// Copyright Epic Games, Inc. All Rights Reserved. #include "SLevelEditor.h" #include "Components/StaticMeshComponent.h" #include "Framework/MultiBox/MultiBoxExtender.h" #include "Materials/MaterialInterface.h" #include "ToolMenus.h" #include "Framework/Docking/LayoutService.h" #include "EditorModeRegistry.h" #include "EdMode.h" #include "Engine/Selection.h" #include "Misc/MessageDialog.h" #include "Modules/ModuleManager.h" #include "Styling/SlateStyleRegistry.h" #include "Framework/Application/SlateApplication.h" #include "Widgets/Layout/SBorder.h" #include "Widgets/Layout/SBox.h" #include "Styling/AppStyle.h" #include "Editor/EditorPerProjectUserSettings.h" #include "Editor/UnrealEdEngine.h" #include "Settings/EditorExperimentalSettings.h" #include "LevelEditorViewport.h" #include "EditorModes.h" #include "UnrealEdGlobals.h" #include "LevelEditor.h" #include "LevelEditorMenu.h" #include "IDetailsView.h" #include "LevelEditorActions.h" #include "LevelEditorModesActions.h" #include "LevelEditorContextMenu.h" #include "LevelEditorToolBar.h" #include "SLevelEditorToolBox.h" #include "SLevelEditorBuildAndSubmit.h" #include "Kismet2/DebuggerCommands.h" #include "SceneOutlinerPublicTypes.h" #include "SceneOutlinerModule.h" #include "SceneView.h" #include "LayersModule.h" #include "WorldBrowserModule.h" #include "DataLayerEditorModule.h" #include "WorldPartition/WorldPartitionSubsystem.h" #include "Toolkits/ToolkitManager.h" #include "PropertyEditorModule.h" #include "Interfaces/IMainFrameModule.h" #include "WorkspaceMenuStructure.h" #include "WorkspaceMenuStructureModule.h" #include "StatsViewerModule.h" #include "Widgets/SToolTip.h" #include "IDocumentation.h" #include "TutorialMetaData.h" #include "Widgets/Docking/SDockTab.h" #include "SActorDetails.h" #include "GameFramework/WorldSettings.h" #include "Framework/Docking/LayoutExtender.h" #include "HierarchicalLODOutlinerModule.h" #include "EditorViewportCommands.h" #include "IPlacementModeModule.h" #include "StatusBarSubsystem.h" #include "Widgets/Colors/SColorPicker.h" #include "SourceCodeNavigation.h" #include "EnvironmentLightingModule.h" #include "Misc/MessageDialog.h" #include "ThumbnailRendering/ThumbnailManager.h" #include "Elements/Framework/TypedElementSelectionSet.h" #include "Elements/Framework/TypedElementCommonActions.h" #include "Elements/Interfaces/TypedElementDetailsInterface.h" #include "Elements/Actor/ActorElementLevelEditorSelectionCustomization.h" #include "Elements/Actor/ActorElementLevelEditorCommonActionsCustomization.h" #include "Elements/Component/ComponentElementLevelEditorSelectionCustomization.h" #include "Elements/Component/ComponentElementLevelEditorCommonActionsCustomization.h" #include "Elements/Framework/TypedElementRegistry.h" #include "Elements/SMInstance/SMInstanceElementId.h" #include "Elements/SMInstance/SMInstanceElementLevelEditorSelectionCustomization.h" #include "DerivedDataEditor.h" #include "ZenEditor.h" #include "EditorModeManager.h" #include "EditorViewportLayout.h" #include "LevelViewportTabContent.h" #include "SLevelViewport.h" #include "LevelEditorOutlinerSettings.h" #include "IWorldHierarchy.h" #include "LevelViewportActions.h" #include "Tools/EdModeInteractiveToolsContext.h" #define LOCTEXT_NAMESPACE "SLevelEditor" static const FName MainFrameModuleName("MainFrame"); static const FName LevelEditorModuleName("LevelEditor"); static const FName WorldBrowserHierarchyTab("WorldBrowserHierarchy"); static const FName WorldBrowserDetailsTab("WorldBrowserDetails"); static const FName WorldBrowserCompositionTab("WorldBrowserComposition"); SLevelEditor::SLevelEditor() : World(nullptr) , bNeedsRefresh(false) // Ensure the Actor main menu has a default label before the first selection change. , CachedViewportContextMenuTitle(FLevelEditorContextMenu::GetContextMenuTitle(ELevelEditorMenuContext::MainMenu, nullptr)) { if (UModeManagerInteractiveToolsContext* const ModeManagerInteractiveToolsContext = SLevelEditor::GetEditorModeManager().GetInteractiveToolsContext()) { ModeManagerInteractiveToolsContext->SetDragToolsEnabled(true); } } void SLevelEditor::BindCommands() { LevelEditorCommands = MakeShareable( new FUICommandList ); const FLevelEditorCommands& Actions = FLevelEditorCommands::Get(); // Map UI commands to delegates that are executed when the command is handled by a keybinding or menu FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked( LevelEditorModuleName ); // Append the list of the level editor commands for this instance with the global list of commands for all instances. LevelEditorCommands->Append( LevelEditorModule.GetGlobalLevelEditorActions() ); // Append the list of global PlayWorld commands LevelEditorCommands->Append( FPlayWorldCommands::GlobalPlayWorldActions.ToSharedRef() ); LevelEditorCommands->MapAction( Actions.EditAsset, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::EditAsset_Clicked, EToolkitMode::Standalone, TWeakPtr< SLevelEditor >( SharedThis( this ) ), true ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::EditAsset_CanExecute ) ); LevelEditorCommands->MapAction( Actions.EditAssetNoConfirmMultiple, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::EditAsset_Clicked, EToolkitMode::Standalone, TWeakPtr< SLevelEditor >( SharedThis( this ) ), false ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::EditAsset_CanExecute ) ); LevelEditorCommands->MapAction( Actions.OpenSelectionInPropertyMatrix, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OpenSelectionInPropertyMatrix_Clicked ), FCanExecuteAction(), FIsActionChecked(), FIsActionButtonVisible::CreateStatic(&FLevelEditorActionCallbacks::OpenSelectionInPropertyMatrix_IsVisible)); LevelEditorCommands->MapAction( Actions.CheckOutProjectSettingsConfig, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CheckOutProjectSettingsConfig ) ); LevelEditorCommands->MapAction( Actions.OpenLevelBlueprint, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OpenLevelBlueprint, TWeakPtr< SLevelEditor >( SharedThis( this ) ) ) ); LevelEditorCommands->MapAction( Actions.CreateBlankBlueprintClass, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CreateBlankBlueprintClass ) ); LevelEditorCommands->MapAction( Actions.ConvertSelectionToBlueprint, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ConvertSelectedActorsIntoBlueprintClass ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::CanConvertSelectedActorsIntoBlueprintClass ) ); LevelEditorCommands->MapAction( Actions.OpenPlaceActors, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OpenPlaceActors) ); LevelEditorCommands->MapAction( Actions.OpenContentBrowser, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OpenContentBrowser ) ); LevelEditorCommands->MapAction( Actions.ImportContent, FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ImportContent)); LevelEditorCommands->MapAction( Actions.ToggleVR, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ToggleVR ), FCanExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ToggleVR_CanExecute ), FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::ToggleVR_IsChecked ), FIsActionButtonVisible::CreateStatic(&FLevelEditorActionCallbacks::ToggleVR_IsButtonActive)); LevelEditorCommands->MapAction( Actions.WorldProperties, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnShowWorldProperties, TWeakPtr< SLevelEditor >( SharedThis( this ) ) ) ); LevelEditorCommands->MapAction( FEditorViewportCommands::Get().FocusAllViewportsToSelection, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("CAMERA ALIGN") ) ) ); LevelEditorCommands->MapAction( FEditorViewportCommands::Get().FocusViewportToSelection, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::ExecuteExecCommand, FString( TEXT("CAMERA ALIGN ACTIVEVIEWPORTONLY") ) ) ); LevelEditorCommands->MapAction( FEditorViewportCommands::Get().FocusOutlinerToSelection, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnFocusOutlinerToSelection, TWeakPtr< SLevelEditor >( SharedThis( this ) ) ) ); LevelEditorCommands->MapAction( FEditorViewportCommands::Get().FocusOutlinerToContextFolder, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnFocusOutlinerToContextFolder, TWeakPtr< SLevelEditor >( SharedThis( this ) ) ) ); LevelEditorCommands->MapAction( FLevelViewportCommands::Get().ToggleViewportToolbar, FExecuteAction::CreateStatic( &FLevelEditorActionCallbacks::OnToggleShowViewportToolbar ), FCanExecuteAction(), FIsActionChecked::CreateStatic( &FLevelEditorActionCallbacks::IsViewportToolbarVisible ) ); if (FPlayWorldCommands::GlobalPlayWorldActions.IsValid()) { FUICommandList& PlayWorldActionList = *FPlayWorldCommands::GlobalPlayWorldActions; PlayWorldActionList.MapAction(Actions.RecompileGameCode, *LevelEditorCommands->GetActionForCommand(Actions.RecompileGameCode)); } } void SLevelEditor::RegisterMenus() { FLevelEditorMenu::RegisterLevelEditorMenus(); FLevelEditorToolBar::RegisterLevelEditorToolBar(LevelEditorCommands.ToSharedRef(), SharedThis(this)); FLevelEditorToolBar::RegisterLevelEditorSecondaryModeToolbar(); } void SLevelEditor::Construct( const SLevelEditor::FArguments& InArgs) { ActorDetailsSCSEditorUICustomization = FActorDetailsSCSEditorUICustomization::GetInstance(); // Important: We use raw bindings here because we are releasing our binding in our destructor (where a weak pointer would be invalid) // It's imperative that our delegate is removed in the destructor for the level editor module to play nicely with reloading. FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked< FLevelEditorModule >( LevelEditorModuleName ); LevelEditorModule.OnTitleBarMessagesChanged().AddRaw( this, &SLevelEditor::ConstructTitleBarMessages ); GetMutableDefault()->OnSettingChanged().AddRaw(this, &SLevelEditor::HandleExperimentalSettingChanged); BindCommands(); // Rebuild the editor mode commands and their tab spawners before we restore the layout, // or there wont be any tab spawners for the modes. RefreshEditorModeCommands(); RegisterMenus(); // We need to register when modes