You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Added Data Layer / Actor filtering based on editor selection #jira UE-135846 #jira UE-135848 #rb patrick.enfedaque #preflight 619fb87647752856c9ab1b76 #ROBOMERGE-AUTHOR: richard.malo #ROBOMERGE-SOURCE: CL 18296131 in //UE5/Release-5.0/... via CL 18296191 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18296199 by richard malo in ue5-release-engine-test branch]
497 lines
16 KiB
C++
497 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "DataLayerHierarchy.h"
|
|
#include "DataLayerMode.h"
|
|
#include "DataLayerActorTreeItem.h"
|
|
#include "DataLayersActorDescTreeItem.h"
|
|
#include "DataLayerTreeItem.h"
|
|
#include "DataLayerMode.h"
|
|
#include "DataLayer/DataLayerEditorSubsystem.h"
|
|
#include "WorldPartition/DataLayer/DataLayer.h"
|
|
#include "WorldPartition/DataLayer/WorldDataLayers.h"
|
|
#include "Engine/Engine.h"
|
|
#include "Engine/World.h"
|
|
#include "EngineUtils.h"
|
|
#include "Editor.h"
|
|
#include "Modules/ModuleManager.h"
|
|
#include "WorldPartition/WorldPartitionHelpers.h"
|
|
#include "WorldPartition/IWorldPartitionEditorModule.h"
|
|
|
|
TUniquePtr<FDataLayerHierarchy> FDataLayerHierarchy::Create(FDataLayerMode* Mode, const TWeakObjectPtr<UWorld>& World)
|
|
{
|
|
return TUniquePtr<FDataLayerHierarchy>(new FDataLayerHierarchy(Mode, World));
|
|
}
|
|
|
|
FDataLayerHierarchy::FDataLayerHierarchy(FDataLayerMode* Mode, const TWeakObjectPtr<UWorld>& World)
|
|
: ISceneOutlinerHierarchy(Mode)
|
|
, RepresentingWorld(World)
|
|
, bShowEditorDataLayers(true)
|
|
, bShowRuntimeDataLayers(true)
|
|
, bShowDataLayerActors(true)
|
|
, bShowUnloadedActors(true)
|
|
, bShowOnlySelectedActors(false)
|
|
, bHighlightSelectedDataLayers(false)
|
|
{
|
|
if (GEngine)
|
|
{
|
|
GEngine->OnLevelActorAdded().AddRaw(this, &FDataLayerHierarchy::OnLevelActorAdded);
|
|
GEngine->OnLevelActorDeleted().AddRaw(this, &FDataLayerHierarchy::OnLevelActorDeleted);
|
|
GEngine->OnLevelActorListChanged().AddRaw(this, &FDataLayerHierarchy::OnLevelActorListChanged);
|
|
}
|
|
|
|
IWorldPartitionEditorModule& WorldPartitionEditorModule = FModuleManager::LoadModuleChecked<IWorldPartitionEditorModule>("WorldPartitionEditor");
|
|
WorldPartitionEditorModule.OnWorldPartitionCreated().AddRaw(this, &FDataLayerHierarchy::OnWorldPartitionCreated);
|
|
|
|
if (World.IsValid())
|
|
{
|
|
if (World->PersistentLevel)
|
|
{
|
|
World->PersistentLevel->OnLoadedActorAddedToLevelEvent.AddRaw(this, &FDataLayerHierarchy::OnLoadedActorAdded);
|
|
World->PersistentLevel->OnLoadedActorRemovedFromLevelEvent.AddRaw(this, &FDataLayerHierarchy::OnLoadedActorRemoved);
|
|
}
|
|
|
|
if (UWorldPartition* WorldPartition = World->GetWorldPartition())
|
|
{
|
|
WorldPartition->OnActorDescAddedEvent.AddRaw(this, &FDataLayerHierarchy::OnActorDescAdded);
|
|
WorldPartition->OnActorDescRemovedEvent.AddRaw(this, &FDataLayerHierarchy::OnActorDescRemoved);
|
|
}
|
|
}
|
|
|
|
UDataLayerEditorSubsystem::Get()->OnDataLayerChanged().AddRaw(this, &FDataLayerHierarchy::OnDataLayerChanged);
|
|
UDataLayerEditorSubsystem::Get()->OnActorDataLayersChanged().AddRaw(this, &FDataLayerHierarchy::OnActorDataLayersChanged);
|
|
FWorldDelegates::LevelAddedToWorld.AddRaw(this, &FDataLayerHierarchy::OnLevelAdded);
|
|
FWorldDelegates::LevelRemovedFromWorld.AddRaw(this, &FDataLayerHierarchy::OnLevelRemoved);
|
|
}
|
|
|
|
FDataLayerHierarchy::~FDataLayerHierarchy()
|
|
{
|
|
if (GEngine)
|
|
{
|
|
GEngine->OnLevelActorAdded().RemoveAll(this);
|
|
GEngine->OnLevelActorDeleted().RemoveAll(this);
|
|
