, /*bSelected=*/ false, /*bNotify=*/ false);
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}
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// Tell the editor selection status was changed.
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GEditor->NoteSelectionChange();
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}
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}
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bool FActorDetails::IsActorValidForLevelScript() const
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{
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AActor* Actor = GEditor->GetSelectedActors()->GetTop<AActor>();
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return FKismetEditorUtilities::IsActorValidForLevelScript(Actor);
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}
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FReply FActorDetails::FindSelectedActorsInLevelScript()
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{
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GUnrealEd->FindSelectedActorsInLevelScript();
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return FReply::Handled();
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};
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bool FActorDetails::AreAnySelectedActorsInLevelScript() const
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{
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return GUnrealEd->AreAnySelectedActorsInLevelScript();
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};
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/** Util to create a menu for events we can add for the selected actor */
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TSharedRef<SWidget> FActorDetails::MakeEventOptionsWidgetFromSelection()
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{
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FMenuBuilder EventMenuBuilder( true, NULL );
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AActor* Actor = SelectedActors[0].Get();
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FKismetEditorUtilities::AddLevelScriptEventOptionsForActor(EventMenuBuilder, SelectedActors[0], true, true, false);
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return EventMenuBuilder.MakeWidget();
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}
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void FActorDetails::AddLayersCategory( IDetailLayoutBuilder& DetailBuilder )
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{
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if( !FModuleManager::Get().IsModuleLoaded( TEXT("Layers") ) )
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{
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return;
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}
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FLayersModule& LayersModule = FModuleManager::LoadModuleChecked< FLayersModule >( TEXT("Layers") );
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const FString LayerCategory = LOCTEXT("LayersCategory", "Layers").ToString();
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DetailBuilder.EditCategory( "Layers", LayerCategory, ECategoryPriority::Uncommon )
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.AddCustomRow( TEXT("") )
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[
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LayersModule.CreateLayerCloud( SelectedActors )
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];
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}
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void FActorDetails::AddTransformCategory( IDetailLayoutBuilder& DetailBuilder )
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{
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const FSelectedActorInfo& SelectedActorInfo = DetailBuilder.GetDetailsView().GetSelectedActorInfo();
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bool bAreBrushesSelected = SelectedActorInfo.bHaveBrush;
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bool bIsOnlyWorldPropsSelected = SelectedActors.Num() == 1 && SelectedActors[0].IsValid() && SelectedActors[0]->IsA<AWorldSettings>();
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bool bLacksRootComponent = SelectedActors[0].IsValid() && (SelectedActors[0]->GetRootComponent()==NULL);
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// Don't show the Transform details when brushes are selected, if the only actor selected is world properties, or if they have no RootComponent
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if ( bAreBrushesSelected || bIsOnlyWorldPropsSelected || bLacksRootComponent )
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{
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return;
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}
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TSharedRef<FComponentTransformDetails> TransformDetails = MakeShareable( new FComponentTransformDetails( DetailBuilder.GetDetailsView().GetSelectedObjects(), SelectedActorInfo, DetailBuilder ) );
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IDetailCategoryBuilder& TransformCategory = DetailBuilder.EditCategory( "TransformCommon", LOCTEXT("TransformCommonCategory", "Transform").ToString(), ECategoryPriority::Transform );
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TransformCategory.AddCustomBuilder( TransformDetails );
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}
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void FActorDetails::AddMaterialCategory( IDetailLayoutBuilder& DetailBuilder )
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{
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MaterialCategory = MakeShareable( new FActorMaterialCategory( SelectedActors ) );
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MaterialCategory->Create( DetailBuilder );
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}
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void FActorDetails::AddActorCategory( IDetailLayoutBuilder& DetailBuilder, const TMap<ULevel*, int32>& ActorsPerLevelCount )
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{