list changes so that we can refresh the auto generated commands. if (GEditor != nullptr) { if (UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem()) { AssetEditorSubsystem->OnEditorModesChanged().AddRaw(this, &SLevelEditor::EditorModeCommandsChanged); } } // @todo This is a hack to get this working for now. This won't work with multiple worlds if (GEditor != nullptr) { GEditor->GetEditorWorldContext(true).AddRef(World); // Set the initial preview feature level. World->ChangeFeatureLevel(GEditor->GetActiveFeatureLevelPreviewType()); LevelActorDeletedHandle = GEditor->OnLevelActorDeleted().AddSP(this, &SLevelEditor::OnLevelActorDeleted); LevelActorOuterChangedHandle = GEditor->OnLevelActorOuterChanged().AddSP(this, &SLevelEditor::OnLevelActorOuterChanged); } // Patch into the OnPreviewFeatureLevelChanged() delegate to swap out the current feature level with a user selection. PreviewFeatureLevelChangedHandle = GEditor->OnPreviewFeatureLevelChanged().AddLambda([this](ERHIFeatureLevel::Type NewFeatureLevel) { // Do one recapture if atleast one ReflectionComponent is dirty // BuildReflectionCapturesOnly_Execute in LevelEditorActions relies on this happening on toggle between SM5->ES31. If you remove this, update that code! if (World->NumUnbuiltReflectionCaptures >= 1 && NewFeatureLevel == ERHIFeatureLevel::ES3_1 && GEditor != nullptr) { GEditor->BuildReflectionCaptures(); } World->ChangeFeatureLevel(NewFeatureLevel, true, true); }); PreviewPlatformChangedHandle = GEditor->OnPreviewPlatformChanged().AddLambda([this]() { World->ShaderPlatformChanged(); }); FEditorDelegates::MapChange.AddRaw(this, &SLevelEditor::HandleEditorMapChange); FEditorDelegates::OnAssetsDeleted.AddRaw(this, &SLevelEditor::HandleAssetsDeleted); HandleEditorMapChange(MapChangeEventFlags::NewMap); // Register the display names of the outliners SceneOutlinerDisplayNames.Add(LevelEditorTabIds::LevelEditorSceneOutliner, NSLOCTEXT("LevelEditorTabs", "LevelEditorSceneOutliner", "Outliner 1")); SceneOutlinerDisplayNames.Add(LevelEditorTabIds::LevelEditorSceneOutliner2, NSLOCTEXT("LevelEditorTabs", "LevelEditorSceneOutliner2", "Outliner 2")); SceneOutlinerDisplayNames.Add(LevelEditorTabIds::LevelEditorSceneOutliner3, NSLOCTEXT("LevelEditorTabs", "LevelEditorSceneOutliner3", "Outliner 3")); SceneOutlinerDisplayNames.Add(LevelEditorTabIds::LevelEditorSceneOutliner4, NSLOCTEXT("LevelEditorTabs", "LevelEditorSceneOutliner4", "Outliner 4")); } void SLevelEditor::Initialize( const TSharedRef& OwnerTab, const TSharedRef& OwnerWindow ) { SelectedElements = NewObject(GetTransientPackage(), NAME_None, RF_Transactional); SelectedElements->AddToRoot(); // Register the level editor specific selection behavior { TUniquePtr ActorCustomization = MakeUnique(); ActorCustomization->SetToolkitHost(this); SelectedElements->RegisterInterfaceCustomizationByTypeName(NAME_Actor, MoveTemp(ActorCustomization)); } { TUniquePtr ComponentCustomization = MakeUnique(); ComponentCustomization->SetToolkitHost(this); SelectedElements->RegisterInterfaceCustomizationByTypeName(NAME_Components, MoveTemp(ComponentCustomization)); } { TUniquePtr SMInstanceCustomization = MakeUnique(); SMInstanceCustomization->SetToolkitHost(this); SelectedElements->RegisterInterfaceCustomizationByTypeName(NAME_SMInstance, MoveTemp(SMInstanceCustomization)); } // Allow USelection to bridge to our selected element list GUnrealEd->GetSelectedActors()->SetElementSelectionSet(SelectedElements); GUnrealEd->GetSelectedComponents()->SetElementSelectionSet(SelectedElements); // Setup a callback to deselect instances of Instanced Static Meshes so there are no lingering references. FSMInstanceElementIdMap::Get().OnInstancePreRemoval().AddSP(this, &SLevelEditor::OnIsmInstanceRemoving); CommonActions = NewObject(); CommonActions->AddToRoot(); // Register the level editor specific selection behavior { TUniquePtr ActorCustomization = MakeUnique(); ActorCustomization->SetToolkitHost(this); CommonActions->RegisterInterfaceCustomizationByTypeName(NAME_Actor, MoveTemp(ActorCustomization)); } { TUniquePtr ComponentCustomization = MakeUnique(); ComponentCustomization->SetToolkitHost(this); CommonActions->RegisterInterfaceCustomizationByTypeName(NAME_Components, MoveTemp(ComponentCustomization)); } // Bind the level editor tab's label to the currently loaded level name string in the main frame OwnerTab->SetLabel( TAttribute( this, &SLevelEditor::GetTabTitle) ); OwnerTab->SetTabLabelSuffix(TAttribute(this, &SLevelEditor::GetTabSuffix)); FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked< FLevelEditorModule >(LevelEditorModuleName); FModuleManager::Get().LoadModuleChecked("StatusBar"); LevelEditorModule.OnElementSelectionChanged().AddSP(this, &SLevelEditor::OnElementSelectionChanged); LevelEditorModule.OnActorSelectionChanged().AddSP(this, &SLevelEditor::OnActorSelectionChanged); LevelEditorModule.OnOverridePropertyEditorSelection().AddSP(this, &SLevelEditor::OnOverridePropertyEditorSelection); TSharedRef ContentArea = RestoreContentArea( OwnerTab, OwnerWindow ); FLevelEditorMenu::MakeLevelEditorMenu(LevelEditorCommands, SharedThis(this)); SecondaryModeToolbarWidget = SNew(SBorder) .Padding(0.f) .BorderImage(FAppStyle::Get().GetBrush( "NoBorder" )); SecondaryModeToolbarWidget->SetContent(FLevelEditorToolBar::MakeLevelEditorSecondaryModeToolbar(LevelEditorCommands.ToSharedRef(), ModeUILayers)); ChildSlot [ SNew(SVerticalBox) +SVerticalBox::Slot() .Padding(FMargin(0.0f,0.0f,0.0f,2.0f)) .AutoHeight() [ FLevelEditorToolBar::MakeLevelEditorToolBar(LevelEditorCommands.ToSharedRef(), SharedThis(this)) ] +SVerticalBox::Slot() .Padding(FMargin(0.0f,0.0f,0.0f,2.0f)) .AutoHeight() [ SecondaryModeToolbarWidget.ToSharedRef() ] +SVerticalBox::Slot() .Padding(4.0f, 2.f, 4.f, 2.f) .FillHeight( 1.0f ) [ ContentArea ] +SVerticalBox::Slot() .Padding(0.0f, 2.0f, 0.0f, 0.0f) .AutoHeight() [ GEditor->GetEditorSubsystem()->MakeStatusBarWidget(GetStatusBarName(), OwnerTab) ] ]; RegisterStatusBarTools(); TtileBarMessageBox = SNew(SHorizontalBox); ConstructTitleBarMessages(); OnLayoutHasChanged(); } void SLevelEditor::ConstructTitleBarMessages() { TtileBarMessageBox->ClearChildren(); const IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked(MainFrameModuleName); const FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked< FLevelEditorModule >(LevelEditorModuleName); TArray Tools; for (const TPair& Item : LevelEditorModule.GetTitleBarItems()) { Tools.Add({Item.Value.Visibility, Item.Value.Label, Item.Value.Value}); } TtileBarMessageBox->AddSlot() .AutoWidth() .Padding(5.0f, 0.0f, 0.0f, 0.0f) [ MainFrameModule.MakeDeveloperTools( Tools ) ]; } SLevelEditor::~SLevelEditor() { ActorDetailsSCSEditorUICustomization = nullptr; // We're going away now, so make sure all toolkits that are hosted within this level editor are shut down FToolkitManager::Get().OnToolkitHostDestroyed( this ); HostedToolkits.Reset(); // Deactivate any active modes, and reset back to the default mode. GetEditorModeManager().SetDefaultMode(FBuiltinEditorModes::EM_Default); GetEditorModeManager().DeactivateAllModes(); FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked< FLevelEditorModule >( LevelEditorModuleName ); LevelEditorModule.OnTitleBarMessagesChanged().RemoveAll( this ); if(UObjectInitialized()) { GetMutableDefault()->OnSettingChanged().RemoveAll(this); GetMutableDefault()->OnUserSettingChanged().RemoveAll(this); } FEditorDelegates::OnAssetsDeleted.RemoveAll(this); FEditorDelegates::MapChange.RemoveAll(this); if (GEngine) { CastChecked(GEngine)->OnPreviewFeatureLevelChanged().Remove(PreviewFeatureLevelChangedHandle); CastChecked(GEngine)->OnPreviewPlatformChanged().Remove(PreviewPlatformChangedHandle); } if (GEditor) { if (UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem()) { AssetEditorSubsystem->OnEditorModesChanged().RemoveAll(this); } GEditor->OnLevelActorDeleted().Remove(LevelActorDeletedHandle); GEditor->OnLevelActorOuterChanged().Remove(LevelActorOuterChangedHandle); GEditor->GetEditorWorldContext(true).RemoveRef(World); } // Clear USelection from using our selected element list if (UObjectInitialized()) { if (!SelectedElements->HasAnyFlags(RF_BeginDestroyed | RF_FinishDestroyed)) { SelectedElements->ClearSelection(FTypedElementSelectionOptions()); } SelectedElements->OnPreChange().Clear(); SelectedElements->OnChanged().Clear(); SelectedElements->RemoveFromRoot(); SelectedElements = nullptr; CommonActions->RemoveFromRoot(); CommonActions = nullptr; } if (GUnrealEd) { GUnrealEd->GetSelectedActors()->SetElementSelectionSet(nullptr); GUnrealEd->GetSelectedComponents()->SetElementSelectionSet(nullptr); } } FText SLevelEditor::GetTabTitle() const { const IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked< IMainFrameModule >( MainFrameModuleName ); return FText::FromString(MainFrameModule.GetLoadedLevelName()); } FText SLevelEditor::GetTabSuffix() const { const bool bDirtyState = World && World->GetCurrentLevel()->GetOutermost()->IsDirty(); return bDirtyState ? FText::FromString(TEXT("*")) : FText::GetEmpty(); } bool SLevelEditor::HasActivePlayInEditorViewport() const { // Search through all current viewport layouts for( int32 TabIndex = 0; TabIndex < ViewportTabs.Num(); ++TabIndex ) { TWeakPtr ViewportTab = ViewportTabs[ TabIndex ]; if (ViewportTab.IsValid()) { // Get all the viewports in the layout const TMap< FName, TSharedPtr< IEditorViewportLayoutEntity > >* LevelViewports = ViewportTab.Pin()->GetViewports(); if (LevelViewports != NULL) { // Search for a viewport with a pie session for (auto& Pair : *LevelViewports) { TSharedPtr ViewportEntity = StaticCastSharedPtr(Pair.Value); if (ViewportEntity.IsValid() && ViewportEntity->IsPlayInEditorViewportActive()) { return true; } } } } } // Also check standalone viewports for( const TWeakPtr< SLevelViewport >& StandaloneViewportWeakPtr : StandaloneViewports ) { const TSharedPtr< SLevelViewport > Viewport = StandaloneViewportWeakPtr.Pin(); if( Viewport.IsValid() ) { if( Viewport->IsPlayInEditorViewportActive() ) { return