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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) Change 3133997 on 2016/09/21 by Alex.Delesky #jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter. Change 3134132 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT Change 3134147 on 2016/09/21 by Frank.Fella Core - Add multitouch support to windows. Change 3134349 on 2016/09/21 by Michael.Dupuis #jira UE-36151 Update the title bar to display the branch also Change 3134355 on 2016/09/21 by Michael.Dupuis #jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file Change 3134447 on 2016/09/21 by Alexis.Matte #jira UE-36064 The SpriteComponent is now properly reused when duplicating a light. Change 3134451 on 2016/09/21 by Alexis.Matte #jira UE-22782 Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true Change 3134457 on 2016/09/21 by Jamie.Dale FInternationalization::Leetify now deals with escape sequences correctly. This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly. Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt Cleaned up some of the UI for the new material slot workflow (part 1) Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt Fix static analysis warnings in this file Change 3134939 on 2016/09/21 by Nick.Darnell Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match. Change 3134941 on 2016/09/21 by Nick.Darnell Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison. Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt Fixed size of material slots in persona details panel Change 3135076 on 2016/09/21 by Nick.Darnell Automation - Adding a missing file. Change 3135584 on 2016/09/22 by Gareth.Martin Removed unused ULandscapeInfo::BeginDestroy Slight cleanup to FLandscapeEditDataInterface::DeleteLayer Change 3135585 on 2016/09/22 by Gareth.Martin New Count algo Const'd Copy/Accumulate/Transform Change 3135599 on 2016/09/22 by Gareth.Martin Resolve crash if a Landscape Layer Info object is force deleted while it is in use :( #jira UE-35709 Change 3135724 on 2016/09/22 by Michael.Dupuis #jira UE-32662 Remove old migration code that was causing this side effect Change 3135726 on 2016/09/22 by Nick.Darnell Slate - Removing the SLATE_PRE_MULTIPLY macro. Change 3135730 on 2016/09/22 by Nick.Darnell UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent. Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt Ensure any handles to the backbuffer are released before the backbuffer is resized https://jira.it.epicgames.net/browse/UE-30488 Change 3135810 on 2016/09/22 by Ben.Marsh Build: Compile tools before running automated tests. Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again https://jira.it.epicgames.net/browse/UE-36276 Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components. Change 3136318 on 2016/09/22 by Alex.Delesky #jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt Fix crash restarting a mission in Odin Change 3136741 on 2016/09/22 by Cody.Albert Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget #jira UE-36322 Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name. Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt Removed the pooled draw elements stuff which is not used Change 3137791 on 2016/09/23 by Nick.Darnell MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load. Change 3137793 on 2016/09/23 by Nick.Darnell Localization - Adjusting some log statements to say with instead of w/ Change 3137796 on 2016/09/23 by Nick.Darnell Slate - Adding missing and replacing corrupted style files in the editor. Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level Change 3137876 on 2016/09/23 by Jamie.Dale Added allocation tagging to MProf2 This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool). #jira UETOOL-950 Change 3137982 on 2016/09/23 by Gareth.Martin Added Invoke() support to CopyIf Change 3137983 on 2016/09/23 by Gareth.Martin Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code - Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :) Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt Fixed Child Actor Template properties not visible after changing Child Actor Class Change 3138079 on 2016/09/23 by Jamie.Dale Fixing some Clang warnings Change 3138087 on 2016/09/23 by Jamie.Dale Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize). Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate. #jira UETOOL-952 Change 3138127 on 2016/09/23 by Gareth.Martin Fixed crash when merging levels containing landscape #jira UE-36267 Change 3138821 on 2016/09/23 by Stephan.Jiang Fixes "Select all input node" doesn't work properly on output node. #jira UE-36335 Change 3138915 on 2016/09/23 by Stephan.Jiang Disable "select all linked nodes" for output nodes in material editor Change 3139341 on 2016/09/25 by Nick.Darnell Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests. Change 3139342 on 2016/09/25 by Nick.Darnell Landscape - Fixing some compiler errors on mac. Change 3139345 on 2016/09/25 by Nick.Darnell Automation - Spelling and cleanup. Change 3139346 on 2016/09/25 by Nick.Darnell Engine - Changing a check to an ensure, there's no reason to crash if this happens. Change 3139347 on 2016/09/25 by Nick.Darnell Automation - Making EFunctionalTestResult a BlueprintType Change 3139348 on 2016/09/25 by Nick.Darnell Automation - Adding another test map. Change 3139676 on 2016/09/26 by Michael.Dupuis #jira UE-32335 If we are a config object simply permit the transaction for undo/redo Change 3139702 on 2016/09/26 by Nick.Darnell UMG - Making GetLocalHitLocation on UWidgetComponent virtual. Change 3139760 on 2016/09/26 by Alexis.Matte Make sure we remove override materials from the list when the mesh point by the component has less materials. #jira UE-28845 Change 3139761 on 2016/09/26 by Alex.Delesky Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes. #jira none Change 3139843 on 2016/09/26 by Alex.Delesky #jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly. Change 3139880 on 2016/09/26 by Frank.Fella QAGame - Update multitouch test with less crashy assets? Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt Fix selections having the potential to be out of sync after undo/redo Change 3139928 on 2016/09/26 by Nick.Darnell Automation - tweaking the test maps some more. Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt Fix false positive with the test for vaild materials being rendered by slate. Change 3140912 on 2016/09/26 by Frank.Fella Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable. Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist) Change 3141223 on 2016/09/27 by Jamie.Dale Updated UTextProperty::Identical to no longer compare display strings all the time It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent. #jira UE-36456 Change 3141242 on 2016/09/27 by Richard.TalbotWatkin Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer. #jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component Duplicated CL 3139370 from //UE4/Release-4.13 Duplicated CL 3139878 from //UE4/Release-4.13 Change 3141323 on 2016/09/27 by Michael.Dupuis #jira UE-35081 Enable bDisplayEngineVersionInBadge by default Change 3141798 on 2016/09/27 by tim.gautier Added UMG_DisplayWidget Change 3143038 on 2016/09/28 by Jamie.Dale Added extra context to FTableRowBase::OnPostDataImport It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys). Change 3143039 on 2016/09/28 by Jamie.Dale Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity Only texts which have the same display string pointer can have the same identity, so this is a much faster check. Change 3143098 on 2016/09/28 by Gareth.Martin Fixed crash when loading duplicated landscape levels #jira UE-34890 Change 3143300 on 2016/09/28 by Gareth.Martin Fixed crash when duplicating a level containing a landscape through the content browser #jira UE-34890 Change 3143389 on 2016/09/28 by Jamie.Dale LastResort is no longer staged in shipping builds You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game). This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now. Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt Fixed this file Change 3143717 on 2016/09/28 by Michael.Dupuis Fixed lowercase Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport Change 3143820 on 2016/09/28 by Alexis.Matte Use the PersonaToolikit to get the mesh Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt Added guard for UE-36499 Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt Fix constructor init order Change 3144821 on 2016/09/29 by Jamie.Dale Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear. Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt Added a commandlet to allow command line importing of any asset type the engine supports. - Intermediate checkin Change 3144875 on 2016/09/29 by Nick.Darnell Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test. Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt Disable auto-applying of scalability settings The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff. Change 3145274 on 2016/09/29 by Jamie.Dale New asset menu no longer has a scrollbar on most displays Change 3146004 on 2016/09/29 by Matt.Barnes Adding two FBX test files to help facilitate QA coverage on the new material/section workflow. Change 3146377 on 2016/09/30 by Gareth.Martin Fixed landscape rendering errors after using the "change component size" tool - also affected initial import of a landscape+weightmaps #jira UE-34518 Change 3146455 on 2016/09/30 by Jamie.Dale Fixing more menus that had scrollbars due to only being able to use half the vertical resolution Change 3146466 on 2016/09/30 by Gareth.Martin Fixed not being able to erase foliage attached to BSP #jira UE-36297 Change 3146471 on 2016/09/30 by Jamie.Dale Can no longer localize sequences via the Content Browser Change 3146569 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing Change 3147116 on 2016/09/30 by Michael.Dupuis #jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker) Change 3148091 on 2016/10/01 by Matt.Barnes Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively Change 3148714 on 2016/10/03 by Nick.Darnell PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts) #jira UE-35568 Change 3148793 on 2016/10/03 by Nick.Darnell Automation - TPS for SM_Cornellbox Change 3148801 on 2016/10/03 by Nick.Darnell PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy) #jira UE-36711 Change 3148805 on 2016/10/03 by Nick.Darnell PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454) #jira UE-36715 Change 3148813 on 2016/10/03 by Nick.Darnell UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget. Change 3148855 on 2016/10/03 by Gareth.Martin Fixed performance regression when importing landscape heightmaps #jira UE-36659 Change 3149482 on 2016/10/03 by Cody.Albert Added link to Support landing page to Help menu #jira UE-36603 Change 3149520 on 2016/10/03 by tim.gautier Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality. Change 3149945 on 2016/10/04 by Gareth.Martin Fixed invisible landscape components when using tessellation on landscape material #jira UE-35494 Change 3149951 on 2016/10/04 by Gareth.Martin Reduced material update log spam when creating and editing landscapes - Some will remain, landscape fundementally manipulates a lot of material instances #jira UE-34440 Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt Fix not crashing when trying to clear objects which have a specific class filter in the property settings https://jira.it.epicgames.net/browse/UE-36692 Change 3150614 on 2016/10/04 by Nick.Darnell Git - Disabling some logging in non-debug builds of the git source control plugin. Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt Fix loc warnings in these files (duplicate loc keys) Change 3151679 on 2016/10/05 by Nick.Darnell Editor - Fixing the build, removing the VREditor module from the dynamically loaded list. Change 3151722 on 2016/10/05 by Gareth.Martin Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration Change 3151816 on 2016/10/05 by Gareth.Martin Fixed more breakage to Landscape caused by Dev-VREditor from main integration [CL 3152072 by Matt Kuhlenschmidt in Main branch]
1865 lines
69 KiB
C++
1865 lines
69 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "AssetToolsPrivatePCH.h"
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#include "ObjectTools.h"
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#include "PackageTools.h"
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#include "AssetRegistryModule.h"
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#include "DesktopPlatformModule.h"
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#include "AssetToolsModule.h"
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#include "MainFrame.h"
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#include "ContentBrowserModule.h"
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#include "ReferencedAssetsUtils.h"
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#include "SPackageReportDialog.h"
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#include "EngineAnalytics.h"
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#include "IAnalyticsProvider.h"
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#include "MessageLog.h"
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#include "UnrealExporter.h"
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#include "SNotificationList.h"
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#include "NotificationManager.h"
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#include "AutomatedAssetImportData.h"
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#define LOCTEXT_NAMESPACE "AssetTools"
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FAssetTools::FAssetTools()
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: AssetRenameManager( MakeShareable(new FAssetRenameManager) )
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, AssetFixUpRedirectors( MakeShareable(new FAssetFixUpRedirectors) )
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, NextUserCategoryBit( EAssetTypeCategories::FirstUser )
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{
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// Register the built-in advanced categories
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_0"), FAdvancedAssetCategory(EAssetTypeCategories::Animation, LOCTEXT("AnimationAssetCategory", "Animation")));
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_1"), FAdvancedAssetCategory(EAssetTypeCategories::Blueprint, LOCTEXT("BlueprintAssetCategory", "Blueprints")));
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_2"), FAdvancedAssetCategory(EAssetTypeCategories::MaterialsAndTextures, LOCTEXT("MaterialAssetCategory", "Materials & Textures")));
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_3"), FAdvancedAssetCategory(EAssetTypeCategories::Sounds, LOCTEXT("SoundAssetCategory", "Sounds")));
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_4"), FAdvancedAssetCategory(EAssetTypeCategories::Physics, LOCTEXT("PhysicsAssetCategory", "Physics")));
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_5"), FAdvancedAssetCategory(EAssetTypeCategories::UI, LOCTEXT("UserInterfaceAssetCategory", "User Interface")));
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_6"), FAdvancedAssetCategory(EAssetTypeCategories::Misc, LOCTEXT("MiscellaneousAssetCategory", "Miscellaneous")));
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_7"), FAdvancedAssetCategory(EAssetTypeCategories::Gameplay, LOCTEXT("GameplayAssetCategory", "Gameplay")));
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AllocatedCategoryBits.Add(TEXT("_BuiltIn_8"), FAdvancedAssetCategory(EAssetTypeCategories::Media, LOCTEXT("MediaAssetCategory", "Media")));
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EAssetTypeCategories::Type BlendablesCategoryBit = RegisterAdvancedAssetCategory(FName(TEXT("Blendables")), LOCTEXT("BlendablesAssetCategory", "Blendables"));
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// Register the built-in asset type actions
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_AnimationAsset) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_AnimBlueprint) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_AnimComposite) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_AnimMontage) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_AnimSequence) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_AimOffset) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_AimOffset1D) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_BlendSpace) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_PoseAsset));
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_BlendSpace1D) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Blueprint) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_CameraAnim) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_CanvasRenderTarget2D) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Curve) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_CurveFloat) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_CurveTable) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_CurveVector) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_CurveLinearColor) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_DataAsset) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_DataTable) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_DestructibleMesh) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_DialogueVoice) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_DialogueWave) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Enum) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Class) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Struct) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SceneImportData));
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Font) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_ForceFeedbackEffect) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SubsurfaceProfile));
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_InstancedFoliageSettings) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_InterpData) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_LandscapeLayer) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_LandscapeGrassType));
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Material(BlendablesCategoryBit)));
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_MaterialFunction) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_MaterialInstanceConstant(BlendablesCategoryBit)) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_MaterialInterface) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_MaterialParameterCollection) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_MorphTarget) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_ObjectLibrary) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_ParticleSystem) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_PhysicalMaterial) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_PhysicsAsset) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_PreviewMeshCollection) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_ProceduralFoliageSpawner) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Redirector) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_ReverbEffect) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Rig) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SkeletalMesh) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Skeleton) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SlateBrush) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SlateWidgetStyle) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SoundAttenuation) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SoundConcurrency));
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SoundBase) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SoundClass) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SoundCue) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SoundMix) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_SoundWave) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_StaticMesh) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Texture) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_Texture2D) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_TextureCube) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_TextureRenderTarget) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_TextureRenderTarget2D) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_TextureRenderTargetCube) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_TextureLightProfile) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_TouchInterface) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_VectorField) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_VectorFieldAnimated) );
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_VectorFieldStatic) );
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// Note: Please don't add any more actions here! They belong in an editor-only module that is more tightly
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// coupled to your new system, and you should not create a dependency on your new system from AssetTools.