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FLevelEditorModule& LevelEditor = FModuleManager::GetModuleChecked<FLevelEditorModule>( TEXT("LevelEditor") );
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const FLevelEditorCommands& Commands = LevelEditor.GetLevelEditorCommands();
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TSharedRef<const FUICommandList> CommandBindings = LevelEditor.GetGlobalLevelEditorActions();
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const FSelectedActorInfo& SelectedActorInfo = DetailBuilder.GetDetailsView().GetSelectedActorInfo();
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TSharedPtr<SVerticalBox> LevelBox;
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IDetailCategoryBuilder& ActorCategory = DetailBuilder.EditCategory("Actor", TEXT(""), ECategoryPriority::Uncommon );
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// Create the info buttons per level
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for ( auto LevelIt( ActorsPerLevelCount.CreateConstIterator() ); LevelIt; ++LevelIt)
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{
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ULevel* Level = LevelIt.Key();
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int32 SelectedActorCountInLevel = LevelIt.Value();
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// Get a description of the level
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FText LevelDescription = FText::FromString( FPackageName::GetShortName( Level->GetOutermost()->GetFName() ) );
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if (Level == Level->OwningWorld->PersistentLevel)
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{
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LevelDescription = NSLOCTEXT("UnrealEd", "PersistentLevel", "Persistent Level");
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}
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// Create a description and tooltip for the actor count/selection hyperlink
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const FText ActorCountDescription = FText::Format( LOCTEXT("SelectedActorsInOneLevel", "{0} selected in"), FText::AsNumber( SelectedActorCountInLevel ) );
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const FText Tooltip = FText::Format( LOCTEXT("SelectedActorsHyperlinkTooltip", "Narrow the selection set to just the actors in {0}"), LevelDescription);
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// Create the row for this level
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TWeakObjectPtr<ULevel> WeakLevelPtr = Level;
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ActorCategory.AddCustomRow( LOCTEXT("SelectionFilter", "Selected").ToString() )
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.NameContent()
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[
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SNew(SHyperlink)
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.Style(FEditorStyle::Get(), "HoverOnlyHyperlink")
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.OnNavigate( this, &FActorDetails::OnNarrowSelectionSetToSpecificLevel, WeakLevelPtr )
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.Text(ActorCountDescription)
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.TextStyle(FEditorStyle::Get(), "DetailsView.HyperlinkStyle")
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.ToolTipText(Tooltip)
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]
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.ValueContent()
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[
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SNew(STextBlock)
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.Text(LevelDescription)
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.Font( IDetailLayoutBuilder::GetDetailFont() )
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];
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}
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// WorldSettings should never convert to another class type
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if( SelectedActorInfo.SelectionClass != AWorldSettings::StaticClass() && SelectedActorInfo.HasConvertableAsset() )
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{
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ActorCategory.AddCustomRow( LOCTEXT("ConvertMenu", "Convert").ToString() )
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.NameContent()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("ConvertButton", "Convert Actor"))
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.ToolTipText(LOCTEXT("ConvertButton_ToolTip", "Convert actors to different types"))
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.Font(IDetailLayoutBuilder::GetDetailFont())
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]
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.ValueContent()
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[
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MakeConvertMenu( SelectedActorInfo )
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];
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}
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}
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void FActorDetails::AddBlueprintCategory( IDetailLayoutBuilder& DetailBuilder, const TMap<UBlueprint*, UObject*>& UniqueBlueprints )
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{
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// Create the overarching structure and expose the vertical box to add entries per-blueprint
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TSharedPtr<SVerticalBox> Box;
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|
|
IDetailCategoryBuilder& BlueprintCategory = DetailBuilder.EditCategory("Blueprint", NSLOCTEXT("BlueprintDetails", "BlueprintTitle", "Blueprint").ToString(), ECategoryPriority::Uncommon );
|
|
|
|
// Only show the blueprints section if a single actor is selected
|
|
if ( SelectedActors.Num() > 0 )
|
|
{
|
|
// We don't need to replace the blueprints with a combined one unless the number of selected actors have
|
|
AddUtilityBlueprintRows( BlueprintCategory );
|
|
|
|
