Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/AssetSelection.cpp
Richard TalbotWatkin 98522878d4 Fixed issue where selecting a surface with no actor selected does not bring up the details panel specialization for the surface properties.
#jira UE-16765 - Details panel is blank when selecting BSP surfaces if 'Clicking BSP Enables Brush' is disabled.

[CL 2584208 by Richard TalbotWatkin in Main branch]
2015-06-11 10:36:56 -04:00

807 lines
24 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "UnrealEd.h"
#include "Matinee/MatineeActor.h"
#include "AssetSelection.h"
#include "ScopedTransaction.h"
#include "LevelUtils.h"
#include "EditorLevelUtils.h"
#include "MainFrame.h"
#include "ComponentEditorUtils.h"
#include "ComponentAssetBroker.h"
#include "DragAndDrop/AssetDragDropOp.h"
#include "AssetRegistryModule.h"
#include "ContentBrowserModule.h"
#include "SnappingUtils.h"
#include "ActorEditorUtils.h"
#include "LevelEditorViewport.h"
#include "Landscape.h"
#include "Particles/Emitter.h"
#include "Editor/ActorPositioning.h"
#include "Animation/SkeletalMeshActor.h"
#include "ObjectEditorUtils.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#include "Engine/Light.h"
#include "Engine/StaticMeshActor.h"
#include "Engine/StaticMesh.h"
#include "GameFramework/Pawn.h"
#include "Engine/Selection.h"
#include "Components/DecalComponent.h"
namespace AssetSelectionUtils
{
bool IsClassPlaceable(const UClass* Class)
{
const bool bIsAddable =
Class
&& !(Class->HasAnyClassFlags(CLASS_NotPlaceable | CLASS_Deprecated | CLASS_Abstract))
&& Class->IsChildOf( AActor::StaticClass() );
return bIsAddable;
}
void GetSelectedAssets( TArray<FAssetData>& OutSelectedAssets )
{
// Add the selection from the content browser module
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
ContentBrowserModule.Get().GetSelectedAssets(OutSelectedAssets);
}
FSelectedActorInfo BuildSelectedActorInfo( const TArray<AActor*>& SelectedActors)
{
FSelectedActorInfo ActorInfo;
if( SelectedActors.Num() > 0 )
{
// Get the class type of the first actor.
AActor* FirstActor = SelectedActors[0];
if( FirstActor && !FirstActor->HasAnyFlags( RF_ClassDefaultObject ) )
{
UClass* FirstClass = FirstActor->GetClass();
UObject* FirstArchetype = FirstActor->GetArchetype();
ActorInfo.bAllSelectedAreBrushes = Cast< ABrush >( FirstActor ) != NULL;
ActorInfo.SelectionClass = FirstClass;
// Compare all actor types with the baseline.
