Files
UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/DataLayerMode.cpp
richard malo 69aaebf0c8 Moved the "Allow Runtime Data Layer Editing" flag from the EditorPerProjectUserSettings to the AWorrldDataLayers actor so that the state persists for all users.
#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]
2021-11-26 14:01:04 -05:00

1482 lines
56 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DataLayerMode.h"
#include "SSceneOutliner.h"
#include "SDataLayerBrowser.h"
#include "DataLayer/DataLayerEditorSubsystem.h"
#include "DataLayer/DataLayerOutlinerDeleteButtonColumn.h"
#include "WorldPartition/DataLayer/WorldDataLayers.h"
#include "DataLayer/SDataLayerOutliner.h"
#include "DataLayerHierarchy.h"
#include "DataLayerActorTreeItem.h"
#include "DataLayerTreeItem.h"
#include "WorldTreeItem.h"
#include "WorldPartition/WorldPartitionEditorPerProjectUserSettings.h"
#include "DataLayerDragDropOp.h"
#include "ActorDescTreeItem.h"
#include "ISceneOutlinerHierarchy.h"
#include "SceneOutlinerMenuContext.h"
#include "DataLayerTransaction.h"
#include "DragAndDrop/ActorDragDropOp.h"
#include "DragAndDrop/FolderDragDropOp.h"
#include "ActorMode.h"
#include "DataLayersActorDescTreeItem.h"
#include "EditorActorFolders.h"
#include "Algo/Transform.h"
#include "ToolMenus.h"
#include "Selection.h"
#include "Editor.h"
#define LOCTEXT_NAMESPACE "DataLayer"
using FDataLayerFilter = TSceneOutlinerPredicateFilter<FDataLayerTreeItem>;
using FDataLayerActorFilter = TSceneOutlinerPredicateFilter<FDataLayerActorTreeItem>;
using FActorDescFilter = TSceneOutlinerPredicateFilter<FActorDescTreeItem>;
FDataLayerModeParams::FDataLayerModeParams(SSceneOutliner* InSceneOutliner, SDataLayerBrowser* InDataLayerBrowser, const TWeakObjectPtr<UWorld>& InSpecifiedWorldToDisplay, FOnSceneOutlinerItemPicked InOnItemPicked)
: SpecifiedWorldToDisplay(InSpecifiedWorldToDisplay)
, DataLayerBrowser(InDataLayerBrowser)
, SceneOutliner(InSceneOutliner)
, OnItemPicked(InOnItemPicked)
{}
FDataLayerMode::FDataLayerMode(const FDataLayerModeParams& Params)
: ISceneOutlinerMode(Params.SceneOutliner)
, OnItemPicked(Params.OnItemPicked)
, DataLayerBrowser(Params.DataLayerBrowser)
, SpecifiedWorldToDisplay(Params.SpecifiedWorldToDisplay)
, FilteredDataLayerCount(0)
{
USelection::SelectionChangedEvent.AddRaw(this, &FDataLayerMode::OnLevelSelectionChanged);
USelection::SelectObjectEvent.AddRaw(this, &FDataLayerMode::OnLevelSelectionChanged);
UWorldPartitionEditorPerProjectUserSettings* SharedSettings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
bHideEditorDataLayers = SharedSettings->bHideEditorDataLayers;
bHideRuntimeDataLayers = SharedSettings->bHideRuntimeDataLayers;
bHideDataLayerActors = SharedSettings->bHideDataLayerActors;
bHideUnloadedActors = SharedSettings->bHideUnloadedActors;
bShowOnlySelectedActors = SharedSettings->bShowOnlySelectedActors;
bHighlightSelectedDataLayers = SharedSettings->bHighlightSelectedDataLayers;
FSceneOutlinerFilterInfo ShowOnlySelectedActorsInfo(LOCTEXT("ToggleShowOnlySelected", "Only Selected"), LOCTEXT("ToggleShowOnlySelectedToolTip", "When enabled, only displays actors that are currently selected."), bShowOnlySelectedActors, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateShowOnlySelectedActorsFilter));
ShowOnlySelectedActorsInfo.OnToggle().AddLambda([this](bool bIsActive)
{
UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
Settings->bShowOnlySelectedActors = bShowOnlySelectedActors = bIsActive;
Settings->PostEditChange();
if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
{
DataLayerHierarchy->SetShowOnlySelectedActors(bIsActive);
}
RefreshSelection();
});
FilterInfoMap.Add(TEXT("ShowOnlySelectedActors"), ShowOnlySelectedActorsInfo);
FSceneOutlinerFilterInfo HideEditorDataLayersInfo(LOCTEXT("ToggleHideEditorDataLayers", "Hide Editor Data Layers"), LOCTEXT("ToggleHideEditorDataLayersToolTip", "When enabled, hides Editor Data Layers."), bHideEditorDataLayers, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateHideEditorDataLayersFilter));
HideEditorDataLayersInfo.OnToggle().AddLambda([this](bool bIsActive)
{
UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
Settings->bHideEditorDataLayers = bHideEditorDataLayers = bIsActive;
Settings->PostEditChange();
if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
{
DataLayerHierarchy->SetShowEditorDataLayers(!bIsActive);
}
});
FilterInfoMap.Add(TEXT("HideEditorDataLayersFilter"), HideEditorDataLayersInfo);
FSceneOutlinerFilterInfo HideRuntimeDataLayersInfo(LOCTEXT("ToggleHideRuntimeDataLayers", "Hide Runtime Data Layers"), LOCTEXT("ToggleHideRuntimeDataLayersToolTip", "When enabled, hides Runtime Data Layers."), bHideRuntimeDataLayers, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateHideRuntimeDataLayersFilter));
HideRuntimeDataLayersInfo.OnToggle().AddLambda([this](bool bIsActive)
{
UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
Settings->bHideRuntimeDataLayers = bHideRuntimeDataLayers = bIsActive;
Settings->PostEditChange();
if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
{
DataLayerHierarchy->SetShowRuntimeDataLayers(!bIsActive);
}
});
FilterInfoMap.Add(TEXT("HideRuntimeDataLayersFilter"), HideRuntimeDataLayersInfo);
FSceneOutlinerFilterInfo HideDataLayerActorsInfo(LOCTEXT("ToggleHideDataLayerActors", "Hide Actors"), LOCTEXT("ToggleHideDataLayerActorsToolTip", "When enabled, hides Data Layer Actors."), bHideDataLayerActors, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateHideDataLayerActorsFilter));
HideDataLayerActorsInfo.OnToggle().AddLambda([this](bool bIsActive)
{
UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
Settings->bHideDataLayerActors = bHideDataLayerActors = bIsActive;
Settings->PostEditChange();
if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
{
DataLayerHierarchy->SetShowDataLayerActors(!bIsActive);
}
});
FilterInfoMap.Add(TEXT("HideDataLayerActorsFilter"), HideDataLayerActorsInfo);
FSceneOutlinerFilterInfo HideUnloadedActorsInfo(LOCTEXT("ToggleHideUnloadedActors", "Hide Unloaded Actors"), LOCTEXT("ToggleHideUnloadedActorsToolTip", "When enabled, hides all unloaded world partition actors."), bHideUnloadedActors, FCreateSceneOutlinerFilter::CreateStatic(&FDataLayerMode::CreateHideUnloadedActorsFilter));
HideUnloadedActorsInfo.OnToggle().AddLambda([this](bool bIsActive)
{
UWorldPartitionEditorPerProjectUserSettings* Settings = GetMutableDefault<UWorldPartitionEditorPerProjectUserSettings>();
Settings->bHideUnloadedActors = bHideUnloadedActors = bIsActive;
Settings->PostEditChange();
if (auto DataLayerHierarchy = StaticCast<FDataLayerHierarchy*>(Hierarchy.Get()))
{
DataLayerHierarchy->SetShowUnloadedActors(!bIsActive);
}
});