true; } } } return false; } void SLevelEditor::Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) { // Update the ActiveViewport TSharedPtr LastActiveViewport = CachedActiveViewport.Pin(); if (!LastActiveViewport || &LastActiveViewport->GetLevelViewportClient() != GCurrentLevelEditingViewportClient) { TSharedPtr NewActiveViewport = GetActiveViewport(); CachedActiveViewport = NewActiveViewport; OnActiveViewportChanged().Broadcast(LastActiveViewport, NewActiveViewport); } } TSharedPtr SLevelEditor::GetActiveViewport() const { // The first visible viewport TSharedPtr FirstVisibleViewport; // Search through all current viewport tabs for( int32 TabIndex = 0; TabIndex < ViewportTabs.Num(); ++TabIndex ) { TSharedPtr ViewportTab = ViewportTabs[ TabIndex ].Pin(); if (ViewportTab.IsValid()) { // Only check the viewports in the tab if its visible if( ViewportTab->IsVisible() ) { const TMap< FName, TSharedPtr< IEditorViewportLayoutEntity > >* LevelViewports = ViewportTab->GetViewports(); if (LevelViewports != nullptr) { for(auto& Pair : *LevelViewports) { TSharedPtr Viewport = StaticCastSharedPtr(Pair.Value)->AsLevelViewport(); if( Viewport.IsValid() && Viewport->IsInForegroundTab() ) { if( &Viewport->GetLevelViewportClient() == GCurrentLevelEditingViewportClient ) { // If the viewport is visible and is also the current level editing viewport client // return it as the active viewport return Viewport; } else if( !FirstVisibleViewport.IsValid() ) { // If there is no current first visible viewport set it now // We will return this viewport if the current level editing viewport client is not visible FirstVisibleViewport = Viewport; } } } } } } } // Also check standalone viewports for( const TWeakPtr< SLevelViewport >& StandaloneViewportWeakPtr : StandaloneViewports ) { const TSharedPtr< SLevelViewport > Viewport = StandaloneViewportWeakPtr.Pin(); if( Viewport.IsValid() ) { if( &Viewport->GetLevelViewportClient() == GCurrentLevelEditingViewportClient ) { // If the viewport is visible and is also the current level editing viewport client // return it as the active viewport return Viewport; } else if( !FirstVisibleViewport.IsValid() ) { // If there is no current first visible viewport set it now // We will return this viewport if the current level editing viewport client is not visible FirstVisibleViewport = Viewport; } } } // Return the first visible viewport if we found one. This can be null if we didn't find any visible viewports return FirstVisibleViewport; } TSharedRef< SWidget > SLevelEditor::GetParentWidget() { return AsShared(); } void SLevelEditor::BringToFront() { FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked( LevelEditorModuleName ); TSharedPtr LevelEditorTab = LevelEditorModule.GetLevelEditorInstanceTab().Pin(); TSharedPtr LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager(); if (LevelEditorTabManager.IsValid() && LevelEditorTab.IsValid()) { LevelEditorTabManager->DrawAttention( LevelEditorTab.ToSharedRef() ); } } void SLevelEditor::OnToolkitHostingStarted( const TSharedRef< class IToolkit >& Toolkit ) { // @todo toolkit minor: We should consider only allowing a single toolkit for a specific asset editor type hosted // at once. OR, we allow multiple to be hosted, but we only show tabs for one at a time (fast switching.) // Otherwise, it's going to be a huge cluster trying to distinguish tabs for different assets of the same type // of editor TSharedPtr ModeUILayer = MakeShareable(new FLevelEditorModeUILayer(this)); ModeUILayer->SetSecondaryModeToolbarName(FLevelEditorToolBar::GetSecondaryModeToolbarName()); HostedToolkits.Add( Toolkit ); ModeUILayer->OnToolkitHostingStarted(Toolkit); ModeUILayers.Add(Toolkit->GetToolkitFName(), ModeUILayer); SecondaryModeToolbarWidget->SetContent(FLevelEditorToolBar::MakeLevelEditorSecondaryModeToolbar(LevelEditorCommands.ToSharedRef(), ModeUILayers)); } void SLevelEditor::OnToolkitHostingFinished( const TSharedRef< class IToolkit >& Toolkit ) { TSharedPtr ModeUILayer; ModeUILayers.RemoveAndCopyValue(Toolkit->GetToolkitFName(), ModeUILayer); if(ModeUILayer) { ModeUILayer->OnToolkitHostingFinished(Toolkit); } HostedToolkits.Remove( Toolkit ); SecondaryModeToolbarWidget->SetContent(FLevelEditorToolBar::MakeLevelEditorSecondaryModeToolbar(LevelEditorCommands.ToSharedRef(), ModeUILayers)); // @todo toolkit minor: If user clicks X on all opened world-centric toolkit tabs, should we exit that toolkit automatically? // Feel 50/50 about this. It's totally valid to use the "Save" menu even after closing tabs, etc. Plus, you can spawn the tabs back up using the tab area down-down menu. } TSharedPtr SLevelEditor::GetTabManager() const { FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked( LevelEditorModuleName ); TSharedPtr LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager(); return LevelEditorTabManager; } TSharedPtr SLevelEditor::AttachSequencer( TSharedPtr SequencerWidget, TSharedPtr NewSequencerAssetEditor ) { struct Local { static void OnSequencerClosed( TSharedRef DockTab, TWeakPtr InSequencerAssetEditor ) { TSharedPtr AssetEditorInstance = InSequencerAssetEditor.Pin(); if (AssetEditorInstance.IsValid()) { InSequencerAssetEditor.Pin()->CloseWindow(EAssetEditorCloseReason::AssetEditorHostClosed); } } }; static bool bIsReentrant = false; if( !bIsReentrant ) { TSharedPtr Tab = TryInvokeTab(LevelEditorTabIds::Sequencer); if(Tab.IsValid()) { // Close the sequence editor after invoking a sequencer tab instead of before so that the existing asset editor doesn't refer to a stale sequencer. if (SequencerAssetEditor.IsValid()) { // Closing the window will invoke this method again but we are handling reopening with a new movie scene ourselves TGuardValue ReentrantGuard(bIsReentrant, true); // Shutdown cleanly SequencerAssetEditor.Pin()->CloseWindow(EAssetEditorCloseReason::AssetEditorHostClosed); } if (!FGlobalTabmanager::Get()->OnOverrideDockableAreaRestore_Handler.IsBound()) { // Don't allow standard tab closing behavior when the override is active Tab->SetOnTabClosed(SDockTab::FOnTabClosedCallback::CreateStatic(&Local::OnSequencerClosed, TWeakPtr(NewSequencerAssetEditor))); } if (SequencerWidget.IsValid() && NewSequencerAssetEditor.IsValid()) { Tab->SetContent(SequencerWidget.ToSharedRef()); SequencerWidgetPtr = SequencerWidget; SequencerAssetEditor = NewSequencerAssetEditor; if (FGlobalTabmanager::Get()->OnOverrideDockableAreaRestore_Handler.IsBound()) { // @todo vreditor: more general vr editor tab manager should handle windows instead // Close the original tab so we just work with the override window Tab->RequestCloseTab(); } } else { Tab->SetContent(SNullWidget::NullWidget); Tab->RequestCloseTab(); SequencerAssetEditor.Reset(); } } return Tab; } return nullptr; } TArray> SLevelEditor::GetAllSceneOutliners() const { TArray> OutValueArray; SceneOutliners.GenerateValueArray(OutValueArray); return OutValueArray; } void SLevelEditor::SetMostRecentlyUsedSceneOutliner(FName OutlinerIdentifier) { TWeakPtr *Outliner = SceneOutliners.Find(OutlinerIdentifier); if(Outliner) { if (TSharedPtr OutlinerPtr = Outliner->Pin()) { SceneOutlinerPtr = OutlinerPtr; } } } void SLevelEditor::ResetMostRecentOutliner() { // Pick the first available outliner as the most recent outliner for(const TPair>& Outliner : SceneOutliners) { if(TSharedPtr OutlinerPin = Outliner.Value.Pin()) { SceneOutlinerPtr = OutlinerPin; return; } } // No outliners are open currently SceneOutlinerPtr.Reset(); } TSharedPtr SLevelEditor::GetMostRecentlyUsedSceneOutliner() { // If the outliner marked as "most recent" is still open, simply return it if(TSharedPtr SceneOutlinerPin = SceneOutlinerPtr.Pin()) { return SceneOutlinerPin; } // Otherwise, pick the first available outliner to be the most recent one ResetMostRecentOutliner(); return SceneOutlinerPtr.Pin(); } TSharedRef SLevelEditor::SummonDetailsPanel( FName TabIdentifier ) { TSharedRef ActorDetails = StaticCastSharedRef( CreateActorDetails( TabIdentifier ) ); TWeakPtr ActorDetailsWeakPtr = ActorDetails; const FText Label = NSLOCTEXT( "LevelEditor", "DetailsTabTitle", "Details" ); TSharedRef DocTab = SNew(SDockTab) .Label( Label ) .ToolTip( IDocumentation::Get()->CreateToolTip( Label, nullptr, "Shared/LevelEditor", "DetailsTab" ) ) .OnTabDrawerClosed_Lambda([ActorDetailsWeakPtr]() { // Close the color picker if a details panel is put into a drawer since you cant visually see the properties anymore if (TSharedPtr ColorPicker = GetColorPicker()) { if (ColorPicker->GetOptionalOwningDetailsView().IsValid()) { DestroyColorPicker(); } } }) [ SNew( SBorder) .BorderImage(FAppStyle::Get().GetBrush("Brushes.Panel")) .AddMetaData(FTutorialMetaData(TEXT("ActorDetails"), TEXT("LevelEditorSelectionDetails"))) [ ActorDetails ] ]; return DocTab; } TSharedRef SLevelEditor::CreateSceneOutliner(FName TabIdentifier) { FSceneOutlinerInitializationOptions InitOptions; InitOptions.bShowTransient = true; { UToolMenus* ToolMenus = UToolMenus::Get(); static const FName MenuName = "LevelEditor.LevelEditorSceneOutliner.ContextMenu"; if (!ToolMenus->IsMenuRegistered(MenuName)) { UToolMenu* Menu = ToolMenus->RegisterMenu(MenuName, "SceneOutliner.DefaultContextMenuBase"); FToolMenuSection& Section = Menu->AddDynamicSection("LevelEditorContextMenu", FNewToolMenuDelegate::CreateLambda([](UToolMenu* InMenu) { ULevelEditorContextMenuContext* LevelEditorContext = InMenu->FindContext(); if (!LevelEditorContext) { return; } FName LevelContextMenuName = FLevelEditorContextMenu::GetContextMenuName(ELevelEditorMenuContext::SceneOutliner, LevelEditorContext->CurrentSelection); if (LevelContextMenuName != NAME_None) { // Extend the menu even if no actors selected, as Edit menu should always exist for scene outliner UToolMenu* OtherMenu = UToolMenus::Get()->GenerateMenu(LevelContextMenuName, InMenu->Context); InMenu->Sections.Append(OtherMenu->Sections); } })); Section.InsertPosition = FToolMenuInsert("MainSection", EToolMenuInsertType::Before); } TWeakPtr