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if ( UEditorEngine::IsUsingWorldAssets() )
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{
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RegisterAssetTypeActions( MakeShareable(new FAssetTypeActions_World) );
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}
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}
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FAssetTools::~FAssetTools()
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{
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}
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void FAssetTools::RegisterAssetTypeActions(const TSharedRef<IAssetTypeActions>& NewActions)
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{
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AssetTypeActionsList.Add(NewActions);
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}
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void FAssetTools::UnregisterAssetTypeActions(const TSharedRef<IAssetTypeActions>& ActionsToRemove)
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{
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AssetTypeActionsList.Remove(ActionsToRemove);
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}
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void FAssetTools::GetAssetTypeActionsList( TArray<TWeakPtr<IAssetTypeActions>>& OutAssetTypeActionsList ) const
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{
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for (auto ActionsIt = AssetTypeActionsList.CreateConstIterator(); ActionsIt; ++ActionsIt)
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{
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OutAssetTypeActionsList.Add(*ActionsIt);
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}
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}
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TWeakPtr<IAssetTypeActions> FAssetTools::GetAssetTypeActionsForClass( UClass* Class ) const
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{
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TSharedPtr<IAssetTypeActions> MostDerivedAssetTypeActions;
|
|
|
|
for (int32 TypeActionsIdx = 0; TypeActionsIdx < AssetTypeActionsList.Num(); ++TypeActionsIdx)
|
|
{
|
|
TSharedRef<IAssetTypeActions> TypeActions = AssetTypeActionsList[TypeActionsIdx];
|
|
UClass* SupportedClass = TypeActions->GetSupportedClass();
|
|
|
|
if ( Class->IsChildOf(SupportedClass) )
|
|
{
|
|
if ( !MostDerivedAssetTypeActions.IsValid() || SupportedClass->IsChildOf( MostDerivedAssetTypeActions->GetSupportedClass() ) )
|
|
{
|
|
MostDerivedAssetTypeActions = TypeActions;
|
|
}
|
|
}
|
|
}
|
|
|
|
return MostDerivedAssetTypeActions;
|
|
}
|
|
|
|
EAssetTypeCategories::Type FAssetTools::RegisterAdvancedAssetCategory(FName CategoryKey, FText CategoryDisplayName)
|
|
{
|
|
EAssetTypeCategories::Type Result = FindAdvancedAssetCategory(CategoryKey);
|
|
if (Result == EAssetTypeCategories::Misc)
|
|
{
|
|
if (NextUserCategoryBit != 0)
|
|
{
|
|
// Register the category
|
|
Result = (EAssetTypeCategories::Type)NextUserCategoryBit;
|
|
AllocatedCategoryBits.Add(CategoryKey, FAdvancedAssetCategory(Result, CategoryDisplayName));
|
|
|
|
// Advance to the next bit, or store that we're out
|
|
if (NextUserCategoryBit == EAssetTypeCategories::LastUser)
|
|
{
|
|
NextUserCategoryBit = 0;
|
|
}
|
|
else
|
|
{
|
|
NextUserCategoryBit = NextUserCategoryBit << 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogAssetTools, Warning, TEXT("RegisterAssetTypeCategory(\"%s\", \"%s\") failed as all user bits have been exhausted (placing into the Misc category instead)"), *CategoryKey.ToString(), *CategoryDisplayName.ToString());
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
EAssetTypeCategories::Type FAssetTools::FindAdvancedAssetCategory(FName CategoryKey) const
|
|
{
|
|
if (const FAdvancedAssetCategory* ExistingCategory = AllocatedCategoryBits.Find(CategoryKey))
|
|
{
|
|
return ExistingCategory->CategoryType;
|
|
}
|
|
else
|
|
{
|
|
return EAssetTypeCategories::Misc;
|
|
}
|
|
}
|
|
|
|
void FAssetTools::GetAllAdvancedAssetCategories(TArray<FAdvancedAssetCategory>& OutCategoryList) const
|
|
{
|
|
AllocatedCategoryBits.GenerateValueArray(OutCategoryList);
|
|
}
|
|
|
|
void FAssetTools::RegisterClassTypeActions(const TSharedRef<IClassTypeActions>& NewActions)
|
|
{
|
|
ClassTypeActionsList.Add(NewActions);
|
|
}
|
|
|
|
void FAssetTools::UnregisterClassTypeActions(const TSharedRef<IClassTypeActions>& ActionsToRemove)
|
|
{
|
|
ClassTypeActionsList.Remove(ActionsToRemove);
|
|
}
|
|
|
|
void FAssetTools::GetClassTypeActionsList( TArray<TWeakPtr<IClassTypeActions>>& OutClassTypeActionsList ) const
|
|
{
|
|
for (auto ActionsIt = ClassTypeActionsList.CreateConstIterator(); ActionsIt; ++ActionsIt)
|
|
{
|
|
OutClassTypeActionsList.Add(*ActionsIt);
|
|
}
|
|
}
|
|
|
|
TWeakPtr<IClassTypeActions> FAssetTools::GetClassTypeActionsForClass( UClass* Class ) const
|
|
{
|
|
TSharedPtr<IClassTypeActions> MostDerivedClassTypeActions;
|
|
|
|
for (int32 TypeActionsIdx = 0; TypeActionsIdx < ClassTypeActionsList.Num(); ++TypeActionsIdx)
|
|
{
|
|
TSharedRef<IClassTypeActions> TypeActions = ClassTypeActionsList[TypeActionsIdx];
|
|
UClass* SupportedClass = TypeActions->GetSupportedClass();
|
|
|
|
if ( Class->IsChildOf(SupportedClass) )
|
|
{
|
|
if ( !MostDerivedClassTypeActions.IsValid() || SupportedClass->IsChildOf( MostDerivedClassTypeActions->GetSupportedClass() ) )
|
|
{
|
|
MostDerivedClassTypeActions = TypeActions;
|
|
}
|
|
}
|
|
}
|
|
|
|
return MostDerivedClassTypeActions;
|
|
}
|
|
|
|
bool FAssetTools::GetAssetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder, bool bIncludeHeading )
|
|
{
|
|
bool bAddedActions = false;
|
|
|
|
if ( InObjects.Num() )
|
|
{
|
|
// Find the most derived common class for all passed in Objects
|
|
UClass* CommonClass = InObjects[0]->GetClass();
|
|
for (int32 ObjIdx = 1; ObjIdx < InObjects.Num(); ++ObjIdx)
|
|
{
|
|
while (!InObjects[ObjIdx]->IsA(CommonClass))
|
|
{
|
|
CommonClass = CommonClass->GetSuperClass();
|
|
}
|
|
}
|
|
|
|
// Get the nearest common asset type for all the selected objects
|
|
TSharedPtr<IAssetTypeActions> CommonAssetTypeActions = GetAssetTypeActionsForClass(CommonClass).Pin();
|
|
|
|
// If we found a common type actions object, get actions from it
|
|
if ( CommonAssetTypeActions.IsValid() && CommonAssetTypeActions->HasActions(InObjects) )
|
|
{
|
|
if ( bIncludeHeading )
|
|
{
|
|
MenuBuilder.BeginSection("GetAssetActions", FText::Format( LOCTEXT("AssetSpecificOptionsMenuHeading", "{0} Actions"), CommonAssetTypeActions->GetName() ) );
|
|
}
|
|
|
|
// Get the actions
|
|
CommonAssetTypeActions->GetActions(InObjects, MenuBuilder);
|
|
|
|
if ( bIncludeHeading )
|
|
{
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
bAddedActions = true;
|
|
}
|
|
}
|
|
|
|
return bAddedActions;
|
|
}
|
|
|
|
struct FRootedOnScope
|
|
{
|
|
UObject* Obj;
|
|
|
|
FRootedOnScope(UObject* InObj) : Obj(nullptr)
|
|
{
|
|
if (InObj && !InObj->IsRooted())
|
|
{
|
|
Obj = InObj;
|
|
Obj->AddToRoot();
|
|
}
|
|
}
|
|
|
|
~FRootedOnScope()
|
|
{
|
|
if (Obj)
|
|
{
|
|
Obj->RemoveFromRoot();
|
|
}
|
|
}
|
|
};
|
|
|
|
UObject* FAssetTools::CreateAsset(const FString& AssetName, const FString& PackagePath, UClass* AssetClass, UFactory* Factory, FName CallingContext)
|
|
{
|
|
FRootedOnScope DontGCFactory(Factory);
|
|
|
|
// Verify the factory class
|
|
if ( !ensure(AssetClass || Factory) )
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("MustSupplyClassOrFactory", "The new asset wasn't created due to a problem finding the appropriate factory or class for the new asset.") );
|
|
return nullptr;
|
|
}
|
|
|
|
if ( AssetClass && Factory && !ensure(AssetClass->IsChildOf(Factory->GetSupportedClass())) )
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("InvalidFactory", "The new asset wasn't created because the supplied factory does not support the supplied class.") );
|
|
return nullptr;
|
|
}
|
|
|
|
const FString PackageName = PackagePath + TEXT("/") + AssetName;
|
|
|
|
// Make sure we can create the asset without conflicts
|
|
if ( !CanCreateAsset(AssetName, PackageName, LOCTEXT("CreateANewObject", "Create a new object")) )
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
UClass* ClassToUse = AssetClass ? AssetClass : (Factory ? Factory->GetSupportedClass() : nullptr);
|
|
|
|
UPackage* Pkg = CreatePackage(nullptr,*PackageName);
|
|
UObject* NewObj = nullptr;
|
|
EObjectFlags Flags = RF_Public|RF_Standalone;
|
|
if ( Factory )
|
|
{
|
|
NewObj = Factory->FactoryCreateNew(ClassToUse, Pkg, FName( *AssetName ), Flags, nullptr, GWarn, CallingContext);
|
|
}
|
|
else if ( AssetClass )
|
|
{
|
|
NewObj = NewObject<UObject>(Pkg, ClassToUse, FName(*AssetName), Flags);
|
|
}
|
|
|
|
if( NewObj )
|
|
{
|
|
// Notify the asset registry
|
|
FAssetRegistryModule::AssetCreated(NewObj);
|
|
|
|
// analytics create record
|
|
FAssetTools::OnNewCreateRecord(AssetClass, false);
|
|
|
|
// Mark the package dirty...
