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#rb jeanfrancois.dube #jira UE-136091 #preflight 61a11845664cbb92c762f1f9 #ROBOMERGE-AUTHOR: richard.malo #ROBOMERGE-SOURCE: CL 18301366 in //UE5/Release-5.0/... via CL 18301372 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18301375 by richard malo in ue5-release-engine-test branch]
1482 lines
56 KiB
C++
1482 lines
56 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DataLayerMode.h"
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#include "SSceneOutliner.h"
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#include "SDataLayerBrowser.h"
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#include "DataLayer/DataLayerEditorSubsystem.h"
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#include "DataLayer/DataLayerOutlinerDeleteButtonColumn.h"
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#include "WorldPartition/DataLayer/WorldDataLayers.h"
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#include "DataLayer/SDataLayerOutliner.h"
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#include "DataLayerHierarchy.h"
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#include "DataLayerActorTreeItem.h"
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#include "DataLayerTreeItem.h"
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#include "WorldTreeItem.h"
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#include "WorldPartition/WorldPartitionEditorPerProjectUserSettings.h"
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#include "DataLayerDragDropOp.h"
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#include "ActorDescTreeItem.h"
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#include "ISceneOutlinerHierarchy.h"
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#include "SceneOutlinerMenuContext.h"
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#include "DataLayerTransaction.h"
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#include "DragAndDrop/ActorDragDropOp.h"
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#include "DragAndDrop/FolderDragDropOp.h"
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#include "ActorMode.h"
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#include "DataLayersActorDescTreeItem.h"
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#include "EditorActorFolders.h"
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#include "Algo/Transform.h"
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#include "ToolMenus.h"
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#include "Selection.h"
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#include "Editor.h"
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#define LOCTEXT_NAMESPACE "DataLayer"
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using FDataLayerFilter = TSceneOutlinerPredicateFilter<FDataLayerTreeItem>;
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using FDataLayerActorFilter = TSceneOutlinerPredicateFilter<FDataLayerActorTreeItem>;
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using FActorDescFilter = TSceneOutlinerPredicateFilter<FActorDescTreeItem>;
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FDataLayerModeParams::FDataLayerModeParams(SSceneOutliner* InSceneOutliner, SDataLayerBrowser* InDataLayerBrowser, const TWeakObjectPtr<UWorld>& InSpecifiedWorldToDisplay, FOnSceneOutlinerItemPicked InOnItemPicked)
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: SpecifiedWorldToDisplay(InSpecifiedWorldToDisplay)
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, DataLayerBrowser(InDataLayerBrowser)
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, SceneOutliner(InSceneOutliner)
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, OnItemPicked(InOnItemPicked)
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{}
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FDataLayerMode::FDataLayerMode(const FDataLayerModeParams& Params)
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: ISceneOutlinerMode(Params.SceneOutliner)
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, OnItemPicked(Params.OnItemPicked)
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, DataLayerBrowser(Params.DataLayerBrowser)
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, SpecifiedWorldToDisplay(Params.SpecifiedWorldToDisplay)
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, FilteredDataLayerCount(0)
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{
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USelection::SelectionChangedEvent.AddRaw(this, &FDataLayerMode::OnLevelSelectionChanged);
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USelection::SelectObjectEvent.AddRaw(this, &FDataLayerMode::OnLevelSelectionChanged);
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UWorldPartitionEditorPerProjectUserSettings* SharedSettings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
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bHideEditorDataLayers = SharedSettings->bHideEditorDataLayers;
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bHideRuntimeDataLayers = SharedSettings->bHideRuntimeDataLayers;
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bHideDataLayerActors = SharedSettings->bHideDataLayerActors;
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bHideUnloadedActors = SharedSettings->bHideUnloadedActors;
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bShowOnlySelectedActors = SharedSettings->bShowOnlySelectedActors;
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bHighlightSelectedDataLayers = SharedSettings->bHighlightSelectedDataLayers;
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FSceneOutlinerFilterInfo ShowOnlySelectedActorsInfo(LOCTEXT("ToggleShowOnlySelected", "Only Selected"), LOCTEXT("ToggleShowOnlySelectedToolTip", "When enabled, only displays actors that are currently selected."), bShowOnlySelectedActors, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateShowOnlySelectedActorsFilter));
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ShowOnlySelectedActorsInfo.OnToggle().AddLambda([this](bool bIsActive)
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{
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UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
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Settings->bShowOnlySelectedActors = bShowOnlySelectedActors = bIsActive;
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Settings->PostEditChange();
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if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
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{
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DataLayerHierarchy->SetShowOnlySelectedActors(bIsActive);
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}
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RefreshSelection();
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});
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FilterInfoMap.Add(TEXT("ShowOnlySelectedActors"), ShowOnlySelectedActorsInfo);
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FSceneOutlinerFilterInfo HideEditorDataLayersInfo(LOCTEXT("ToggleHideEditorDataLayers", "Hide Editor Data Layers"), LOCTEXT("ToggleHideEditorDataLayersToolTip", "When enabled, hides Editor Data Layers."), bHideEditorDataLayers, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateHideEditorDataLayersFilter));
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HideEditorDataLayersInfo.OnToggle().AddLambda([this](bool bIsActive)
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{
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UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
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Settings->bHideEditorDataLayers = bHideEditorDataLayers = bIsActive;
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Settings->PostEditChange();
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if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
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{
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DataLayerHierarchy->SetShowEditorDataLayers(!bIsActive);
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}
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});
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FilterInfoMap.Add(TEXT("HideEditorDataLayersFilter"), HideEditorDataLayersInfo);
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FSceneOutlinerFilterInfo HideRuntimeDataLayersInfo(LOCTEXT("ToggleHideRuntimeDataLayers", "Hide Runtime Data Layers"), LOCTEXT("ToggleHideRuntimeDataLayersToolTip", "When enabled, hides Runtime Data Layers."), bHideRuntimeDataLayers, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateHideRuntimeDataLayersFilter));
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HideRuntimeDataLayersInfo.OnToggle().AddLambda([this](bool bIsActive)
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{
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UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
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Settings->bHideRuntimeDataLayers = bHideRuntimeDataLayers = bIsActive;
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Settings->PostEditChange();
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if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
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{
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DataLayerHierarchy->SetShowRuntimeDataLayers(!bIsActive);
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}
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});
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FilterInfoMap.Add(TEXT("HideRuntimeDataLayersFilter"), HideRuntimeDataLayersInfo);
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FSceneOutlinerFilterInfo HideDataLayerActorsInfo(LOCTEXT("ToggleHideDataLayerActors", "Hide Actors"), LOCTEXT("ToggleHideDataLayerActorsToolTip", "When enabled, hides Data Layer Actors."), bHideDataLayerActors, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateHideDataLayerActorsFilter));
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HideDataLayerActorsInfo.OnToggle().AddLambda([this](bool bIsActive)
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{
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UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
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Settings->bHideDataLayerActors = bHideDataLayerActors = bIsActive;
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Settings->PostEditChange();
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if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
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{
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DataLayerHierarchy->SetShowDataLayerActors(!bIsActive);
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}
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});
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FilterInfoMap.Add(TEXT("HideDataLayerActorsFilter"), HideDataLayerActorsInfo);
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FSceneOutlinerFilterInfo HideUnloadedActorsInfo(LOCTEXT("ToggleHideUnloadedActors", "Hide Unloaded Actors"), LOCTEXT("ToggleHideUnloadedActorsToolTip", "When enabled, hides all unloaded world partition actors."), bHideUnloadedActors, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateHideUnloadedActorsFilter));
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HideUnloadedActorsInfo.OnToggle().AddLambda([this](bool bIsActive)
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{
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UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
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Settings->bHideUnloadedActors = bHideUnloadedActors = bIsActive;
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Settings->PostEditChange();
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if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
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{
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DataLayerHierarchy->SetShowUnloadedActors(!bIsActive);
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}
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});
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FilterInfoMap.Add(TEXT("HideUnloadedActorsFilter"), HideUnloadedActorsInfo);
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SceneOutliner->AddFilter(MakeShared<TSceneOutlinerPredicateFilter<FDataLayerActorTreeItem>>(FDataLayerActorTreeItem::FFilterPredicate::CreateLambda([this](const AActor* Actor, const UDataLayer* DataLayer)
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{
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return FActorMode::IsActorDisplayable(SceneOutliner, Actor);
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}), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
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DataLayerEditorSubsystem = UDataLayerEditorSubsystem::Get();
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Rebuild();
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const_cast<FSharedSceneOutlinerData&>(SceneOutliner->GetSharedData()).CustomDelete = FCustomSceneOutlinerDeleteDelegate::CreateRaw(this, &FDataLayerMode::DeleteItems);
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}
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FDataLayerMode::~FDataLayerMode()
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{
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USelection::SelectionChangedEvent.RemoveAll(this);
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USelection::SelectObjectEvent.RemoveAll(this);
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}
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TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateHideEditorDataLayersFilter()
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{
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return MakeShareable(new FDataLayerFilter(FDataLayerTreeItem::FFilterPredicate::CreateStatic([](const UDataLayer* DataLayer) { return true; }), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
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}
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TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateHideRuntimeDataLayersFilter()
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{
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return MakeShareable(new FDataLayerFilter(FDataLayerTreeItem::FFilterPredicate::CreateStatic([](const UDataLayer* DataLayer) { return true; }), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
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}
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TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateHideDataLayerActorsFilter()
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{
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return MakeShareable(new FDataLayerActorFilter(FDataLayerActorTreeItem::FFilterPredicate::CreateStatic([](const AActor* Actor, const UDataLayer* DataLayer) { return true; }), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
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}
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TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateHideUnloadedActorsFilter()
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{
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return MakeShareable(new FActorDescFilter(FActorDescTreeItem::FFilterPredicate::CreateStatic([](const FWorldPartitionActorDesc* ActorDesc) { return true; }), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
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}
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int32 FDataLayerMode::GetTypeSortPriority(const ISceneOutlinerTreeItem& Item) const
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{
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if (Item.IsA<FDataLayerTreeItem>())
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{
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return static_cast<int32>(EItemSortOrder::DataLayer);
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}
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else if (Item.IsA<FDataLayerActorTreeItem>())
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{
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return static_cast<int32>(EItemSortOrder::Actor);
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}
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else if (Item.IsA<FDataLayerActorDescTreeItem>())
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{
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return static_cast<int32_t>(EItemSortOrder::Unloaded);
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}
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// Warning: using actor mode with an unsupported item type!