for ( int32 ActorIndex = 0; ActorIndex < SelectedActors.Num(); ++ActorIndex )
{
AActor* CurrentActor = SelectedActors[ ActorIndex ];
if( CurrentActor->HasAnyFlags( RF_ClassDefaultObject ) )
{
continue;
}
ABrush* Brush = Cast< ABrush >( CurrentActor );
if( !Brush)
{
ActorInfo.bAllSelectedAreBrushes = false;
}
else
{
if( !ActorInfo.bHaveBuilderBrush )
{
ActorInfo.bHaveBuilderBrush = FActorEditorUtils::IsABuilderBrush(Brush);
}
ActorInfo.bHaveBrush |= true;
ActorInfo.bHaveBSPBrush |= (!Brush->IsVolumeBrush());
ActorInfo.bHaveVolume |= Brush->IsVolumeBrush();
}
UClass* CurrentClass = CurrentActor->GetClass();
if( FirstClass != CurrentClass )
{
ActorInfo.bAllSelectedActorsOfSameType = false;
ActorInfo.SelectionClass = NULL;
FirstClass = NULL;
}
else
{
ActorInfo.SelectionClass = CurrentActor->GetClass();
}
++ActorInfo.NumSelected;
if( ActorInfo.bAllSelectedActorsBelongToCurrentLevel )
{
if( !CurrentActor->GetOuter()->IsA(ULevel::StaticClass()) || !CurrentActor->GetLevel()->IsCurrentLevel() )
{
ActorInfo.bAllSelectedActorsBelongToCurrentLevel = false;
}
}
if( ActorInfo.bAllSelectedActorsBelongToSameWorld )
{
if ( !ActorInfo.SharedWorld )
{
ActorInfo.SharedWorld = CurrentActor->GetWorld();
check(ActorInfo.SharedWorld);
}
else
{
if( ActorInfo.SharedWorld != CurrentActor->GetWorld() )
{
ActorInfo.bAllSelectedActorsBelongToCurrentLevel = false;
ActorInfo.SharedWorld = NULL;
}
}
}
// To prevent move to other level for Landscape if its components are distributed in streaming levels
if (CurrentActor->IsA(ALandscape::StaticClass()))
{
ALandscape* Landscape = CastChecked<ALandscape>(CurrentActor);
if (!Landscape || !Landscape->HasAllComponent())
{
if( !ActorInfo.bAllSelectedActorsBelongToCurrentLevel )
{
ActorInfo.bAllSelectedActorsBelongToCurrentLevel = true;
}
}
}
if ( ActorInfo.bSelectedActorsBelongToSameLevel )
{
ULevel* ActorLevel = CurrentActor->GetOuter()->IsA(ULevel::StaticClass()) ? CurrentActor->GetLevel() : NULL;
if ( !ActorInfo.SharedLevel )
{
// This is the first selected actor we've encountered.
ActorInfo.SharedLevel = ActorLevel;
}
else
{
// Does this actor's level match the others?
if ( ActorInfo.SharedLevel != ActorLevel )
{
ActorInfo.bSelectedActorsBelongToSameLevel = false;
ActorInfo.SharedLevel = NULL;
}
}
}
AGroupActor* FoundGroup = Cast<AGroupActor>(CurrentActor);
if(!FoundGroup)
{
FoundGroup = AGroupActor::GetParentForActor(CurrentActor);
}
if( FoundGroup )
{
if( !ActorInfo.bHaveSelectedSubGroup )
{
ActorInfo.bHaveSelectedSubGroup = AGroupActor::GetParentForActor(FoundGroup) != NULL;
}
if( !ActorInfo.bHaveSelectedLockedGroup )
{
ActorInfo.bHaveSelectedLockedGroup = FoundGroup->IsLocked();
}
if( !ActorInfo.bHaveSelectedUnlockedGroup )
{
AGroupActor* FoundRoot = AGroupActor::GetRootForActor(CurrentActor);
ActorInfo.bHaveSelectedUnlockedGroup = !FoundGroup->IsLocked() || ( FoundRoot && !FoundRoot->IsLocked() );
}
}
else
{
++ActorInfo.NumSelectedUngroupedActors;
}
USceneComponent* RootComp = CurrentActor->GetRootComponent();
if(RootComp != NULL && RootComp->AttachParent != NULL)
{
ActorInfo.bHaveAttachedActor = true;
}
TInlineComponentArray<UActorComponent*> ActorComponents;