GEngine->OnLevelActorListChanged().RemoveAll(this);
|
|
}
|
|
|
|
IWorldPartitionEditorModule& WorldPartitionEditorModule = FModuleManager::LoadModuleChecked<IWorldPartitionEditorModule>("WorldPartitionEditor");
|
|
WorldPartitionEditorModule.OnWorldPartitionCreated().RemoveAll(this);
|
|
|
|
if (RepresentingWorld.IsValid())
|
|
{
|
|
if (RepresentingWorld->PersistentLevel)
|
|
{
|
|
RepresentingWorld->PersistentLevel->OnLoadedActorAddedToLevelEvent.RemoveAll(this);
|
|
RepresentingWorld->PersistentLevel->OnLoadedActorRemovedFromLevelEvent.RemoveAll(this);
|
|
}
|
|
|
|
if (UWorldPartition* WorldPartition = RepresentingWorld->GetWorldPartition())
|
|
{
|
|
WorldPartition->OnActorDescAddedEvent.RemoveAll(this);
|
|
WorldPartition->OnActorDescRemovedEvent.RemoveAll(this);
|
|
}
|
|
}
|
|
|
|
UDataLayerEditorSubsystem::Get()->OnDataLayerChanged().RemoveAll(this);
|
|
UDataLayerEditorSubsystem::Get()->OnActorDataLayersChanged().RemoveAll(this);
|
|
FWorldDelegates::LevelAddedToWorld.RemoveAll(this);
|
|
FWorldDelegates::LevelRemovedFromWorld.RemoveAll(this);
|
|
}
|
|
|
|
|
|
bool FDataLayerHierarchy::IsDataLayerPartOfSelection(const UDataLayer* DataLayer) const
|
|
{
|
|
if (!bShowOnlySelectedActors)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (UDataLayerEditorSubsystem::Get()->DoesDataLayerContainSelectedActors(DataLayer))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool bFoundSelected = false;
|
|
DataLayer->ForEachChild([this, &bFoundSelected](const UDataLayer* Child)
|
|
{
|
|
bFoundSelected = IsDataLayerPartOfSelection(Child);
|
|
return !bFoundSelected; // Continue iterating if not found
|
|
});
|
|
return bFoundSelected;
|
|
};
|
|
|
|
FSceneOutlinerTreeItemPtr FDataLayerHierarchy::CreateDataLayerTreeItem(UDataLayer* InDataLayer, bool bInForce) const
|
|
{
|
|
FSceneOutlinerTreeItemPtr Item = Mode->CreateItemFor<FDataLayerTreeItem>(InDataLayer, bInForce);
|
|
if (FDataLayerTreeItem* DataLayerTreeItem = Item ? Item->CastTo<FDataLayerTreeItem>() : nullptr)
|
|
{
|
|
DataLayerTreeItem->SetIsHighlightedIfSelected(bHighlightSelectedDataLayers);
|
|
}
|
|
return Item;
|
|
}
|
|
|
|
void FDataLayerHierarchy::CreateItems(TArray<FSceneOutlinerTreeItemPtr>& OutItems) const
|
|
{
|
|
const AWorldDataLayers* WorldDataLayers = RepresentingWorld.Get()->GetWorldDataLayers();
|
|
if (!WorldDataLayers)
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto IsDataLayerShown = [this](const UDataLayer* DataLayer)
|
|
{
|
|
const bool bIsRuntimeDataLayer = DataLayer->IsRuntime();
|
|
return ((bIsRuntimeDataLayer && bShowRuntimeDataLayers) || (!bIsRuntimeDataLayer && bShowEditorDataLayers)) && IsDataLayerPartOfSelection(DataLayer);
|
|
};
|
|
|
|
WorldDataLayers->ForEachDataLayer([this, &OutItems, IsDataLayerShown](UDataLayer* DataLayer)
|
|
{
|
|
if (IsDataLayerShown(DataLayer))
|
|
{
|
|
if (FSceneOutlinerTreeItemPtr DataLayerItem = CreateDataLayerTreeItem(DataLayer))
|
|
{
|
|
OutItems.Add(DataLayerItem);
|
|
}
|
|
}
|
|
return true;
|
|
});
|
|
|
|
if (bShowDataLayerActors)
|
|
{
|
|
for (AActor* Actor : FActorRange(RepresentingWorld.Get()))
|
|
{
|
|
if (Actor->HasDataLayers())
|
|
{
|
|
for (const UDataLayer* DataLayer : Actor->GetDataLayerObjects())
|
|
{
|
|
if (IsDataLayerShown(DataLayer))
|
|
{
|
|
if (FSceneOutlinerTreeItemPtr DataLayerActorItem = Mode->CreateItemFor<FDataLayerActorTreeItem>(FDataLayerActorTreeItemData(Actor, const_cast<UDataLayer*>(DataLayer))))
|
|
{
|
|
OutItems.Add(DataLayerActorItem);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bShowUnloadedActors)
|
|
{
|
|