WeakLevelEditor = SharedThis(this); InitOptions.ModifyContextMenu.BindLambda([=](FName& OutMenuName, FToolMenuContext& MenuContext) { OutMenuName = MenuName; if (WeakLevelEditor.IsValid()) { FLevelEditorContextMenu::InitMenuContext(MenuContext, WeakLevelEditor, ELevelEditorMenuContext::SceneOutliner); } }); } InitOptions.OutlinerIdentifier = TabIdentifier; InitOptions.FilterBarOptions.bHasFilterBar = true; // All level editor outliners share their custom text filters InitOptions.FilterBarOptions.bUseSharedSettings = true; FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked(LevelEditorModuleName); TSharedPtr OutlinerSettings = LevelEditorModule.GetLevelEditorOutlinerSettings(); OutlinerSettings->GetOutlinerFilters(InitOptions.FilterBarOptions); InitOptions.FilterBarOptions.CategoryToExpand = OutlinerSettings->GetFilterCategory(FLevelEditorOutlinerBuiltInCategories::Common()); FSceneOutlinerModule& SceneOutlinerModule = FModuleManager::Get().LoadModuleChecked("SceneOutliner"); TSharedPtr NewSceneOutlinerPtr; // Check if the Typed Element Registry has registered a custom outliner factory for us to use if(SceneOutlinerModule.IsCustomSceneOutlinerFactoryRegistered(UTypedElementRegistry::GetInstance()->GetFName())) { NewSceneOutlinerPtr = SceneOutlinerModule.CreateCustomRegisteredOutliner(UTypedElementRegistry::GetInstance()->GetFName(), InitOptions); } // Fallback to the regular Actor Browser otherwise else { NewSceneOutlinerPtr = SceneOutlinerModule.CreateActorBrowser( InitOptions); } // Add this to the map of all outliners SceneOutliners.Add(TabIdentifier, NewSceneOutlinerPtr); // Update the most recently used outliner SetMostRecentlyUsedSceneOutliner(TabIdentifier); return NewSceneOutlinerPtr.ToSharedRef(); } void SLevelEditor::OnExtendSceneOutlinerTabContextMenu(FMenuBuilder& InMenuBuilder) { InMenuBuilder.BeginSection("LevelEditorOutlinerContextMenu", LOCTEXT("LevelEditorOutlinerContextMenuOptions", "Outliner Tabs")); for (const TPair& OutlinerTabName : SceneOutlinerDisplayNames) { InMenuBuilder.AddMenuEntry(OutlinerTabName.Value, FText(), FSlateIcon(), FUIAction( FExecuteAction::CreateLambda([OutlinerTabName]() { FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked(LevelEditorModuleName); TSharedPtr LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager(); // Close the tab if it is already open, otherwise open it if (TSharedPtr LevelEditorOutlinerTab = LevelEditorTabManager->FindExistingLiveTab(OutlinerTabName.Key)) { LevelEditorOutlinerTab->RequestCloseTab(); } else { LevelEditorTabManager->TryInvokeTab(OutlinerTabName.Key); } } ), FCanExecuteAction(), FIsActionChecked::CreateLambda([OutlinerTabName]() { FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked(LevelEditorModuleName); TSharedPtr LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager(); return LevelEditorTabManager->FindExistingLiveTab(OutlinerTabName.Key) != nullptr; } )), NAME_None, EUserInterfaceActionType::Check); } InMenuBuilder.EndSection(); } FText SLevelEditor::GetSceneOutlinerLabel(FName SceneOutlinerTabIdentifier) { int32 NumActiveOutliners = 0; for (const TPair>& OutlinerTab : SceneOutlinerTabs) { if (OutlinerTab.Value.IsValid()) { ++NumActiveOutliners; } } // If there is only one outliner open, we don't need to call it "Outliner 1" if (NumActiveOutliners == 1) { return NSLOCTEXT("LevelEditor", "SceneOutlinerTabTitle", "Outliner"); } return SceneOutlinerDisplayNames[SceneOutlinerTabIdentifier]; } /** Method to call when a tab needs to be spawned by the FLayoutService */ TSharedRef SLevelEditor::SpawnLevelEditorTab( const FSpawnTabArgs& Args, FName TabIdentifier, FString InitializationPayload ) { if( TabIdentifier == LevelEditorTabIds::LevelEditorViewport) { return this->BuildViewportTab( NSLOCTEXT("LevelViewportTypes", "LevelEditorViewport", "Viewport 1"), TEXT("Viewport 1"), InitializationPayload ); } else if( TabIdentifier == LevelEditorTabIds::LevelEditorViewport_Clone1) { return this->BuildViewportTab( NSLOCTEXT("LevelViewportTypes", "LevelEditorViewport_Clone1", "Viewport 2"), TEXT("Viewport 2"), InitializationPayload ); } else if( TabIdentifier == LevelEditorTabIds::LevelEditorViewport_Clone2) { return this->BuildViewportTab( NSLOCTEXT("LevelViewportTypes", "LevelEditorViewport_Clone2", "Viewport 3"), TEXT("Viewport 3"), InitializationPayload ); } else if( TabIdentifier == LevelEditorTabIds::LevelEditorViewport_Clone3) { return this->BuildViewportTab( NSLOCTEXT("LevelViewportTypes", "LevelEditorViewport_Clone3", "Viewport 4"), TEXT("Viewport 4"), InitializationPayload ); } else if( TabIdentifier == TEXT("LevelEditorSelectionDetails") || TabIdentifier == TEXT("LevelEditorSelectionDetails2") || TabIdentifier == TEXT("LevelEditorSelectionDetails3") || TabIdentifier == TEXT("LevelEditorSelectionDetails4") ) { return SummonDetailsPanel( TabIdentifier ); } else if (TabIdentifier == LevelEditorTabIds::PlacementBrowser) { TSharedRef DockTab = SNew(SDockTab) .Label(NSLOCTEXT("LevelEditor", "PlacementBrowserTitle", "Place Actors")) .AddMetaData(FTutorialMetaData(TEXT("PlacementBrowser"), TEXT("PlacementBrowser"))); DockTab->SetContent(IPlacementModeModule::Get().CreatePlacementModeBrowser(DockTab)); return DockTab; } else if( TabIdentifier == LevelEditorTabIds::LevelEditorBuildAndSubmit ) { TSharedRef NewBuildAndSubmit = SNew( SLevelEditorBuildAndSubmit, SharedThis( this ) ); TSharedRef NewTab = SNew( SDockTab ) .Label( NSLOCTEXT("LevelEditor", "BuildAndSubmitTabTitle", "Build and Submit") ) [ NewBuildAndSubmit ]; NewBuildAndSubmit->SetDockableTab(NewTab); return NewTab; } else if (TabIdentifier == LevelEditorTabIds::LevelEditorSceneOutliner || TabIdentifier == LevelEditorTabIds::LevelEditorSceneOutliner2 || TabIdentifier == LevelEditorTabIds::LevelEditorSceneOutliner3 || TabIdentifier == LevelEditorTabIds::LevelEditorSceneOutliner4) { TSharedRef SceneOutlinerRef = CreateSceneOutliner(TabIdentifier); TAttribute Label = TAttribute::Create(TAttribute::FGetter::CreateRaw(this, &SLevelEditor::GetSceneOutlinerLabel, TabIdentifier)); TSharedRef SceneOutlinerTab = SNew( SDockTab ) .Label( Label ) .ToolTip( IDocumentation::Get()->CreateToolTip(NSLOCTEXT("LevelEditor", "OutlinerTabTooltip", "The Outliner lists all actors in the level by name, organized in a tree view."), nullptr, "Shared/LevelEditor", "SceneOutlinerTab" ) ) .OnExtendContextMenu(this, &SLevelEditor::OnExtendSceneOutlinerTabContextMenu) [ SNew(SBorder) .Padding( 0.f ) .BorderImage( FAppStyle::GetBrush("ToolPanel.GroupBorder") ) .AddMetaData(FTutorialMetaData(TEXT("SceneOutliner"), TEXT("LevelEditorSceneOutliner"))) [ SceneOutlinerRef ] ]; // Add it to the map of all the outliner tabs SceneOutlinerTabs.Add(TabIdentifier, SceneOutlinerTab); return SceneOutlinerTab; } else if(TabIdentifier == LevelEditorTabIds::LevelEditorLayerBrowser) { FLayersModule& LayersModule = FModuleManager::LoadModuleChecked( "Layers" ); return SNew( SDockTab ) .Label( NSLOCTEXT("LevelEditor", "LayersTabTitle", "Layers") ) [ SNew(SBorder) .Padding( 0.f ) .BorderImage( FAppStyle::GetBrush("ToolPanel.GroupBorder") ) .AddMetaData(FTutorialMetaData(TEXT("LayerBrowser"), TEXT("LevelEditorLayerBrowser"))) [ LayersModule.CreateLayerBrowser() ] ]; } else if (TabIdentifier == LevelEditorTabIds::LevelEditorHierarchicalLODOutliner) { FText Label = NSLOCTEXT("LevelEditor", "HLODOutlinerTabTitle", "Hierarchical LOD Outliner"); FHierarchicalLODOutlinerModule& HLODModule = FModuleManager::LoadModuleChecked("HierarchicalLODOutliner"); return SNew(SDockTab) .Label(Label) .ToolTip(IDocumentation::Get()->CreateToolTip(Label, nullptr, "Shared/Editor/HLOD", "main")) [ HLODModule.CreateHLODOutlinerWidget() ]; } else if( TabIdentifier == LevelEditorTabIds::WorldBrowserHierarchy) { FWorldBrowserModule& WorldBrowserModule = FModuleManager::LoadModuleChecked( "WorldBrowser" ); const TSharedRef LevelHierarchyWidget = WorldBrowserModule.CreateWorldBrowserHierarchyWidget(); WorldHierarchy = LevelHierarchyWidget; return SNew( SDockTab ) .Label( NSLOCTEXT("LevelEditor", "WorldBrowserHierarchyTabTitle", "Levels") ) [ LevelHierarchyWidget->GetWidget() ]; } else if( TabIdentifier == LevelEditorTabIds::WorldBrowserDetails) { FWorldBrowserModule& WorldBrowserModule = FModuleManager::LoadModuleChecked( "WorldBrowser" ); return SNew( SDockTab ) .Label( NSLOCTEXT("LevelEditor", "WorldBrowserDetailsTabTitle", "Level Details") ) [ WorldBrowserModule.CreateWorldBrowserDetails() ]; } else if( TabIdentifier == LevelEditorTabIds::WorldBrowserComposition ) { FWorldBrowserModule& WorldBrowserModule = FModuleManager::LoadModuleChecked( "WorldBrowser" ); return SNew( SDockTab ) .Label( NSLOCTEXT("LevelEditor", "WorldBrowserCompositionTabTitle", "World Composition") ) [ WorldBrowserModule.CreateWorldBrowserComposition() ]; } else if (TabIdentifier == LevelEditorTabIds::LevelEditorDataLayerBrowser) { FDataLayerEditorModule& DataLayerEditorModule = FModuleManager::LoadModuleChecked( "DataLayerEditor" ); return SNew(SDockTab) .Label(NSLOCTEXT("LevelEditor", "DataLayersTabTitle", "Data Layers")) [ SNew(SBorder) .Padding(0.f) .BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder")) .AddMetaData(FTutorialMetaData(TEXT("DataLayerBrowser"), TEXT("LevelEditorDataLayerBrowser"))) [ DataLayerEditorModule.CreateDataLayerBrowser() ] ]; } else if( TabIdentifier == TEXT("Sequencer") ) { // If the Sequencer tab already exists, draw attention to it and return TSharedPtr LevelEditorTabManager = GetTabManager(); if (LevelEditorTabManager.IsValid()) { TSharedPtr Tab = LevelEditorTabManager->FindExistingLiveTab(LevelEditorTabIds::Sequencer); if (Tab.IsValid()) { LevelEditorTabManager->DrawAttention(Tab.ToSharedRef()); return Tab.ToSharedRef(); } } // Otherwise, open a null sequencer widget if (FSlateStyleRegistry::FindSlateStyle("LevelSequenceEditorStyle")) { // @todo sequencer: remove when world-centric mode is added return SNew(SDockTab) .Label(NSLOCTEXT("Sequencer", "SequencerMainTitle", "Sequencer")) [ SNullWidget::NullWidget ]; } } else if(TabIdentifier == LevelEditorTabIds::SequencerGraphEditor ) { // @todo sequencer: remove when world-centric mode is added return SNew(SDockTab) .Label(NSLOCTEXT("Sequencer", "SequencerMainGraphEditorTitle", "Sequencer Curves")) [ SNullWidget::NullWidget ]; } else if( TabIdentifier == LevelEditorTabIds::LevelEditorStatsViewer ) { FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked( "StatsViewer" ); return SNew( SDockTab ) .Label( NSLOCTEXT("LevelEditor", "StatsViewerTabTitle", "Statistics") ) [ StatsViewerModule.CreateStatsViewer() ]; } else if (TabIdentifier == LevelEditorTabIds::WorldSettings) { FPropertyEditorModule& PropPlugin = FModuleManager::LoadModuleChecked("PropertyEditor"); FDetailsViewArgs DetailsViewArgs; DetailsViewArgs.NameAreaSettings = FDetailsViewArgs::HideNameArea; DetailsViewArgs.NotifyHook = GUnrealEd; DetailsViewArgs.ColumnWidth = 0.5f; WorldSettingsView = PropPlugin.CreateDetailView( DetailsViewArgs ); if (GetWorld() != nullptr) { WorldSettingsView->SetObject(GetWorld()->GetWorldSettings()); } return SNew( SDockTab ) .Label( NSLOCTEXT("LevelEditor", "WorldSettingsTabTitle", "World Settings") ) .AddMetaData(FTutorialMetaData(TEXT("WorldSettings"), TEXT("WorldSettingsTab"))) [ WorldSettingsView.ToSharedRef() ]; } else if( TabIdentifier == LevelEditorTabIds::LevelEditorEnvironmentLightingViewer) { FEnvironmentLightingViewerModule& EnvironmentLightingViewerModule = FModuleManager::Get().LoadModuleChecked( "EnvironmentLightingViewer" ); return SNew(SDockTab) .Label(NSLOCTEXT("LevelEditor", "EnvironmentLightingViewerTitle", "Env. Light Mixer")) [ EnvironmentLightingViewerModule.CreateEnvironmentLightingViewer() ]; } return SNew(SDockTab); } bool SLevelEditor::CanSpawnLevelEditorTab(const FSpawnTabArgs& Args, FName TabIdentifier) { // HLOD Outliner not yet supported with World Partition if (TabIdentifier == LevelEditorTabIds::LevelEditorHierarchicalLODOutliner && ensure(World) && World->IsPartitionedWorld()) { return false; } return true; } TSharedPtr SLevelEditor::TryInvokeTab( FName TabID ) { TSharedPtr LevelEditorTabManager = GetTabManager(); return LevelEditorTabManager->TryInvokeTab(TabID); } void SLevelEditor::SyncDetailsToSelection() { static const FName DetailsTabIdentifiers[] = { LevelEditorTabIds::LevelEditorSelectionDetails, LevelEditorTabIds::LevelEditorSelectionDetails2, LevelEditorTabIds::LevelEditorSelectionDetails3, LevelEditorTabIds::LevelEditorSelectionDetails4 }; FPropertyEditorModule& PropPlugin = FModuleManager::LoadModuleChecked("PropertyEditor"); FName FirstClosedDetailsTabIdentifier; // First see if there is an already open details view that can handle the request // For instance, if "Details 3" is open, we don't want to open "Details 2" to handle this for(const FName& DetailsTabIdentifier : DetailsTabIdentifiers) { TSharedPtr DetailsView = PropPlugin.FindDetailView(DetailsTabIdentifier); if(!DetailsView.IsValid()) { // Track the first closed details view in case no currently open ones can handle our request if(FirstClosedDetailsTabIdentifier.IsNone()) { FirstClosedDetailsTabIdentifier = DetailsTabIdentifier; } continue; } if(DetailsView->IsUpdatable() && !DetailsView->IsLocked()) { TryInvokeTab(DetailsTabIdentifier); return; } } // If we got this far then there were no open details views, so open the first available one if(!FirstClosedDetailsTabIdentifier.IsNone()) { TryInvokeTab(FirstClosedDetailsTabIdentifier); } } /** Builds a viewport tab. */ TSharedRef SLevelEditor::BuildViewportTab( const FText& Label, const FString LayoutId, const FString& InitializationPayload ) { // The tab must be created before the viewport layout because the layout needs them TSharedRef< SDockTab > DockableTab = SNew(SDockTab) .Label(Label) .OnTabClosed(this, &SLevelEditor::OnViewportTabClosed); // Create a new tab TSharedRef ViewportTabContent = MakeShareable(new FLevelViewportTabContent()); // Track the viewport CleanupPointerArray(ViewportTabs); ViewportTabs.Add(ViewportTabContent); auto MakeLevelViewportFunc = [this](const FAssetEditorViewportConstructionArgs& InConstructionArgs) { return SNew(SLevelViewport, InConstructionArgs) .ParentLevelEditor(SharedThis(this)); }; ViewportTabContent->Initialize(MakeLevelViewportFunc, DockableTab, LayoutId); // Restore transient camera position RestoreViewportTabInfo(ViewportTabContent); return DockableTab; } void SLevelEditor::OnViewportTabClosed(TSharedRef ClosedTab) { TWeakPtr* const ClosedTabContent = ViewportTabs.FindByPredicate([&ClosedTab](TWeakPtr& InPotentialElement) -> bool { TSharedPtr ViewportTabContent = InPotentialElement.Pin(); return ViewportTabContent.IsValid() && ViewportTabContent->BelongsToTab(ClosedTab); }); if(ClosedTabContent) { TSharedPtr ClosedTabContentPin = ClosedTabContent->Pin(); if(ClosedTabContentPin.IsValid()) { SaveViewportTabInfo(ClosedTabContentPin.ToSharedRef()); // Untrack the viewport ViewportTabs.Remove(ClosedTabContentPin); CleanupPointerArray(ViewportTabs); } } } void SLevelEditor::OnToolboxTabClosed(TSharedRef ClosedTab) { GetEditorModeManager().ActivateDefaultMode(); } void SLevelEditor::SaveViewportTabInfo(TSharedRef ViewportTabContent) { const TMap>* const Viewports = ViewportTabContent->GetViewports(); if(Viewports) { const FString& LayoutId = ViewportTabContent->GetLayoutString(); for (auto& Pair : *Viewports) { TSharedPtr Viewport = StaticCastSharedPtr(Pair.Value)->AsLevelViewport(); if( !Viewport.IsValid() ) { continue; } //@todo there could potentially be more than one of the same viewport type. This effectively takes the last one of a specific type const FLevelEditorViewportClient& LevelViewportClient = Viewport->GetLevelViewportClient(); const FString Key = FString::Printf(TEXT("%s[%d]"), *LayoutId, static_cast(LevelViewportClient.ViewportType)); TransientEditorViews.Add( Key, FLevelViewportInfo( LevelViewportClient.GetViewLocation(), LevelViewportClient.GetViewRotation(), LevelViewportClient.GetOrthoZoom() ) ); } } } void SLevelEditor::RestoreViewportTabInfo(TSharedRef ViewportTabContent) const { const TMap>* const Viewports = ViewportTabContent->GetViewports(); if(Viewports) { const FString& LayoutId = ViewportTabContent->GetLayoutString(); for (auto& Pair : *Viewports) { TSharedPtr Viewport = StaticCastSharedPtr(Pair.Value)->AsLevelViewport(); if( !Viewport.IsValid() ) { continue; } FLevelEditorViewportClient& LevelViewportClient = Viewport->GetLevelViewportClient(); bool bInitializedOrthoViewport = false; for (int32 ViewportType = 0; ViewportType < LVT_MAX; ViewportType++) { if (ViewportType == LVT_Perspective || !bInitializedOrthoViewport) { const FString Key = FString::Printf(TEXT("%s[%d]"), *LayoutId, ViewportType); const FLevelViewportInfo* const TransientEditorView = TransientEditorViews.Find(Key); if (TransientEditorView) { LevelViewportClient.SetInitialViewTransform( static_cast(ViewportType), TransientEditorView->CamPosition, TransientEditorView->CamRotation, TransientEditorView->CamOrthoZoom ); if (ViewportType != LVT_Perspective) { bInitializedOrthoViewport = true; } } } } } } } void SLevelEditor::ResetViewportTabInfo() { TransientEditorViews.Reset(); } TSharedRef SLevelEditor::RestoreContentArea( const TSharedRef& OwnerTab, const TSharedRef& OwnerWindow ) { const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure(); FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked( LevelEditorModuleName ); LevelEditorModule.SetLevelEditorTabManager(OwnerTab); TSharedPtr LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager(); // Register Level Editor tab spawners { { const FText ViewportTooltip = NSLOCTEXT("LevelEditorTabs", "LevelEditorViewportTooltip", "Open a Viewport tab. Use this to view and edit the current level."); const FSlateIcon ViewportIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Viewports"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorViewport, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorViewport, FString())) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorViewport", "Viewport 1")) .SetTooltipText(ViewportTooltip) .SetGroup(MenuStructure.GetLevelEditorViewportsCategory()) .SetIcon(ViewportIcon) .SetCanSidebarTab(false); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorViewport_Clone1, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorViewport_Clone1, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorViewport_Clone1", "Viewport 2")) .SetTooltipText(ViewportTooltip) .SetGroup( MenuStructure.GetLevelEditorViewportsCategory() ) .SetIcon(ViewportIcon); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorViewport_Clone2, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorViewport_Clone2, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorViewport_Clone2", "Viewport 3")) .SetTooltipText(ViewportTooltip) .SetGroup( MenuStructure.GetLevelEditorViewportsCategory() ) .SetIcon(ViewportIcon); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorViewport_Clone3, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorViewport_Clone3, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorViewport_Clone3", "Viewport 4")) .SetTooltipText(ViewportTooltip) .SetGroup( MenuStructure.GetLevelEditorViewportsCategory() ) .SetIcon(ViewportIcon); } { const FText DetailsTooltip = NSLOCTEXT("LevelEditorTabs", "LevelEditorSelectionDetailsTooltip", "Open a Details tab. Use this to view and edit properties of the selected object(s)."); const FSlateIcon DetailsIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Details"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorSelectionDetails, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorSelectionDetails, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorSelectionDetails", "Details 1")) .SetTooltipText(DetailsTooltip) .SetGroup( MenuStructure.GetLevelEditorDetailsCategory() ) .SetIcon( DetailsIcon ); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorSelectionDetails2, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorSelectionDetails2, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorSelectionDetails2", "Details 