CurrentActor->GetComponents(ActorComponents);
for( UActorComponent* Component : ActorComponents )
{
if( UStaticMeshComponent* SMComp = Cast<UStaticMeshComponent>(Component) )
{
if( SMComp->IsRegistered() )
{
ActorInfo.bHaveStaticMeshComponent = true;
}
}
// Check for experimental/early-access classes in the component hierarchy
bool bIsExperimental, bIsEarlyAccess;
FObjectEditorUtils::GetClassDevelopmentStatus(Component->GetClass(), bIsExperimental, bIsEarlyAccess);
ActorInfo.bHaveExperimentalClass |= bIsExperimental;
ActorInfo.bHaveEarlyAccessClass |= bIsEarlyAccess;
}
// Check for experimental/early-access classes in the actor hierarchy
{
bool bIsExperimental, bIsEarlyAccess;
FObjectEditorUtils::GetClassDevelopmentStatus(CurrentClass, bIsExperimental, bIsEarlyAccess);
ActorInfo.bHaveExperimentalClass |= bIsExperimental;
ActorInfo.bHaveEarlyAccessClass |= bIsEarlyAccess;
}
if( CurrentActor->IsA( ALight::StaticClass() ) )
{
ActorInfo.bHaveLight = true;
}
if( CurrentActor->IsA( AStaticMeshActor::StaticClass() ) )
{
ActorInfo.bHaveStaticMesh = true;
AStaticMeshActor* StaticMeshActor = CastChecked<AStaticMeshActor>( CurrentActor );
if ( StaticMeshActor->GetStaticMeshComponent() )
{
UStaticMesh* StaticMesh = StaticMeshActor->GetStaticMeshComponent()->StaticMesh;
ActorInfo.bAllSelectedStaticMeshesHaveCollisionModels &= ( (StaticMesh && StaticMesh->BodySetup) ? true : false );
}
}
if( CurrentActor->IsA( ASkeletalMeshActor::StaticClass() ) )
{
ActorInfo.bHaveSkeletalMesh = true;
}
if( CurrentActor->IsA( APawn::StaticClass() ) )
{
ActorInfo.bHavePawn = true;
}
if( CurrentActor->IsA( AEmitter::StaticClass() ) )
{
ActorInfo.bHaveEmitter = true;
}
if ( CurrentActor->IsA( AMatineeActor::StaticClass() ) )
{
ActorInfo.bHaveMatinee = true;
}
if ( CurrentActor->IsTemporarilyHiddenInEditor() )
{
ActorInfo.bHaveHidden = true;
}
if ( CurrentActor->IsA( ALandscapeProxy::StaticClass() ) )
{
ActorInfo.bHaveLandscape = true;
}
// Find our counterpart actor
AActor* EditorWorldActor = EditorUtilities::GetEditorWorldCounterpartActor( CurrentActor );
if( EditorWorldActor != NULL )
{
// Just count the total number of actors with counterparts
++ActorInfo.NumSimulationChanges;
}
}
if( ActorInfo.SelectionClass != NULL )
{
ActorInfo.SelectionStr = ActorInfo.SelectionClass->GetName();
}
else
{
ActorInfo.SelectionStr = TEXT("Actor");
}
}
}
// hack when only BSP is selected
if( ActorInfo.SharedWorld == nullptr )
{
ActorInfo.SharedWorld = GWorld;
}
return ActorInfo;
}
FSelectedActorInfo GetSelectedActorInfo()
{
TArray<AActor*> SelectedActors;
GEditor->GetSelectedActors()->GetSelectedObjects<AActor>( SelectedActors );
return BuildSelectedActorInfo( SelectedActors );
}
int32 GetNumSelectedSurfaces( UWorld* InWorld )
{
int32 NumSelectedSurfs = 0;
UWorld* World = InWorld;
if( !World )
{
World = GWorld; // Fallback to GWorld
}
if( World )
{
const int32 NumLevels = World->GetNumLevels();
for (int32 LevelIndex = 0; LevelIndex < NumLevels; LevelIndex++)
{
ULevel* Level = World->GetLevel(LevelIndex);
UModel* Model = Level->Model;
check(Model);
const int32 NumSurfaces = Model->Surfs.Num();