if ( UniqueBlueprints.Num() > 0 )
|
|
{
|
|
// Add an edit row for each blueprint
|
|
for ( auto BlueprintIt( UniqueBlueprints.CreateConstIterator() ); BlueprintIt; ++BlueprintIt )
|
|
{
|
|
UBlueprint* Blueprint = BlueprintIt.Key();
|
|
UObject* Actor = BlueprintIt.Value();
|
|
|
|
AddSingleBlueprintRow( BlueprintCategory, Blueprint, Actor );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddSingleBlueprintRow( BlueprintCategory, NULL, SelectedActors[0].Get() );
|
|
}
|
|
}
|
|
}
|
|
|
|
void FActorDetails::AddComponentsCategory( IDetailLayoutBuilder& DetailBuilder )
|
|
{
|
|
AActor* SelectedActor = NULL;
|
|
const TArray< TWeakObjectPtr<AActor> >& Actors = GetSelectedActors();
|
|
if(Actors.Num() == 1 && Actors[0].IsValid())
|
|
{
|
|
SelectedActor = Actors[0].Get();
|
|
}
|
|
|
|
DetailBuilder.EditCategory( "Components", NSLOCTEXT("ActorDetails", "ComponentsSection", "Components").ToString(), ECategoryPriority::Uncommon )
|
|
.InitiallyCollapsed( true )
|
|
.AddCustomRow( NSLOCTEXT("ActorDetails", "ComponentsSection", "Components").ToString() )
|
|
[
|
|
SNew( SComponentsTree, SelectedActor )
|
|
];
|
|
}
|
|
|
|
const TArray< TWeakObjectPtr<AActor> >& FActorDetails::GetSelectedActors() const
|
|
{
|
|
return SelectedActors;
|
|
}
|
|
|
|
void FActorDetails::AddUtilityBlueprintRows( IDetailCategoryBuilder& BlueprintCategory )
|
|
{
|
|
if ( SelectedActors.Num() == 1 )
|
|
{
|
|
// Find In Level Blueprint
|
|
TWeakObjectPtr<AActor> ActorPtr = SelectedActors[0];
|
|
FText ActorLabel = NSLOCTEXT( "UnrealEd", "None", "None" );
|
|
|
|
if ( ActorPtr.IsValid() )
|
|
{
|
|
ActorLabel = FText::FromString( ActorPtr.Get()->GetActorLabel() );
|
|
}
|
|
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT( "ActorLabel" ), ActorLabel );
|
|
|
|
const FText FindButtonLabel = FText::Format( LOCTEXT( "FindInLevelScript", "Find {ActorLabel} in Level Blueprint" ), Args );
|
|
const FText FindButtonToolTip = FText::Format( LOCTEXT( "FindInLevelScript_ToolTip", "Search for uses of {ActorLabel} in the Level Blueprint" ), Args );
|
|
|
|
BlueprintCategory.AddCustomRow( LOCTEXT( "FindInLevelScript_Filter", "Find in Level Script" ).ToString() )
|
|
.WholeRowContent()
|
|
[
|
|
SNew( SHorizontalBox )
|
|
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.Padding( 0, 0, 10, 0 )
|
|
[
|
|
SNew( SBox )
|
|
.WidthOverride( 250 )
|
|
[
|
|
SNew( SButton )
|
|
.ToolTipText( FindButtonToolTip )
|
|
.OnClicked( this, &FActorDetails::FindSelectedActorsInLevelScript )
|
|
.IsEnabled( this, &FActorDetails::AreAnySelectedActorsInLevelScript )
|
|
.HAlign( HAlign_Fill )
|
|
.ContentPadding( 2 )
|
|
[
|
|
SNew( STextBlock )
|
|
.Text( FindButtonLabel )
|
|
.Font( IDetailLayoutBuilder::GetDetailFont() )
|
|
]
|
|
]
|
|
]
|
|
];
|
|
|
|
// Add Level Events
|
|
const FText AddEventLabel = FText::Format( LOCTEXT( "ScriptingEvents", "Add Level Events for {ActorLabel}" ), Args );
|
|
const FText AddEventToolTip = FText::Format( LOCTEXT( "ScripingEvents_Tooltip", "Adds or views events for {ActorLabel} in the Level Blueprint" ), Args );
|
|
|
|
BlueprintCategory.AddCustomRow( LOCTEXT( "ScriptingEvents_Filter", "Level Blueprint Events" ).ToString() )
|
|
.WholeRowContent()
|
|
[
|
|
SNew( SHorizontalBox )
|
|
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.Padding( 0, 0, 10, 0 )
|
|
[
|
|
SNew( SBox )
|
|
.WidthOverride( 250 )
|
|
[
|
|
SNew( SComboButton )
|
|
.IsEnabled( this, &FActorDetails::IsActorValidForLevelScript )
|
|
.OnGetMenuContent( this, &FActorDetails::MakeEventOptionsWidgetFromSelection )
|
|
.ContentPadding( 2 )
|
|
.HAlign( HAlign_Fill )
|
|
.ButtonContent()
|
|
[
|
|
SNew( STextBlock )
|
|
.Text( AddEventLabel )
|
|
.ToolTipText( AddEventToolTip )
|
|
.Font( IDetailLayoutBuilder::GetDetailFont() )
|
|
]
|
|
]
|
|
]
|
|
];
|
|
}
|
|
|
|
// Create the row for this blueprint
|
|
BlueprintCategory.AddCustomRow( NSLOCTEXT( "BlueprintDetails", "BlueprintFilter", "Blueprints" ).ToString() )
|
|
.WholeRowContent()
|
|
[
|
|
SNew( SHorizontalBox )
|
|
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.Padding( 0, 0, 10, 0 )
|
|
[
|
|
SNew( SBox )
|
|
.WidthOverride( 250 )
|
|
[
|
|
SNew( SButton )
|
|
.ToolTipText( LOCTEXT( "CreateHarvestBlueprint_ToolTip", "Harvest Components from Selected Actors and create Blueprint" ) )
|
|
.HAlign( HAlign_Fill )
|
|
//.ButtonColorAndOpacity( FLinearColor( 0.2f, 0.4f, 0.6f, 1.0f ) )
|
|
.OnClicked( FOnClicked::CreateRaw( this, &FActorDetails::OnPickBlueprintPathClicked, true ) )
|
|
.ContentPadding( 2 )
|
|
[
|
|
SNew( STextBlock )
|
|
.Text( LOCTEXT( "ReplaceWithAmalgamBlueprint", "Replace With Composited Blueprint" ) )
|
|
]
|
|
]
|
|
]
|
|
];
|
|
}
|
|
|
|
// Creates a row for a single blueprint in the selection details view
|
|
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
|
|
void FActorDetails::AddSingleBlueprintRow( IDetailCategoryBuilder& BlueprintCategory, UBlueprint* InBlueprint, UObject* InExampleActor)
|
|
{
|
|
TWeakObjectPtr<UBlueprint> WeakBP = InBlueprint;
|
|
TWeakObjectPtr<UObject> WeakFirstAsset = InExampleActor;
|
|
|
|
TAttribute<const FSlateBrush*> BlueprintStatusIcon;
|
|
BlueprintStatusIcon.Bind(FGetBrushImage::CreateSP(this, &FActorDetails::GetBlueprintStatusIcon, WeakBP));
|
|
|
|
TAttribute<FText> BlueprintStatusTooltip;
|
|
BlueprintStatusTooltip.Bind(FGetText::CreateSP(this, &FActorDetails::GetBlueprintStatusTooltip, WeakBP));
|
|
|
|
TAttribute<const FSlateBrush*> BreakpointStatusIcon;
|
|
BreakpointStatusIcon.Bind(FGetBrushImage::CreateSP(this, &FActorDetails::GetBlueprintBreakpointStatusIcon, WeakBP));
|
|
|
|
const FSlateFontInfo& InfoFont = FEditorStyle::GetFontStyle( TEXT("ExpandableArea.NormalFont") );
|
|
|
|
FText Name, Description;
|
|
if (InBlueprint)
|
|
{
|
|
Name = FText::FromString( InBlueprint->GetName() );
|
|
Description = FText::FromString( InBlueprint->GetDesc() );
|
|
}
|
|
|
|
int NumBlueprintableActors = 0;
|
|
bool IsBlueprintBased = InBlueprint ? true : false;
|
|
|
|
if(!InBlueprint)
|
|
{
|
|
for ( TWeakObjectPtr<AActor>& Actor : SelectedActors )
|
|
{
|
|
if( FKismetEditorUtilities::CanCreateBlueprintOfClass(Actor->GetClass()))
|
|
{
|
|
NumBlueprintableActors++;
|
|
}
|
|
}
|
|
}
|
|
|
|
const bool bCanCreateActorBlueprint = ( !IsBlueprintBased && ( NumBlueprintableActors == 1 ) );
|
|
|
|
// Set up PathPickerConfig.