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check(false);
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return -1;
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}
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bool FDataLayerMode::CanRenameItem(const ISceneOutlinerTreeItem& Item) const
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{
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if (Item.IsValid() && (Item.IsA<FDataLayerTreeItem>()))
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{
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FDataLayerTreeItem* DataLayerTreeItem = (FDataLayerTreeItem*)&Item;
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return !DataLayerTreeItem->GetDataLayer()->IsLocked();
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}
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return false;
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}
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FText FDataLayerMode::GetStatusText() const
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{
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// The number of DataLayers in the outliner before applying the text filter
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const int32 TotalDataLayerCount = ApplicableDataLayers.Num();
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const int32 SelectedDataLayerCount = SceneOutliner->GetSelection().Num<FDataLayerTreeItem>();
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if (!SceneOutliner->IsTextFilterActive())
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{
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if (SelectedDataLayerCount == 0)
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{
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return FText::Format(LOCTEXT("ShowingAllDataLayersFmt", "{0} data layers"), FText::AsNumber(FilteredDataLayerCount));
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}
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else
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{
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return FText::Format(LOCTEXT("ShowingAllDataLayersSelectedFmt", "{0} data layers ({1} selected)"), FText::AsNumber(FilteredDataLayerCount), FText::AsNumber(SelectedDataLayerCount));
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}
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}
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else if (SceneOutliner->IsTextFilterActive() && FilteredDataLayerCount == 0)
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{
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return FText::Format(LOCTEXT("ShowingNoDataLayersFmt", "No matching data layers ({0} total)"), FText::AsNumber(TotalDataLayerCount));
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}
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else if (SelectedDataLayerCount != 0)
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{
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return FText::Format(LOCTEXT("ShowingOnlySomeDataLayersSelectedFmt", "Showing {0} of {1} data layers ({2} selected)"), FText::AsNumber(FilteredDataLayerCount), FText::AsNumber(TotalDataLayerCount), FText::AsNumber(SelectedDataLayerCount));
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}
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else
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{
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return FText::Format(LOCTEXT("ShowingOnlySomeDataLayersFmt", "Showing {0} of {1} data layers"), FText::AsNumber(FilteredDataLayerCount), FText::AsNumber(TotalDataLayerCount));
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}
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}
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SDataLayerBrowser* FDataLayerMode::GetDataLayerBrowser() const
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{
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return DataLayerBrowser;
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}
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void FDataLayerMode::OnItemAdded(FSceneOutlinerTreeItemPtr Item)
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{
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if (FDataLayerTreeItem* DataLayerItem = Item->CastTo<FDataLayerTreeItem>())
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{
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if (!Item->Flags.bIsFilteredOut)
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{
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++FilteredDataLayerCount;
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if (ShouldExpandDataLayer(DataLayerItem->GetDataLayer()))
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{
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SceneOutliner->SetItemExpansion(DataLayerItem->AsShared(), true);
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}
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if (SelectedDataLayersSet.Contains(DataLayerItem->GetDataLayer()))
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{
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SceneOutliner->AddToSelection({Item});
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}
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}
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}
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else if (const FDataLayerActorTreeItem* DataLayerActorTreeItem = Item->CastTo<FDataLayerActorTreeItem>())
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{
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if (SelectedDataLayerActors.Contains(FSelectedDataLayerActor(DataLayerActorTreeItem->GetDataLayer(), DataLayerActorTreeItem->GetActor())))
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{
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SceneOutliner->AddToSelection({Item});
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}
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}
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}
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void FDataLayerMode::OnItemRemoved(FSceneOutlinerTreeItemPtr Item)
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{
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if (const FDataLayerTreeItem* DataLayerItem = Item->CastTo<FDataLayerTreeItem>())
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{
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if (!Item->Flags.bIsFilteredOut)
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{
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--FilteredDataLayerCount;
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}
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}
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}
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void FDataLayerMode::OnItemPassesFilters(const ISceneOutlinerTreeItem& Item)
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{
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if (const FDataLayerTreeItem* const DataLayerItem = Item.CastTo<FDataLayerTreeItem>())
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{
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ApplicableDataLayers.Add(DataLayerItem->GetDataLayer());
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}
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}
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void FDataLayerMode::OnItemDoubleClick(FSceneOutlinerTreeItemPtr Item)
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{
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if (const FDataLayerTreeItem* DataLayerItem = Item->CastTo<FDataLayerTreeItem>())
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{
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if (UDataLayer* DataLayer = DataLayerItem->GetDataLayer())
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{
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const FScopedDataLayerTransaction Transaction(LOCTEXT("SelectActorsInDataLayer", "Select Actors in Data Layer"), RepresentingWorld.Get());
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GEditor->SelectNone(/*bNoteSelectionChange*/false, true);
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DataLayerEditorSubsystem->SelectActorsInDataLayer(DataLayer, /*bSelect*/true, /*bNotify*/true, /*bSelectEvenIfHidden*/true);
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}
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}
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else if (FDataLayerActorTreeItem* DataLayerActorItem = Item->CastTo<FDataLayerActorTreeItem>())
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{
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if (AActor * Actor = DataLayerActorItem->GetActor())
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{
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const FScopedDataLayerTransaction Transaction(LOCTEXT("ClickingOnActor", "Clicking on Actor in Data Layer"), RepresentingWorld.Get());
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GEditor->GetSelectedActors()->Modify();
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GEditor->SelectNone(/*bNoteSelectionChange*/false, true);
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GEditor->SelectActor(Actor, /*bSelected*/true, /*bNotify*/true, /*bSelectEvenIfHidden*/true);
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GEditor->NoteSelectionChange();
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GEditor->MoveViewportCamerasToActor(*Actor, /*bActiveViewportOnly*/false);
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}
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}
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}
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void FDataLayerMode::DeleteItems(const TArray<TWeakPtr<ISceneOutlinerTreeItem>>& Items)
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{
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TArray<UDataLayer*> DataLayersToDelete;
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TMap<UDataLayer*, TArray<AActor*>> ActorsToRemoveFromDataLayer;
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for (const TWeakPtr<ISceneOutlinerTreeItem>& Item : Items)
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{
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if (FDataLayerActorTreeItem* DataLayerActorItem = Item.Pin()->CastTo<FDataLayerActorTreeItem>())
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{
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UDataLayer* DataLayer = DataLayerActorItem->GetDataLayer();
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AActor* Actor = DataLayerActorItem->GetActor();
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if (DataLayer && !DataLayer->IsLocked() && Actor)
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{
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ActorsToRemoveFromDataLayer.FindOrAdd(DataLayer).Add(Actor);
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}
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}
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else if (FDataLayerTreeItem* DataLayerItem = Item.Pin()->CastTo< FDataLayerTreeItem>())
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{
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if (UDataLayer* DataLayer = DataLayerItem->GetDataLayer())
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{
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if (!DataLayer->IsLocked())
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{
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DataLayersToDelete.Add(DataLayer);
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}
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}
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}
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}
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if (!ActorsToRemoveFromDataLayer.IsEmpty())
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{
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const FScopedDataLayerTransaction Transaction(LOCTEXT("RemoveActorsFromDataLayer", "Remove Actors from Data Layer"), RepresentingWorld.Get());
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for (const auto& ItPair : ActorsToRemoveFromDataLayer)
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{
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DataLayerEditorSubsystem->RemoveActorsFromDataLayer(ItPair.Value, ItPair.Key);
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}
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}
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else if (!DataLayersToDelete.IsEmpty())
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{
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int32 PrevDeleteCount = SelectedDataLayersSet.Num();
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for (UDataLayer* DataLayerToDelete : DataLayersToDelete)
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{
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SelectedDataLayersSet.Remove(DataLayerToDelete);
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}
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{
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const FScopedDataLayerTransaction Transaction(LOCTEXT("DeleteDataLayers", "Delete Data Layers"), RepresentingWorld.Get());
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DataLayerEditorSubsystem->DeleteDataLayers(DataLayersToDelete);
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}
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if ((SelectedDataLayersSet.Num() != PrevDeleteCount) && DataLayerBrowser)
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{
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DataLayerBrowser->OnSelectionChanged(SelectedDataLayersSet);
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}
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}
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}
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FReply FDataLayerMode::OnKeyDown(const FKeyEvent& InKeyEvent)
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{
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const FSceneOutlinerItemSelection& Selection = SceneOutliner->GetSelection();
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// Rename key: Rename selected actors (not rebindable, because it doesn't make much sense to bind.)