// Count the number of selected surfaces
for (int32 Surface = 0; Surface < NumSurfaces; ++Surface)
{
FBspSurf *Poly = &Model->Surfs[Surface];
if (Poly->PolyFlags & PF_Selected)
{
++NumSelectedSurfs;
}
}
}
}
return NumSelectedSurfs;
}
bool IsAnySurfaceSelected( UWorld* InWorld )
{
UWorld* World = InWorld;
if (!World)
{
World = GWorld; // Fallback to GWorld
}
if (World)
{
const int32 NumLevels = World->GetNumLevels();
for (int32 LevelIndex = 0; LevelIndex < NumLevels; LevelIndex++)
{
ULevel* Level = World->GetLevel(LevelIndex);
UModel* Model = Level->Model;
check(Model);
const int32 NumSurfaces = Model->Surfs.Num();
// Count the number of selected surfaces
for (int32 Surface = 0; Surface < NumSurfaces; ++Surface)
{
FBspSurf *Poly = &Model->Surfs[Surface];
if (Poly->PolyFlags & PF_Selected)
{
return true;
}
}
}
}
return false;
}
bool IsBuilderBrushSelected()
{
bool bHasBuilderBrushSelected = false;
for( FSelectionIterator SelectionIter = GEditor->GetSelectedActorIterator(); SelectionIter; ++SelectionIter )
{
AActor* Actor = Cast< AActor >(*SelectionIter);
if( Actor && FActorEditorUtils::IsABuilderBrush( Actor ) )
{
bHasBuilderBrushSelected = true;
break;
}
}
return bHasBuilderBrushSelected;
}
}
/**
* Creates an actor using the specified factory.
*
* Does nothing if ActorClass is NULL.
*/
static AActor* PrivateAddActor( UObject* Asset, UActorFactory* Factory, bool SelectActor = true, EObjectFlags ObjectFlags = RF_Transactional, const FName Name = NAME_None )
{
if (!Factory)
{
return nullptr;
}
AActor* Actor = NULL;
AActor* NewActorTemplate = Factory->GetDefaultActor( Asset );
if ( !NewActorTemplate )
{
return nullptr;
}
// For Brushes/Volumes, use the default brush as the template rather than the factory default actor
if (NewActorTemplate->IsA(ABrush::StaticClass()) && GWorld->GetDefaultBrush() != nullptr)
{
NewActorTemplate = GWorld->GetDefaultBrush();
}
const FSnappedPositioningData PositioningData = FSnappedPositioningData(GCurrentLevelEditingViewportClient, GEditor->ClickLocation, GEditor->ClickPlane)
.UseFactory(Factory)
.UseStartTransform(NewActorTemplate->GetTransform())
.UsePlacementExtent(NewActorTemplate->GetPlacementExtent());
const FTransform ActorTransform = FActorPositioning::GetSnappedSurfaceAlignedTransform(PositioningData);
// Do not fade snapping indicators over time if the viewport is not realtime
bool bClearImmediately = !GCurrentLevelEditingViewportClient || !GCurrentLevelEditingViewportClient->IsRealtime();
FSnappingUtils::ClearSnappingHelpers( bClearImmediately );
ULevel* DesiredLevel = GWorld->GetCurrentLevel();
// Don't spawn the actor if the current level is locked.
if ( FLevelUtils::IsLevelLocked(DesiredLevel) )
{
FNotificationInfo Info( NSLOCTEXT("UnrealEd", "Error_OperationDisallowedOnLockedLevel", "The requested operation could not be completed because the level is locked.") );
Info.ExpireDuration = 3.0f;
FSlateNotificationManager::Get().AddNotification(Info);
return nullptr;
}
{
FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "CreateActor", "Create Actor") );
if ( !(ObjectFlags & RF_Transactional) )
{
Transaction.Cancel();
}
// Create the actor.