|
|
PathForActorBlueprint = FString("/Game/");
|
|
FPathPickerConfig PathPickerConfig;
|
|
PathPickerConfig.DefaultPath = PathForActorBlueprint;
|
|
PathPickerConfig.OnPathSelected = FOnPathSelected::CreateRaw(this, &FActorDetails::OnSelectBlueprintPath);
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
|
|
|
|
FText CreateBlueprintToolTip = LOCTEXT("CreateBlueprintSuccess_ToolTip", "Create a Blueprint based on this Actor");
|
|
if(IsBlueprintBased)
|
|
{
|
|
CreateBlueprintToolTip = LOCTEXT("CreateBlueprintFail_ToolTip", "Cannot create Blueprint using this Actor class");
|
|
}
|
|
else if(!IsBlueprintBased && NumBlueprintableActors > 1)
|
|
{
|
|
CreateBlueprintToolTip = LOCTEXT("CreateBlueprintFailTooMany_ToolTip", "Cannot create Blueprint, please select only one Actor");
|
|
}
|
|
|
|
FString SelectedActorClassName;
|
|
if(NumBlueprintableActors == 1)
|
|
{
|
|
SelectedActorClassName = SelectedActors[0]->GetClass()->GetName();
|
|
}
|
|
|
|
FText CurrentBlueprintLong = FText::Format( FText::FromString( TEXT( "{0} {1}" ) ), Name, Description );
|
|
|
|
// Blueprint Details
|
|
BlueprintCategory.AddCustomRow( NSLOCTEXT("BlueprintDetails", "BlueprintFilter", "Blueprints").ToString() )
|
|
.Visibility( InBlueprint ? EVisibility::Visible : EVisibility::Collapsed )
|
|
.NameContent()
|
|
[
|
|
SNew( SHorizontalBox )
|
|
|
|
// Blueprint status icon
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.VAlign(VAlign_Center)
|
|
.Padding( 0.0f, 0.0f, 4.0f, 0.0f )
|
|
[
|
|
SNew(SButton)
|
|
.OnClicked( this, &FActorDetails::OnCompileBlueprintClicked, WeakBP )
|
|
.ToolTipText( BlueprintStatusTooltip )
|
|
.ButtonStyle( FEditorStyle::Get(), "NoBorder" )
|
|
.ContentPadding(0.0f)
|
|
[
|
|
SNew(SImage)
|
|
.Image( BlueprintStatusIcon )
|
|
]
|
|
]
|
|
|
|
// Blueprint name
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.VAlign( VAlign_Center )
|
|
.HAlign( HAlign_Fill )
|
|
.Padding( 0.0f, 0.0f, 4.0f, 0.0f )
|
|
[
|
|
SNew( STextBlock )
|
|
.Font( InfoFont )
|
|
.Text( Name )
|
|
.ToolTipText( CurrentBlueprintLong )
|
|
]
|
|
|
|
// Blueprint Description
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.VAlign( VAlign_Center )
|
|
.HAlign( HAlign_Fill )
|
|
.Padding( 0.0f, 0.0f, 4.0f, 0.0f )
|
|
[
|
|
SNew( STextBlock )
|
|
.Font( InfoFont )
|
|
.ColorAndOpacity(FSlateColor::UseSubduedForeground() )
|
|
.Text( Description )
|
|
.ToolTipText( CurrentBlueprintLong )
|
|
]
|
|
]
|
|
.ValueContent()
|
|
.MinDesiredWidth(200.0f)
|
|
.MaxDesiredWidth(200.0f)
|
|
[
|
|
SNew( SHorizontalBox )
|
|
|
|
// Breakpoint enable/disable toggle and status button
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.HAlign(HAlign_Left)
|
|
.VAlign(VAlign_Center)
|
|
.Padding( 0.0f, 0.0f, 4.0f, 0.0f )
|
|
[
|
|
SNew(SButton)
|
|
.OnClicked( this, &FActorDetails::OnToggleBreakpointsClicked, WeakBP )
|
|
.ToolTipText( LOCTEXT("BlueprintBreakpointToggleAll_Tooltip", "Toggle the enabled state of all breakpoints in this blueprint") )
|
|
.ButtonStyle( FEditorStyle::Get(), "NoBorder" )
|
|
.ContentPadding(0.0f)
|
|
[
|
|
SNew(SImage)
|
|
.Image( BreakpointStatusIcon )
|
|
]
|
|
]
|
|
|
|
// Button for editing the blueprint
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew( SButton )
|
|
.VAlign( VAlign_Center )
|
|
.HAlign( HAlign_Center )
|
|
.IsEnabled(InBlueprint != NULL)
|
|
.OnClicked( this, &FActorDetails::OnEditBlueprintClicked, WeakBP, WeakFirstAsset )
|
|
[
|
|
SNew( STextBlock )
|
|
.Font( InfoFont )
|
|
.Text( LOCTEXT("EditAsset", "Edit") )
|
|
]
|
|
]
|
|
|
|
// Button for pushing to Blueprint defaults
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew( SButton )
|
|
.VAlign( VAlign_Center )
|
|
.HAlign( HAlign_Center )
|
|
.IsEnabled( this, &FActorDetails::PushToBlueprintDefaults_IsEnabled, WeakBP )
|
|
.OnClicked( this, &FActorDetails::PushToBlueprintDefaults_OnClicked, WeakBP )
|
|
.ToolTip(IDocumentation::Get()->CreateToolTip(
|
|
TAttribute<FText>::Create( TAttribute<FText>::FGetter::CreateRaw(this, &FActorDetails::PushToBlueprintDefaults_ToolTipText, WeakBP) ),
|
|
NULL,
|
|
TEXT("Shared/LevelEditor"),
|
|
TEXT("PushToBlueprintDefaults")))
|
|
[
|
|
SNew( STextBlock )
|
|
.Font( InfoFont )
|
|
.Text( LOCTEXT("PushToBlueprintDefaultsButtonLabel", "Apply") )
|
|
]
|
|
]
|
|
|
|
// Button for resetting to Blueprint defaults
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew( SButton )