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if (InKeyEvent.GetKey() == EKeys::F2)
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{
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if (Selection.Num() == 1)
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{
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FSceneOutlinerTreeItemPtr ItemToRename = Selection.SelectedItems[0].Pin();
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if (ItemToRename.IsValid() && CanRenameItem(*ItemToRename) && ItemToRename->CanInteract())
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{
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SceneOutliner->SetPendingRenameItem(ItemToRename);
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SceneOutliner->ScrollItemIntoView(ItemToRename);
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}
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return FReply::Handled();
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}
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}
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// F5 forces a full refresh
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else if (InKeyEvent.GetKey() == EKeys::F5)
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{
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SceneOutliner->FullRefresh();
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return FReply::Handled();
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}
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// Delete/BackSpace keys delete selected actors
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else if (InKeyEvent.GetKey() == EKeys::Delete || InKeyEvent.GetKey() == EKeys::BackSpace)
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{
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DeleteItems(Selection.SelectedItems);
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return FReply::Handled();
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}
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return FReply::Unhandled();
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}
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bool FDataLayerMode::ParseDragDrop(FSceneOutlinerDragDropPayload& OutPayload, const FDragDropOperation& Operation) const
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{
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return !GetActorsFromOperation(Operation, true).IsEmpty() || !GetDataLayersFromOperation(Operation, true).IsEmpty();
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}
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FSceneOutlinerDragValidationInfo FDataLayerMode::ValidateDrop(const ISceneOutlinerTreeItem& DropTarget, const FSceneOutlinerDragDropPayload& Payload) const
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{
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TArray<AActor*> PayloadActors = GetActorsFromOperation(Payload.SourceOperation);
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if (!PayloadActors.IsEmpty())
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{
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for (AActor* Actor : PayloadActors)
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{
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if (!DataLayerEditorSubsystem->IsActorValidForDataLayer(Actor))
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{
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return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::IncompatibleGeneric, LOCTEXT("ActorCantBeAssignedToDataLayer", "Can't assign actors to Data Layer"));
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}
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}
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if (const FDataLayerTreeItem* DataLayerItem = DropTarget.CastTo<FDataLayerTreeItem>())
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{
|
|
const UDataLayer* TargetDataLayer = DataLayerItem->GetDataLayer();
|
|
if (!TargetDataLayer)
|
|
{
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::IncompatibleGeneric, FText());
|
|
}
|
|
|
|
if (TargetDataLayer->IsLocked())
|
|
{
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::IncompatibleGeneric, LOCTEXT("CantAssignLockedDataLayer", "Can't assign actors to locked Data Layer"));
|
|
}
|
|
|
|
if (GetSelectedDataLayers(SceneOutliner).Num() > 1)
|
|
{
|
|
if (SceneOutliner->GetTree().IsItemSelected(const_cast<ISceneOutlinerTreeItem&>(DropTarget).AsShared()))
|
|
{
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::Compatible, LOCTEXT("AssignToDataLayers", "Assign to Selected Data Layers"));
|
|
}
|
|
}
|
|
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::Compatible, FText::Format(LOCTEXT("AssignToDataLayer", "Assign to Data Layer \"{0}\""), FText::FromName(TargetDataLayer->GetDataLayerLabel())));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TArray<UDataLayer*> PayloadDataLayers = GetDataLayersFromOperation(Payload.SourceOperation);
|
|
if (!PayloadDataLayers.IsEmpty())
|
|
{
|
|
const FDataLayerTreeItem* DataLayerItem = DropTarget.CastTo<FDataLayerTreeItem>();
|
|
const FDataLayerActorTreeItem* DataLayerActorTreeItem = DropTarget.CastTo<FDataLayerActorTreeItem>();
|
|
const UDataLayer* ParentDataLayer = DataLayerItem ? DataLayerItem->GetDataLayer() : nullptr;
|
|
if (!ParentDataLayer && DataLayerActorTreeItem)
|
|
{
|
|
ParentDataLayer = DataLayerActorTreeItem->GetDataLayer();
|
|
}
|
|
|
|
bool bCanSetParent = false;
|
|
for (UDataLayer* DataLayer : PayloadDataLayers)
|
|
{
|
|
if (DataLayer->IsLocked())
|
|
{
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::IncompatibleGeneric, LOCTEXT("CantMoveLockedDataLayer", "Can't move locked Data Layer"));
|
|
}
|
|
|
|
if (DataLayer->CanParent(ParentDataLayer))
|
|
{
|
|
bCanSetParent = true;
|
|
}
|
|
}
|
|
|
|
if (bCanSetParent)
|
|
{
|
|
if (ParentDataLayer && ParentDataLayer->IsLocked())
|
|
{
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::IncompatibleGeneric, LOCTEXT("CantMoveDataLayerToLockedDataLayer", "Can't move Data Layer to locked Data Layer"));
|
|
}
|
|
|
|
if (ParentDataLayer)
|
|
{
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::Compatible, FText::Format(LOCTEXT("MoveDataLayerToDataLayer", "Move to Data Layer \"{0}\""), FText::FromName(ParentDataLayer->GetDataLayerLabel())));
|
|
}
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::Compatible, LOCTEXT("MoveDataLayerToRoot", "Move to root"));
|
|
}
|
|
else
|
|
{
|
|
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::IncompatibleGeneric, LOCTEXT("CantMoveToSameDataLayer", "Can't move Data Layer to same Data Layer"));
|
|
}
|
|
}
|
|
}
|
|
|
|
return FSceneOutlinerDragValidationInfo::Invalid();
|
|
}
|
|
|
|
TArray<UDataLayer*> FDataLayerMode::GetDataLayersFromOperation(const FDragDropOperation& Operation, bool bOnlyFindFirst) const
|
|
{
|
|
TArray<UDataLayer*> OutDataLayers;
|
|
|
|
auto GetDataLayers = [this, &OutDataLayers](const FDataLayerDragDropOp& DataLayerOp)
|
|
{
|
|
const TArray<FName>& DataLayerLabels = DataLayerOp.DataLayerLabels;
|
|
for (FName DataLayerLabel : DataLayerLabels)
|
|
{
|
|
if (UDataLayer* DataLayer = DataLayerEditorSubsystem->GetDataLayerFromLabel(DataLayerLabel))
|
|
{
|
|
OutDataLayers.AddUnique(DataLayer);
|
|
}
|
|
}
|
|
};
|
|
|
|
if (Operation.IsOfType<FCompositeDragDropOp>())
|
|
{
|
|
const FCompositeDragDropOp& CompositeDragDropOp = StaticCast<const FCompositeDragDropOp&>(Operation);