|
|
Pkg->MarkPackageDirty();
|
|
}
|
|
|
|
return NewObj;
|
|
}
|
|
|
|
UObject* FAssetTools::CreateAsset(UClass* AssetClass, UFactory* Factory, FName CallingContext)
|
|
{
|
|
if (Factory != nullptr)
|
|
{
|
|
// Determine the starting path. Try to use the most recently used directory
|
|
FString AssetPath;
|
|
|
|
const FString DefaultFilesystemDirectory = FEditorDirectories::Get().GetLastDirectory(ELastDirectory::NEW_ASSET);
|
|
if (DefaultFilesystemDirectory.IsEmpty() || !FPackageName::TryConvertFilenameToLongPackageName(DefaultFilesystemDirectory, AssetPath))
|
|
{
|
|
// No saved path, just use the game content root
|
|
AssetPath = TEXT("/Game");
|
|
}
|
|
|
|
FString PackageName;
|
|
FString AssetName;
|
|
CreateUniqueAssetName(AssetPath / Factory->GetDefaultNewAssetName(), TEXT(""), PackageName, AssetName);
|
|
|
|
return CreateAssetWithDialog(AssetName, AssetPath, AssetClass, Factory, CallingContext);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
|
|
UObject* FAssetTools::CreateAssetWithDialog(const FString& AssetName, const FString& PackagePath, UClass* AssetClass, UFactory* Factory, FName CallingContext)
|
|
{
|
|
FSaveAssetDialogConfig SaveAssetDialogConfig;
|
|
SaveAssetDialogConfig.DialogTitleOverride = LOCTEXT("SaveAssetDialogTitle", "Save Asset As");
|
|
SaveAssetDialogConfig.DefaultPath = PackagePath;
|
|
SaveAssetDialogConfig.DefaultAssetName = AssetName;
|
|
SaveAssetDialogConfig.ExistingAssetPolicy = ESaveAssetDialogExistingAssetPolicy::AllowButWarn;
|
|
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
|
|
FString SaveObjectPath = ContentBrowserModule.Get().CreateModalSaveAssetDialog(SaveAssetDialogConfig);
|
|
if (!SaveObjectPath.IsEmpty())
|
|
{
|
|
FEditorDelegates::OnConfigureNewAssetProperties.Broadcast(Factory);
|
|
if (Factory->ConfigureProperties())
|
|
{
|
|
const FString SavePackageName = FPackageName::ObjectPathToPackageName(SaveObjectPath);
|
|
const FString SavePackagePath = FPaths::GetPath(SavePackageName);
|
|
const FString SaveAssetName = FPaths::GetBaseFilename(SavePackageName);
|
|
FEditorDirectories::Get().SetLastDirectory(ELastDirectory::NEW_ASSET, PackagePath);
|
|
|
|
return CreateAsset(SaveAssetName, SavePackagePath, AssetClass, Factory, CallingContext);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
UObject* FAssetTools::DuplicateAssetWithDialog(const FString& AssetName, const FString& PackagePath, UObject* OriginalObject)
|
|
{
|
|
FSaveAssetDialogConfig SaveAssetDialogConfig;
|
|
SaveAssetDialogConfig.DialogTitleOverride = LOCTEXT("DuplicateAssetDialogTitle", "Duplicate Asset As");
|
|
SaveAssetDialogConfig.DefaultPath = PackagePath;
|
|
SaveAssetDialogConfig.DefaultAssetName = AssetName;
|
|
SaveAssetDialogConfig.ExistingAssetPolicy = ESaveAssetDialogExistingAssetPolicy::AllowButWarn;
|
|
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
|
|
FString SaveObjectPath = ContentBrowserModule.Get().CreateModalSaveAssetDialog(SaveAssetDialogConfig);
|
|
if (!SaveObjectPath.IsEmpty())
|
|
{
|
|
const FString SavePackageName = FPackageName::ObjectPathToPackageName(SaveObjectPath);
|
|
const FString SavePackagePath = FPaths::GetPath(SavePackageName);
|
|
const FString SaveAssetName = FPaths::GetBaseFilename(SavePackageName);
|
|
FEditorDirectories::Get().SetLastDirectory(ELastDirectory::NEW_ASSET, PackagePath);
|
|
|
|
return DuplicateAsset(SaveAssetName, SavePackagePath, OriginalObject);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
UObject* FAssetTools::DuplicateAsset(const FString& AssetName, const FString& PackagePath, UObject* OriginalObject)
|
|
{
|
|
// Verify the source object
|
|
if ( !OriginalObject )
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("InvalidSourceObject", "The new asset wasn't created due to a problem finding the object to duplicate.") );
|
|
return nullptr;
|
|
}
|
|
|
|
const FString PackageName = PackagePath + TEXT("/") + AssetName;
|
|
|
|
// Make sure we can create the asset without conflicts
|
|
if ( !CanCreateAsset(AssetName, PackageName, LOCTEXT("DuplicateAnObject", "Duplicate an object")) )
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
ObjectTools::FPackageGroupName PGN;
|
|
PGN.PackageName = PackageName;
|
|
PGN.GroupName = TEXT("");
|
|
PGN.ObjectName = AssetName;
|
|
|
|
TSet<UPackage*> ObjectsUserRefusedToFullyLoad;
|
|
UObject* NewObject = ObjectTools::DuplicateSingleObject(OriginalObject, PGN, ObjectsUserRefusedToFullyLoad);
|
|
if(NewObject != nullptr)
|
|
{
|
|
if ( ISourceControlModule::Get().IsEnabled() )
|
|
{
|
|
// Save package here if SCC is enabled because the user can use SCC to revert a change
|
|
TArray<UPackage*> OutermostPackagesToSave;
|
|
OutermostPackagesToSave.Add(NewObject->GetOutermost());
|
|
|
|
const bool bCheckDirty = false;
|
|
const bool bPromptToSave = false;
|
|
FEditorFileUtils::PromptForCheckoutAndSave(OutermostPackagesToSave, bCheckDirty, bPromptToSave);
|
|
|
|
// now attempt to branch, we can do this now as we should have a file on disk
|
|
SourceControlHelpers::BranchPackage(NewObject->GetOutermost(), OriginalObject->GetOutermost());
|
|
}
|
|
|
|
// analytics create record
|
|
FAssetTools::OnNewCreateRecord(NewObject->GetClass(), true);
|
|
}
|
|
|
|
return NewObject;
|
|
}
|
|
|
|
void FAssetTools::RenameAssets(const TArray<FAssetRenameData>& AssetsAndNames) const
|
|
{
|
|
AssetRenameManager->RenameAssets(AssetsAndNames);
|
|
}
|
|
|
|
TArray<UObject*> FAssetTools::ImportAssets(const FString& DestinationPath)
|
|
{
|
|
TArray<UObject*> ReturnObjects;
|
|
FString FileTypes, AllExtensions;
|
|
TArray<UFactory*> Factories;
|
|
|
|
// Get the list of valid factories
|
|
for( TObjectIterator<UClass> It ; It ; ++It )
|
|
{
|
|
UClass* CurrentClass = (*It);
|
|
|
|
if( CurrentClass->IsChildOf(UFactory::StaticClass()) && !(CurrentClass->HasAnyClassFlags(CLASS_Abstract)) )
|
|
{
|
|
UFactory* Factory = Cast<UFactory>( CurrentClass->GetDefaultObject() );
|
|
if( Factory->bEditorImport )
|
|
{
|
|
Factories.Add( Factory );
|
|
}
|
|
}
|
|
}
|
|
|
|
TMultiMap<uint32, UFactory*> FilterIndexToFactory;
|
|
|
|
// Generate the file types and extensions represented by the selected factories
|
|
ObjectTools::GenerateFactoryFileExtensions( Factories, FileTypes, AllExtensions, FilterIndexToFactory );
|
|
|
|
FileTypes = FString::Printf(TEXT("All Files (%s)|%s|%s"),*AllExtensions,*AllExtensions,*FileTypes);
|
|
|
|
// Prompt the user for the filenames
|
|
TArray<FString> OpenFilenames;
|
|
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
|
|
bool bOpened = false;
|
|
int32 FilterIndex = -1;
|
|
|
|
if ( DesktopPlatform )
|
|
{
|
|
const void* ParentWindowWindowHandle = FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr);
|
|
|
|
bOpened = DesktopPlatform->OpenFileDialog(
|
|
ParentWindowWindowHandle,
|
|
LOCTEXT("ImportDialogTitle", "Import").ToString(),
|
|
FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_IMPORT),
|
|
TEXT(""),
|
|
FileTypes,
|
|
EFileDialogFlags::Multiple,
|
|
OpenFilenames,
|
|
FilterIndex
|
|
);
|
|
}
|
|
|
|
if ( bOpened )
|
|
{
|
|
if ( OpenFilenames.Num() > 0 )
|
|
{
|
|
UFactory* ChosenFactory = nullptr;
|
|
if (FilterIndex > 0)
|
|
{
|
|
ChosenFactory = *FilterIndexToFactory.Find(FilterIndex);
|
|
}
|
|
|
|
|
|
FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_IMPORT, OpenFilenames[0]);
|
|
ReturnObjects = ImportAssets(OpenFilenames, DestinationPath, ChosenFactory);
|
|
}
|
|
}
|
|
|
|
return ReturnObjects;
|
|
}
|
|
|
|
TArray<UObject*> FAssetTools::ImportAssetsAutomated(const UAutomatedAssetImportData& ImportData) const
|
|
{
|
|
FAssetImportParams Params;
|
|
|
|
Params.bAutomated = true;
|
|
Params.bForceOverrideExisting = ImportData.bReplaceExisting;
|
|
Params.bSyncToBrowser = false;
|
|
Params.SpecifiedFactory = ImportData.Factory;
|
|
Params.ImportData = &ImportData;
|
|
|
|
return ImportAssetsInternal(ImportData.Filenames, ImportData.DestinationPath, Params);
|
|
}
|
|
|
|
void FAssetTools::ExpandDirectories(const TArray<FString>& Files, const FString& DestinationPath, TArray<TPair<FString, FString>>& FilesAndDestinations) const
|
|
{
|
|
// Iterate through all files in the list, if any folders are found, recurse and expand them.