if (UWorldPartition* const WorldPartition = RepresentingWorld.Get()->GetWorldPartition())
|
|
{
|
|
FWorldPartitionHelpers::ForEachActorDesc(WorldPartition, [this, WorldPartition, WorldDataLayers, IsDataLayerShown, &OutItems](const FWorldPartitionActorDesc* ActorDesc)
|
|
{
|
|
if (ActorDesc != nullptr && !ActorDesc->IsLoaded())
|
|
{
|
|
for (const FName& DataLayerName : ActorDesc->GetDataLayers())
|
|
{
|
|
if (const UDataLayer* const DataLayer = WorldDataLayers->GetDataLayerFromName(DataLayerName))
|
|
{
|
|
if (IsDataLayerShown(DataLayer))
|
|
{
|
|
if (const FSceneOutlinerTreeItemPtr ActorDescItem = Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(ActorDesc->GetGuid(), WorldPartition, const_cast<UDataLayer*>(DataLayer))))
|
|
{
|
|
OutItems.Add(ActorDescItem);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FSceneOutlinerTreeItemPtr FDataLayerHierarchy::FindParent(const ISceneOutlinerTreeItem& Item, const TMap<FSceneOutlinerTreeItemID, FSceneOutlinerTreeItemPtr>& Items) const
|
|
{
|
|
if (const FDataLayerTreeItem* DataLayerTreeItem = Item.CastTo<FDataLayerTreeItem>())
|
|
{
|
|
if (const UDataLayer* DataLayer = DataLayerTreeItem->GetDataLayer())
|
|
{
|
|
if (const UDataLayer* ParentDataLayer = DataLayer->GetParent())
|
|
{
|
|
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(ParentDataLayer))
|
|
{
|
|
return *ParentItem;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (const FDataLayerActorTreeItem* DataLayerActorTreeItem = Item.CastTo<FDataLayerActorTreeItem>())
|
|
{
|
|
if (const UDataLayer* DataLayer = DataLayerActorTreeItem->GetDataLayer())
|
|
{
|
|
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(DataLayer))
|
|
{
|
|
return *ParentItem;
|
|
}
|
|
}
|
|
}
|
|
else if (const FDataLayerActorDescTreeItem* DataLayerActorDescTreeItem = Item.CastTo<FDataLayerActorDescTreeItem>())
|
|
{
|
|
if (const UDataLayer* DataLayer = DataLayerActorDescTreeItem->GetDataLayer())
|
|
{
|
|
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(DataLayer))
|
|
{
|
|
return *ParentItem;
|
|
}
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
FSceneOutlinerTreeItemPtr FDataLayerHierarchy::CreateParentItem(const FSceneOutlinerTreeItemPtr& Item) const
|
|
{
|
|
if (FDataLayerTreeItem* DataLayerTreeItem = Item->CastTo<FDataLayerTreeItem>())
|
|
{
|
|
if (UDataLayer* DataLayer = DataLayerTreeItem->GetDataLayer())
|
|
{
|
|
if (UDataLayer* ParentDataLayer = DataLayer->GetParent())
|
|
{
|
|
return CreateDataLayerTreeItem(ParentDataLayer, true);
|
|
}
|
|
}
|
|
}
|
|
else if (FDataLayerActorTreeItem* DataLayerActorTreeItem = Item->CastTo<FDataLayerActorTreeItem>())
|
|
{
|
|
if (UDataLayer* DataLayer = DataLayerActorTreeItem->GetDataLayer())
|
|
{
|
|
return CreateDataLayerTreeItem(DataLayer, true);
|
|
}
|
|
}
|
|
else if (FDataLayerActorDescTreeItem* DataLayerActorDescTreeItem = Item->CastTo<FDataLayerActorDescTreeItem>())
|
|
{
|
|
if (UDataLayer* DataLayer = DataLayerActorDescTreeItem->GetDataLayer())
|
|
{
|
|
return CreateDataLayerTreeItem(DataLayer, true);
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnWorldPartitionCreated(UWorld* InWorld)
|
|
{
|
|
if (RepresentingWorld.Get() == InWorld)
|
|
{
|
|
FullRefreshEvent();
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLevelActorsAdded(const TArray<AActor*>& InActors)
|
|
{
|
|
if (!bShowDataLayerActors)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (UWorld* CurrentWorld = RepresentingWorld.Get())
|
|
{
|
|
FSceneOutlinerHierarchyChangedData EventData;
|
|
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
|
|
|
|