|
|
if (TSharedPtr<const FDataLayerDragDropOp> DataLayerDragDropOp = CompositeDragDropOp.GetSubOp<FDataLayerDragDropOp>())
|
|
{
|
|
GetDataLayers(*DataLayerDragDropOp);
|
|
}
|
|
}
|
|
else if (Operation.IsOfType<FDataLayerDragDropOp>())
|
|
{
|
|
const FDataLayerDragDropOp& DataLayerDragDropOp = StaticCast<const FDataLayerDragDropOp&>(Operation);
|
|
GetDataLayers(DataLayerDragDropOp);
|
|
}
|
|
|
|
return OutDataLayers;
|
|
}
|
|
|
|
TArray<AActor*> FDataLayerMode::GetActorsFromOperation(const FDragDropOperation& Operation, bool bOnlyFindFirst) const
|
|
{
|
|
TSet<AActor*> Actors;
|
|
|
|
auto GetActorsFromFolderOperation = [&Actors, bOnlyFindFirst](const FFolderDragDropOp& FolderOp)
|
|
{
|
|
if (bOnlyFindFirst && Actors.Num())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (UWorld* World = FolderOp.World.Get())
|
|
{
|
|
TArray<TWeakObjectPtr<AActor>> ActorsToDrop;
|
|
FActorFolders::GetWeakActorsFromFolders(*World, FolderOp.Folders, ActorsToDrop, FolderOp.RootObject);
|
|
for (const auto& Actor : ActorsToDrop)
|
|
{
|
|
if (AActor* ActorPtr = Actor.Get())
|
|
{
|
|
Actors.Add(ActorPtr);
|
|
if (bOnlyFindFirst)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
auto GetActorsFromActorOperation = [&Actors, bOnlyFindFirst](const FActorDragDropOp& ActorOp)
|
|
{
|
|
if (bOnlyFindFirst && Actors.Num())
|
|
{
|
|
return;
|
|
}
|
|
for (const auto& Actor : ActorOp.Actors)
|
|
{
|
|
if (AActor* ActorPtr = Actor.Get())
|
|
{
|
|
Actors.Add(ActorPtr);
|
|
if (bOnlyFindFirst)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
if (Operation.IsOfType<FActorDragDropOp>())
|
|
{
|
|
const FActorDragDropOp& ActorDragOp = StaticCast<const FActorDragDropOp&>(Operation);
|
|
GetActorsFromActorOperation(ActorDragOp);
|
|
}
|
|
if (Operation.IsOfType<FFolderDragDropOp>())
|
|
{
|
|
const FFolderDragDropOp& FolderDragOp = StaticCast<const FFolderDragDropOp&>(Operation);
|
|
GetActorsFromFolderOperation(FolderDragOp);
|
|
}
|
|
if (Operation.IsOfType<FCompositeDragDropOp>())
|
|
{
|
|
const FCompositeDragDropOp& CompositeDragOp = StaticCast<const FCompositeDragDropOp&>(Operation);
|
|
if (TSharedPtr<const FActorDragDropOp> ActorSubOp = CompositeDragOp.GetSubOp<FActorDragDropOp>())
|
|
{
|
|
GetActorsFromActorOperation(*ActorSubOp);
|
|
}
|
|
if (TSharedPtr<const FFolderDragDropOp> FolderSubOp = CompositeDragOp.GetSubOp<FFolderDragDropOp>())
|
|
{
|
|
GetActorsFromFolderOperation(*FolderSubOp);
|
|
}
|
|
}
|
|
return Actors.Array();
|
|
}
|
|
|
|
void FDataLayerMode::OnDrop(ISceneOutlinerTreeItem& DropTarget, const FSceneOutlinerDragDropPayload& Payload, const FSceneOutlinerDragValidationInfo& ValidationInfo) const
|
|
{
|
|
const FDataLayerTreeItem* DataLayerItem = DropTarget.CastTo<FDataLayerTreeItem>();
|
|
UDataLayer* TargetDataLayer = DataLayerItem ? DataLayerItem->GetDataLayer() : nullptr;
|
|
|
|
TArray<AActor*> ActorsToAdd = GetActorsFromOperation(Payload.SourceOperation);
|
|
if (!ActorsToAdd.IsEmpty())
|
|
{
|
|
if (SceneOutliner->GetTree().IsItemSelected(const_cast<ISceneOutlinerTreeItem&>(DropTarget).AsShared()))
|
|
{
|
|
TArray<UDataLayer*> AllSelectedDataLayers = GetSelectedDataLayers(SceneOutliner);
|
|
if (AllSelectedDataLayers.Num() > 1)
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("DataLayerOutlinerAddActorsToDataLayers", "Add Actors to Data Layers"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->AddActorsToDataLayers(ActorsToAdd, AllSelectedDataLayers);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (TargetDataLayer)
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("DataLayerOutlinerAddActorsToDataLayer", "Add Actors to Data Layer"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->AddActorsToDataLayer(ActorsToAdd, TargetDataLayer);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TArray<UDataLayer*> DataLayers = GetDataLayersFromOperation(Payload.SourceOperation);
|
|
SetParentDataLayer(DataLayers, TargetDataLayer);
|
|
}
|
|
}
|
|
|
|
void FDataLayerMode::SetParentDataLayer(const TArray<UDataLayer*> DataLayers, UDataLayer* ParentDataLayer) const
|
|
{
|
|
if (!DataLayers.IsEmpty())
|
|
{
|
|
TArray<UDataLayer*> ValidDataLayers;
|
|
ValidDataLayers.Reserve(DataLayers.Num());
|
|
for (UDataLayer* DataLayer : DataLayers)
|
|
{
|
|
if (DataLayer->CanParent(ParentDataLayer))
|
|
{
|
|
ValidDataLayers.Add(DataLayer);
|
|
}
|
|
}
|
|
|
|
if (!ValidDataLayers.IsEmpty())
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("DataLayerOutlinerChangeDataLayersParent", "Change Data Layers Parent"), RepresentingWorld.Get());
|
|
for (UDataLayer* DataLayer : ValidDataLayers)
|
|
{
|
|
DataLayerEditorSubsystem->SetParentDataLayer(DataLayer, ParentDataLayer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct FWeakDataLayerActorSelector
|
|
{
|
|
bool operator()(const TWeakPtr<ISceneOutlinerTreeItem>& Item, TWeakObjectPtr<AActor>& DataOut) const
|
|
{
|
|
if (TSharedPtr<ISceneOutlinerTreeItem> ItemPtr = Item.Pin())
|
|
{
|
|
if (FDataLayerActorTreeItem* TypedItem = ItemPtr->CastTo<FDataLayerActorTreeItem>())
|
|
{
|
|
if (TypedItem->IsValid())
|
|
{
|
|
DataOut = TypedItem->Actor;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
|
|
struct FWeakDataLayerSelector
|
|
{
|
|
bool operator()(const TWeakPtr<ISceneOutlinerTreeItem>& Item, TWeakObjectPtr<UDataLayer>& DataOut) const
|
|
{
|
|
if (TSharedPtr<ISceneOutlinerTreeItem> ItemPtr = Item.Pin())
|
|
{
|
|
if (FDataLayerTreeItem* TypedItem = ItemPtr->CastTo<FDataLayerTreeItem>())
|
|
{
|
|
if (TypedItem->IsValid())
|
|
{
|
|
DataOut = TypedItem->GetDataLayer();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
|
|
TSharedPtr<FDragDropOperation> FDataLayerMode::CreateDragDropOperation(const TArray<FSceneOutlinerTreeItemPtr>& InTreeItems) const
|
|
{
|
|
FSceneOutlinerDragDropPayload DraggedObjects(InTreeItems);
|
|
|
|
if (DraggedObjects.Has<FDataLayerTreeItem>())
|
|
{
|
|
TArray<TWeakObjectPtr<UDataLayer>> DataLayers = DraggedObjects.GetData<TWeakObjectPtr<UDataLayer>>(FWeakDataLayerSelector());
|
|
if (DataLayers.FindByPredicate([&](const TWeakObjectPtr<UDataLayer>& DataLayer) { return DataLayer.IsValid() && DataLayer->IsLocked(); }))
|
|
{
|
|
return TSharedPtr<FDragDropOperation>();
|
|
}
|
|
}
|
|
|
|
auto GetDataLayerOperation = [&DraggedObjects]()
|
|
{
|
|
TSharedPtr<FDataLayerDragDropOp> DataLayerOperation = MakeShareable(new FDataLayerDragDropOp);
|
|
TArray<TWeakObjectPtr<UDataLayer>> DataLayers = DraggedObjects.GetData<TWeakObjectPtr<UDataLayer>>(FWeakDataLayerSelector());
|
|
for (const auto& DataLayer : DataLayers)
|
|
{
|
|
if (DataLayer.IsValid())
|
|
{
|
|
DataLayerOperation->DataLayerLabels.Add(DataLayer->GetDataLayerLabel());
|
|
}
|
|
}
|
|
DataLayerOperation->Construct();
|
|
return DataLayerOperation;
|
|
};
|
|
|
|
auto GetActorOperation = [&DraggedObjects]()
|
|
{
|
|
TSharedPtr<FActorDragDropOp> ActorOperation = MakeShareable(new FActorDragDropOp);
|
|
ActorOperation->Init(DraggedObjects.GetData<TWeakObjectPtr<AActor>>(FWeakDataLayerActorSelector()));
|
|
ActorOperation->Construct();
|
|
return ActorOperation;
|
|
};
|
|
|
|
if (DraggedObjects.Has<FDataLayerTreeItem>() && !DraggedObjects.Has<FDataLayerActorTreeItem>())
|
|
{
|
|
return GetDataLayerOperation();
|
|
}
|
|
else if (!DraggedObjects.Has<FDataLayerTreeItem>() && DraggedObjects.Has<FDataLayerActorTreeItem>())
|
|
{
|
|
return GetActorOperation();
|
|
}
|
|
else
|
|
{
|
|
TSharedPtr<FSceneOutlinerDragDropOp> OutlinerOp = MakeShareable(new FSceneOutlinerDragDropOp());