|
|
for ( int32 FileIdx = 0; FileIdx < Files.Num(); ++FileIdx )
|
|
{
|
|
const FString& Filename = Files[FileIdx];
|
|
|
|
// If the file being imported is a directory, just include all sub-files and skip the directory.
|
|
if ( IFileManager::Get().DirectoryExists(*Filename) )
|
|
{
|
|
FString FolderName = FPaths::GetCleanFilename(Filename);
|
|
|
|
// Get all files & folders in the folder.
|
|
FString SearchPath = Filename / FString(TEXT("*"));
|
|
TArray<FString> SubFiles;
|
|
IFileManager::Get().FindFiles(SubFiles, *SearchPath, true, true);
|
|
|
|
// FindFiles just returns file and directory names, so we need to tack on the root path to get the full path.
|
|
TArray<FString> FullPathItems;
|
|
for ( FString& SubFile : SubFiles )
|
|
{
|
|
FullPathItems.Add(Filename / SubFile);
|
|
}
|
|
|
|
// Expand any sub directories found.
|
|
FString NewSubDestination = DestinationPath / FolderName;
|
|
ExpandDirectories(FullPathItems, NewSubDestination, FilesAndDestinations);
|
|
}
|
|
else
|
|
{
|
|
// Add any files and their destination path.
|
|
FilesAndDestinations.Add(TPairInitializer<FString, FString>(Filename, DestinationPath));
|
|
}
|
|
}
|
|
}
|
|
|
|
TArray<UObject*> FAssetTools::ImportAssets(const TArray<FString>& Files, const FString& RootDestinationPath, UFactory* SpecifiedFactory, bool bSyncToBrowser) const
|
|
{
|
|
const bool bForceOverrideExisting = false;
|
|
|
|
FAssetImportParams Params;
|
|
|
|
Params.bAutomated = false;
|
|
Params.bForceOverrideExisting = false;
|
|
Params.bSyncToBrowser = bSyncToBrowser;
|
|
Params.SpecifiedFactory = SpecifiedFactory;
|
|
|
|
return ImportAssetsInternal(Files, RootDestinationPath, Params);
|
|
}
|
|
|
|
void FAssetTools::CreateUniqueAssetName(const FString& InBasePackageName, const FString& InSuffix, FString& OutPackageName, FString& OutAssetName) const
|
|
{
|
|
const FString SanitizedBasePackageName = PackageTools::SanitizePackageName(InBasePackageName);
|
|
|
|
const FString PackagePath = FPackageName::GetLongPackagePath(SanitizedBasePackageName);
|
|
const FString BaseAssetNameWithSuffix = FPackageName::GetLongPackageAssetName(SanitizedBasePackageName) + InSuffix;
|
|
const FString SanitizedBaseAssetName = ObjectTools::SanitizeObjectName(BaseAssetNameWithSuffix);
|
|
|
|
int32 IntSuffix = 1;
|
|
bool bObjectExists = false;
|
|
|
|
int32 CharIndex = SanitizedBaseAssetName.Len() - 1;
|
|
while (CharIndex >= 0 && SanitizedBaseAssetName[CharIndex] >= TEXT('0') && SanitizedBaseAssetName[CharIndex] <= TEXT('9'))
|
|
{
|
|
--CharIndex;
|
|
}
|
|
FString TrailingInteger;
|
|
FString TrimmedBaseAssetName = SanitizedBaseAssetName;
|
|
if (SanitizedBaseAssetName.Len() > 0 && CharIndex == -1)
|
|
{
|
|
// This is the all numeric name, in this case we'd like to append _number, because just adding a number isn't great
|
|
TrimmedBaseAssetName += TEXT("_");
|
|
IntSuffix = 2;
|
|
}
|
|
if (CharIndex >= 0 && CharIndex < SanitizedBaseAssetName.Len() - 1)
|
|
{
|
|
TrailingInteger = SanitizedBaseAssetName.RightChop(CharIndex + 1);
|
|
TrimmedBaseAssetName = SanitizedBaseAssetName.Left(CharIndex + 1);
|
|
IntSuffix = FCString::Atoi(*TrailingInteger);
|
|
}
|
|
|
|
FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
|
|
|
|
do
|
|
{
|
|
bObjectExists = false;
|
|
if ( IntSuffix <= 1 )
|
|
{
|
|
OutAssetName = SanitizedBaseAssetName;
|
|
}
|
|
else
|
|
{
|
|
FString Suffix = FString::Printf(TEXT("%d"), IntSuffix);
|
|
while (Suffix.Len() < TrailingInteger.Len())
|
|
{
|
|
Suffix = TEXT("0") + Suffix;
|
|
}
|
|
OutAssetName = FString::Printf(TEXT("%s%s"), *TrimmedBaseAssetName, *Suffix);
|
|
}
|
|
|
|
OutPackageName = PackagePath + TEXT("/") + OutAssetName;
|
|
FString ObjectPath = OutPackageName + TEXT(".") + OutAssetName;
|
|
|
|
// Use the asset registry if possible to find existing assets without loading them
|
|
if ( !AssetRegistryModule.Get().IsLoadingAssets() )
|
|
{
|
|
FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(*ObjectPath);
|
|
if(AssetData.IsValid())
|
|
{
|
|
bObjectExists = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bObjectExists = LoadObject<UObject>(nullptr, *ObjectPath, nullptr, LOAD_NoWarn | LOAD_NoRedirects) != nullptr;
|
|
}
|
|
IntSuffix++;
|
|
}
|
|
while (bObjectExists != false);
|
|
}
|
|
|
|
bool FAssetTools::AssetUsesGenericThumbnail( const FAssetData& AssetData ) const
|
|
{
|
|
if ( !AssetData.IsValid() )
|
|
{
|
|
// Invalid asset, assume it does not use a shared thumbnail
|
|
return false;
|
|
}
|
|
|
|
if( AssetData.IsAssetLoaded() )
|
|
{
|
|
// Loaded asset, see if there is a rendering info for it
|
|
UObject* Asset = AssetData.GetAsset();
|
|
FThumbnailRenderingInfo* RenderInfo = GUnrealEd->GetThumbnailManager()->GetRenderingInfo( Asset );
|
|
return !RenderInfo || !RenderInfo->Renderer;
|
|
}
|
|
|
|
if ( AssetData.AssetClass == UBlueprint::StaticClass()->GetFName() )
|
|
{
|
|
// Unloaded blueprint asset
|
|
// It would be more correct here to find the rendering info for the generated class,
|
|
// but instead we are simply seeing if there is a thumbnail saved on disk for this asset
|
|
FString PackageFilename;
|
|
if ( FPackageName::DoesPackageExist(AssetData.PackageName.ToString(), nullptr, &PackageFilename) )
|
|
{
|
|
TSet<FName> ObjectFullNames;
|
|
FThumbnailMap ThumbnailMap;
|
|
|
|
FName ObjectFullName = FName(*AssetData.GetFullName());
|
|
ObjectFullNames.Add(ObjectFullName);
|
|
|
|
ThumbnailTools::LoadThumbnailsFromPackage(PackageFilename, ObjectFullNames, ThumbnailMap);
|
|
|
|
FObjectThumbnail* ThumbnailPtr = ThumbnailMap.Find(ObjectFullName);
|
|
if (ThumbnailPtr)
|
|
{
|
|
return (*ThumbnailPtr).IsEmpty();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Unloaded non-blueprint asset. See if the class has a rendering info.
|
|
UClass* Class = FindObject<UClass>(ANY_PACKAGE, *AssetData.AssetClass.ToString());
|
|
|
|
UObject* ClassCDO = nullptr;
|
|
if (Class != nullptr)
|
|
{
|
|
ClassCDO = Class->GetDefaultObject();
|
|
}
|
|
|
|
// Get the rendering info for this object
|
|
FThumbnailRenderingInfo* RenderInfo = nullptr;
|
|
if (ClassCDO != nullptr)
|
|
{
|
|
RenderInfo = GUnrealEd->GetThumbnailManager()->GetRenderingInfo( ClassCDO );
|
|
}
|
|
|
|
return !RenderInfo || !RenderInfo->Renderer;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FAssetTools::DiffAgainstDepot( UObject* InObject, const FString& InPackagePath, const FString& InPackageName ) const
|
|
{
|
|
check( InObject );
|
|
|
|
// Make sure our history is up to date
|
|
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
|
|
TSharedRef<FUpdateStatus, ESPMode::ThreadSafe> UpdateStatusOperation = ISourceControlOperation::Create<FUpdateStatus>();
|
|
UpdateStatusOperation->SetUpdateHistory(true);
|
|
SourceControlProvider.Execute(UpdateStatusOperation, SourceControlHelpers::PackageFilename(InPackagePath));
|
|
|
|
// Get the SCC state
|
|
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(SourceControlHelpers::PackageFilename(InPackagePath), EStateCacheUsage::Use);
|
|
|
|
// If we have an asset and its in SCC..
|
|
if( SourceControlState.IsValid() && InObject != nullptr && SourceControlState->IsSourceControlled() )
|
|
{
|
|
// Get the file name of package
|
|
FString RelativeFileName;
|
|
if(FPackageName::DoesPackageExist(InPackagePath, nullptr, &RelativeFileName))
|
|
{
|
|
if(SourceControlState->GetHistorySize() > 0)
|
|
{
|
|
TSharedPtr<ISourceControlRevision, ESPMode::ThreadSafe> Revision = SourceControlState->GetHistoryItem(0);
|
|
check(Revision.IsValid());
|
|
|
|
// Get the head revision of this package from source control
|
|
FString AbsoluteFileName = FPaths::ConvertRelativePathToFull(RelativeFileName);
|
|
FString TempFileName;
|
|
if(Revision->Get(TempFileName))
|
|
{
|
|
// Forcibly disable compile on load in case we are loading old blueprints that might try to update/compile
|
|
TGuardValue<bool> DisableCompileOnLoad(GForceDisableBlueprintCompileOnLoad, true);
|
|
|
|
// Try and load that package
|
|
UPackage* TempPackage = LoadPackage(nullptr, *TempFileName, LOAD_ForDiff);
|
|
if(TempPackage != nullptr)
|
|
{
|
|
// Grab the old asset from that old package
|
|
UObject* OldObject = FindObject<UObject>(TempPackage, *InPackageName);
|
|
if(OldObject != nullptr)
|
|
{
|
|
/* Set the revision information*/
|
|
FRevisionInfo OldRevision;
|
|
OldRevision.Changelist = Revision->GetCheckInIdentifier();
|
|
OldRevision.Date = Revision->GetDate();
|
|
OldRevision.Revision = Revision->GetRevision();
|
|
|
|
FRevisionInfo NewRevision;
|
|
NewRevision.Revision = TEXT("");
|
|
DiffAssets(OldObject, InObject, OldRevision, NewRevision);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAssetTools::DiffAssets(UObject* OldAsset, UObject* NewAsset, const struct FRevisionInfo& OldRevision, const struct FRevisionInfo& NewRevision) const
|
|
{
|
|
if(OldAsset == nullptr || NewAsset == nullptr)
|
|
{
|
|
UE_LOG(LogAssetTools, Warning, TEXT("DiffAssets: One of the supplied assets was nullptr."));
|
|
return;
|
|
}
|
|
|
|
// Get class of both assets
|
|
UClass* OldClass = OldAsset->GetClass();
|
|
UClass* NewClass = NewAsset->GetClass();
|
|
// If same class..