for (AActor* Actor : InActors)
|
|
{
|
|
if (Actor != nullptr && Actor->HasDataLayers() && Actor->GetWorld() == CurrentWorld)
|
|
{
|
|
TArray<const UDataLayer*> DataLayers = Actor->GetDataLayerObjects();
|
|
EventData.Items.Reserve(DataLayers.Num());
|
|
for (const UDataLayer* DataLayer : DataLayers)
|
|
{
|
|
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorTreeItem>(FDataLayerActorTreeItemData(Actor, const_cast<UDataLayer*>(DataLayer))));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!EventData.Items.IsEmpty())
|
|
{
|
|
HierarchyChangedEvent.Broadcast(EventData);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLevelActorsRemoved(const TArray<AActor*>& InActors)
|
|
{
|
|
if(UWorld* CurrentWorld = RepresentingWorld.Get())
|
|
{
|
|
FSceneOutlinerHierarchyChangedData EventData;
|
|
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
|
|
|
|
if (AWorldDataLayers* WorldDataLayers = CurrentWorld->GetWorldDataLayers())
|
|
{
|
|
for (AActor* Actor : InActors)
|
|
{
|
|
if (Actor != nullptr && Actor->HasDataLayers())
|
|
{
|
|
// It is possible here that Actor doesn't have world anymore
|
|
const TArray<const UDataLayer*> DataLayers = Actor->GetDataLayerObjects(WorldDataLayers);
|
|
EventData.ItemIDs.Reserve(DataLayers.Num());
|
|
for (const UDataLayer* DataLayer : DataLayers)
|
|
{
|
|
EventData.ItemIDs.Add(FDataLayerActorTreeItem::ComputeTreeItemID(Actor, DataLayer));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!EventData.ItemIDs.IsEmpty())
|
|
{
|
|
HierarchyChangedEvent.Broadcast(EventData);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLevelActorAdded(AActor* InActor)
|
|
{
|
|
OnLevelActorsAdded({ InActor });
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnActorDataLayersChanged(const TWeakObjectPtr<AActor>& InActor)
|
|
{
|
|
AActor* Actor = InActor.Get();
|
|
if (Actor && RepresentingWorld.Get() == Actor->GetWorld())
|
|
{
|
|
FullRefreshEvent();
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnDataLayerChanged(const EDataLayerAction Action, const TWeakObjectPtr<const UDataLayer>& ChangedDataLayer, const FName& ChangedProperty)
|
|
{
|
|
const UDataLayer* DataLayer = ChangedDataLayer.Get();
|
|
if ((DataLayer && (RepresentingWorld.Get() == DataLayer->GetWorld())) || (Action == EDataLayerAction::Delete) || (Action == EDataLayerAction::Reset))
|
|
{
|
|
FullRefreshEvent();
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLevelActorDeleted(AActor* InActor)
|
|
{
|
|
OnLevelActorsRemoved({ InActor });
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLevelActorListChanged()
|
|
{
|
|
FullRefreshEvent();
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLevelAdded(ULevel* InLevel, UWorld* InWorld)
|
|
{
|
|
if (InLevel != nullptr && RepresentingWorld.Get() == InWorld)
|
|
{
|
|
OnLevelActorsAdded(InLevel->Actors);
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLevelRemoved(ULevel* InLevel, UWorld* InWorld)
|
|
{
|
|
if (InLevel != nullptr && RepresentingWorld.Get() == InWorld)
|
|
{
|
|
OnLevelActorsRemoved(InLevel->Actors);
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLoadedActorAdded(AActor& InActor)
|
|
{
|
|
if (!bShowDataLayerActors)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Handle the actor being added to the level
|
|
OnLevelActorAdded(&InActor);
|
|
|
|
// Remove corresponding actor desc items
|
|
if (RepresentingWorld.Get() == InActor.GetWorld() && InActor.HasDataLayers())
|
|
{
|
|
FSceneOutlinerHierarchyChangedData EventData;
|
|
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
|
|
|
|