2")) .SetTooltipText(DetailsTooltip) .SetGroup( MenuStructure.GetLevelEditorDetailsCategory() ) .SetIcon( DetailsIcon ); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorSelectionDetails3, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorSelectionDetails3, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorSelectionDetails3", "Details 3")) .SetTooltipText(DetailsTooltip) .SetGroup( MenuStructure.GetLevelEditorDetailsCategory() ) .SetIcon( DetailsIcon ); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorSelectionDetails4, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorSelectionDetails4, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorSelectionDetails4", "Details 4")) .SetTooltipText(DetailsTooltip) .SetGroup( MenuStructure.GetLevelEditorDetailsCategory() ) .SetIcon( DetailsIcon ); } { const FSlateIcon ToolsIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.PlacementBrowser"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::PlacementBrowser, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::PlacementBrowser, FString())) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "PlacementBrowser", "Place Actors")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "PlacementBrowserTooltipText", "Actor Placement Browser")) .SetGroup(MenuStructure.GetLevelEditorCategory()) .SetIcon(ToolsIcon); } { const FText OutlinerTooltip = NSLOCTEXT("LevelEditorTabs", "LevelEditorSceneOutlinerTooltipText", "Open the Outliner tab, which provides a searchable and filterable list of all actors in the world."); const FSlateIcon OutlinerIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Outliner"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorSceneOutliner, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorSceneOutliner, FString())) .SetDisplayName(SceneOutlinerDisplayNames[LevelEditorTabIds::LevelEditorSceneOutliner]) .SetTooltipText(OutlinerTooltip) .SetGroup(MenuStructure.GetLevelEditorOutlinerCategory()) .SetIcon(OutlinerIcon); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorSceneOutliner2, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorSceneOutliner2, FString())) .SetDisplayName(SceneOutlinerDisplayNames[LevelEditorTabIds::LevelEditorSceneOutliner2]) .SetTooltipText(OutlinerTooltip) .SetGroup(MenuStructure.GetLevelEditorOutlinerCategory()) .SetIcon(OutlinerIcon); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorSceneOutliner3, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorSceneOutliner3, FString())) .SetDisplayName(SceneOutlinerDisplayNames[LevelEditorTabIds::LevelEditorSceneOutliner3]) .SetTooltipText(OutlinerTooltip) .SetGroup(MenuStructure.GetLevelEditorOutlinerCategory()) .SetIcon(OutlinerIcon); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorSceneOutliner4, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorSceneOutliner4, FString())) .SetDisplayName(SceneOutlinerDisplayNames[LevelEditorTabIds::LevelEditorSceneOutliner4]) .SetTooltipText(OutlinerTooltip) .SetGroup(MenuStructure.GetLevelEditorOutlinerCategory()) .SetIcon(OutlinerIcon); } { const FSlateIcon LayersIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Layers"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorLayerBrowser, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorLayerBrowser, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorLayerBrowser", "Layers")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "LevelEditorLayerBrowserTooltipText", "Open the Layers tab. Use this to manage which actors in the world belong to which layers.")) .SetGroup( MenuStructure.GetLevelEditorCategory() ) .SetIcon( LayersIcon ); } { const FSlateIcon DataLayersIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.DataLayers"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorDataLayerBrowser, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorDataLayerBrowser, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorDataLayerBrowser", "Data Layers Outliner")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "LevelEditorDataLayerBrowserTooltipText", "Open the Data Layers Outliner.")) .SetGroup(MenuStructure.GetLevelEditorWorldPartitionCategory()) .SetIcon(DataLayersIcon); } { const FSlateIcon HLODIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.HLOD"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorHierarchicalLODOutliner, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorHierarchicalLODOutliner, FString()), FCanSpawnTab::CreateSP(this, &SLevelEditor::CanSpawnLevelEditorTab, LevelEditorTabIds::LevelEditorHierarchicalLODOutliner)) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorHierarchicalLODOutliner", "Hierarchical LOD Outliner")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "LevelEditorHierarchicalLODOutlinerTooltipText", "Open the Hierarchical LOD Outliner.")) .SetGroup(MenuStructure.GetLevelEditorCategory()) .SetIcon(HLODIcon); } { LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::WorldBrowserHierarchy, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::WorldBrowserHierarchy, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "WorldBrowserHierarchy", "Levels")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "WorldBrowserHierarchyTooltipText", "Open the Levels tab. Use this to manage the levels in the current project.")) .SetGroup( WorkspaceMenu::GetMenuStructure().GetLevelEditorCategory() ) .SetIcon( FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.WorldBrowser") ); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::WorldBrowserDetails, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::WorldBrowserDetails, FString()) ) .SetMenuType( ETabSpawnerMenuType::Hidden ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "WorldBrowserDetails", "Level Details")) .SetGroup( WorkspaceMenu::GetMenuStructure().GetLevelEditorCategory() ) .SetIcon( FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.WorldBrowserDetails") ); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::WorldBrowserComposition, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::WorldBrowserComposition, FString()) ) .SetMenuType( ETabSpawnerMenuType::Hidden ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "WorldBrowserComposition", "World Composition")) .SetGroup( WorkspaceMenu::GetMenuStructure().GetLevelEditorCategory() ) .SetIcon( FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.WorldBrowserComposition") ); } { const FSlateIcon StatsViewerIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.StatsViewer"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorStatsViewer, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorStatsViewer, FString())) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "LevelEditorStatsViewer", "Statistics")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "LevelEditorStatsViewerTooltipText", "Open the Statistics tab, in order to see data pertaining to lighting, textures and primitives.")) .SetGroup(MenuStructure.GetDeveloperToolsAuditCategory()) .SetIcon(StatsViewerIcon); } { // @todo remove when world-centric mode is added LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::Sequencer, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::Sequencer, FString()), FCanSpawnTab::CreateSP(this, &SLevelEditor::CanSpawnLevelEditorTab, LevelEditorTabIds::Sequencer)) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "Sequencer", "Sequencer")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "SequencerTooltipText", "Open the Sequencer tab to animate characters, cameras, and properties.")) .SetGroup( MenuStructure.GetLevelEditorCinematicsCategory() ) .SetIcon( FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Cinematics") ); } { // @todo remove when world-centric mode is added const FSlateIcon SequencerGraphIcon = FSlateIcon(FAppStyle::GetAppStyleSetName(), "GenericCurveEditor.TabIcon"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::SequencerGraphEditor, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::SequencerGraphEditor, FString())) .SetMenuType(ETabSpawnerMenuType::Type::Hidden) .SetIcon(SequencerGraphIcon); } { const FSlateIcon WorldPropertiesIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.WorldProperties.Tab"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::WorldSettings, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::WorldSettings, FString()) ) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "WorldSettings", "World Settings")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "WorldSettingsTooltipText", "Open the World Settings tab, in which global properties of the level can be viewed and edited.")) .SetGroup( MenuStructure.GetLevelEditorCategory() ) .SetIcon( WorldPropertiesIcon ); } { const FSlateIcon EnvironmentLightingViewerIcon(FAppStyle::GetAppStyleSetName(), "EditorViewport.ReflectionOverrideMode"); LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorEnvironmentLightingViewer, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorEnvironmentLightingViewer, FString())) .SetDisplayName(NSLOCTEXT("LevelEditorTabs", "EnvironmentLightingViewer", "Env. Light Mixer")) .SetTooltipText(NSLOCTEXT("LevelEditorTabs", "LevelEditorEnvironmentLightingViewerTooltipText", "Open the Environmment Lighting tab to edit all the entities important for world lighting.")) .SetGroup(MenuStructure.GetLevelEditorCategory()) .SetIcon(EnvironmentLightingViewerIcon); } FTabSpawnerEntry& BuildAndSubmitEntry = LevelEditorTabManager->RegisterTabSpawner(LevelEditorTabIds::LevelEditorBuildAndSubmit, FOnSpawnTab::CreateSP(this, &SLevelEditor::SpawnLevelEditorTab, LevelEditorTabIds::LevelEditorBuildAndSubmit, FString())); BuildAndSubmitEntry.SetAutoGenerateMenuEntry(false); LevelEditorModule.OnRegisterTabs().Broadcast(LevelEditorTabManager); } // IMPORTANT: If you want to change the default value of "LevelEditor_Layout_v1.8" or "UnrealEd_Layout_v1.4" (even if you only change their version numbers), these are the steps to follow: // 1. Check out