|
|
if(OldClass == NewClass)
|
|
{
|
|
// Get class-specific actions
|
|
TWeakPtr<IAssetTypeActions> Actions = GetAssetTypeActionsForClass( NewClass );
|
|
if(Actions.IsValid())
|
|
{
|
|
// And use that to perform the Diff
|
|
Actions.Pin()->PerformAssetDiff(OldAsset, NewAsset, OldRevision, NewRevision);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogAssetTools, Warning, TEXT("DiffAssets: Classes were not the same."));
|
|
}
|
|
}
|
|
|
|
FString FAssetTools::DumpAssetToTempFile(UObject* Asset) const
|
|
{
|
|
check(Asset);
|
|
|
|
// Clear the mark state for saving.
|
|
UnMarkAllObjects(EObjectMark(OBJECTMARK_TagExp | OBJECTMARK_TagImp));
|
|
|
|
FStringOutputDevice Archive;
|
|
const FExportObjectInnerContext Context;
|
|
|
|
// Export asset to archive
|
|
UExporter::ExportToOutputDevice(&Context, Asset, nullptr, Archive, TEXT("copy"), 0, PPF_ExportsNotFullyQualified|PPF_Copy|PPF_Delimited, false, Asset->GetOuter());
|
|
|
|
// Used to generate unique file names during a run
|
|
static int TempFileNum = 0;
|
|
|
|
// Build name for temp text file
|
|
FString RelTempFileName = FString::Printf(TEXT("%sText%s-%d.txt"), *FPaths::DiffDir(), *Asset->GetName(), TempFileNum++);
|
|
FString AbsoluteTempFileName = FPaths::ConvertRelativePathToFull(RelTempFileName);
|
|
|
|
// Save text into temp file
|
|
if( !FFileHelper::SaveStringToFile( Archive, *AbsoluteTempFileName ) )
|
|
{
|
|
//UE_LOG(LogAssetTools, Warning, TEXT("DiffAssets: Could not write %s"), *AbsoluteTempFileName);
|
|
return TEXT("");
|
|
}
|
|
else
|
|
{
|
|
return AbsoluteTempFileName;
|
|
}
|
|
}
|
|
|
|
FString WrapArgument(const FString& Argument)
|
|
{
|
|
// Wrap the passed in argument so it changes from Argument to "Argument"
|
|
return FString::Printf(TEXT("%s%s%s"), (Argument.StartsWith("\"")) ? TEXT(""): TEXT("\""),
|
|
*Argument,
|
|
(Argument.EndsWith("\"")) ? TEXT(""): TEXT("\""));
|
|
}
|
|
|
|
bool FAssetTools::CreateDiffProcess(const FString& DiffCommand, const FString& OldTextFilename, const FString& NewTextFilename, const FString& DiffArgs) const
|
|
{
|
|
// Construct Arguments
|
|
FString Arguments = FString::Printf( TEXT("%s %s %s"),*WrapArgument(OldTextFilename), *WrapArgument(NewTextFilename), *DiffArgs );
|
|
|
|
bool bTryRunDiff = true;
|
|
FString NewDiffCommand = DiffCommand;
|
|
|
|
while (bTryRunDiff)
|
|
{
|
|
// Fire process
|
|
if (FPlatformProcess::CreateProc(*NewDiffCommand, *Arguments, true, false, false, nullptr, 0, nullptr, nullptr).IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
const FText Message = FText::Format(NSLOCTEXT("AssetTools", "DiffFail", "The currently set diff tool '{0}' could not be run. Would you like to set a new diff tool?"), FText::FromString(DiffCommand));
|
|
EAppReturnType::Type Response = FMessageDialog::Open(EAppMsgType::YesNo, Message);
|
|
if (Response == EAppReturnType::No)
|
|
{
|
|
bTryRunDiff = false;
|
|
}
|
|
else
|
|
{
|
|
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
|
|
check(DesktopPlatform);
|
|
|
|
const FText FileFilterType = NSLOCTEXT("AssetTools", "Executables", "Executables");
|
|
#if PLATFORM_WINDOWS
|
|
const FString FileFilterText = FString::Printf(TEXT("%s (*.exe)|*.exe"), *FileFilterType.ToString());
|
|
#elif PLATFORM_MAC
|
|
const FString FileFilterText = FString::Printf(TEXT("%s (*.app)|*.app"), *FileFilterType.ToString());
|
|
#else
|
|
const FString FileFilterText = FString::Printf(TEXT("%s"), *FileFilterType.ToString());
|
|
#endif
|
|
|
|
TArray<FString> OutFiles;
|
|
if (DesktopPlatform->OpenFileDialog(
|
|
nullptr,
|
|
NSLOCTEXT("AssetTools", "ChooseDiffTool", "Choose Diff Tool").ToString(),
|
|
TEXT(""),
|
|
TEXT(""),
|
|
FileFilterText,
|
|
EFileDialogFlags::None,
|
|
OutFiles))
|
|
{
|
|
UEditorLoadingSavingSettings& Settings = *GetMutableDefault<UEditorLoadingSavingSettings>();
|
|
Settings.TextDiffToolPath.FilePath = OutFiles[0];
|
|
Settings.SaveConfig();
|
|
NewDiffCommand = OutFiles[0];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FAssetTools::MigratePackages(const TArray<FName>& PackageNamesToMigrate) const
|
|
{
|
|
// Packages must be saved for the migration to work
|
|
const bool bPromptUserToSave = true;
|
|
const bool bSaveMapPackages = true;
|
|
const bool bSaveContentPackages = true;
|
|
if ( FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages ) )
|
|
{
|
|
FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
|
|
if ( AssetRegistryModule.Get().IsLoadingAssets() )
|
|
{
|
|
// Open a dialog asking the user to wait while assets are being discovered
|
|
SDiscoveringAssetsDialog::OpenDiscoveringAssetsDialog(
|
|
SDiscoveringAssetsDialog::FOnAssetsDiscovered::CreateRaw(this, &FAssetTools::PerformMigratePackages, PackageNamesToMigrate)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// Assets are already discovered, perform the migration now
|
|
PerformMigratePackages(PackageNamesToMigrate);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAssetTools::OnNewImportRecord(UClass* AssetType, const FString& FileExtension, bool bSucceeded, bool bWasCancelled, const FDateTime& StartTime)
|
|
{
|
|
// Don't attempt to report usage stats if analytics isn't available
|
|
if(AssetType != nullptr && FEngineAnalytics::IsAvailable())
|
|
{
|
|
TArray<FAnalyticsEventAttribute> Attribs;
|
|
Attribs.Add(FAnalyticsEventAttribute(TEXT("AssetType"), AssetType->GetName()));
|
|
Attribs.Add(FAnalyticsEventAttribute(TEXT("FileExtension"), FileExtension));
|
|
Attribs.Add(FAnalyticsEventAttribute(TEXT("Outcome"), bSucceeded ? TEXT("Success") : (bWasCancelled ? TEXT("Cancelled") : TEXT("Failed"))));
|
|
FTimespan TimeTaken = FDateTime::UtcNow() - StartTime;
|
|
Attribs.Add(FAnalyticsEventAttribute(TEXT("TimeTaken.Seconds"), (float)TimeTaken.GetTotalSeconds()));
|
|
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.ImportAsset"), Attribs);
|
|
}
|
|
}
|
|
|
|
void FAssetTools::OnNewCreateRecord(UClass* AssetType, bool bDuplicated)
|
|
{
|
|
// Don't attempt to report usage stats if analytics isn't available
|
|
if(AssetType != nullptr && FEngineAnalytics::IsAvailable())
|
|
{
|
|
TArray<FAnalyticsEventAttribute> Attribs;
|
|
Attribs.Add(FAnalyticsEventAttribute(TEXT("AssetType"), AssetType->GetName()));
|
|
Attribs.Add(FAnalyticsEventAttribute(TEXT("Duplicated"), bDuplicated? TEXT("Yes") : TEXT("No")));
|
|
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.CreateAsset"), Attribs);
|
|
}
|
|
}
|
|
|
|
TArray<UObject*> FAssetTools::ImportAssetsInternal(const TArray<FString>& Files, const FString& RootDestinationPath, const FAssetImportParams& Params) const
|
|
{
|
|
UFactory* SpecifiedFactory = Params.SpecifiedFactory;
|
|
const bool bForceOverrideExisting = Params.bForceOverrideExisting;
|
|
const bool bSyncToBrowser = Params.bSyncToBrowser;
|
|
const bool bAutomatedImport = Params.bAutomated || GIsAutomationTesting;
|
|
|
|
TArray<UObject*> ReturnObjects;
|
|
TMap< FString, TArray<UFactory*> > ExtensionToFactoriesMap;
|
|
|
|
FScopedSlowTask SlowTask(Files.Num() + 3, LOCTEXT("ImportSlowTask", "Importing"));
|
|
SlowTask.MakeDialog();
|
|
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
|
|
TArray<TPair<FString, FString>> FilesAndDestinations;
|
|
ExpandDirectories(Files, RootDestinationPath, FilesAndDestinations);
|
|
|
|
SlowTask.EnterProgressFrame(1, LOCTEXT("Import_DeterminingImportTypes", "Determining asset types"));
|
|
|
|
|
|
if(SpecifiedFactory == nullptr)
|
|
{
|
|
// First instantiate one factory for each file extension encountered that supports the extension
|
|
// @todo import: gmp: show dialog in case of multiple matching factories
|
|
for(TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
|
|
{
|
|
if(!(*ClassIt)->IsChildOf(UFactory::StaticClass()) || ((*ClassIt)->HasAnyClassFlags(CLASS_Abstract)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
UFactory* Factory = Cast<UFactory>((*ClassIt)->GetDefaultObject());
|
|
|
|
if(!Factory->bEditorImport)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
TArray<FString> FactoryExtensions;
|
|
Factory->GetSupportedFileExtensions(FactoryExtensions);
|
|
|
|
for(auto& FileDest : FilesAndDestinations)
|
|
{
|
|
const FString FileExtension = FPaths::GetExtension(FileDest.Key);
|
|
|
|
// Case insensitive string compare with supported formats of this factory
|
|
if(FactoryExtensions.Contains(FileExtension))
|
|
{
|
|
TArray<UFactory*>& ExistingFactories = ExtensionToFactoriesMap.FindOrAdd(FileExtension);
|
|
|
|
// Do not remap extensions, just reuse the existing UFactory.
|
|
// There may be multiple UFactories, so we will keep track of all of them
|
|
bool bFactoryAlreadyInMap = false;
|
|
for(auto FoundFactoryIt = ExistingFactories.CreateConstIterator(); FoundFactoryIt; ++FoundFactoryIt)
|
|
{
|
|
if((*FoundFactoryIt)->GetClass() == Factory->GetClass())
|
|
{
|
|
bFactoryAlreadyInMap = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!bFactoryAlreadyInMap)
|
|
{
|
|
// We found a factory for this file, it can be imported!
|
|
// Create a new factory of the same class and make sure it doesn't get GCed.
|
|
// The object will be removed from the root set at the end of this function.