FilterInfoMap.Add(TEXT("HideUnloadedActorsFilter"), HideUnloadedActorsInfo);
SceneOutliner->AddFilter(MakeShared<TSceneOutlinerPredicateFilter<FDataLayerActorTreeItem>>(FDataLayerActorTreeItem::FFilterPredicate::CreateLambda([this](const AActor* Actor, const UDataLayer* DataLayer)
{
return FActorMode::IsActorDisplayable(SceneOutliner, Actor);
}), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
DataLayerEditorSubsystem = UDataLayerEditorSubsystem::Get();
Rebuild();
const_cast<FSharedSceneOutlinerData&>(SceneOutliner->GetSharedData()).CustomDelete = FCustomSceneOutlinerDeleteDelegate::CreateRaw(this, &FDataLayerMode::DeleteItems);
}
FDataLayerMode::~FDataLayerMode()
{
USelection::SelectionChangedEvent.RemoveAll(this);
USelection::SelectObjectEvent.RemoveAll(this);
}
TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateHideEditorDataLayersFilter()
{
return MakeShareable(new FDataLayerFilter(FDataLayerTreeItem::FFilterPredicate::CreateStatic([](const UDataLayer* DataLayer) { return true; }), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
}
TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateHideRuntimeDataLayersFilter()
{
return MakeShareable(new FDataLayerFilter(FDataLayerTreeItem::FFilterPredicate::CreateStatic([](const UDataLayer* DataLayer) { return true; }), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
}
TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateHideDataLayerActorsFilter()
{
return MakeShareable(new FDataLayerActorFilter(FDataLayerActorTreeItem::FFilterPredicate::CreateStatic([](const AActor* Actor, const UDataLayer* DataLayer) { return true; }), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
}
TSharedRef<FSceneOutlinerFilter> FDataLayerMode::CreateHideUnloadedActorsFilter()
{
return MakeShareable(new FActorDescFilter(FActorDescTreeItem::FFilterPredicate::CreateStatic([](const FWorldPartitionActorDesc* ActorDesc) { return true; }), FSceneOutlinerFilter::EDefaultBehaviour::Pass));
}
int32 FDataLayerMode::GetTypeSortPriority(const ISceneOutlinerTreeItem& Item) const
{
if (Item.IsA<FDataLayerTreeItem>())
{
return static_cast<int32>(EItemSortOrder::DataLayer);
}
else if (Item.IsA<FDataLayerActorTreeItem>())
{
return static_cast<int32>(EItemSortOrder::Actor);
}
else if (Item.IsA<FDataLayerActorDescTreeItem>())
{
return static_cast<int32_t>(EItemSortOrder::Unloaded);
}
// Warning: using actor mode with an unsupported item type!
check(false);
return -1;
}
bool FDataLayerMode::CanRenameItem(const ISceneOutlinerTreeItem& Item) const
{
if (Item.IsValid() && (Item.IsA<FDataLayerTreeItem>()))
{
FDataLayerTreeItem* DataLayerTreeItem = (FDataLayerTreeItem*)&Item;
return !DataLayerTreeItem->GetDataLayer()->IsLocked();
}
return false;
}
FText FDataLayerMode::GetStatusText() const
{
// The number of DataLayers in the outliner before applying the text filter
const int32 TotalDataLayerCount = ApplicableDataLayers.Num();
const int32 SelectedDataLayerCount = SceneOutliner->GetSelection().Num<FDataLayerTreeItem>();
if (!SceneOutliner->IsTextFilterActive())
{
if (SelectedDataLayerCount == 0)
{
return FText::Format(LOCTEXT("ShowingAllDataLayersFmt", "{0} data layers"), FText::AsNumber(FilteredDataLayerCount));
}
else
{
return FText::Format(LOCTEXT("ShowingAllDataLayersSelectedFmt", "{0} data layers ({1} selected)"), FText::AsNumber(FilteredDataLayerCount), FText::AsNumber(SelectedDataLayerCount));