Engine\Config\Layouts\DefaultLayout.ini in Perforce. // 2. Change the code below as you wish and compile the code. // 3. (Optional:) Save your current layout so you can load it later. // 4. Close the editor. // 5. Manually remove Engine\Saved\Config\WindowsEditor\EditorLayout.ini and Users\[UserName]\AppData\Local\UnrealEngine\Editor\EditorLayout.json // 6. Open the Editor, which will auto-regenerate a default EditorLayout.ini that uses your new code below. // 7. "Window" --> "Save Layout" --> "Save Layout As..." // - Name: Default Editor Layout // - Description: Default layout that the Unreal Editor automatically generates // 8. Either click on the toast generated by Unreal that would open the saving path or manually open Engine\Saved\Config\Layouts\ in your explorer // 9. Move and rename the new file (Engine\Saved\Config\Layouts\Default_Editor_Layout.ini) into Engine\Config\Layouts\DefaultLayout.ini. You might also have to modify: // 9.1. QAGame/Config/DefaultEditorLayout.ini // 9.2. Engine/Config/BaseEditorLayout.ini // 9.3. Etc // 10. Push the new "DefaultLayout.ini" together with your new code. // 11. Also update these instructions if you change the version number (e.g., from "UnrealEd_Layout_v1.6" to "UnrealEd_Layout_v1.7"). const FName LayoutName = TEXT("LevelEditor_Layout_v1.8"); const TSharedRef DefaultLayout = FLayoutSaveRestore::LoadFromConfig(GEditorLayoutIni, FTabManager::NewLayout( LayoutName ) ->AddArea ( FTabManager::NewPrimaryArea() ->SetOrientation( Orient_Horizontal ) ->SetExtensionId( "TopLevelArea" ) ->Split ( FTabManager::NewSplitter() ->SetOrientation( Orient_Vertical ) ->SetSizeCoefficient( 1 ) ->Split ( FTabManager::NewSplitter() ->SetSizeCoefficient( .75f ) ->SetOrientation(Orient_Horizontal) ->Split ( FTabManager::NewStack() ->SetSizeCoefficient( .15f ) ->SetHideTabWell(true) ->SetExtensionId("VerticalToolbar") ) ->Split ( FTabManager::NewSplitter() ->SetSizeCoefficient(.3f) ->SetOrientation(Orient_Vertical) ->Split ( FTabManager::NewStack() ->SetSizeCoefficient( 0.5f ) ->AddTab(LevelEditorTabIds::PlacementBrowser, ETabState::ClosedTab) ) ->Split ( FTabManager::NewStack() ->SetSizeCoefficient(0.5f) ->SetExtensionId("BottomLeftPanel") ) ) ->Split ( FTabManager::NewStack() ->SetHideTabWell(true) ->SetSizeCoefficient( 1.0f ) ->AddTab(LevelEditorTabIds::LevelEditorViewport, ETabState::OpenedTab) ) ) ->Split ( FTabManager::NewStack() ->SetSizeCoefficient(.4f) ->SetHideTabWell(false) ->AddTab("ContentBrowserTab1", ETabState::ClosedTab) ->AddTab(LevelEditorTabIds::Sequencer, ETabState::ClosedTab) ->AddTab(LevelEditorTabIds::OutputLog, ETabState::ClosedTab) ) ) ->Split ( FTabManager::NewSplitter() ->SetSizeCoefficient(0.25f) ->SetOrientation(Orient_Vertical) ->Split ( FTabManager::NewStack() ->SetSizeCoefficient(0.4f) ->AddTab(LevelEditorTabIds::LevelEditorSceneOutliner, ETabState::OpenedTab) ->AddTab(LevelEditorTabIds::LevelEditorLayerBrowser, ETabState::ClosedTab) ) ->Split ( FTabManager::NewStack() ->AddTab(LevelEditorTabIds::LevelEditorSelectionDetails, ETabState::OpenedTab) ->AddTab(LevelEditorTabIds::WorldSettings, ETabState::ClosedTab) ->SetForegroundTab(LevelEditorTabIds::LevelEditorSelectionDetails) ) ) )); FGlobalTabmanager::Get()->SetInitialLayoutSP(DefaultLayout); const EOutputCanBeNullptr OutputCanBeNullptr = EOutputCanBeNullptr::IfNoTabValid; TArray RemovedOlderLayoutVersions; const TSharedRef Layout = FLayoutSaveRestore::LoadFromConfig(GEditorLayoutIni, DefaultLayout, OutputCanBeNullptr, RemovedOlderLayoutVersions); // On startup, it should not show the dialog to avoid crashes. However, when clicking the "Load" button, it should also show the message dialog // Rather than adding a bool to this function (which would have to be sent from over 10 functions above...), we create a static atomic bool (which is a bit less elegant, but way simpler!), which // will have the same exact effect than sending the bool (and it is also thread safe) static std::atomic bIsBeingRecreated(false); // If older fields of the layout name (i.e., lower versions than "LevelEditor_Layout_v1.2") were found if (RemovedOlderLayoutVersions.Num() > 0) { // FMessageDialog - Notify the user that the layout version was updated and the current layout uses a deprecated one const FText WarningText = FText::Format(LOCTEXT("LevelEditorVersionErrorBody", "The expected Unreal Level Editor layout version is \"{0}\", while only version \"{1}\" was found. I.e., the current layout was created with a previous version of Unreal that is deprecated and no longer compatible.\n\nUnreal will continue with the default layout for its current version, the deprecated one has been removed.\n\nYou can create and save your custom layouts with \"Window\"->\"Save Layout\"->\"Save Layout As...\"."), FText::FromString(LayoutName.ToString()), FText::FromString(RemovedOlderLayoutVersions[0])); UE_LOG(LogSlate, Warning, TEXT("%s"), *WarningText.ToString()); // If user is trying to load a specific layout with "Load", also warn them with a message dialog if (bIsBeingRecreated) { const FText TextTitle = LOCTEXT("LevelEditorVersionErrorTitle", "Unreal Level Editor Layout Version Mismatch"); FMessageDialog::Open(EAppMsgType::Ok, WarningText, TextTitle); } } bIsBeingRecreated = true; // For future loads FLayoutExtender LayoutExtender; LevelEditorModule.OnRegisterLayoutExtensions().Broadcast(LayoutExtender); Layout->ProcessExtensions(LayoutExtender); const bool bEmbedTitleAreaContent = false; TSharedPtr ContentAreaWidget = LevelEditorTabManager->RestoreFrom(Layout, OwnerWindow, bEmbedTitleAreaContent, OutputCanBeNullptr); // ContentAreaWidget will only be nullptr if its main area contains invalid tabs (probably some layout bug). If so, reset layout to avoid potential crashes if (!ContentAreaWidget.IsValid()) { // Try to load default layout to avoid nullptr.ToSharedRef() crash ContentAreaWidget = LevelEditorTabManager->RestoreFrom(DefaultLayout, OwnerWindow, bEmbedTitleAreaContent, EOutputCanBeNullptr::Never); // Warn user/developer const FString WarningMessage = FString::Format(TEXT("Level editor layout could not be loaded from the config file {0}, trying to reset this config file to the default one."), { *GEditorLayoutIni }); UE_LOG(LogTemp, Warning, TEXT("%s"), *WarningMessage); ensureMsgf(false, TEXT("Some additional testing of that layout file should be done.")); } check(ContentAreaWidget.IsValid()); return ContentAreaWidget.ToSharedRef(); } void SLevelEditor::HandleExperimentalSettingChanged(FName PropertyName) { FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked("LevelEditor"); TSharedPtr LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager(); LevelEditorTabManager->UpdateMainMenu(nullptr, true); } FName SLevelEditor::GetEditorModeTabId( FEditorModeID ModeID ) { return FName(*(FString("EditorMode.Tab.") + ModeID.ToString())); } void SLevelEditor::ToggleEditorMode( FEditorModeID ModeID ) { FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked("LevelEditor"); TSharedPtr LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager(); // Abort viewport tracking when switching editor mode if (GCurrentLevelEditingViewportClient) { GCurrentLevelEditingViewportClient->AbortTracking(); } // *Important* - activate the mode first since FEditorModeTools::DeactivateMode will // activate the default mode when the stack becomes empty, resulting in multiple active visible modes. GetEditorModeManager().ActivateMode( ModeID ); } bool SLevelEditor::IsModeActive( FEditorModeID ModeID ) { return GetEditorModeManager().IsModeActive( ModeID ); } bool SLevelEditor::ShouldShowModeInToolbar(FEditorModeID ModeID) { if (UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem()) { FEditorModeInfo ModeInfo; if (AssetEditorSubsystem->FindEditorModeInfo(ModeID, ModeInfo)) { return ModeInfo.IsVisible(); } } return false; } void SLevelEditor::EditorModeCommandsChanged() { if (FLevelEditorModesCommands::IsRegistered()) { FLevelEditorModesCommands::Unregister(); } RefreshEditorModeCommands(); } void SLevelEditor::RefreshEditorModeCommands() { FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked( "LevelEditor" ); if(!FLevelEditorModesCommands::IsRegistered()) { FLevelEditorModesCommands::Register(); } // We need to remap all the actions to commands. const FLevelEditorModesCommands& Commands = FLevelEditorModesCommands::Get(); int32 CommandIndex = 0; if (UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem()) { for (const FEditorModeInfo& Mode : AssetEditorSubsystem->GetEditorModeInfoOrderedByPriority()) { FName EditorModeTabName = GetEditorModeTabId(Mode.ID); FName EditorModeCommandName = FName(*(FString("EditorMode.") + Mode.ID.ToString())); TSharedPtr EditorModeCommand = FInputBindingManager::Get().FindCommandInContext(Commands.GetContextName(), EditorModeCommandName); // If a command isn't yet registered for this mode, we need to register one. if (EditorModeCommand.IsValid() && Mode.IsVisible() && !LevelEditorCommands->IsActionMapped(Commands.EditorModeCommands[CommandIndex])) { LevelEditorCommands->MapAction( Commands.EditorModeCommands[CommandIndex], FExecuteAction::CreateSP(SharedThis(this), &SLevelEditor::ToggleEditorMode, Mode.ID), FCanExecuteAction(), FIsActionChecked::CreateSP(SharedThis(this), &SLevelEditor::IsModeActive, Mode.ID), FIsActionButtonVisible::CreateSP(SharedThis(this), &SLevelEditor::ShouldShowModeInToolbar, Mode.ID)); CommandIndex++; } } } } FReply SLevelEditor::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) { // Check to see if any of the actions for the level editor can be processed by the current event // If we are in debug mode do not process commands if (FSlateApplication::Get().IsNormalExecution()) { for (const auto& ActiveToolkit : HostedToolkits) { // A toolkit is active, so direct all command processing to it if (ActiveToolkit->ProcessCommandBindings(InKeyEvent)) { return FReply::Handled(); } } // No toolkit processed the key, so let the level editor have a chance at the keystroke if (LevelEditorCommands->ProcessCommandBindings(InKeyEvent)) { return