|
|
UFactory* NewFactory = NewObject<UFactory>(GetTransientPackage(), Factory->GetClass());
|
|
if(NewFactory->ConfigureProperties())
|
|
{
|
|
NewFactory->AddToRoot();
|
|
ExistingFactories.Add(NewFactory);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(SpecifiedFactory->bEditorImport && !bAutomatedImport)
|
|
{
|
|
|
|
TArray<FString> FactoryExtensions;
|
|
SpecifiedFactory->GetSupportedFileExtensions(FactoryExtensions);
|
|
|
|
for(auto FileIt = Files.CreateConstIterator(); FileIt; ++FileIt)
|
|
{
|
|
const FString FileExtension = FPaths::GetExtension(*FileIt);
|
|
|
|
// Case insensitive string compare with supported formats of this factory
|
|
if(!FactoryExtensions.Contains(FileExtension))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
TArray<UFactory*>& ExistingFactories = ExtensionToFactoriesMap.FindOrAdd(FileExtension);
|
|
|
|
// Do not remap extensions, just reuse the existing UFactory.
|
|
// There may be multiple UFactories, so we will keep track of all of them
|
|
bool bFactoryAlreadyInMap = false;
|
|
for(auto FoundFactoryIt = ExistingFactories.CreateConstIterator(); FoundFactoryIt; ++FoundFactoryIt)
|
|
{
|
|
if((*FoundFactoryIt)->GetClass() == SpecifiedFactory->GetClass())
|
|
{
|
|
bFactoryAlreadyInMap = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!bFactoryAlreadyInMap)
|
|
{
|
|
// We found a factory for this file, it can be imported!
|
|
// Create a new factory of the same class and make sure it doesnt get GCed.
|
|
// The object will be removed from the root set at the end of this function.
|
|
UFactory* NewFactory = NewObject<UFactory>(GetTransientPackage(), SpecifiedFactory->GetClass());
|
|
if(NewFactory->ConfigureProperties())
|
|
{
|
|
NewFactory->AddToRoot();
|
|
ExistingFactories.Add(NewFactory);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// We need to sort the factories so that they get tested in priority order
|
|
for(auto& ExtensionToFactories : ExtensionToFactoriesMap)
|
|
{
|
|
ExtensionToFactories.Value.Sort(&UFactory::SortFactoriesByPriority);
|
|
}
|
|
|
|
// Some flags to keep track of what the user decided when asked about overwriting or replacing
|
|
bool bOverwriteAll = false;
|
|
bool bReplaceAll = false;
|
|
bool bDontOverwriteAny = false;
|
|
bool bDontReplaceAny = false;
|
|
|
|
// Now iterate over the input files and use the same factory object for each file with the same extension
|
|
for(int32 FileIdx = 0; FileIdx < FilesAndDestinations.Num(); ++FileIdx)
|
|
{
|
|
const FString& Filename = FilesAndDestinations[FileIdx].Key;
|
|
const FString& DestinationPath = FilesAndDestinations[FileIdx].Value;
|
|
|
|
SlowTask.EnterProgressFrame(1, FText::Format(LOCTEXT("Import_ImportingFile", "Importing \"{0}\"..."), FText::FromString(FPaths::GetBaseFilename(Filename))));
|
|
|
|
FString FileExtension = FPaths::GetExtension(Filename);
|
|
|
|
const TArray<UFactory*>* FactoriesPtr = ExtensionToFactoriesMap.Find(FileExtension);
|
|
UFactory* Factory = nullptr;
|
|
// Assume that for automated import, the user knows exactly what factory to use if it exists
|
|
if(bAutomatedImport && SpecifiedFactory && SpecifiedFactory->FactoryCanImport(Filename))
|
|
{
|
|
Factory = SpecifiedFactory;
|
|
}
|
|
else if(FactoriesPtr)
|
|
{
|
|
const TArray<UFactory*>& Factories = *FactoriesPtr;
|
|
|
|
// Handle the potential of multiple factories being found
|
|
if(Factories.Num() > 0)
|
|
{
|
|
Factory = Factories[0];
|
|
|
|
for(auto FactoryIt = Factories.CreateConstIterator(); FactoryIt; ++FactoryIt)
|
|
{
|
|
UFactory* TestFactory = *FactoryIt;
|
|
if(TestFactory->FactoryCanImport(Filename))
|
|
{
|
|
Factory = TestFactory;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(FEngineAnalytics::IsAvailable())
|
|
{
|
|
TArray<FAnalyticsEventAttribute> Attribs;
|
|
Attribs.Add(FAnalyticsEventAttribute(TEXT("FileExtension"), FileExtension));
|
|
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.ImportFailed"), Attribs);
|
|
}
|
|
|
|
const FText Message = FText::Format(LOCTEXT("ImportFailed_UnknownExtension", "Failed to import '{0}'. Unknown extension '{1}'."), FText::FromString(Filename), FText::FromString(FileExtension));
|
|
FNotificationInfo Info(Message);
|
|
Info.ExpireDuration = 3.0f;
|
|
Info.bUseLargeFont = false;
|
|
Info.bFireAndForget = true;
|
|
Info.bUseSuccessFailIcons = true;
|
|
FSlateNotificationManager::Get().AddNotification(Info)->SetCompletionState(SNotificationItem::CS_Fail);
|
|
|
|
UE_LOG(LogAssetTools, Warning, TEXT("%s"), *Message.ToString());
|
|
}
|
|
|
|
if(Factory != nullptr)
|
|
{
|
|
// Reset the 'Do you want to overwrite the existing object?' Yes to All / No to All prompt, to make sure the
|
|
// user gets a chance to select something
|
|
Factory->ResetState();
|
|
|
|
UClass* ImportAssetType = Factory->SupportedClass;
|
|
bool bImportSucceeded = false;
|
|
bool bImportWasCancelled = false;
|
|
FDateTime ImportStartTime = FDateTime::UtcNow();
|
|
|
|
FString Name = ObjectTools::SanitizeObjectName(FPaths::GetBaseFilename(Filename));
|
|
FString PackageName = DestinationPath + TEXT("/") + Name;
|
|
|
|
// We can not create assets that share the name of a map file in the same location
|
|
if(FEditorFileUtils::IsMapPackageAsset(PackageName))
|
|
{
|
|
const FText Message = FText::Format(LOCTEXT("AssetNameInUseByMap", "You can not create an asset named '{0}' because there is already a map file with this name in this folder."), FText::FromString(Name));
|
|
if(!bAutomatedImport)
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, Message);
|
|
}
|
|
UE_LOG(LogAssetTools, Warning, TEXT("%s"), *Message.ToString());
|
|
OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime);
|
|
continue;
|
|
}
|
|
|
|
UPackage* Pkg = CreatePackage(nullptr, *PackageName);
|
|
if(!ensure(Pkg))
|
|
{
|
|
// Failed to create the package to hold this asset for some reason
|
|
OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime);
|
|
continue;
|
|
}
|
|
|
|
// Make sure the destination package is loaded
|
|
Pkg->FullyLoad();
|
|
|
|
// Check for an existing object
|
|
UObject* ExistingObject = StaticFindObject(UObject::StaticClass(), Pkg, *Name);
|
|
if(ExistingObject != nullptr)
|
|
{
|
|
// If the existing object is one of the imports we've just created we can't replace or overwrite it
|
|
if(ReturnObjects.Contains(ExistingObject))
|
|
{
|
|
if(ImportAssetType == nullptr)
|
|
{
|
|
// The factory probably supports multiple types and cant be determined yet without asking the user or actually loading it
|
|
// We just need to generate an unused name so object should do fine.
|
|
ImportAssetType = UObject::StaticClass();
|
|
}
|
|
// generate a unique name for this import
|
|
Name = MakeUniqueObjectName(Pkg, ImportAssetType, *Name).ToString();
|
|
}
|
|
else
|
|
{
|
|
// If the object is supported by the factory we are using, ask if we want to overwrite the asset
|
|
// Otherwise, prompt to replace the object
|
|
if(Factory->DoesSupportClass(ExistingObject->GetClass()))
|
|
{
|
|
// The factory can overwrite this object, ask if that is okay, unless "Yes To All" or "No To All" was already selected
|
|
EAppReturnType::Type UserResponse;
|
|
|
|
if(bForceOverrideExisting || bOverwriteAll || GIsAutomationTesting)
|
|
{
|
|
UserResponse = EAppReturnType::YesAll;
|
|
}
|
|
else if(bDontOverwriteAny)
|
|
{
|
|
UserResponse = EAppReturnType::NoAll;
|
|
}
|
|
else
|
|
{
|
|
UserResponse = FMessageDialog::Open(
|
|
EAppMsgType::YesNoYesAllNoAll,
|
|
FText::Format(LOCTEXT("ImportObjectAlreadyExists_SameClass", "Do you want to overwrite the existing asset?\n\nAn asset already exists at the import location: {0}"), FText::FromString(PackageName)));
|
|
|
|
bOverwriteAll = UserResponse == EAppReturnType::YesAll;
|
|
bDontOverwriteAny = UserResponse == EAppReturnType::NoAll;
|
|
}
|
|
|
|
const bool bWantOverwrite = UserResponse == EAppReturnType::Yes || UserResponse == EAppReturnType::YesAll;
|
|
|
|
if(!bWantOverwrite)
|
|
{
|
|
// User chose not to replace the package
|
|
bImportWasCancelled = true;
|
|
OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime);
|
|
continue;
|
|
}
|
|
}
|
|
else if(!bAutomatedImport)
|
|
{
|
|
// The factory can't overwrite this asset, ask if we should delete the object then import the new one. Only do this if "Yes To All" or "No To All" was not already selected.
|
|
EAppReturnType::Type UserResponse;
|
|
|
|
if(bReplaceAll)
|
|
{
|
|
UserResponse = EAppReturnType::YesAll;
|
|
}
|
|
else if(bDontReplaceAny)
|
|
{
|
|
UserResponse = EAppReturnType::NoAll;
|
|
}
|
|
else
|
|
{
|
|
UserResponse = FMessageDialog::Open(
|
|
EAppMsgType::YesNoYesAllNoAll,
|
|
FText::Format(LOCTEXT("ImportObjectAlreadyExists_DifferentClass", "Do you want to replace the existing asset?\n\nAn asset already exists at the import location: {0}"), FText::FromString(PackageName)));
|
|
|
|
bReplaceAll = UserResponse == EAppReturnType::YesAll;
|
|
bDontReplaceAny = UserResponse == EAppReturnType::NoAll;
|
|
}
|
|
|
|
const bool bWantReplace = UserResponse == EAppReturnType::Yes || UserResponse == EAppReturnType::YesAll;
|
|
|
|
if(bWantReplace)
|
|
{
|
|
// Delete the existing object
|
|
int32 NumObjectsDeleted = 0;
|
|
TArray< UObject* > ObjectsToDelete;
|
|
ObjectsToDelete.Add(ExistingObject);
|
|
|
|
// If the user forcefully deletes the package, all sorts of things could become invalidated,
|
|
// the Pkg pointer might be killed even though it was added to the root.
|
|
TWeakObjectPtr<UPackage> WeakPkg(Pkg);
|
|
|
|
// Dont let the package get garbage collected (just in case we are deleting the last asset in the package)
|
|
Pkg->AddToRoot();
|
|
NumObjectsDeleted = ObjectTools::DeleteObjects(ObjectsToDelete, /*bShowConfirmation=*/false);
|
|
|
|
// If the weak package ptr is still valid, it should then be safe to remove it from the root.