}
}
else if (SceneOutliner->IsTextFilterActive() && FilteredDataLayerCount == 0)
{
return FText::Format(LOCTEXT("ShowingNoDataLayersFmt", "No matching data layers ({0} total)"), FText::AsNumber(TotalDataLayerCount));
}
else if (SelectedDataLayerCount != 0)
{
return FText::Format(LOCTEXT("ShowingOnlySomeDataLayersSelectedFmt", "Showing {0} of {1} data layers ({2} selected)"), FText::AsNumber(FilteredDataLayerCount), FText::AsNumber(TotalDataLayerCount), FText::AsNumber(SelectedDataLayerCount));
}
else
{
return FText::Format(LOCTEXT("ShowingOnlySomeDataLayersFmt", "Showing {0} of {1} data layers"), FText::AsNumber(FilteredDataLayerCount), FText::AsNumber(TotalDataLayerCount));
}
}
SDataLayerBrowser* FDataLayerMode::GetDataLayerBrowser() const
{
return DataLayerBrowser;
}
void FDataLayerMode::OnItemAdded(FSceneOutlinerTreeItemPtr Item)
{
if (FDataLayerTreeItem* DataLayerItem = Item->CastTo<FDataLayerTreeItem>())
{
if (!Item->Flags.bIsFilteredOut)
{
++FilteredDataLayerCount;
if (ShouldExpandDataLayer(DataLayerItem->GetDataLayer()))
{
SceneOutliner->SetItemExpansion(DataLayerItem->AsShared(), true);
}
if (SelectedDataLayersSet.Contains(DataLayerItem->GetDataLayer()))
{
SceneOutliner->AddToSelection({Item});
}
}
}
else if (const FDataLayerActorTreeItem* DataLayerActorTreeItem = Item->CastTo<FDataLayerActorTreeItem>())
{
if (SelectedDataLayerActors.Contains(FSelectedDataLayerActor(DataLayerActorTreeItem->GetDataLayer(), DataLayerActorTreeItem->GetActor())))
{
SceneOutliner->AddToSelection({Item});
}
}
}
void FDataLayerMode::OnItemRemoved(FSceneOutlinerTreeItemPtr Item)
{
if (const FDataLayerTreeItem* DataLayerItem = Item->CastTo<FDataLayerTreeItem>())
{
if (!Item->Flags.bIsFilteredOut)
{
--FilteredDataLayerCount;
}
}
}
void FDataLayerMode::OnItemPassesFilters(const ISceneOutlinerTreeItem& Item)
{
if (const FDataLayerTreeItem* const DataLayerItem = Item.CastTo<FDataLayerTreeItem>())
{
ApplicableDataLayers.Add(DataLayerItem->GetDataLayer());
}
}
void FDataLayerMode::OnItemDoubleClick(FSceneOutlinerTreeItemPtr Item)
{
if (const FDataLayerTreeItem* DataLayerItem = Item->CastTo<FDataLayerTreeItem>())
{
if (UDataLayer* DataLayer = DataLayerItem->GetDataLayer())
{
const FScopedDataLayerTransaction Transaction(LOCTEXT("SelectActorsInDataLayer", "Select Actors in Data Layer"), RepresentingWorld.Get());
GEditor->SelectNone(/*bNoteSelectionChange*/false, true);
DataLayerEditorSubsystem->SelectActorsInDataLayer(DataLayer, /*bSelect*/true, /*bNotify*/true, /*bSelectEvenIfHidden*/true);
}
}
else if (FDataLayerActorTreeItem* DataLayerActorItem = Item->CastTo<FDataLayerActorTreeItem>())
{
if (AActor * Actor = DataLayerActorItem->GetActor())
{
const FScopedDataLayerTransaction Transaction(LOCTEXT("ClickingOnActor", "Clicking on Actor in Data Layer"), RepresentingWorld.Get());
GEditor->GetSelectedActors()->Modify();
GEditor->SelectNone(/*bNoteSelectionChange*/false, true);
GEditor->SelectActor(Actor, /*bSelected*/true, /*bNotify*/true, /*bSelectEvenIfHidden*/true);
GEditor->NoteSelectionChange();
GEditor->MoveViewportCamerasToActor(*Actor, /*bActiveViewportOnly*/false);
}
}
}
void FDataLayerMode::DeleteItems(const TArray<TWeakPtr<ISceneOutlinerTreeItem>>& Items)
{
TArray<UDataLayer*> DataLayersToDelete;
TMap<UDataLayer*, TArray<AActor*>> ActorsToRemoveFromDataLayer;
for (const TWeakPtr<ISceneOutlinerTreeItem>& Item : Items)