|
|
.VAlign( VAlign_Center )
|
|
.HAlign( HAlign_Center )
|
|
.IsEnabled( this, &FActorDetails::ResetToBlueprintDefaults_IsEnabled, WeakBP )
|
|
.OnClicked( this, &FActorDetails::ResetToBlueprintDefaults_OnClicked, WeakBP )
|
|
.ToolTip(IDocumentation::Get()->CreateToolTip(
|
|
TAttribute<FText>::Create( TAttribute<FText>::FGetter::CreateRaw(this, &FActorDetails::ResetToBlueprintDefaults_ToolTipText, WeakBP) ),
|
|
NULL,
|
|
TEXT("Shared/LevelEditor"),
|
|
TEXT("ResetToBlueprintDefaults")))
|
|
[
|
|
SNew( STextBlock )
|
|
.Font( InfoFont )
|
|
.Text( LOCTEXT("ResetToBlueprintDefaultsButtonLabel", "Reset") )
|
|
]
|
|
]
|
|
];
|
|
|
|
if(!InBlueprint)
|
|
{
|
|
BlueprintCategory.AddCustomRow( LOCTEXT("CreateBlueprintFilterString", "Create Blueprint").ToString(), true )
|
|
[
|
|
SNew( SHorizontalBox )
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(SBorder)
|
|
.BorderImage(FEditorStyle::GetBrush("NoBorder"))
|
|
.Padding(0)
|
|
.ToolTipText(CreateBlueprintToolTip)
|
|
[
|
|
SNew( SButton )
|
|
.IsEnabled(bCanCreateActorBlueprint)
|
|
.ButtonColorAndOpacity(FLinearColor(0.2f, 0.4f, 0.6f, 1.0f))
|
|
.OnClicked(FOnClicked::CreateRaw(this, &FActorDetails::OnPickBlueprintPathClicked, false ))
|
|
[
|
|
SNew( SHorizontalBox )
|
|
+SHorizontalBox::Slot()
|
|
.VAlign(VAlign_Center)
|
|
.AutoWidth()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text( FText::Format( LOCTEXT("CreateBlueprintFromActor", "Create {0} Blueprint..."), FText::FromString( SelectedActorClassName ) ) )
|
|
]
|
|
|
|
+SHorizontalBox::Slot()
|
|
.VAlign(VAlign_Center)
|
|
.AutoWidth()
|
|
.Padding( 4.0f, 0.0f, 0.0f, 0.0f )
|
|
[
|
|
SNew( SImage )
|
|
.Image(FEditorStyle::GetBrush(TEXT("Kismet.CreateBlueprint")))
|
|
]
|
|
]
|
|
]
|
|
]
|
|
];
|
|
}
|
|
}
|
|
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
|
|
|
|
FReply FActorDetails::OnPickBlueprintPathClicked(bool bHarvest )
|
|
{
|
|
FCreateBlueprintFromActorDialog::OpenDialog(bHarvest);
|
|
|
|
return FReply::Handled();
|
|
}
|
|
|
|
void FActorDetails::OnSelectBlueprintPath( const FString& Path )
|
|
{
|
|
PathForActorBlueprint = Path;
|
|
}
|
|
|
|
FText FActorDetails::GetBlueprintStatusTooltip( TWeakObjectPtr<class UBlueprint> Asset ) const
|
|
{
|
|
if (UBlueprint* Blueprint = Asset.Get())
|
|
{
|
|
switch (Blueprint->Status)
|
|
{
|
|
default:
|
|
case BS_Unknown:
|
|
case BS_Dirty:
|
|
return LOCTEXT("BlueprintStatus_Tooltip_Unknown", "Blueprint may have been modified. Click to recompile.");
|
|
case BS_Error:
|
|
return LOCTEXT("BlueprintStatus_Tooltip_Error", "Blueprint has one or more errors!");
|
|
case BS_UpToDate:
|
|
return LOCTEXT("BlueprintStatus_Tooltip_UpToDate", "Blueprint is up to date.");
|
|
case BS_UpToDateWithWarnings:
|
|
return LOCTEXT("BlueprintStatus_Tooltip_Warning", "Blueprint has one or more warnings!");
|
|
}
|
|
}
|
|
|
|
return FText::GetEmpty();
|
|
}
|
|
|
|
const FSlateBrush* FActorDetails::GetBlueprintStatusIcon(TWeakObjectPtr<class UBlueprint> Asset) const
|
|
{
|
|
if (UBlueprint* Blueprint = Asset.Get())
|
|
{
|
|
switch (Blueprint->Status)
|
|
{
|
|
default:
|
|
case BS_Unknown:
|
|
case BS_Dirty:
|
|
return FEditorStyle::GetBrush("Kismet.Status.Unknown.Small");
|
|
case BS_Error:
|
|
return FEditorStyle::GetBrush("Kismet.Status.Error.Small");
|
|
case BS_UpToDate:
|
|
return FEditorStyle::GetBrush("Kismet.Status.Good.Small");
|
|
case BS_UpToDateWithWarnings:
|
|
return FEditorStyle::GetBrush("Kismet.Status.Warning.Small");
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
const FSlateBrush* FActorDetails::GetBlueprintBreakpointStatusIcon(TWeakObjectPtr<class UBlueprint> Asset) const
|
|
{
|
|
if (UBlueprint* Blueprint = Asset.Get())
|
|
{
|
|
const int32 TotalBreakpointCount = Blueprint->Breakpoints.Num();
|
|
|
|
// Count the number of enabled breakpoints
|
|
int32 EnabledCount = 0;
|
|
for (int32 BreakpointIndex = 0; BreakpointIndex < TotalBreakpointCount; ++BreakpointIndex)
|
|
{
|
|
UBreakpoint*& Breakpoint = Blueprint->Breakpoints[BreakpointIndex];
|
|
if (Breakpoint->IsEnabledByUser())
|
|
{
|
|
++EnabledCount;
|
|
}
|
|
}
|
|
|
|
if (TotalBreakpointCount > 0)
|
|
{
|
|
if (EnabledCount == TotalBreakpointCount)
|
|
{
|
|
// all are enabled
|
|
return FEditorStyle::GetBrush("Kismet.Breakpoint.EnabledAndValid"); //@TODO: Show enabled and invalid if not compiled?