|
|
|
|
if (DraggedObjects.Has<FDataLayerActorTreeItem>())
|
|
{
|
|
OutlinerOp->AddSubOp(GetActorOperation());
|
|
}
|
|
|
|
if (DraggedObjects.Has<FDataLayerTreeItem>())
|
|
{
|
|
OutlinerOp->AddSubOp(GetDataLayerOperation());
|
|
}
|
|
|
|
OutlinerOp->Construct();
|
|
return OutlinerOp;
|
|
}
|
|
}
|
|
|
|
static const FName DefaultContextBaseMenuName("DataLayerOutliner.DefaultContextMenuBase");
|
|
static const FName DefaultContextMenuName("DataLayerOutliner.DefaultContextMenu");
|
|
|
|
TArray<UDataLayer*> FDataLayerMode::GetSelectedDataLayers(SSceneOutliner* InSceneOutliner) const
|
|
{
|
|
FSceneOutlinerItemSelection ItemSelection(InSceneOutliner->GetSelection());
|
|
TArray<FDataLayerTreeItem*> SelectedDataLayerItems;
|
|
ItemSelection.Get<FDataLayerTreeItem>(SelectedDataLayerItems);
|
|
TArray<UDataLayer*> ValidSelectedDataLayers;
|
|
Algo::TransformIf(SelectedDataLayerItems, ValidSelectedDataLayers, [](const auto Item) { return Item && Item->GetDataLayer(); }, [](const auto Item) { return Item->GetDataLayer(); });
|
|
return MoveTemp(ValidSelectedDataLayers);
|
|
}
|
|
|
|
void FDataLayerMode::CreateDataLayerPicker(UToolMenu* InMenu, FOnDataLayerPicked OnDataLayerPicked, bool bInShowRoot)
|
|
{
|
|
if (bInShowRoot)
|
|
{
|
|
FToolMenuSection& Section = InMenu->AddSection("DataLayers", LOCTEXT("DataLayers", "Data Layers"));
|
|
Section.AddMenuEntry("Root", LOCTEXT("Root", "<Root>"), FText(), FSlateIcon(), FUIAction(FExecuteAction::CreateLambda([=]() { OnDataLayerPicked.ExecuteIfBound(nullptr); })));
|
|
}
|
|
|
|
FToolMenuSection& Section = InMenu->AddSection(FName(), LOCTEXT("ExistingDataLayers", "Existing Data Layers:"));
|
|
TSharedRef<SWidget> DataLayerPickerWidget = FDataLayerPickingMode::CreateDataLayerPickerWidget(OnDataLayerPicked);
|
|
Section.AddEntry(FToolMenuEntry::InitWidget("DataLayerPickerWidget", DataLayerPickerWidget, FText::GetEmpty(), false));
|
|
}
|
|
|
|
void FDataLayerMode::RegisterContextMenu()
|
|
{
|
|
UToolMenus* ToolMenus = UToolMenus::Get();
|
|
|
|
if (!ToolMenus->IsMenuRegistered(DefaultContextBaseMenuName))
|
|
{
|
|
UToolMenu* Menu = ToolMenus->RegisterMenu(DefaultContextBaseMenuName);
|
|
|
|
Menu->AddDynamicSection("DataLayerDynamicSection", FNewToolMenuDelegate::CreateLambda([this](UToolMenu* InMenu)
|
|
{
|
|
USceneOutlinerMenuContext* Context = InMenu->FindContext<USceneOutlinerMenuContext>();
|
|
if (!Context || !Context->SceneOutliner.IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
SSceneOutliner* SceneOutliner = Context->SceneOutliner.Pin().Get();
|
|
TArray<UDataLayer*> SelectedDataLayers = GetSelectedDataLayers(SceneOutliner);
|
|
const bool bSelectedDataLayersContainsLocked = !!SelectedDataLayers.FindByPredicate([](const UDataLayer* DataLayer) { return DataLayer->IsLocked(); });
|
|
|
|
TArray<const UDataLayer*> AllDataLayers;
|
|
if (const AWorldDataLayers* WorldDataLayers = RepresentingWorld.IsValid() ? RepresentingWorld->GetWorldDataLayers() : nullptr)
|
|
{
|
|
WorldDataLayers->ForEachDataLayer([&AllDataLayers](UDataLayer* DataLayer)
|
|
{
|
|
AllDataLayers.Add(DataLayer);
|
|
return true;
|
|
});
|
|
}
|
|
|
|
{
|
|
FToolMenuSection& Section = InMenu->AddSection("DataLayers", LOCTEXT("DataLayers", "Data Layers"));
|
|
|
|
auto CreateNewDataLayer = [this, SceneOutliner](UDataLayer* ParentDataLayer = nullptr)
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("CreateNewDataLayer", "Create New Data Layer"), RepresentingWorld.Get());
|
|
SelectedDataLayersSet.Empty();
|
|
SelectedDataLayerActors.Empty();
|
|
if (UDataLayer* NewDataLayer = DataLayerEditorSubsystem->CreateDataLayer())
|
|
{
|
|
SelectedDataLayersSet.Add(NewDataLayer);
|
|
DataLayerEditorSubsystem->SetParentDataLayer(NewDataLayer, ParentDataLayer);
|
|
// Select it and open a rename when it gets refreshed
|
|
SceneOutliner->OnItemAdded(NewDataLayer, SceneOutliner::ENewItemAction::Select | SceneOutliner::ENewItemAction::Rename);
|
|
}
|
|
};
|
|
|
|
Section.AddMenuEntry("CreateNewDataLayer", LOCTEXT("CreateNewDataLayer", "Create New Data Layer"), FText(), FSlateIcon(),
|
|
FUIAction(FExecuteAction::CreateLambda([this, CreateNewDataLayer]() { CreateNewDataLayer(); })));
|
|
|
|
UDataLayer* ParentDataLayer = (SelectedDataLayersSet.Num() == 1) ? const_cast<UDataLayer*>(SelectedDataLayersSet.CreateIterator()->Get()) : nullptr;
|
|
if (ParentDataLayer)
|
|
{
|
|
Section.AddMenuEntry("CreateNewDataLayerUnderDataLayer", FText::Format(LOCTEXT("CreateNewDataLayerUnderDataLayer", "Create New Data Layer under \"{0}\""), FText::FromName(ParentDataLayer->GetDataLayerLabel())), FText(), FSlateIcon(),
|
|
FUIAction(FExecuteAction::CreateLambda([this, CreateNewDataLayer, ParentDataLayer]() { CreateNewDataLayer(ParentDataLayer); })));
|
|
}
|
|
|
|
Section.AddMenuEntry("AddSelectedActorsToNewDataLayer", LOCTEXT("AddSelectedActorsToNewDataLayer", "Add Selected Actors to New Data Layer"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this]() {
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("AddSelectedActorsToNewDataLayer", "Add Selected Actors to New Data Layer"), RepresentingWorld.Get());
|
|
if (UDataLayer* NewDataLayer = DataLayerEditorSubsystem->CreateDataLayer())
|
|
{
|
|
DataLayerEditorSubsystem->AddSelectedActorsToDataLayer(NewDataLayer);
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([] { return GEditor->GetSelectedActorCount() > 0; })
|
|
));
|
|
|
|
Section.AddMenuEntry("AddSelectedActorsToSelectedDataLayers", LOCTEXT("AddSelectedActorsToSelectedDataLayers", "Add Selected Actors to Selected Data Layers"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this,SelectedDataLayers]() {
|
|
check(!SelectedDataLayers.IsEmpty());
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("AddSelectedActorsToSelectedDataLayers", "Add Selected Actors to Selected Data Layers"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->AddSelectedActorsToDataLayers(SelectedDataLayers);
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers,bSelectedDataLayersContainsLocked] { return !SelectedDataLayers.IsEmpty() && GEditor->GetSelectedActorCount() > 0 && !bSelectedDataLayersContainsLocked; })
|
|
));
|
|
|
|
if (!SelectedDataLayerActors.IsEmpty())
|
|
{
|
|
Section.AddSubMenu("AddSelectedActorsTo", LOCTEXT("AddSelectedActorsTo", "Add Selected Actors To"), FText(),
|
|
FNewToolMenuDelegate::CreateLambda([this](UToolMenu* InSubMenu)
|
|
{
|
|
CreateDataLayerPicker(InSubMenu, FOnDataLayerPicked::CreateLambda([this](UDataLayer* TargetDataLayer)
|
|
{
|
|
check(TargetDataLayer);
|
|
TArray<AActor*> Actors;
|
|
Algo::TransformIf(SelectedDataLayerActors, Actors, [](const FSelectedDataLayerActor& InActor) { return InActor.Value.Get(); }, [](const FSelectedDataLayerActor& InActor) { return const_cast<AActor*>(InActor.Value.Get()); });
|
|
if (!Actors.IsEmpty())
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("AddSelectedActorsToDataLayer", "Add Selected Actors to Selected Data Layer"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->AddActorsToDataLayers(Actors, { TargetDataLayer });
|
|
}
|
|
}));
|
|
}));
|
|
}
|
|
if (!SelectedDataLayers.IsEmpty() && !bSelectedDataLayersContainsLocked)
|
|
{
|
|
Section.AddSubMenu("MoveSelectedDataLayersTo", LOCTEXT("MoveSelectedDataLayersTo", "Move Data Layers To"), FText(),
|
|
FNewToolMenuDelegate::CreateLambda([this](UToolMenu* InSubMenu)
|
|
{
|
|
CreateDataLayerPicker(InSubMenu, FOnDataLayerPicked::CreateLambda([this](UDataLayer* TargetDataLayer)
|
|
{
|
|
TArray<UDataLayer*> DataLayers;
|
|
