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