|
|
}
|
|
else if (EnabledCount == 0)
|
|
{
|
|
// none are enabled
|
|
return FEditorStyle::GetBrush("Kismet.Breakpoint.Disabled");
|
|
}
|
|
else
|
|
{
|
|
// some are enabled but not all
|
|
return FEditorStyle::GetBrush("Kismet.Breakpoint.MixedStatus"); //@TODO: Show enabled and invalid if not compiled?
|
|
}
|
|
}
|
|
}
|
|
|
|
// show nothing, no breakpoints to care about
|
|
return FEditorStyle::GetBrush("Kismet.Breakpoint.NoneSpacer");
|
|
}
|
|
|
|
FReply FActorDetails::OnCompileBlueprintClicked(TWeakObjectPtr<class UBlueprint> Asset)
|
|
{
|
|
if (UBlueprint* Blueprint = Asset.Get())
|
|
{
|
|
if (!Blueprint->IsUpToDate())
|
|
{
|
|
FKismetEditorUtilities::CompileBlueprint(Blueprint);
|
|
}
|
|
}
|
|
return FReply::Handled();
|
|
}
|
|
|
|
FReply FActorDetails::OnToggleBreakpointsClicked(TWeakObjectPtr<class UBlueprint> Asset)
|
|
{
|
|
if (UBlueprint* Blueprint = Asset.Get())
|
|
{
|
|
// Recompile the blueprint before trying to set a breakpoint if it's dirty or unknown and we're not in PIE/SIE
|
|
if (((Blueprint->Status == BS_Unknown) || (Blueprint->Status == BS_Dirty)) && (GEditor->PlayWorld == NULL))
|
|
{
|
|
FKismetEditorUtilities::CompileBlueprint(Blueprint);
|
|
}
|
|
|
|
// If the blueprint is still not up to date, don't modify the breakpoints
|
|
if (!Blueprint->IsUpToDate())
|
|
{
|
|
return FReply::Handled();
|
|
}
|
|
|
|
const int32 TotalBreakpointCount = Blueprint->Breakpoints.Num();
|
|
|
|
// Count the number of enabled breakpoints
|
|
int32 EnabledCount = 0;
|
|
for (int32 BreakpointIndex = 0; BreakpointIndex < TotalBreakpointCount; ++BreakpointIndex)
|
|
{
|
|
UBreakpoint*& Breakpoint = Blueprint->Breakpoints[BreakpointIndex];
|
|
if (Breakpoint->IsEnabledByUser())
|
|
{
|
|
++EnabledCount;
|
|
}
|
|
}
|
|
|
|
if (TotalBreakpointCount > 0)
|
|
{
|
|
// Determine what the new state should be
|
|
bool bNewEnabledState = false;
|
|
if (EnabledCount == TotalBreakpointCount)
|
|
{
|
|
// all are enabled; make them all disabled
|
|
bNewEnabledState = false;
|
|
}
|
|
else if (EnabledCount == 0)
|
|
{
|
|
// none are enabled; make them all enabled
|
|
bNewEnabledState = true;
|
|
}
|
|
else
|
|
{
|
|
// some are enabled but not all; make them all enabled
|
|
bNewEnabledState = true;
|
|
}
|
|
|
|
// Now make all the breakpoints enabled/disabled
|
|
for (int32 BreakpointIndex = 0; BreakpointIndex < TotalBreakpointCount; ++BreakpointIndex)
|
|
{
|
|
UBreakpoint*& Breakpoint = Blueprint->Breakpoints[BreakpointIndex];
|
|
FKismetDebugUtilities::SetBreakpointEnabled(Breakpoint, bNewEnabledState);
|
|
}
|
|
}
|
|
}
|
|
return FReply::Handled();
|
|
}
|
|
|
|
FReply FActorDetails::OnEditBlueprintClicked( TWeakObjectPtr<UBlueprint> InBlueprint, TWeakObjectPtr<UObject> InAsset )
|
|
{
|
|
if (UBlueprint* Blueprint = InBlueprint.Get())
|
|
{
|
|
// Set the object being debugged if given an actor reference (if we don't do this before we edit the object the editor wont know we are debebugging something)
|
|
if (UObject* Asset = InAsset.Get())
|
|
{
|
|
check(Asset->GetClass()->ClassGeneratedBy == Blueprint);
|
|
Blueprint->SetObjectBeingDebugged(Asset);
|
|
}
|
|
// Open the blueprint
|
|
GEditor->EditObject( Blueprint );
|
|
}
|
|
return FReply::Handled();
|
|
}
|
|
|
|
bool FActorDetails::PushToBlueprintDefaults_IsEnabled( TWeakObjectPtr<UBlueprint> InBlueprint ) const
|
|
{
|
|
bool bIsEnabled = false;
|
|
if(SelectedActors.Num() == 1)
|
|
{
|
|
AActor* Actor = SelectedActors[0].Get();
|
|
UBlueprint* Blueprint = InBlueprint.Get();
|
|
if(Actor != NULL
|
|
&& Blueprint != NULL
|
|
&& Actor->GetClass()->ClassGeneratedBy == Blueprint)
|
|
{
|
|
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
|
|
if(BlueprintCDO != NULL)
|
|
{
|
|
const auto CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::PreviewOnly|EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties);
|
|
bIsEnabled = EditorUtilities::CopyActorProperties(Actor, BlueprintCDO, CopyOptions) > 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bIsEnabled;
|
|
}
|
|
|
|
FText FActorDetails::PushToBlueprintDefaults_ToolTipText( TWeakObjectPtr<UBlueprint> InBlueprint ) const
|
|
{
|
|
int32 NumChangedProperties = 0;
|
|
|
|
if(SelectedActors.Num() == 1)
|
|
{
|
|
AActor* Actor = SelectedActors[0].Get();
|
|
UBlueprint* Blueprint = InBlueprint.Get();
|
|
