88 lines
3.0 KiB
C++
88 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ThumbnailRendering/BlueprintThumbnailRenderer.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "ShowFlags.h"
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#include "SceneView.h"
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#include "Misc/App.h"
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UBlueprintThumbnailRenderer::UBlueprintThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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FKismetEditorUtilities::OnBlueprintUnloaded.AddUObject(this, &UBlueprintThumbnailRenderer::OnBlueprintUnloaded);
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}
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bool UBlueprintThumbnailRenderer::CanVisualizeAsset(UObject* Object)
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{
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UBlueprint* Blueprint = Cast<UBlueprint>(Object);
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bool bCanVisualizeAsset = false;
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// Only visualize actor based blueprints
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if (Blueprint && Blueprint->GeneratedClass && Blueprint->GeneratedClass->IsChildOf(AActor::StaticClass()))
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{
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AActor::ForEachComponentOfActorClassDefault<UActorComponent>(TSubclassOf<AActor>(Blueprint->GeneratedClass), [&](const UActorComponent* Component)
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{
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bCanVisualizeAsset = FBlueprintThumbnailScene::IsValidComponentForVisualization(Component);
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return !bCanVisualizeAsset;
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});
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}
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return bCanVisualizeAsset;
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}
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void UBlueprintThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
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{
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UBlueprint* Blueprint = Cast<UBlueprint>(Object);
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// Strict validation - it may hopefully fix UE-35705.
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const bool bIsBlueprintValid = IsValid(Blueprint)
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&& IsValid(Blueprint->GeneratedClass)
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&& Blueprint->bHasBeenRegenerated
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//&& Blueprint->IsUpToDate() - This condition makes the thumbnail blank whenever the BP is dirty. It seems too strict.
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&& !Blueprint->bBeingCompiled
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&& !Blueprint->HasAnyFlags(RF_Transient);
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if (bIsBlueprintValid)
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{
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TSharedRef<FBlueprintThumbnailScene> ThumbnailScene = ThumbnailScenes.EnsureThumbnailScene(Blueprint->GeneratedClass);
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ThumbnailScene->SetBlueprint(Blueprint);
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FSceneViewFamilyContext ViewFamily( FSceneViewFamily::ConstructionValues( RenderTarget, ThumbnailScene->GetScene(), FEngineShowFlags(ESFIM_Game) )
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.SetTime(UThumbnailRenderer::GetTime())
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.SetAdditionalViewFamily(bAdditionalViewFamily));
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ViewFamily.EngineShowFlags.DisableAdvancedFeatures();
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ViewFamily.EngineShowFlags.MotionBlur = 0;
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RenderViewFamily(Canvas, &ViewFamily, ThumbnailScene->CreateView(&ViewFamily, X, Y, Width, Height));
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}
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}
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void UBlueprintThumbnailRenderer::BeginDestroy()
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{
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FKismetEditorUtilities::OnBlueprintUnloaded.RemoveAll(this);
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ThumbnailScenes.Clear();
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Super::BeginDestroy();
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}
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void UBlueprintThumbnailRenderer::BlueprintChanged(UBlueprint* Blueprint)
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{
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if (Blueprint && Blueprint->GeneratedClass)
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{
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TSharedPtr<FBlueprintThumbnailScene> ThumbnailScene = ThumbnailScenes.FindThumbnailScene(Blueprint->GeneratedClass);
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if (ThumbnailScene.IsValid())
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{
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ThumbnailScene->BlueprintChanged(Blueprint);
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}
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}
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}
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void UBlueprintThumbnailRenderer::OnBlueprintUnloaded(UBlueprint* Blueprint)
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{
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if (Blueprint && Blueprint->GeneratedClass)
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{
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ThumbnailScenes.RemoveThumbnailScene(Blueprint->GeneratedClass);
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}
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}
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