|
|
if(WeakPkg.IsValid())
|
|
{
|
|
Pkg->RemoveFromRoot();
|
|
}
|
|
|
|
const FString QualifiedName = PackageName + TEXT(".") + Name;
|
|
FText Reason;
|
|
if(NumObjectsDeleted == 0 || !IsUniqueObjectName(*QualifiedName, ANY_PACKAGE, Reason))
|
|
{
|
|
// Original object couldn't be deleted
|
|
const FText Message = FText::Format(LOCTEXT("ImportDeleteFailed", "Failed to delete '{0}'. The asset is referenced by other content."), FText::FromString(PackageName));
|
|
FMessageDialog::Open(EAppMsgType::Ok, Message);
|
|
UE_LOG(LogAssetTools, Warning, TEXT("%s"), *Message.ToString());
|
|
OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime);
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// succeed, recreate package since it has been deleted
|
|
Pkg = CreatePackage(nullptr, *PackageName);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// User chose not to replace the package
|
|
bImportWasCancelled = true;
|
|
OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for a package that was marked for delete in source control
|
|
if(!CheckForDeletedPackage(Pkg))
|
|
{
|
|
OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime);
|
|
continue;
|
|
}
|
|
|
|
Factory->SetAutomatedAssetImportData(Params.ImportData);
|
|
|
|
ImportAssetType = Factory->ResolveSupportedClass();
|
|
UObject* Result = Factory->ImportObject(ImportAssetType, Pkg, FName(*Name), RF_Public | RF_Standalone, Filename, nullptr, bImportWasCancelled);
|
|
|
|
Factory->SetAutomatedAssetImportData(nullptr);
|
|
|
|
// Do not report any error if the operation was canceled.
|
|
if(!bImportWasCancelled)
|
|
{
|
|
if(Result)
|
|
{
|
|
ReturnObjects.Add(Result);
|
|
|
|
// Notify the asset registry
|
|
FAssetRegistryModule::AssetCreated(Result);
|
|
GEditor->BroadcastObjectReimported(Result);
|
|
|
|
bImportSucceeded = true;
|
|
}
|
|
else
|
|
{
|
|
const FText Message = FText::Format(LOCTEXT("ImportFailed_Generic", "Failed to import '{0}'. Failed to create asset '{1}'.\nPlease see Output Log for details."), FText::FromString(Filename), FText::FromString(PackageName));
|
|
if(!bAutomatedImport)
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, Message);
|
|
}
|
|
UE_LOG(LogAssetTools, Warning, TEXT("%s"), *Message.ToString());
|
|
}
|
|
}
|
|
|
|
// Refresh the supported class. Some factories (e.g. FBX) only resolve their type after reading the file
|
|
ImportAssetType = Factory->ResolveSupportedClass();
|
|
OnNewImportRecord(ImportAssetType, FileExtension, bImportSucceeded, bImportWasCancelled, ImportStartTime);
|
|
}
|
|
else
|
|
{
|
|
// A factory or extension was not found. The extension warning is above. If a factory was not found, the user likely canceled a factory configuration dialog.
|
|
}
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(1);
|
|
|
|
// Clean up and remove the factories we created from the root set
|
|
for(auto ExtensionIt = ExtensionToFactoriesMap.CreateConstIterator(); ExtensionIt; ++ExtensionIt)
|
|
{
|
|
for(auto FactoryIt = ExtensionIt.Value().CreateConstIterator(); FactoryIt; ++FactoryIt)
|
|
{
|
|
(*FactoryIt)->CleanUp();
|
|
(*FactoryIt)->RemoveFromRoot();
|
|
}
|
|
}
|
|
|
|
// Sync content browser to the newly created assets
|
|
if(ReturnObjects.Num() && (bSyncToBrowser != false))
|
|
{
|
|
FAssetTools::Get().SyncBrowserToAssets(ReturnObjects);
|
|
}
|
|
|
|
return ReturnObjects;
|
|
}
|
|
|
|
FAssetTools& FAssetTools::Get()
|
|
{
|
|
FAssetToolsModule& Module = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
|
|
return static_cast<FAssetTools&>(Module.Get());
|
|
}
|
|
|
|
void FAssetTools::SyncBrowserToAssets(const TArray<UObject*>& AssetsToSync)
|
|
{
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
|
|
ContentBrowserModule.Get().SyncBrowserToAssets( AssetsToSync, /*bAllowLockedBrowsers=*/true );
|
|
}
|
|
|
|
void FAssetTools::SyncBrowserToAssets(const TArray<FAssetData>& AssetsToSync)
|
|
{
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
|
|
ContentBrowserModule.Get().SyncBrowserToAssets( AssetsToSync, /*bAllowLockedBrowsers=*/true );
|
|
}
|
|
|
|
bool FAssetTools::CheckForDeletedPackage(const UPackage* Package) const
|
|
{
|
|
if ( ISourceControlModule::Get().IsEnabled() )
|
|
{
|
|
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
|
|
if ( SourceControlProvider.IsAvailable() )
|
|
{
|
|
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(Package, EStateCacheUsage::ForceUpdate);
|
|
if ( SourceControlState.IsValid() && SourceControlState->IsDeleted() )
|
|
{
|
|
// Creating an asset in a package that is marked for delete - revert the delete and check out the package
|
|
if (!SourceControlProvider.Execute(ISourceControlOperation::Create<FRevert>(), Package))
|
|
{
|
|
// Failed to revert file which was marked for delete
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("RevertDeletedFileFailed", "Failed to revert package which was marked for delete."));
|
|
return false;
|
|
}
|
|
|
|
if (!SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), Package))
|
|
{
|
|
// Failed to check out file
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("CheckOutFileFailed", "Failed to check out package"));
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FMessageLog EditorErrors("EditorErrors");
|
|
EditorErrors.Warning(LOCTEXT( "DeletingNoSCCConnection", "Could not check for deleted file. No connection to source control available!"));
|
|
EditorErrors.Notify();
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FAssetTools::CanCreateAsset(const FString& AssetName, const FString& PackageName, const FText& OperationText) const
|
|
{
|
|
// @todo: These 'reason' messages are not localized strings!
|
|
FText Reason;
|
|
if (!FName(*AssetName).IsValidObjectName( Reason )
|
|
|| !FPackageName::IsValidLongPackageName( PackageName, /*bIncludeReadOnlyRoots=*/false, &Reason ) )
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, Reason );
|
|
return false;
|
|
}
|
|
|
|
// We can not create assets that share the name of a map file in the same location
|
|
if ( FEditorFileUtils::IsMapPackageAsset(PackageName) )
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, FText::Format( LOCTEXT("AssetNameInUseByMap", "You can not create an asset named '{0}' because there is already a map file with this name in this folder."), FText::FromString( AssetName ) ) );
|
|
return false;
|
|
}
|
|
|
|
// Find (or create!) the desired package for this object
|
|
UPackage* Pkg = CreatePackage(nullptr,*PackageName);
|
|
|
|
// Handle fully loading packages before creating new objects.
|
|
TArray<UPackage*> TopLevelPackages;
|
|
TopLevelPackages.Add( Pkg );
|
|
if( !PackageTools::HandleFullyLoadingPackages( TopLevelPackages, OperationText ) )
|
|
{
|
|
// User aborted.
|
|
return false;
|
|
}
|
|
|
|
// We need to test again after fully loading.
|
|
if (!FName(*AssetName).IsValidObjectName( Reason )
|
|
|| !FPackageName::IsValidLongPackageName( PackageName, /*bIncludeReadOnlyRoots=*/false, &Reason ) )
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, Reason );
|
|
return false;
|
|
}
|
|
|
|
// Check for an existing object
|
|
UObject* ExistingObject = StaticFindObject( UObject::StaticClass(), Pkg, *AssetName );
|
|
if( ExistingObject != nullptr )
|
|
{
|
|
// Object already exists in either the specified package or another package. Check to see if the user wants
|
|
// to replace the object.
|
|
bool bWantReplace =
|
|
EAppReturnType::Yes == FMessageDialog::Open(
|
|
EAppMsgType::YesNo,
|
|
FText::Format(
|
|
NSLOCTEXT("UnrealEd", "ReplaceExistingObjectInPackage_F", "An object [{0}] of class [{1}] already exists in file [{2}]. Do you want to replace the existing object? If you click 'Yes', the existing object will be deleted. Otherwise, click 'No' and choose a unique name for your new object." ),
|
|
FText::FromString(AssetName), FText::FromString(ExistingObject->GetClass()->GetName()), FText::FromString(PackageName) ) );
|
|
|
|
if( bWantReplace )
|
|
{
|
|
// Replacing an object. Here we go!
|
|
// Delete the existing object
|
|
bool bDeleteSucceeded = ObjectTools::DeleteSingleObject( ExistingObject );
|
|
|
|
if (bDeleteSucceeded)
|
|
{
|
|
// Force GC so we can cleanly create a new asset (and not do an 'in place' replacement)
|
|
CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS );
|
|
|
|
// Old package will be GC'ed... create a new one here
|
|
Pkg = CreatePackage(nullptr,*PackageName);
|
|
}
|
|
else
|
|
{
|
|
// Notify the user that the operation failed b/c the existing asset couldn't be deleted
|
|
FMessageDialog::Open( EAppMsgType::Ok, FText::Format( NSLOCTEXT("DlgNewGeneric", "ContentBrowser_CannotDeleteReferenced", "{0} wasn't created.\n\nThe asset is referenced by other content."), FText::FromString( AssetName ) ) );
|
|
}
|
|
|
|
if( !bDeleteSucceeded || !IsUniqueObjectName( *AssetName, Pkg, Reason ) )
|
|
{
|
|
// Original object couldn't be deleted
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// User chose not to replace the object; they'll need to enter a new name
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check for a package that was marked for delete in source control
|
|
if ( !CheckForDeletedPackage(Pkg) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void FAssetTools::PerformMigratePackages(TArray<FName> PackageNamesToMigrate) const
|
|
{
|
|
// Form a full list of packages to move by including the dependencies of the supplied packages
|
|
TSet<FName> AllPackageNamesToMove;
|
|
{
|
|
FScopedSlowTask SlowTask( PackageNamesToMigrate.Num(), LOCTEXT( "MigratePackages_GatheringDependencies", "Gathering Dependencies..." ) );
|
|
SlowTask.MakeDialog();
|
|
|
|
for ( auto PackageIt = PackageNamesToMigrate.CreateConstIterator(); PackageIt; ++PackageIt )
|
|
{
|
|
SlowTask.EnterProgressFrame();
|
|
|
|
if ( !AllPackageNamesToMove.Contains(*PackageIt) )
|
|
{
|
|
AllPackageNamesToMove.Add(*PackageIt);
|
|
RecursiveGetDependencies(*PackageIt, AllPackageNamesToMove);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Confirm that there is at least one package to move
|
|
if ( AllPackageNamesToMove.Num() == 0 )
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("MigratePackages_NoFilesToMove", "No files were found to move"));
|
|
return;
|
|
}
|
|
|
|
// Prompt the user displaying all assets that are going to be migrated
|
|
{
|
|
const FText ReportMessage = LOCTEXT("MigratePackagesReportTitle", "The following assets will be migrated to another content folder.");
|
|
TArray<FString> ReportPackageNames;
|
|
for ( auto PackageIt = AllPackageNamesToMove.CreateConstIterator(); PackageIt; ++PackageIt )
|
|
{
|
|
ReportPackageNames.Add((*PackageIt).ToString());
|
|
}
|
|
SPackageReportDialog::FOnReportConfirmed OnReportConfirmed = SPackageReportDialog::FOnReportConfirmed::CreateRaw(this, &FAssetTools::MigratePackages_ReportConfirmed, ReportPackageNames);
|
|
SPackageReportDialog::OpenPackageReportDialog(ReportMessage, ReportPackageNames, OnReportConfirmed);
|
|
}
|
|
}
|
|
|
|
void FAssetTools::MigratePackages_ReportConfirmed(TArray<FString> ConfirmedPackageNamesToMigrate) const
|
|
{
|
|
// Choose a destination folder
|
|
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
|
|
FString DestinationFolder;
|
|
if ( ensure(DesktopPlatform) )
|
|
{
|
|
const void* ParentWindowWindowHandle = FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr);
|
|
|
|
const FString Title = LOCTEXT("MigrateToFolderTitle", "Choose a destination Content folder").ToString();
|
|
bool bFolderAccepted = false;
|
|
while (!bFolderAccepted)
|
|
{
|
|
const bool bFolderSelected = DesktopPlatform->OpenDirectoryDialog(
|
|
ParentWindowWindowHandle,
|
|
Title,
|
|
FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_EXPORT),
|
|
DestinationFolder
|
|
);
|
|
|
|
if ( !bFolderSelected )
|
|
{
|
|
// User canceled, return
|
|
return;
|
|
}
|
|
|
|
FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_EXPORT, DestinationFolder);
|
|
FPaths::NormalizeFilename(DestinationFolder);
|
|
if ( !DestinationFolder.EndsWith(TEXT("/")) )
|
|
{
|
|
DestinationFolder += TEXT("/");
|
|
}
|
|
|
|
// Verify that it is a content folder
|
|
if ( DestinationFolder.EndsWith(TEXT("/Content/")) )
|
|
{
|
|
bFolderAccepted = true;
|
|
}
|
|
else
|
|
{
|
|
// The user chose a non-content folder. Confirm that this was their intention.