Actor = Factory->CreateActor( Asset, DesiredLevel, ActorTransform, ObjectFlags, Name );
if(Actor)
{
if ( SelectActor )
{
GEditor->SelectNone( false, true );
GEditor->SelectActor( Actor, true, true );
}
Actor->InvalidateLightingCache();
Actor->PostEditChange();
}
}
GEditor->RedrawLevelEditingViewports();
if ( Actor )
{
Actor->MarkPackageDirty();
ULevel::LevelDirtiedEvent.Broadcast();
}
return Actor;
}
namespace AssetUtil
{
TArray<FAssetData> ExtractAssetDataFromDrag(const FDragDropEvent &DragDropEvent)
{
return ExtractAssetDataFromDrag(DragDropEvent.GetOperation());
}
TArray<FAssetData> ExtractAssetDataFromDrag(const TSharedPtr<FDragDropOperation>& Operation)
{
TArray<FAssetData> DroppedAssetData;
if (!Operation.IsValid())
{
return DroppedAssetData;
}
if (Operation->IsOfType<FExternalDragOperation>())
{
TSharedPtr<FExternalDragOperation> DragDropOp = StaticCastSharedPtr<FExternalDragOperation>(Operation);
if ( DragDropOp->HasText() )
{
TArray<FString> DroppedAssetStrings;
const TCHAR AssetDelimiter[] = { AssetMarshalDefs::AssetDelimiter, TEXT('\0') };
DragDropOp->GetText().ParseIntoArray(DroppedAssetStrings, AssetDelimiter, true);
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
for (int Index = 0; Index < DroppedAssetStrings.Num(); Index++)
{
FAssetData AssetData = AssetRegistry.GetAssetByObjectPath( *DroppedAssetStrings[ Index ] );
if ( AssetData.IsValid() )
{
DroppedAssetData.Add( AssetData );
}
}
}
}
else if (Operation->IsOfType<FAssetDragDropOp>())
{
TSharedPtr<FAssetDragDropOp> DragDropOp = StaticCastSharedPtr<FAssetDragDropOp>( Operation );
DroppedAssetData.Append( DragDropOp->AssetData );
}
return DroppedAssetData;
}
FReply CanHandleAssetDrag( const FDragDropEvent &DragDropEvent )
{
TArray<FAssetData> DroppedAssetData = ExtractAssetDataFromDrag(DragDropEvent);
for ( auto AssetIt = DroppedAssetData.CreateConstIterator(); AssetIt; ++AssetIt )
{
const FAssetData& AssetData = *AssetIt;
if ( AssetData.IsValid() && FComponentAssetBrokerage::GetPrimaryComponentForAsset( AssetData.GetClass() ) )
{
return FReply::Handled();
}
}
return FReply::Unhandled();
}
}
/* ==========================================================================================================
FActorFactoryAssetProxy
========================================================================================================== */
void FActorFactoryAssetProxy::GenerateActorFactoryMenuItems( const FAssetData& AssetData, TArray<FMenuItem>* OutMenuItems, bool ExcludeStandAloneFactories )
{
FText UnusedErrorMessage;
const FAssetData NoAssetData;
for ( int32 FactoryIdx = 0; FactoryIdx < GEditor->ActorFactories.Num(); FactoryIdx++ )
{
UActorFactory* Factory = GEditor->ActorFactories[FactoryIdx];
const bool FactoryWorksWithoutAsset = Factory->CanCreateActorFrom( NoAssetData, UnusedErrorMessage );
const bool FactoryWorksWithAsset = AssetData.IsValid() && Factory->CanCreateActorFrom( AssetData, UnusedErrorMessage );
const bool FactoryWorks = FactoryWorksWithAsset || FactoryWorksWithoutAsset;
if ( FactoryWorks )
{
FMenuItem MenuItem = FMenuItem( Factory, NoAssetData );
if ( FactoryWorksWithAsset )
{
MenuItem = FMenuItem( Factory, AssetData );
}
if ( FactoryWorksWithAsset || ( !ExcludeStandAloneFactories && FactoryWorksWithoutAsset ) )
{
OutMenuItems->Add( MenuItem );
}
}
}
}
/**
* Find the appropriate actor factory for an asset by type.