const TArray<const UDataLayer*> DataLayers = InActor.GetDataLayerObjects();
|
|
EventData.ItemIDs.Reserve(DataLayers.Num());
|
|
for (const UDataLayer* DataLayer : DataLayers)
|
|
{
|
|
EventData.ItemIDs.Add(FDataLayerActorDescTreeItem::ComputeTreeItemID(InActor.GetActorGuid(), DataLayer));
|
|
}
|
|
HierarchyChangedEvent.Broadcast(EventData);
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnLoadedActorRemoved(AActor& InActor)
|
|
{
|
|
// Handle the actor being removed from the level
|
|
OnLevelActorDeleted(&InActor);
|
|
|
|
// Add any corresponding actor desc items for this actor
|
|
UWorldPartition* const WorldPartition = RepresentingWorld.Get()->GetWorldPartition();
|
|
if (RepresentingWorld.Get() == InActor.GetWorld() && InActor.HasDataLayers() && WorldPartition != nullptr)
|
|
{
|
|
FSceneOutlinerHierarchyChangedData EventData;
|
|
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
|
|
|
|
const TArray<const UDataLayer*> DataLayers = InActor.GetDataLayerObjects();
|
|
EventData.Items.Reserve(DataLayers.Num());
|
|
for (const UDataLayer* DataLayer : DataLayers)
|
|
{
|
|
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(InActor.GetActorGuid(), WorldPartition, const_cast<UDataLayer*>(DataLayer))));
|
|
}
|
|
HierarchyChangedEvent.Broadcast(EventData);
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnActorDescAdded(FWorldPartitionActorDesc* InActorDesc)
|
|
{
|
|
if (!bShowUnloadedActors || !InActorDesc || InActorDesc->IsLoaded(true))
|
|
{
|
|
return;
|
|
}
|
|
|
|
UWorldPartition* const WorldPartition = RepresentingWorld.Get()->GetWorldPartition();
|
|
const AWorldDataLayers* const WorldDataLayers = RepresentingWorld.Get()->GetWorldDataLayers();
|
|
const TArray<FName>& DataLayerNames = InActorDesc->GetDataLayers();
|
|
|
|
if (WorldDataLayers != nullptr && RepresentingWorld->GetWorldPartition() == WorldPartition && DataLayerNames.Num() > 0)
|
|
{
|
|
FSceneOutlinerHierarchyChangedData EventData;
|
|
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
|
|
|
|
EventData.Items.Reserve(DataLayerNames.Num());
|
|
for (const FName& DataLayerName : DataLayerNames)
|
|
{
|
|
const UDataLayer* const DataLayer = WorldDataLayers->GetDataLayerFromName(DataLayerName);
|
|
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(InActorDesc->GetGuid(), WorldPartition, const_cast<UDataLayer*>(DataLayer))));
|
|
}
|
|
HierarchyChangedEvent.Broadcast(EventData);
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::OnActorDescRemoved(FWorldPartitionActorDesc* InActorDesc)
|
|
{
|
|
if (!bShowUnloadedActors || (InActorDesc == nullptr))
|
|
{
|
|
return;
|
|
}
|
|
|
|
const AWorldDataLayers* const WorldDataLayers = RepresentingWorld.Get()->GetWorldDataLayers();
|
|
const TArray<FName>& DataLayerNames = InActorDesc->GetDataLayers();
|
|
|
|
if (WorldDataLayers != nullptr && DataLayerNames.Num() > 0)
|
|
{
|
|
FSceneOutlinerHierarchyChangedData EventData;
|
|
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
|
|
EventData.ItemIDs.Reserve(DataLayerNames.Num());
|
|
|
|
for (const FName& DataLayerName : DataLayerNames)
|
|
{
|
|
const UDataLayer* const DataLayer = WorldDataLayers->GetDataLayerFromName(DataLayerName);
|
|
EventData.ItemIDs.Add(FDataLayerActorDescTreeItem::ComputeTreeItemID(InActorDesc->GetGuid(), DataLayer));
|
|
}
|
|
HierarchyChangedEvent.Broadcast(EventData);
|
|
}
|
|
}
|
|
|
|
void FDataLayerHierarchy::FullRefreshEvent()
|
|
{
|
|
FSceneOutlinerHierarchyChangedData EventData;
|
|
EventData.Type = FSceneOutlinerHierarchyChangedData::FullRefresh;
|
|
HierarchyChangedEvent.Broadcast(EventData);
|
|
}
|