for (TWeakObjectPtr<const UDataLayer>& DataLayer : SelectedDataLayersSet)
|
|
{
|
|
if (DataLayer.IsValid() && !DataLayer->IsLocked() && DataLayer != TargetDataLayer)
|
|
{
|
|
DataLayers.Add(const_cast<UDataLayer*>(DataLayer.Get()));
|
|
}
|
|
}
|
|
SetParentDataLayer(DataLayers, TargetDataLayer);
|
|
}), /*bShowRoot*/true);
|
|
}));
|
|
}
|
|
|
|
Section.AddSeparator("SectionsSeparator");
|
|
|
|
Section.AddMenuEntry("RemoveSelectedActorsFromSelectedDataLayers", LOCTEXT("RemoveSelectedActorsFromSelectedDataLayers", "Remove Selected Actors from Selected Data Layers"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this,SelectedDataLayers]() {
|
|
check(!SelectedDataLayers.IsEmpty());
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("RemoveSelectedActorsFromSelectedDataLayers", "Remove Selected Actors from Selected Data Layers"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->RemoveSelectedActorsFromDataLayers(SelectedDataLayers);
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers,bSelectedDataLayersContainsLocked] { return !SelectedDataLayers.IsEmpty() && GEditor->GetSelectedActorCount() > 0 && !bSelectedDataLayersContainsLocked; })
|
|
));
|
|
|
|
Section.AddMenuEntry("DeleteSelectedDataLayers", LOCTEXT("DeleteSelectedDataLayers", "Delete Selected Data Layers"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this,SelectedDataLayers]() {
|
|
check(!SelectedDataLayers.IsEmpty());
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("DeleteSelectedDataLayers", "Delete Selected Data Layers"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->DeleteDataLayers(SelectedDataLayers);
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers,bSelectedDataLayersContainsLocked] { return !SelectedDataLayers.IsEmpty() && !bSelectedDataLayersContainsLocked; })
|
|
));
|
|
|
|
Section.AddMenuEntry("RenameSelectedDataLayer", LOCTEXT("RenameSelectedDataLayer", "Rename Selected Data Layer"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this,SceneOutliner,SelectedDataLayers]() {
|
|
if (SelectedDataLayers.Num() == 1)
|
|
{
|
|
FSceneOutlinerTreeItemPtr ItemToRename = SceneOutliner->GetTreeItem(SelectedDataLayers[0]);
|
|
if (ItemToRename.IsValid() && CanRenameItem(*ItemToRename) && ItemToRename->CanInteract())
|
|
{
|
|
SceneOutliner->SetPendingRenameItem(ItemToRename);
|
|
SceneOutliner->ScrollItemIntoView(ItemToRename);
|
|
}
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers] { return (SelectedDataLayers.Num() == 1) && !SelectedDataLayers[0]->IsLocked(); })
|
|
));
|
|
|
|
Section.AddSeparator("SectionsSeparator");
|
|
}
|
|
|
|
{
|
|
FToolMenuSection& Section = InMenu->AddSection("DataLayerSelection", LOCTEXT("DataLayerSelection", "Selection"));
|
|
|
|
Section.AddMenuEntry("SelectActorsInDataLayers", LOCTEXT("SelectActorsInDataLayers", "Select Actors in Data Layers"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this,SelectedDataLayers]() {
|
|
check(!SelectedDataLayers.IsEmpty());
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("SelectActorsInDataLayers", "Select Actors in Data Layers"), RepresentingWorld.Get());
|
|
GEditor->SelectNone(/*bNoteSelectionChange*/false, /*bDeselectBSPSurfs*/true);
|
|
DataLayerEditorSubsystem->SelectActorsInDataLayers(SelectedDataLayers, /*bSelect*/true, /*bNotify*/true, /*bSelectEvenIfHidden*/true);
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers] { return !SelectedDataLayers.IsEmpty(); })
|
|
));
|
|
|
|
Section.AddMenuEntry("AppendActorsToSelection", LOCTEXT("AppendActorsToSelection", "Append Actors in Data Layer to Selection"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this,SelectedDataLayers]() {
|
|
check(!SelectedDataLayers.IsEmpty());
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("AppendActorsToSelection", "Append Actors in Data Layer to Selection"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->SelectActorsInDataLayers(SelectedDataLayers, /*bSelect*/true, /*bNotify*/true, /*bSelectEvenIfHidden*/true);
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers,bSelectedDataLayersContainsLocked] { return !SelectedDataLayers.IsEmpty() && !bSelectedDataLayersContainsLocked; })
|
|
));
|
|
|
|
Section.AddMenuEntry("DeselectActors", LOCTEXT("DeselectActors", "Deselect Actors in Data Layer"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this,SelectedDataLayers]() {
|
|
check(!SelectedDataLayers.IsEmpty());
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("DeselectActors", "Deselect Actors in Data Layer"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->SelectActorsInDataLayers(SelectedDataLayers, /*bSelect*/false, /*bNotifySelectActors*/true);
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers] { return !SelectedDataLayers.IsEmpty(); })
|
|
));
|
|
}
|
|
|
|
{
|
|
FToolMenuSection& Section = InMenu->AddSection("DataLayerExpansion", LOCTEXT("DataLayerExpansion", "Expansion"));
|
|
|
|
Section.AddMenuEntry("CollapseAllDataLayers", LOCTEXT("CollapseAllDataLayers", "Collapse All Data Layers"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([SceneOutliner,SelectedDataLayers]() {
|
|
check(!SelectedDataLayers.IsEmpty());
|
|
{
|
|
GEditor->SelectNone(/*bNoteSelectionChange*/false, /*bDeselectBSPSurfs*/true);
|
|
SceneOutliner->CollapseAll();
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers] { return !SelectedDataLayers.IsEmpty(); })
|
|
));
|
|
|
|
Section.AddMenuEntry("ExpandAllDataLayers", LOCTEXT("ExpandAllDataLayers", "Expand All Data Layers"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([SceneOutliner,SelectedDataLayers]() {
|
|
check(!SelectedDataLayers.IsEmpty());
|
|
{
|
|
GEditor->SelectNone(/*bNoteSelectionChange*/false, /*bDeselectBSPSurfs*/true);
|
|
SceneOutliner->ExpandAll();
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([SelectedDataLayers] { return !SelectedDataLayers.IsEmpty(); })
|
|
));
|
|
}
|
|
|
|
{
|
|
FToolMenuSection& Section = InMenu->AddSection("DataLayerVisibility", LOCTEXT("DataLayerVisibility", "Visibility"));
|
|
|
|
Section.AddMenuEntry("MakeAllDataLayersVisible", LOCTEXT("MakeAllDataLayersVisible", "Make All Data Layers Visible"), FText(), FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this,AllDataLayers]() {
|
|
check(!AllDataLayers.IsEmpty());
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("MakeAllDataLayersVisible", "Make All Data Layers Visible"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->MakeAllDataLayersVisible();
|
|
}}),
|
|
FCanExecuteAction::CreateLambda([AllDataLayers] { return !AllDataLayers.IsEmpty(); })
|
|
));
|
|
}
|
|
}));
|
|
}
|
|
|
|
if (!ToolMenus->IsMenuRegistered(DefaultContextMenuName))
|
|
{
|
|
ToolMenus->RegisterMenu(DefaultContextMenuName, DefaultContextBaseMenuName);
|
|
}
|
|
}
|
|
|
|
TSharedPtr<SWidget> FDataLayerMode::CreateContextMenu()
|
|
{
|
|
RegisterContextMenu();
|
|
|
|
FSceneOutlinerItemSelection ItemSelection(SceneOutliner->GetSelection());
|
|
|
|
USceneOutlinerMenuContext* ContextObject = NewObject<USceneOutlinerMenuContext>();
|
|
ContextObject->SceneOutliner = StaticCastSharedRef<SSceneOutliner>(SceneOutliner->AsShared());
|
|
ContextObject->bShowParentTree = SceneOutliner->GetSharedData().bShowParentTree;
|
|
ContextObject->NumSelectedItems = ItemSelection.Num();
|
|
FToolMenuContext Context(ContextObject);
|
|
|
|
FName MenuName = DefaultContextMenuName;
|
|
SceneOutliner->GetSharedData().ModifyContextMenu.ExecuteIfBound(MenuName, Context);
|
|
|
|
// Build up the menu for a selection
|
|
UToolMenus* ToolMenus = UToolMenus::Get();
|