if(Actor != NULL
|
|
&& Blueprint != NULL
|
|
&& Actor->GetClass()->ClassGeneratedBy == Blueprint)
|
|
{
|
|
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
|
|
if(BlueprintCDO != NULL)
|
|
{
|
|
const auto CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::PreviewOnly|EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties);
|
|
NumChangedProperties += EditorUtilities::CopyActorProperties(Actor, BlueprintCDO, CopyOptions);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NumChangedProperties == 0)
|
|
{
|
|
return LOCTEXT("DisabledPushToBlueprintDefaults_ToolTip", "Replaces the Blueprint's defaults with any altered property values.");
|
|
}
|
|
else if (NumChangedProperties > 1)
|
|
{
|
|
return FText::Format( LOCTEXT("PushToBlueprintDefaults_ToolTip", "Click to apply {0} changed properties to the Blueprint."), FText::AsNumber( NumChangedProperties ) );
|
|
}
|
|
else
|
|
{
|
|
return LOCTEXT("PushOneToBlueprintDefaults_ToolTip", "Click to apply 1 changed property to the Blueprint.");
|
|
}
|
|
}
|
|
|
|
FReply FActorDetails::PushToBlueprintDefaults_OnClicked( TWeakObjectPtr<UBlueprint> InBlueprint )
|
|
{
|
|
int32 NumChangedProperties = 0;
|
|
|
|
if(SelectedActors.Num() == 1)
|
|
{
|
|
const FScopedTransaction Transaction(LOCTEXT("PushToBlueprintDefaults_Transaction", "Apply Changes to Blueprint"));
|
|
|
|
// Perform the actual copy
|
|
AActor* Actor = SelectedActors[0].Get();
|
|
UBlueprint* Blueprint = InBlueprint.Get();
|
|
if(Actor != NULL
|
|
&& Blueprint != NULL
|
|
&& Actor->GetClass()->ClassGeneratedBy == Blueprint)
|
|
{
|
|
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
|
|
if(BlueprintCDO != NULL)
|
|
{
|
|
const auto CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties|EditorUtilities::ECopyOptions::PropagateChangesToArcheypeInstances);
|
|
NumChangedProperties = EditorUtilities::CopyActorProperties(Actor, BlueprintCDO, CopyOptions);
|
|
if(NumChangedProperties > 0)
|
|
{
|
|
FBlueprintEditorUtils::MarkBlueprintAsModified(Blueprint);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set up a notification record to indicate success/failure
|
|
FNotificationInfo NotificationInfo( FText::GetEmpty() );
|
|
NotificationInfo.FadeInDuration = 1.0f;
|
|
NotificationInfo.FadeOutDuration = 2.0f;
|
|
NotificationInfo.bUseLargeFont = false;
|
|
SNotificationItem::ECompletionState CompletionState;
|
|
if( NumChangedProperties > 0 )
|
|
{
|
|
if( NumChangedProperties > 1 )
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("BlueprintName"), FText::FromName(Blueprint->GetFName() ) );
|
|
Args.Add( TEXT("NumChangedProperties"), NumChangedProperties );
|
|
Args.Add( TEXT("ActorName"), FText::FromString( Actor->GetActorLabel() ) );
|
|
NotificationInfo.Text = FText::Format( LOCTEXT("PushToBlueprintDefaults_ApplySuccess", "Updated Blueprint {BlueprintName} ({NumChangedProperties} property changes applied from actor {ActorName})."), Args );
|
|
}
|
|
else
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("BlueprintName"), FText::FromName(Blueprint->GetFName() ) );
|
|
Args.Add( TEXT("ActorName"), FText::FromString( Actor->GetActorLabel() ) );
|
|
NotificationInfo.Text = FText::Format( LOCTEXT("PushOneToBlueprintDefaults_ApplySuccess", "Updated Blueprint {BlueprintName} (1 property change applied from actor {ActorName})."), Args );
|
|
}
|
|
CompletionState = SNotificationItem::CS_Success;
|
|
}
|
|
else
|
|
{
|
|
NotificationInfo.Text = LOCTEXT("PushToBlueprintDefaults_ApplyFailed", "No properties were copied");
|
|
CompletionState = SNotificationItem::CS_Fail;
|
|
}
|
|
|
|
// Add the notification to the queue
|
|
const auto Notification = FSlateNotificationManager::Get().AddNotification(NotificationInfo);
|
|
Notification->SetCompletionState(CompletionState);
|
|
}
|
|
|
|
return FReply::Handled();
|
|
}
|
|
|
|
bool FActorDetails::ResetToBlueprintDefaults_IsEnabled( TWeakObjectPtr<UBlueprint> InBlueprint ) const
|
|
{
|
|
bool bIsEnabled = false;
|
|
if(SelectedActors.Num() == 1)
|
|
{
|
|
AActor* Actor = SelectedActors[0].Get();
|
|
UBlueprint* Blueprint = InBlueprint.Get();
|
|
if(Actor != NULL
|
|
&& Blueprint != NULL
|
|
&& Actor->GetClass()->ClassGeneratedBy == Blueprint)
|
|
{
|
|
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
|
|
if(BlueprintCDO != NULL)
|
|
{
|
|