|
|
const FText Message = FText::Format(LOCTEXT("MigratePackages_NonContentFolder", "{0} does not appear to be a game Content folder. Migrated content will only work properly if placed in a Content folder. Would you like to place your content here anyway?"), FText::FromString(DestinationFolder));
|
|
EAppReturnType::Type Response = FMessageDialog::Open(EAppMsgType::YesNo, Message);
|
|
bFolderAccepted = (Response == EAppReturnType::Yes);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Not on a platform that supports desktop functionality
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NoDesktopPlatform", "Error: This platform does not support a file dialog."));
|
|
return;
|
|
}
|
|
|
|
bool bUserCanceled = false;
|
|
|
|
// Copy all specified assets and their dependencies to the destination folder
|
|
FScopedSlowTask SlowTask( 2, LOCTEXT( "MigratePackages_CopyingFiles", "Copying Files..." ) );
|
|
SlowTask.MakeDialog();
|
|
|
|
EAppReturnType::Type LastResponse = EAppReturnType::Yes;
|
|
TArray<FString> SuccessfullyCopiedFiles;
|
|
TArray<FString> SuccessfullyCopiedPackages;
|
|
FString CopyErrors;
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
{
|
|
FScopedSlowTask LoopProgress(ConfirmedPackageNamesToMigrate.Num());
|
|
for ( auto PackageNameIt = ConfirmedPackageNamesToMigrate.CreateConstIterator(); PackageNameIt; ++PackageNameIt )
|
|
{
|
|
LoopProgress.EnterProgressFrame();
|
|
|
|
const FString& PackageName = *PackageNameIt;
|
|
FString SrcFilename;
|
|
if ( !FPackageName::DoesPackageExist(PackageName, nullptr, &SrcFilename) )
|
|
{
|
|
const FText ErrorMessage = FText::Format(LOCTEXT("MigratePackages_PackageMissing", "{0} does not exist on disk."), FText::FromString(PackageName));
|
|
UE_LOG(LogAssetTools, Warning, TEXT("%s"), *ErrorMessage.ToString());
|
|
CopyErrors += ErrorMessage.ToString() + LINE_TERMINATOR;
|
|
}
|
|
else if (SrcFilename.Contains(FPaths::EngineContentDir()))
|
|
{
|
|
const FString LeafName = SrcFilename.Replace(*FPaths::EngineContentDir(), TEXT("Engine/"));
|
|
CopyErrors += FText::Format(LOCTEXT("MigratePackages_EngineContent", "Unable to migrate Engine asset {0}. Engine assets cannot be migrated."), FText::FromString(LeafName)).ToString() + LINE_TERMINATOR;
|
|
}
|
|
else
|
|
{
|
|
const FString DestFilename = SrcFilename.Replace(*FPaths::GameContentDir(), *DestinationFolder);
|
|
|
|
bool bFileOKToCopy = true;
|
|
if ( IFileManager::Get().FileSize(*DestFilename) > 0 )
|
|
{
|
|
// The destination file already exists! Ask the user what to do.
|
|
EAppReturnType::Type Response;
|
|
if ( LastResponse == EAppReturnType::YesAll || LastResponse == EAppReturnType::NoAll )
|
|
{
|
|
Response = LastResponse;
|
|
}
|
|
else
|
|
{
|
|
const FText Message = FText::Format( LOCTEXT("MigratePackages_AlreadyExists", "An asset already exists at location {0} would you like to overwrite it?"), FText::FromString(DestFilename) );
|
|
Response = FMessageDialog::Open( EAppMsgType::YesNoYesAllNoAllCancel, Message );
|
|
if ( Response == EAppReturnType::Cancel )
|
|
{
|
|
// The user chose to cancel mid-operation. Break out.
|
|
bUserCanceled = true;
|
|
break;
|
|
}
|
|
LastResponse = Response;
|
|
}
|
|
|
|
const bool bWantOverwrite = Response == EAppReturnType::Yes || Response == EAppReturnType::YesAll;
|
|
if( !bWantOverwrite )
|
|
{
|
|
// User chose not to replace the package
|
|
bFileOKToCopy = false;
|
|
}
|
|
}
|
|
|
|
if ( bFileOKToCopy )
|
|
{
|
|
if ( IFileManager::Get().Copy(*DestFilename, *SrcFilename) == COPY_OK )
|
|
{
|
|
SuccessfullyCopiedPackages.Add(PackageName);
|
|
SuccessfullyCopiedFiles.Add(DestFilename);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogAssetTools, Warning, TEXT("Failed to copy %s to %s while migrating assets"), *SrcFilename, *DestFilename);
|
|
CopyErrors += SrcFilename + LINE_TERMINATOR;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FString SourceControlErrors;
|
|
SlowTask.EnterProgressFrame();
|
|
|
|
if ( !bUserCanceled && SuccessfullyCopiedFiles.Num() > 0 )
|
|
{
|
|
// attempt to add files to source control (this can quite easily fail, but if it works it is very useful)
|
|
if(GetDefault<UEditorLoadingSavingSettings>()->bSCCAutoAddNewFiles)
|
|
{
|
|
if(ISourceControlModule::Get().IsEnabled())
|
|
{
|
|
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
|
|
if(SourceControlProvider.Execute(ISourceControlOperation::Create<FMarkForAdd>(), SuccessfullyCopiedFiles) == ECommandResult::Failed)
|
|
{
|
|
FScopedSlowTask LoopProgress(SuccessfullyCopiedFiles.Num());
|
|
|
|
for(auto FileIt(SuccessfullyCopiedFiles.CreateConstIterator()); FileIt; FileIt++)
|
|
{
|
|
LoopProgress.EnterProgressFrame();
|
|
if(!SourceControlProvider.GetState(*FileIt, EStateCacheUsage::Use)->IsAdded())
|
|
{
|
|
SourceControlErrors += FText::Format(LOCTEXT("MigratePackages_SourceControlError", "{0} could not be added to source control"), FText::FromString(*FileIt)).ToString();
|
|
SourceControlErrors += LINE_TERMINATOR;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FMessageLog MigrateLog("AssetTools");
|
|
FText LogMessage = FText::FromString(TEXT("Content migration completed successfully!"));
|
|
EMessageSeverity::Type Severity = EMessageSeverity::Info;
|
|
if ( CopyErrors.Len() > 0 || SourceControlErrors.Len() > 0 )
|
|
{
|
|
FString ErrorMessage;
|
|
Severity = EMessageSeverity::Error;
|
|
if( CopyErrors.Len() > 0 )
|
|
{
|
|
MigrateLog.NewPage( LOCTEXT("MigratePackages_CopyErrorsPage", "Copy Errors") );
|
|
MigrateLog.Error(FText::FromString(*CopyErrors));
|
|
ErrorMessage += FText::Format(LOCTEXT( "MigratePackages_CopyErrors", "Copied {0} files. Some content could not be copied."), FText::AsNumber(SuccessfullyCopiedPackages.Num())).ToString();
|
|
}
|
|
if( SourceControlErrors.Len() > 0 )
|
|
{
|
|
MigrateLog.NewPage( LOCTEXT("MigratePackages_SourceControlErrorsListPage", "Source Control Errors") );
|
|
MigrateLog.Error(FText::FromString(*SourceControlErrors));
|
|
ErrorMessage += LINE_TERMINATOR;
|
|
ErrorMessage += LOCTEXT( "MigratePackages_SourceControlErrorsList", "Some files reported source control errors.").ToString();
|
|
}
|
|
if ( SuccessfullyCopiedPackages.Num() > 0 )
|
|
{
|
|
MigrateLog.NewPage( LOCTEXT("MigratePackages_CopyErrorsSuccesslistPage", "Copied Successfully") );
|
|
MigrateLog.Info(FText::FromString(*SourceControlErrors));
|
|
ErrorMessage += LINE_TERMINATOR;
|
|
ErrorMessage += LOCTEXT( "MigratePackages_CopyErrorsSuccesslist", "Some files were copied successfully.").ToString();
|
|
for ( auto FileIt = SuccessfullyCopiedPackages.CreateConstIterator(); FileIt; ++FileIt )
|
|
{
|
|
if(FileIt->Len()>0)
|
|
{
|
|
MigrateLog.Info(FText::FromString(*FileIt));
|
|
}
|
|
}
|
|
}
|
|
LogMessage = FText::FromString(ErrorMessage);
|
|
}
|
|
else if ( !bUserCanceled )
|
|
{
|
|
MigrateLog.NewPage( LOCTEXT("MigratePackages_CompletePage", "Content migration completed successfully!") );
|
|
for ( auto FileIt = SuccessfullyCopiedPackages.CreateConstIterator(); FileIt; ++FileIt )
|
|
{
|
|
if(FileIt->Len()>0)
|
|
{
|
|
MigrateLog.Info(FText::FromString(*FileIt));
|
|
}
|
|
}
|
|
}
|
|
MigrateLog.Notify(LogMessage, Severity, true);
|
|
}
|
|
|
|
void FAssetTools::RecursiveGetDependencies(const FName& PackageName, TSet<FName>& AllDependencies) const
|
|
{
|
|
FAssetRegistryModule& AssetRegistryModule = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
|
|
TArray<FName> Dependencies;
|
|
AssetRegistryModule.Get().GetDependencies(PackageName, Dependencies);
|
|
|
|
for ( auto DependsIt = Dependencies.CreateConstIterator(); DependsIt; ++DependsIt )
|
|
{
|
|
if ( !AllDependencies.Contains(*DependsIt) )
|
|
{
|
|
// @todo Make this skip all packages whose root is different than the source package list root. For now we just skip engine content.
|
|
const bool bIsEnginePackage = (*DependsIt).ToString().StartsWith(TEXT("/Engine"));
|
|
const bool bIsScriptPackage = (*DependsIt).ToString().StartsWith(TEXT("/Script"));
|
|
if ( !bIsEnginePackage && !bIsScriptPackage )
|
|
{
|
|
AllDependencies.Add(*DependsIt);
|
|
RecursiveGetDependencies(*DependsIt, AllDependencies);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAssetTools::FixupReferencers(const TArray<UObjectRedirector*>& Objects) const
|
|
{
|
|
AssetFixUpRedirectors->FixupReferencers(Objects);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|