{
if (FDataLayerActorTreeItem* DataLayerActorItem = Item.Pin()->CastTo<FDataLayerActorTreeItem>())
{
UDataLayer* DataLayer = DataLayerActorItem->GetDataLayer();
AActor* Actor = DataLayerActorItem->GetActor();
if (DataLayer && !DataLayer->IsLocked() && Actor)
{
ActorsToRemoveFromDataLayer.FindOrAdd(DataLayer).Add(Actor);
}
}
else if (FDataLayerTreeItem* DataLayerItem = Item.Pin()->CastTo< FDataLayerTreeItem>())
{
if (UDataLayer* DataLayer = DataLayerItem->GetDataLayer())
{
if (!DataLayer->IsLocked())
{
DataLayersToDelete.Add(DataLayer);
}
}
}
}
if (!ActorsToRemoveFromDataLayer.IsEmpty())
{
const FScopedDataLayerTransaction Transaction(LOCTEXT("RemoveActorsFromDataLayer", "Remove Actors from Data Layer"), RepresentingWorld.Get());
for (const auto& ItPair : ActorsToRemoveFromDataLayer)
{
DataLayerEditorSubsystem->RemoveActorsFromDataLayer(ItPair.Value, ItPair.Key);
}
}
else if (!DataLayersToDelete.IsEmpty())
{
int32 PrevDeleteCount = SelectedDataLayersSet.Num();
for (UDataLayer* DataLayerToDelete : DataLayersToDelete)
{
SelectedDataLayersSet.Remove(DataLayerToDelete);
}
{
const FScopedDataLayerTransaction Transaction(LOCTEXT("DeleteDataLayers", "Delete Data Layers"), RepresentingWorld.Get());
DataLayerEditorSubsystem->DeleteDataLayers(DataLayersToDelete);
}
if ((SelectedDataLayersSet.Num() != PrevDeleteCount) && DataLayerBrowser)
{
DataLayerBrowser->OnSelectionChanged(SelectedDataLayersSet);
}
}
}
FReply FDataLayerMode::OnKeyDown(const FKeyEvent& InKeyEvent)
{
const FSceneOutlinerItemSelection& Selection = SceneOutliner->GetSelection();
// Rename key: Rename selected actors (not rebindable, because it doesn't make much sense to bind.)
if (InKeyEvent.GetKey() == EKeys::F2)
{
if (Selection.Num() == 1)
{
FSceneOutlinerTreeItemPtr ItemToRename = Selection.SelectedItems[0].Pin();
if (ItemToRename.IsValid() && CanRenameItem(*ItemToRename) && ItemToRename->CanInteract())
{
SceneOutliner->SetPendingRenameItem(ItemToRename);
SceneOutliner->ScrollItemIntoView(ItemToRename);
}
return FReply::Handled();
}
}
// F5 forces a full refresh
else if (InKeyEvent.GetKey() == EKeys::F5)
{
SceneOutliner->FullRefresh();
return FReply::Handled();
}
// Delete/BackSpace keys delete selected actors
else if (InKeyEvent.GetKey() == EKeys::Delete || InKeyEvent.GetKey() == EKeys::BackSpace)
{
DeleteItems(Selection.SelectedItems);
return FReply::Handled();
}
return FReply::Unhandled();
}
bool FDataLayerMode::ParseDragDrop(FSceneOutlinerDragDropPayload& OutPayload, const FDragDropOperation& Operation) const
{
return !GetActorsFromOperation(Operation, true).IsEmpty() || !GetDataLayersFromOperation(Operation, true).IsEmpty();
}
FSceneOutlinerDragValidationInfo FDataLayerMode::ValidateDrop(const ISceneOutlinerTreeItem& DropTarget, const FSceneOutlinerDragDropPayload& Payload) const
{
TArray<AActor*> PayloadActors = GetActorsFromOperation(Payload.SourceOperation);
if (!PayloadActors.IsEmpty())
{
for (AActor* Actor : PayloadActors)
{
if (!DataLayerEditorSubsystem->IsActorValidForDataLayer(Actor))
{
return FSceneOutlinerDragValidationInfo(ESceneOutlinerDropCompatibility::IncompatibleGeneric, LOCTEXT("ActorCantBeAssignedToDataLayer", "Can't assign actors to Data Layer"));
}
}
if (const FDataLayerTreeItem* DataLayerItem = DropTarget.CastTo<FDataLayerTreeItem>())
{
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