|
UToolMenu* Menu = ToolMenus->GenerateMenu(MenuName, Context);
|
|
for (const FToolMenuSection& Section : Menu->Sections)
|
|
{
|
|
if (Section.Blocks.Num() > 0)
|
|
{
|
|
return ToolMenus->GenerateWidget(Menu);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void FDataLayerMode::CreateViewContent(FMenuBuilder& MenuBuilder)
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("ToggleHighlightSelectedDataLayers", "Highlight Selected"),
|
|
LOCTEXT("ToggleHighlightSelectedDataLayersToolTip", "When enabled, highlights Data Layers containing actors that are currently selected."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this]()
|
|
{
|
|
UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
|
|
bHighlightSelectedDataLayers = !bHighlightSelectedDataLayers;
|
|
Settings->bHighlightSelectedDataLayers = bHighlightSelectedDataLayers;
|
|
Settings->PostEditChange();
|
|
|
|
if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
|
|
{
|
|
DataLayerHierarchy->SetHighlightSelectedDataLayers(bHighlightSelectedDataLayers);
|
|
}
|
|
|
|
SceneOutliner->FullRefresh();
|
|
}),
|
|
FCanExecuteAction(),
|
|
FIsActionChecked::CreateLambda([this]() { return bHighlightSelectedDataLayers; })
|
|
),
|
|
NAME_None,
|
|
EUserInterfaceActionType::ToggleButton
|
|
);
|
|
|
|
MenuBuilder.BeginSection("AssetThumbnails", LOCTEXT("ShowAdvancedHeading", "Advanced"));
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("ToggleAllowRuntimeDataLayerEditing", "Allow Runtime Data Layer Editing"),
|
|
LOCTEXT("ToggleAllowRuntimeDataLayerEditingToolTip", "When enabled, allows editing of Runtime Data Layers."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this]()
|
|
{
|
|
if (AWorldDataLayers* WorldDataLayers = RepresentingWorld.IsValid() ? RepresentingWorld->GetWorldDataLayers() : nullptr)
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("ToggleAllowRuntimeDataLayerEditingTransaction", "Toggle Allow Runtime Data Layer Editing"), RepresentingWorld.Get());
|
|
WorldDataLayers->SetAllowRuntimeDataLayerEditing(!WorldDataLayers->GetAllowRuntimeDataLayerEditing());
|
|
}
|
|
SceneOutliner->FullRefresh();
|
|
}),
|
|
FCanExecuteAction(),
|
|
FIsActionChecked::CreateLambda([this]()
|
|
{
|
|
const AWorldDataLayers* WorldDataLayers = RepresentingWorld.IsValid() ? RepresentingWorld->GetWorldDataLayers() : nullptr;
|
|
return WorldDataLayers ? WorldDataLayers->GetAllowRuntimeDataLayerEditing() : true;
|
|
})
|
|
),
|
|
NAME_None,
|
|
EUserInterfaceActionType::ToggleButton
|
|
);
|
|
|
|
TArray<UDataLayer*> AllDataLayers;
|
|
if (const AWorldDataLayers* WorldDataLayers = RepresentingWorld.IsValid() ? RepresentingWorld->GetWorldDataLayers() : nullptr)
|
|
{
|
|
WorldDataLayers->ForEachDataLayer([&AllDataLayers](UDataLayer* DataLayer)
|
|
{
|
|
AllDataLayers.Add(DataLayer);
|
|
return true;
|
|
});
|
|
}
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("ResetDataLayerUserSettings", "Reset User Settings"),
|
|
LOCTEXT("ResetDataLayerUserSettingsToolTip", "Resets Data Layers User Settings to their initial values."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateLambda([this]()
|
|
{
|
|
const FScopedDataLayerTransaction Transaction(LOCTEXT("ResetDataLayerUserSettings", "Reset User Settings"), RepresentingWorld.Get());
|
|
DataLayerEditorSubsystem->ResetUserSettings();
|
|
})
|
|
)
|
|
);
|
|
|
|
MenuBuilder.EndSection();
|
|
|
|
MenuBuilder.BeginSection("AssetThumbnails", LOCTEXT("ShowWorldHeading", "World"));
|
|
MenuBuilder.AddSubMenu(
|
|
LOCTEXT("ChooseWorldSubMenu", "Choose World"),
|
|
LOCTEXT("ChooseWorldSubMenuToolTip", "Choose the world to display in the outliner."),
|
|
FNewMenuDelegate::CreateRaw(this, &FDataLayerMode::BuildWorldPickerMenu)
|
|
);
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
void FDataLayerMode::BuildWorldPickerMenu(FMenuBuilder& MenuBuilder)
|
|
{
|
|
MenuBuilder.BeginSection("Worlds", LOCTEXT("WorldsHeading", "Worlds"));
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("AutoWorld", "Auto"),
|
|
LOCTEXT("AutoWorldToolTip", "Automatically pick the world to display based on context."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateRaw(this, &FDataLayerMode::OnSelectWorld, TWeakObjectPtr<UWorld>()),
|
|
FCanExecuteAction(),
|
|
FIsActionChecked::CreateRaw(this, &FDataLayerMode::IsWorldChecked, TWeakObjectPtr<UWorld>())
|
|
),
|
|
NAME_None,
|
|
EUserInterfaceActionType::RadioButton
|
|
);
|
|
|
|
for (const FWorldContext& Context : GEngine->GetWorldContexts())
|
|
{
|
|
UWorld* World = Context.World();
|
|
if (World && (World->WorldType == EWorldType::PIE || Context.WorldType == EWorldType::Editor))
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
SceneOutliner::GetWorldDescription(World),
|
|
LOCTEXT("ChooseWorldToolTip", "Display actors for this world."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateRaw(this, &FDataLayerMode::OnSelectWorld, MakeWeakObjectPtr(World)),
|
|
FCanExecuteAction(),
|
|
FIsActionChecked::CreateRaw(this, &FDataLayerMode::IsWorldChecked, MakeWeakObjectPtr(World))
|
|
),
|
|
NAME_None,
|
|
EUserInterfaceActionType::RadioButton
|
|
);
|
|
}
|
|
}
|
|
}
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
void FDataLayerMode::OnSelectWorld(TWeakObjectPtr<UWorld> World)
|
|
{
|
|
UserChosenWorld = World;
|
|
SceneOutliner->FullRefresh();
|
|
}
|
|
|
|
bool FDataLayerMode::IsWorldChecked(TWeakObjectPtr<UWorld> World) const
|
|
{
|
|
return (UserChosenWorld == World) || (World.IsExplicitlyNull() && !UserChosenWorld.IsValid());
|
|
}
|
|
|
|
TUniquePtr<ISceneOutlinerHierarchy> FDataLayerMode::CreateHierarchy()
|
|
{
|
|
TUniquePtr<FDataLayerHierarchy> DataLayerHierarchy = FDataLayerHierarchy::Create(this, RepresentingWorld);
|
|
DataLayerHierarchy->SetShowEditorDataLayers(!bHideEditorDataLayers);
|
|
DataLayerHierarchy->SetShowRuntimeDataLayers(!bHideRuntimeDataLayers);
|
|
DataLayerHierarchy->SetShowDataLayerActors(!bHideDataLayerActors);
|
|
DataLayerHierarchy->SetShowUnloadedActors(!bHideUnloadedActors);
|
|
DataLayerHierarchy->SetShowOnlySelectedActors(bShowOnlySelectedActors);
|
|
DataLayerHierarchy->SetHighlightSelectedDataLayers(bHighlightSelectedDataLayers);
|
|
return DataLayerHierarchy;
|
|
}
|
|
|
|
void FDataLayerMode::OnItemSelectionChanged(FSceneOutlinerTreeItemPtr TreeItem, ESelectInfo::Type SelectionType, const FSceneOutlinerItemSelection& Selection)
|
|
{
|
|
SelectedDataLayersSet.Empty();
|
|
SelectedDataLayerActors.Empty();
|
|
Selection.ForEachItem<FDataLayerTreeItem>([this](const FDataLayerTreeItem& Item) { SelectedDataLayersSet.Add(Item.GetDataLayer()); });
|
|
Selection.ForEachItem<FDataLayerActorTreeItem>([this](const FDataLayerActorTreeItem& Item) { SelectedDataLayerActors.Add(FSelectedDataLayerActor(Item.GetDataLayer(), Item.GetActor())); });
|
|
if (DataLayerBrowser)
|
|
{
|
|
DataLayerBrowser->OnSelectionChanged(SelectedDataLayersSet);
|
|
}
|
|
|
|
if (OnItemPicked.IsBound())
|
|
{
|
|
auto SelectedItems = SceneOutliner->GetSelectedItems();
|
|
if (SelectedItems.Num() > 0)
|
|
{
|
|
auto FirstItem = SelectedItems[0];
|
|
if (FirstItem->CanInteract())
|
|
{
|
|
OnItemPicked.ExecuteIfBound(FirstItem.ToSharedRef());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDataLayerMode::Rebuild()
|
|
{
|
|
FilteredDataLayerCount = 0;
|
|
ApplicableDataLayers.Empty();
|
|
ChooseRepresentingWorld();
|
|
Hierarchy = CreateHierarchy();
|
|
|
|
// Hide delete actor column when it's not necessary
|
|
const bool bShowDeleteButtonColumn = !bHideDataLayerActors && RepresentingWorld.IsValid() && !RepresentingWorld->IsPlayInEditor();