*
* @param AssetData contains information about an asset that to get a factory for
* @param bRequireValidObject indicates whether a valid asset object is required. specify false to allow the asset
* class's CDO to be used in place of the asset if no asset is part of the drag-n-drop
*
* @return the factory that is responsible for creating actors for the specified asset type.
*/
UActorFactory* FActorFactoryAssetProxy::GetFactoryForAsset( const FAssetData& AssetData, bool bRequireValidObject/*=false*/ )
{
UObject* Asset = NULL;
if ( AssetData.IsAssetLoaded() )
{
Asset = AssetData.GetAsset();
}
else if ( !bRequireValidObject )
{
Asset = AssetData.GetClass()->GetDefaultObject();
}
return FActorFactoryAssetProxy::GetFactoryForAssetObject( Asset );
}
/**
* Find the appropriate actor factory for an asset.
*
* @param AssetObj The asset that to find the appropriate actor factory for
*
* @return The factory that is responsible for creating actors for the specified asset
*/
UActorFactory* FActorFactoryAssetProxy::GetFactoryForAssetObject( UObject* AssetObj )
{
UActorFactory* Result = NULL;
// Attempt to find a factory that is capable of creating the asset
const TArray< UActorFactory *>& ActorFactories = GEditor->ActorFactories;
FText UnusedErrorMessage;
FAssetData AssetData( AssetObj );
for ( int32 FactoryIdx = 0; Result == NULL && FactoryIdx < ActorFactories.Num(); ++FactoryIdx )
{
UActorFactory* ActorFactory = ActorFactories[FactoryIdx];
// Check if the actor can be created using this factory, making sure to check for an asset to be assigned from the selector
if ( ActorFactory->CanCreateActorFrom( AssetData, UnusedErrorMessage ) )
{
Result = ActorFactory;
}
}
return Result;
}
AActor* FActorFactoryAssetProxy::AddActorForAsset( UObject* AssetObj, bool SelectActor, EObjectFlags ObjectFlags, UActorFactory* FactoryToUse /*= NULL*/, const FName Name )
{
AActor* Result = NULL;
const FAssetData AssetData( AssetObj );
FText UnusedErrorMessage;
if ( AssetObj != NULL )
{
// If a specific factory has been provided, verify its validity and then use it to create the actor
if ( FactoryToUse )
{
if ( FactoryToUse->CanCreateActorFrom( AssetData, UnusedErrorMessage ) )
{
Result = PrivateAddActor( AssetObj, FactoryToUse, SelectActor, ObjectFlags, Name );
}
}
// If no specific factory has been provided, find the highest priority one that is valid for the asset and use
// it to create the actor
else
{
const TArray<UActorFactory*>& ActorFactories = GEditor->ActorFactories;
for ( int32 FactoryIdx = 0; FactoryIdx < ActorFactories.Num(); FactoryIdx++ )
{
UActorFactory* ActorFactory = ActorFactories[FactoryIdx];
// Check if the actor can be created using this factory, making sure to check for an asset to be assigned from the selector
if ( ActorFactory->CanCreateActorFrom( AssetData, UnusedErrorMessage ) )
{
Result = PrivateAddActor(AssetObj, ActorFactory, SelectActor, ObjectFlags, Name);
if ( Result != NULL )
{
break;
}
}
}
}
}
return Result;
}
AActor* FActorFactoryAssetProxy::AddActorFromSelection( UClass* ActorClass, const FVector* ActorLocation, bool SelectActor, EObjectFlags ObjectFlags, UActorFactory* ActorFactory, const FName Name )
{
check( ActorClass != NULL );
if( !ActorFactory )
{
// Look for an actor factory capable of creating actors of the actors type.
