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This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485 [CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
135 lines
5.3 KiB
C++
135 lines
5.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "EditorSubsystem.h"
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#include "LevelEditorSubsystem.generated.h"
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class UTypedElementSelectionSet;
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struct FToolMenuContext;
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class FEditorModeTools;
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/**
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* ULevelEditorSubsystem
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* Subsystem for exposing Level Editor related functionality to scripts
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*/
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UCLASS()
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class LEVELEDITOR_API ULevelEditorSubsystem : public UEditorSubsystem
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{
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GENERATED_BODY()
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public:
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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virtual void Deinitialize() override;
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void ExtendQuickActionMenu();
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta=(DevelopmentOnly))
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void PilotLevelActor(AActor* ActorToPilot, FName ViewportConfigKey = NAME_None);
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void PilotLevelActor(const FToolMenuContext& InContext);
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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void EjectPilotLevelActor(FName ViewportConfigKey = NAME_None);
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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void EditorPlaySimulate();
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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void EditorInvalidateViewports();
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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void EditorSetGameView(bool bGameView, FName ViewportConfigKey = NAME_None);
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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bool EditorGetGameView(FName ViewportConfigKey = NAME_None);
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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void EditorRequestEndPlay();
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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bool IsInPlayInEditor() const;
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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TArray<FName> GetViewportConfigKeys();
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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FName GetActiveViewportConfigKey();
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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void SetAllowsCinematicControl(bool bAllow, FName ViewportConfigKey = NAME_None);
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
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bool GetAllowsCinematicControl(FName ViewportConfigKey = NAME_None);
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/**
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* Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level.
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* @param AssetPath Asset Path of where the level will be saved.
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* ie. /Game/MyFolder/MyAsset
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* @return True if the operation succeeds.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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bool NewLevel(const FString& AssetPath);
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/**
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* Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level.
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* @param AssetPath Asset Path of where the level will be saved.
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* ie. /Game/MyFolder/MyAsset
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* @param TemplateAssetPath Level to be used as Template.
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* ie. /Game/MyFolder/MyAsset
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* @return True if the operation succeeds.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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bool NewLevelFromTemplate(const FString& AssetPath, const FString& TemplateAssetPath);
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/**
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* Close the current Persistent Level (without saving it). Loads the specified level.
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* @param AssetPath Asset Path of the level to be loaded.
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* ie. /Game/MyFolder/MyAsset
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* @return True if the operation succeeds.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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bool LoadLevel(const FString& AssetPath);
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/**
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* Saves the specified Level. Must already be saved at lease once to have a valid path.
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* @return True if the operation succeeds.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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bool SaveCurrentLevel();
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/**
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* Saves all Level currently loaded by the World Editor.
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* @return True if the operation succeeds.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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bool SaveAllDirtyLevels();
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/**
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* Set the current level used by the world editor.
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* If more than one level shares the same name, the first one encounter of that level name will be used.
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* @param LevelName The name of the Level the actor belongs to (same name as in the ContentBrowser).
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* @return True if the operation succeeds.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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bool SetCurrentLevelByName(FName LevelName);
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/**
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* Get the current level used by the world editor.
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* @return The current level
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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ULevel* GetCurrentLevel();
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/**
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* Get the level Editor typed element selection set for the current world
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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UTypedElementSelectionSet* GetSelectionSet();
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/**
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* Gets the global level editor mode manager, if we have one.
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* The mode manager is not created in commandlet environments, because modes inherently imply user interactions.
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*/
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FEditorModeTools* GetLevelEditorModeManager();
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}; |