|
|
SceneOutliner->SetColumnVisibility(FDataLayerOutlinerDeleteButtonColumn::GetID(), bShowDeleteButtonColumn);
|
|
|
|
if (DataLayerBrowser)
|
|
{
|
|
DataLayerBrowser->OnSelectionChanged(SelectedDataLayersSet);
|
|
}
|
|
}
|
|
|
|
void FDataLayerMode::ChooseRepresentingWorld()
|
|
{
|
|
// Select a world to represent
|
|
|
|
RepresentingWorld = nullptr;
|
|
|
|
// If a specified world was provided, represent it
|
|
if (SpecifiedWorldToDisplay.IsValid())
|
|
{
|
|
RepresentingWorld = SpecifiedWorldToDisplay.Get();
|
|
}
|
|
|
|
// check if the user-chosen world is valid and in the editor contexts
|
|
|
|
if (!RepresentingWorld.IsValid() && UserChosenWorld.IsValid())
|
|
{
|
|
for (const FWorldContext& Context : GEngine->GetWorldContexts())
|
|
{
|
|
if (UserChosenWorld.Get() == Context.World())
|
|
{
|
|
RepresentingWorld = UserChosenWorld.Get();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If the user did not manually select a world, try to pick the most suitable world context
|
|
if (!RepresentingWorld.IsValid())
|
|
{
|
|
// ideally we want a PIE world that is standalone or the first client
|
|
for (const FWorldContext& Context : GEngine->GetWorldContexts())
|
|
{
|
|
UWorld* World = Context.World();
|
|
if (World && Context.WorldType == EWorldType::PIE)
|
|
{
|
|
if (World->GetNetMode() == NM_Standalone)
|
|
{
|
|
RepresentingWorld = World;
|
|
break;
|
|
}
|
|
else if (World->GetNetMode() == NM_Client && Context.PIEInstance == 2) // Slightly dangerous: assumes server is always PIEInstance = 1;
|
|
{
|
|
RepresentingWorld = World;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (RepresentingWorld == nullptr)
|
|
{
|
|
// still not world so fallback to old logic where we just prefer PIE over Editor
|
|
|
|
for (const FWorldContext& Context : GEngine->GetWorldContexts())
|
|
{
|
|
if (Context.WorldType == EWorldType::PIE)
|
|
{
|
|
RepresentingWorld = Context.World();
|
|
break;
|
|
}
|
|
else if (Context.WorldType == EWorldType::Editor)
|
|
{
|
|
RepresentingWorld = Context.World();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FDataLayerMode::ShouldExpandDataLayer(const UDataLayer* DataLayer) const
|
|
{
|
|
if (bHighlightSelectedDataLayers || bShowOnlySelectedActors)
|
|
{
|
|
if (DataLayer)
|
|
{
|
|
if ((bShowOnlySelectedActors && DataLayerEditorSubsystem->DoesDataLayerContainSelectedActors(DataLayer)) ||
|
|
(ContainsSelectedChildDataLayer(DataLayer) && !DataLayer->GetChildren().IsEmpty()))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool FDataLayerMode::ContainsSelectedChildDataLayer(const UDataLayer* DataLayer) const
|
|
{
|
|
if (DataLayer)
|
|
{
|
|
bool bFoundSelected = false;
|
|
DataLayer->ForEachChild([this, &bFoundSelected](const UDataLayer* Child)
|
|
{
|
|
if (DataLayerEditorSubsystem->DoesDataLayerContainSelectedActors(Child) || ContainsSelectedChildDataLayer(Child))
|
|
{
|
|
bFoundSelected = true;
|
|
return false;
|
|
}
|
|
return true;
|
|
});
|
|
return bFoundSelected;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateShowOnlySelectedActorsFilter()
|
|
{
|
|
auto IsActorSelected = [](const AActor* InActor, const UDataLayer* InDataLayer)
|
|
{
|
|
return InActor && InActor->IsSelected();
|
|
};
|
|
return MakeShareable(new FDataLayerActorFilter(FDataLayerActorTreeItem::FFilterPredicate::CreateStatic(IsActorSelected), FSceneOutlinerFilter::EDefaultBehaviour::Pass, FDataLayerActorTreeItem::FFilterPredicate::CreateStatic(IsActorSelected)));
|
|
}
|
|
|
|
void FDataLayerMode::SynchronizeSelection()
|
|
{
|
|
if (!bShowOnlySelectedActors && !bHighlightSelectedDataLayers)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TArray<AActor*> Actors;
|
|
TSet<const UDataLayer*> ActorDataLayersIncludingParents;
|
|
GEditor->GetSelectedActors()->GetSelectedObjects<AActor>(Actors);
|
|
for (const AActor* Actor : Actors)
|
|
{
|
|
TArray<const UDataLayer*> ActorDataLayers = Actor->GetDataLayerObjects();
|
|
for (const UDataLayer* DataLayer : ActorDataLayers)
|
|
{
|
|
const UDataLayer* CurrentDataLayer = DataLayer;
|
|
while (CurrentDataLayer)
|
|
{
|
|
bool bIsAlreadyInSet = false;
|
|
ActorDataLayersIncludingParents.Add(CurrentDataLayer, &bIsAlreadyInSet);
|
|
if (!bIsAlreadyInSet)
|
|
{
|
|
FSceneOutlinerTreeItemPtr TreeItem = SceneOutliner->GetTreeItem(CurrentDataLayer, false);
|
|
if (TreeItem && ShouldExpandDataLayer(CurrentDataLayer))
|
|
{
|
|
SceneOutliner->SetItemExpansion(TreeItem, true);
|
|
}
|
|
}
|
|
CurrentDataLayer = CurrentDataLayer->GetParent();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDataLayerMode::OnLevelSelectionChanged(UObject* Obj)
|
|
{
|
|
if (!bShowOnlySelectedActors && !bHighlightSelectedDataLayers)
|
|
{
|
|
return;
|
|
}
|
|
|
|
RefreshSelection();
|
|
}
|
|
|
|
void FDataLayerMode::RefreshSelection()
|
|
{
|
|
SceneOutliner->FullRefresh();
|
|
SceneOutliner->RefreshSelection();
|
|
}
|
|
|
|
//
|
|
// FDataLayerPickingMode : Lightweight version of FDataLayerMode used to show the DataLayer hierarchy and choose one.
|
|
//
|
|
|
|
FDataLayerPickingMode::FDataLayerPickingMode(const FDataLayerModeParams& Params)
|
|
: FDataLayerMode(Params)
|
|
{
|
|
bHideDataLayerActors = true;
|
|
Rebuild();
|
|
SceneOutliner->ExpandAll();
|
|
}
|
|
|
|
TSharedRef<SWidget> FDataLayerPickingMode::CreateDataLayerPickerWidget(FOnDataLayerPicked OnDataLayerPicked)
|
|
{
|
|
// Create mini DataLayers outliner to pick a DataLayer
|
|
FSceneOutlinerInitializationOptions InitOptions;
|
|
InitOptions.bShowHeaderRow = false;
|
|
InitOptions.bShowParentTree = true;
|
|
InitOptions.bShowCreateNewFolder = false;
|
|
InitOptions.bFocusSearchBoxWhenOpened = true;
|
|
InitOptions.ColumnMap.Add(FSceneOutlinerBuiltInColumnTypes::Label(), FSceneOutlinerColumnInfo(ESceneOutlinerColumnVisibility::Visible, 2));
|
|
InitOptions.ModeFactory = FCreateSceneOutlinerMode::CreateLambda([OnDataLayerPicked](SSceneOutliner* Outliner)
|
|
{
|
|
return new FDataLayerPickingMode(FDataLayerModeParams(Outliner, nullptr, nullptr, FOnSceneOutlinerItemPicked::CreateLambda([OnDataLayerPicked](const FSceneOutlinerTreeItemRef& NewParent)
|
|
{
|
|
FDataLayerTreeItem* DataLayerItem = NewParent->CastTo<FDataLayerTreeItem>();
|
|
if (UDataLayer* DataLayer = DataLayerItem ? DataLayerItem->GetDataLayer() : nullptr)
|
|
{
|
|
OnDataLayerPicked.ExecuteIfBound(DataLayer);
|
|
}
|
|
FSlateApplication::Get().DismissAllMenus();
|
|
})));
|
|
});
|
|
|
|
TSharedRef<SDataLayerOutliner> Outliner = SNew(SDataLayerOutliner, InitOptions).IsEnabled(FSlateApplication::Get().GetNormalExecutionAttribute());
|
|
TSharedRef<SWidget> DataLayerPickerWidget =
|
|
SNew(SVerticalBox)
|
|
+ SVerticalBox::Slot()
|
|
.MaxHeight(400.0f)
|
|
[
|
|
Outliner
|
|
];
|
|
|
|
Outliner->ExpandAll();
|
|
|
|
return DataLayerPickerWidget;
|
|
}
|
|
|
|
void FDataLayerPickingMode::OnItemSelectionChanged(FSceneOutlinerTreeItemPtr TreeItem, ESelectInfo::Type SelectionType, const FSceneOutlinerItemSelection& Selection)
|
|
{
|
|
if (OnItemPicked.IsBound())
|
|
{
|
|
auto SelectedItems = SceneOutliner->GetSelectedItems();
|
|
if (SelectedItems.Num() > 0)
|
|
{
|
|
auto FirstItem = SelectedItems[0];
|
|
if (FirstItem->CanInteract())
|
|
{
|
|
if (const FDataLayerTreeItem* DataLayerItem = FirstItem->CastTo<FDataLayerTreeItem>())
|
|
{
|
|
UDataLayer* DataLayer = DataLayerItem->GetDataLayer();
|
|
if (DataLayer && !DataLayer->IsLocked())
|
|
{
|
|
OnItemPicked.ExecuteIfBound(FirstItem.ToSharedRef());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|