ActorFactory = GEditor->FindActorFactoryForActorClass( ActorClass );
}
AActor* Result = NULL;
FText ErrorMessage;
if ( ActorFactory )
{
UObject* TargetObject = GEditor->GetSelectedObjects()->GetTop<UObject>();
if( TargetObject && ActorFactory->CanCreateActorFrom( FAssetData(TargetObject), ErrorMessage ) )
{
// Attempt to add the actor
Result = PrivateAddActor( TargetObject, ActorFactory, SelectActor, ObjectFlags );
}
}
return Result;
}
/**
* Determines if the provided actor is capable of having a material applied to it.
*
* @param TargetActor Actor to check for the validity of material application
*
* @return true if the actor is valid for material application; false otherwise
*/
bool FActorFactoryAssetProxy::IsActorValidForMaterialApplication( AActor* TargetActor )
{
bool bIsValid = false;
//@TODO: PAPER2D: Extend this to support non mesh components (or make sprites a mesh component)
// Check if the actor has a mesh or fog volume density. If so, it can likely have
// a material applied to it. Otherwise, it cannot.
if ( TargetActor )
{
TInlineComponentArray<UMeshComponent*> MeshComponents;
TargetActor->GetComponents(MeshComponents);
bIsValid = (MeshComponents.Num() > 0);
}
return bIsValid;
}
/**
* Attempts to apply the material to the specified actor.
*
* @param TargetActor the actor to apply the material to
* @param MaterialToApply the material to apply to the actor
* @param OptionalMaterialSlot the material slot to apply to.
*
* @return true if the material was successfully applied to the actor
*/
bool FActorFactoryAssetProxy::ApplyMaterialToActor( AActor* TargetActor, UMaterialInterface* MaterialToApply, int32 OptionalMaterialSlot )
{
bool bResult = false;
if ( TargetActor != NULL && MaterialToApply != NULL )
{
ALandscapeProxy* Landscape = Cast<ALandscapeProxy>(TargetActor);
if (Landscape != NULL)
{
UProperty* MaterialProperty = FindField<UProperty>(ALandscapeProxy::StaticClass(), "LandscapeMaterial");
Landscape->PreEditChange(MaterialProperty);
Landscape->LandscapeMaterial = MaterialToApply;
FPropertyChangedEvent PropertyChangedEvent(MaterialProperty);
Landscape->PostEditChangeProperty(PropertyChangedEvent);
bResult = true;
}
else
{
TArray<UActorComponent*> EditableComponents;
FActorEditorUtils::GetEditableComponents( TargetActor, EditableComponents );
// Some actors could potentially have multiple mesh components, so we need to store all of the potentially valid ones
// (or else perform special cases with IsA checks on the target actor)
TArray<USceneComponent*> FoundMeshComponents;
// Find which mesh the user clicked on first.
TInlineComponentArray<USceneComponent*> SceneComponents;
TargetActor->GetComponents(SceneComponents);
for ( int32 ComponentIdx=0; ComponentIdx < SceneComponents.Num(); ComponentIdx++ )
{
USceneComponent* SceneComp = SceneComponents[ComponentIdx];
// Only apply the material to editable components. Components which are not exposed are not intended to be changed.
if( EditableComponents.Contains( SceneComp ) )
{
UMeshComponent* MeshComponent = Cast<UMeshComponent>(SceneComp);
if((MeshComponent && MeshComponent->IsRegistered()) ||
SceneComp->IsA<UDecalComponent>())
{
// Intentionally do not break the loop here, as there could be potentially multiple mesh components
FoundMeshComponents.AddUnique( SceneComp );
}
}
}
if ( FoundMeshComponents.Num() > 0 )
{
// Check each component that was found
for ( TArray<USceneComponent*>::TConstIterator MeshCompIter( FoundMeshComponents ); MeshCompIter; ++MeshCompIter )
{
USceneComponent* SceneComp = *MeshCompIter;
bResult = FComponentEditorUtils::AttemptApplyMaterialToComponent(SceneComp, MaterialToApply, OptionalMaterialSlot);
}
}
}
}
return bResult;
}
// EOF