// Copyright Epic Games, Inc. All Rights Reserved. #include "ProceduralMeshComponentDetails.h" #include "BodySetupEnums.h" #include "ProceduralMeshConversion.h" #include "Engine/StaticMeshSourceData.h" #include "Misc/PackageName.h" #include "MeshDescription.h" #include "Widgets/Text/STextBlock.h" #include "Widgets/Input/SButton.h" #include "Engine/StaticMesh.h" #include "IAssetTools.h" #include "AssetToolsModule.h" #include "DetailLayoutBuilder.h" #include "DetailWidgetRow.h" #include "EditorDirectories.h" #include "ProceduralMeshComponent.h" #include "PhysicsEngine/BodySetup.h" #include "Dialogs/DlgPickAssetPath.h" #include "AssetRegistry/AssetRegistryModule.h" #define LOCTEXT_NAMESPACE "ProceduralMeshComponentDetails" TSharedRef FProceduralMeshComponentDetails::MakeInstance() { return MakeShareable(new FProceduralMeshComponentDetails); } void FProceduralMeshComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) { IDetailCategoryBuilder& ProcMeshCategory = DetailBuilder.EditCategory("ProceduralMesh"); const FText ConvertToStaticMeshText = LOCTEXT("ConvertToStaticMesh", "Create StaticMesh"); // Cache set of selected things SelectedObjectsList = DetailBuilder.GetSelectedObjects(); ProcMeshCategory.AddCustomRow(ConvertToStaticMeshText, false) .NameContent() [ SNullWidget::NullWidget ] .ValueContent() .VAlign(VAlign_Center) .MaxDesiredWidth(250) [ SNew(SButton) .VAlign(VAlign_Center) .ToolTipText(LOCTEXT("ConvertToStaticMeshTooltip", "Create a new StaticMesh asset using current geometry from this ProceduralMeshComponent. Does not modify instance.")) .OnClicked(this, &FProceduralMeshComponentDetails::ClickedOnConvertToStaticMesh) .IsEnabled(this, &FProceduralMeshComponentDetails::ConvertToStaticMeshEnabled) .Content() [ SNew(STextBlock) .Text(ConvertToStaticMeshText) ] ]; } UProceduralMeshComponent* FProceduralMeshComponentDetails::GetFirstSelectedProcMeshComp() const { // Find first selected valid ProcMeshComp UProceduralMeshComponent* ProcMeshComp = nullptr; for (const TWeakObjectPtr& Object : SelectedObjectsList) { UProceduralMeshComponent* TestProcComp = Cast(Object.Get()); // See if this one is good if (TestProcComp != nullptr && !TestProcComp->IsTemplate()) { ProcMeshComp = TestProcComp; break; } } return ProcMeshComp; } bool FProceduralMeshComponentDetails::ConvertToStaticMeshEnabled() const { return GetFirstSelectedProcMeshComp() != nullptr; } FReply FProceduralMeshComponentDetails::ClickedOnConvertToStaticMesh() { // Find first selected ProcMeshComp UProceduralMeshComponent* ProcMeshComp = GetFirstSelectedProcMeshComp(); if (ProcMeshComp != nullptr) { FString NewNameSuggestion = FString(TEXT("ProcMesh")); FString DefaultPath; const FString DefaultDirectory = FEditorDirectories::Get().GetLastDirectory(ELastDirectory::NEW_ASSET); FPackageName::TryConvertFilenameToLongPackageName(DefaultDirectory, DefaultPath); if (DefaultPath.IsEmpty()) { DefaultPath = TEXT("/Game/Meshes"); } FString PackageName = DefaultPath / NewNameSuggestion; FString Name; FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked("AssetTools"); AssetToolsModule.Get().CreateUniqueAssetName(PackageName, TEXT(""), PackageName, Name); TSharedPtr PickAssetPathWidget = SNew(SDlgPickAssetPath) .Title(LOCTEXT("ConvertToStaticMeshPickName", "Choose New StaticMesh Location")) .DefaultAssetPath(FText::FromString(PackageName)); if (PickAssetPathWidget->ShowModal() == EAppReturnType::Ok) { // Get the full name of where we want to create the physics asset. FString UserPackageName = PickAssetPathWidget->GetFullAssetPath().ToString(); FName MeshName(*FPackageName::GetLongPackageAssetName(UserPackageName)); // Check if the user inputed a valid asset name, if they did not, give it the generated default name if (MeshName == NAME_None) { // Use the defaults that were already generated. UserPackageName = PackageName; MeshName = *Name; } FMeshDescription MeshDescription = BuildMeshDescription(ProcMeshComp); // If we got some valid data. if (MeshDescription.Polygons().Num() > 0) { // Then find/create it. UPackage* Package = CreatePackage(*UserPackageName); check(Package); // Create StaticMesh object UStaticMesh* StaticMesh = NewObject(Package, MeshName, RF_Public | RF_Standalone); StaticMesh->InitResources(); StaticMesh->SetLightingGuid(); // Add source to new StaticMesh FStaticMeshSourceModel& SrcModel = StaticMesh->AddSourceModel(); SrcModel.BuildSettings.bRecomputeNormals = false; SrcModel.BuildSettings.bRecomputeTangents = false; SrcModel.BuildSettings.bRemoveDegenerates = false; SrcModel.BuildSettings.bUseHighPrecisionTangentBasis = false; SrcModel.BuildSettings.bUseFullPrecisionUVs = false; SrcModel.BuildSettings.bGenerateLightmapUVs = true; SrcModel.BuildSettings.SrcLightmapIndex = 0; SrcModel.BuildSettings.DstLightmapIndex = 1; StaticMesh->CreateMeshDescription(0, MoveTemp(MeshDescription)); StaticMesh->CommitMeshDescription(0); //// SIMPLE COLLISION if (!ProcMeshComp->bUseComplexAsSimpleCollision ) { StaticMesh->CreateBodySetup(); UBodySetup* NewBodySetup = StaticMesh->GetBodySetup(); NewBodySetup->BodySetupGuid = FGuid::NewGuid(); NewBodySetup->AggGeom.ConvexElems = ProcMeshComp->ProcMeshBodySetup->AggGeom.ConvexElems; NewBodySetup->bGenerateMirroredCollision = false; NewBodySetup->bDoubleSidedGeometry = true; NewBodySetup->CollisionTraceFlag = CTF_UseDefault; NewBodySetup->CreatePhysicsMeshes(); } //// MATERIALS TSet UniqueMaterials; const int32 NumSections = ProcMeshComp->GetNumSections(); for (int32 SectionIdx = 0; SectionIdx < NumSections; SectionIdx++) { FProcMeshSection *ProcSection = ProcMeshComp->GetProcMeshSection(SectionIdx); UMaterialInterface *Material = ProcMeshComp->GetMaterial(SectionIdx); UniqueMaterials.Add(Material); } // Copy materials to new mesh for (auto* Material : UniqueMaterials) { StaticMesh->GetStaticMaterials().Add(FStaticMaterial(Material)); } //Set the Imported version before calling the build StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion; // Build mesh from source StaticMesh->Build(false); StaticMesh->PostEditChange(); // Notify asset registry of new asset FAssetRegistryModule::AssetCreated(StaticMesh); } } } return FReply::Handled(); } #undef LOCTEXT_NAMESPACE