const auto CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::PreviewOnly|EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties);
|
|
bIsEnabled = EditorUtilities::CopyActorProperties(BlueprintCDO, Actor, CopyOptions) > 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bIsEnabled;
|
|
}
|
|
|
|
FText FActorDetails::ResetToBlueprintDefaults_ToolTipText( TWeakObjectPtr<UBlueprint> InBlueprint ) const
|
|
{
|
|
int32 NumChangedProperties = 0;
|
|
|
|
if(SelectedActors.Num() == 1)
|
|
{
|
|
AActor* Actor = SelectedActors[0].Get();
|
|
UBlueprint* Blueprint = InBlueprint.Get();
|
|
if(Actor != NULL
|
|
&& Blueprint != NULL
|
|
&& Actor->GetClass()->ClassGeneratedBy == Blueprint)
|
|
{
|
|
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
|
|
if(BlueprintCDO != NULL)
|
|
{
|
|
const auto CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::PreviewOnly|EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties);
|
|
NumChangedProperties += EditorUtilities::CopyActorProperties(BlueprintCDO, Actor, CopyOptions);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NumChangedProperties == 0)
|
|
{
|
|
return LOCTEXT("DisabledResetBlueprintDefaults_ToolTip", "Resets altered properties back to their Blueprint default values.");
|
|
}
|
|
else if (NumChangedProperties > 1)
|
|
{
|
|
return FText::Format( LOCTEXT("ResetToBlueprintDefaults_ToolTip", "Click to reset {0} changed properties to their Blueprint default values."), FText::AsNumber( NumChangedProperties ) );
|
|
}
|
|
else
|
|
{
|
|
return LOCTEXT("ResetOneToBlueprintDefaults_ToolTip", "Click to reset 1 changed property to its Blueprint default value.");
|
|
}
|
|
}
|
|
|
|
FReply FActorDetails::ResetToBlueprintDefaults_OnClicked( TWeakObjectPtr<UBlueprint> InBlueprint )
|
|
{
|
|
int32 NumChangedProperties = 0;
|
|
|
|
if(SelectedActors.Num() == 1)
|
|
{
|
|
const FScopedTransaction Transaction( LOCTEXT("ResetToBlueprintDefaults_Transaction", "Reset to Blueprint Defaults") );
|
|
|
|
// Perform the actual copy
|
|
AActor* Actor = SelectedActors[0].Get();
|
|
UBlueprint* Blueprint = InBlueprint.Get();
|
|
if(Actor != NULL
|
|
&& Blueprint != NULL
|
|
&& Actor->GetClass()->ClassGeneratedBy == Blueprint)
|
|
{
|
|
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
|
|
if(BlueprintCDO != NULL)
|
|
{
|
|
const auto CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties|EditorUtilities::ECopyOptions::CallPostEditChangeProperty);
|
|
NumChangedProperties = EditorUtilities::CopyActorProperties(BlueprintCDO, Actor, CopyOptions);
|
|
}
|
|
}
|
|
|
|
// Set up a notification record to indicate success/failure
|
|
FNotificationInfo NotificationInfo( FText::GetEmpty() );
|
|
NotificationInfo.FadeInDuration = 1.0f;
|
|
NotificationInfo.FadeOutDuration = 2.0f;
|
|
NotificationInfo.bUseLargeFont = false;
|
|
SNotificationItem::ECompletionState CompletionState;
|
|
if( NumChangedProperties > 0 )
|
|
{
|
|
if( NumChangedProperties > 1 )
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("BlueprintName"), FText::FromName(Blueprint->GetFName() ) );
|
|
Args.Add( TEXT("NumChangedProperties"), NumChangedProperties );
|
|
Args.Add( TEXT("ActorName"), FText::FromString( Actor->GetActorLabel() ) );
|
|
NotificationInfo.Text = FText::Format( LOCTEXT("ResetToBlueprintDefaults_ApplySuccess", "Reset {ActorName} ({NumChangedProperties} property changes applied from Blueprint {BlueprintName})."), Args );
|
|
}
|
|
else
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add( TEXT("BlueprintName"), FText::FromName(Blueprint->GetFName() ) );
|
|
Args.Add( TEXT("ActorName"), FText::FromString( Actor->GetActorLabel() ) );
|
|
NotificationInfo.Text = FText::Format( LOCTEXT("ResetOneToBlueprintDefaults_ApplySuccess", "Reset {ActorName} (1 property change applied from Blueprint {BlueprintName})."), Args );
|
|
}
|
|
CompletionState = SNotificationItem::CS_Success;
|
|
}
|
|
else
|
|
{
|
|
NotificationInfo.Text = LOCTEXT("ResetToBlueprintDefaults_Failed", "No properties were reset");
|
|
CompletionState = SNotificationItem::CS_Fail;
|
|
}
|
|
|
|
// Add the notification to the queue
|
|
const auto Notification = FSlateNotificationManager::Get().AddNotification(NotificationInfo);
|
|
Notification->SetCompletionState(CompletionState);
|
|
}
|
|
|
|
return FReply::Handled();
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|