FReply::Handled(); } } return FReply::Unhandled(); } FReply SLevelEditor::OnKeyDownInViewport( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) { // Check to see if any of the actions for the level editor can be processed by the current keyboard from a viewport if( LevelEditorCommands->ProcessCommandBindings( InKeyEvent ) ) { return FReply::Handled(); } // NOTE: Currently, we don't bother allowing toolkits to get a chance at viewport keys return FReply::Unhandled(); } /** Callback for when the level editor layout has changed */ void SLevelEditor::OnLayoutHasChanged() { // ... } const UTypedElementSelectionSet* SLevelEditor::GetElementSelectionSet() const { return SelectedElements; } UTypedElementSelectionSet* SLevelEditor::GetMutableElementSelectionSet() { return SelectedElements; } void SLevelEditor::SummonLevelViewportContextMenu(const FTypedElementHandle& HitProxyElement) { FLevelEditorContextMenu::SummonMenu( SharedThis( this ), ELevelEditorMenuContext::Viewport, HitProxyElement); } FText SLevelEditor::GetLevelViewportContextMenuTitle() const { return CachedViewportContextMenuTitle; } void SLevelEditor::SummonLevelViewportViewOptionMenu(const ELevelViewportType ViewOption) { FLevelEditorContextMenu::SummonViewOptionMenu( SharedThis( this ), ViewOption); } const TArray< TSharedPtr< IToolkit > >& SLevelEditor::GetHostedToolkits() const { return HostedToolkits; } TArray< TSharedPtr< SLevelViewport > > SLevelEditor::GetViewports() const { TArray< TSharedPtr > OutViewports; for( int32 TabIndex = 0; TabIndex < ViewportTabs.Num(); ++TabIndex ) { TSharedPtr ViewportTab = ViewportTabs[ TabIndex ].Pin(); if (ViewportTab.IsValid()) { const TMap< FName, TSharedPtr< IEditorViewportLayoutEntity > >* LevelViewports = ViewportTab->GetViewports(); if (LevelViewports != NULL) { for (auto& Pair : *LevelViewports) { TSharedPtr Viewport = StaticCastSharedPtr(Pair.Value)->AsLevelViewport(); if( Viewport.IsValid() ) { OutViewports.Add(Viewport); } } } } } // Also add any standalone viewports { for( const TWeakPtr< SLevelViewport >& StandaloneViewportWeakPtr : StandaloneViewports ) { const TSharedPtr< SLevelViewport > Viewport = StandaloneViewportWeakPtr.Pin(); if( Viewport.IsValid() ) { OutViewports.Add( Viewport ); } } } return OutViewports; } TSharedPtr SLevelEditor::GetActiveViewportInterface() { return GetActiveViewport(); } void SLevelEditor::AppendCommands( const TSharedRef& InCommandsToAppend ) { LevelEditorCommands->Append(InCommandsToAppend); } UWorld* SLevelEditor::GetWorld() const { return World; } void SLevelEditor::HandleEditorMapChange( uint32 MapChangeFlags ) { ResetViewportTabInfo(); if (WorldSettingsView.IsValid()) { WorldSettingsView->SetObject(GetWorld()->GetWorldSettings(), true); } // We want to recreate all the Scene Outliners on loading a new map if (MapChangeFlags == MapChangeEventFlags::NewMap) { SceneOutliners.Empty(); for (TPair> OutlinerTab : SceneOutlinerTabs) { if (TSharedPtr SceneOutlinerTabPin = OutlinerTab.Value.Pin()) { // While this is not strictly necessary since the old tab contents will be cleaned up on SetContent, it is a cleaner flow if we // first destruct the old Outliner and then construct the new one SceneOutlinerTabPin->SetContent(SNullWidget::NullWidget); // Create the new outliner TSharedRef SceneOutlinerRef = CreateSceneOutliner(OutlinerTab.Key); // Add it to the list of outliners SceneOutliners.Add(OutlinerTab.Key, SceneOutlinerRef); // Set the tabs content to the newly created outliner SceneOutlinerTabPin->SetContent(SceneOutlinerRef); } } } } void SLevelEditor::HandleAssetsDeleted(const TArray& DeletedClasses) { bool bDeletedMaterials = false; for (UClass* AssetClass : DeletedClasses) { if (AssetClass == nullptr || AssetClass->IsChildOf()) { bDeletedMaterials = true; break; } } if (bDeletedMaterials) { // If a material asset has been deleted, it may be being referenced by the BSP model. // In case this is the case, invalidate the surface and immediately commit it (rather than waiting until the next tick as is usual), // to ensure that it is rebuilt prior to the viewport being redrawn. GetWorld()->InvalidateModelSurface(false); GetWorld()->CommitModelSurfaces(); } } void SLevelEditor::OnIsmInstanceRemoving(const FSMInstanceElementId& SMInstanceElementId, [[maybe_unused]] int32 InstanceIndex) { SelectedElements->DeselectElement( UEngineElementsLibrary::AcquireEditorSMInstanceElementHandle(SMInstanceElementId), FTypedElementSelectionOptions{}); } void SLevelEditor::OnElementSelectionChanged(const UTypedElementSelectionSet* SelectionSet, bool bForceRefresh) { for (TSharedRef ActorDetails : GetAllActorDetails()) { if (ActorDetails->IsObservingSelectionSet(SelectionSet)) { ActorDetails->RefreshSelection(bForceRefresh || bNeedsRefresh); } } GetEditorModeManager().ElementSelectionChangeNotify(); CachedViewportContextMenuTitle = FLevelEditorContextMenu::GetContextMenuTitle(ELevelEditorMenuContext::MainMenu, SelectionSet); #if PLATFORM_MAC // The titles of the level editor's main menus can change when the selection changes (e.g. Action menu). // Since Mac uses a global menu bar, we need to force it to sync with the main menu. FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked(LevelEditorModuleName); TSharedPtr LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager(); LevelEditorTabManager->UpdateMainMenu(nullptr, true); #endif bNeedsRefresh = false; } void SLevelEditor::OnActorSelectionChanged(const TArray& NewSelection, bool bForceRefresh) { GetEditorModeManager().ActorSelectionChangeNotify(); } void SLevelEditor::OnOverridePropertyEditorSelection(const TArray& NewSelection, bool bForceRefresh) { for (TSharedRef ActorDetails : GetAllActorDetails()) { ActorDetails->OverrideSelection(NewSelection, bForceRefresh || bNeedsRefresh); } bNeedsRefresh = false; } void SLevelEditor::OnLevelActorDeleted(AActor* InActor) { if (SelectedElements && InActor->GetPackage()->HasAnyPackageFlags(PKG_PlayInEditor)) { // Deselect PIE actors when they are deleted, as these won't go through the normal editor flow that will make sure an element is deselected prior to being destroyed if (FTypedElementHandle ActorElement = UEngineElementsLibrary::AcquireEditorActorElementHandle(InActor, /*bAllowCreate*/false)) { const FTypedElementSelectionOptions SelectionOptions = FTypedElementSelectionOptions() .SetAllowHidden(true) .SetAllowGroups(false) .SetAllowLegacyNotifications(false) .SetWarnIfLocked(false) .SetChildElementInclusionMethod(ETypedElementChildInclusionMethod::Recursive); SelectedElements->DeselectElement(ActorElement, SelectionOptions); } } } void SLevelEditor::OnLevelActorOuterChanged(AActor* InActor, UObject* InOldOuter) { bNeedsRefresh = true; } void SLevelEditor::RegisterStatusBarTools() { #if WITH_LIVE_CODING if (!UToolMenus::Get()->IsMenuRegistered("LevelEditor.StatusBar.ToolBar.CompileComboButton")) { UToolMenu* Menu = UToolMenus::Get()->RegisterMenu("LevelEditor.StatusBar.ToolBar.CompileComboButton"); { FToolMenuSection& Section = Menu->AddSection("LiveCodingMode", LOCTEXT("LiveCodingMode", "General")); Section.AddMenuEntryWithCommandList(FLevelEditorCommands::Get().LiveCoding_Enable, LevelEditorCommands); } { FToolMenuSection& Section = Menu->AddSection("LiveCodingActions", LOCTEXT("LiveCodingActions", "Actions")); Section.AddMenuEntryWithCommandList(FLevelEditorCommands::Get().LiveCoding_StartSession, LevelEditorCommands); Section.AddMenuEntryWithCommandList(FLevelEditorCommands::Get().LiveCoding_ShowConsole, LevelEditorCommands); Section.AddMenuEntryWithCommandList(FLevelEditorCommands::Get().LiveCoding_Settings, LevelEditorCommands); } } #endif UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("LevelEditor.StatusBar.ToolBar"); FToolMenuSection& CompileSection = Menu->AddSection("Compile", FText::GetEmpty(), FToolMenuInsert("SourceControl", EToolMenuInsertType::Before)); CompileSection.AddDynamicEntry("CompilerAvailable", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection) { // Only show the compile options on machines with the solution (assuming they can build it) if (FSourceCodeNavigation::IsCompilerAvailable()) { // Since we can always add new code to the project, only hide these buttons if we haven't done so yet InSection.AddEntry(FToolMenuEntry::InitToolBarButton( "CompileButton", FUIAction( FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::RecompileGameCode_Clicked), FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::Recompile_CanExecute), FIsActionChecked(), FIsActionButtonVisible::CreateStatic(FLevelEditorActionCallbacks::CanShowSourceCodeActions)), FText::GetEmpty(), FLevelEditorCommands::Get().RecompileGameCode->GetDescription(), FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Recompile") )); #if WITH_LIVE_CODING InSection.AddEntry(FToolMenuEntry::InitComboButton( "CompileComboButton", FUIAction( FExecuteAction(), FCanExecuteAction(), FIsActionChecked(), FIsActionButtonVisible::CreateStatic(FLevelEditorActionCallbacks::CanShowSourceCodeActions)), FNewToolMenuChoice(), LOCTEXT("CompileCombo_Label", "Compile Options"), LOCTEXT("CompileComboToolTip", "Compile options menu"), FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Recompile"), true )); #endif } })); FZenEditor& ZenEditor = FModuleManager::LoadModuleChecked("ZenEditor"); if (ZenEditor.IsZenEnabled()) { // Only create the Zen Status Bar tool if it is enabled. This should be the default FToolMenuSection& ZenSection = Menu->AddSection("Zen", FText::GetEmpty(), FToolMenuInsert("Compile", EToolMenuInsertType::Before)); ZenSection.AddEntry( FToolMenuEntry::InitWidget("ZentatusBar", ZenEditor.CreateStatusBarWidget(), FText::GetEmpty(), true, false) ); } else { // Optionally create the Derived Data Status Bar tool FDerivedDataEditor& DerivedDataEditor = FModuleManager::LoadModuleChecked("DerivedDataEditor"); FToolMenuSection& DerivedDataSection = Menu->AddSection("DDC", FText::GetEmpty(), FToolMenuInsert("Compile", EToolMenuInsertType::Before)); DerivedDataSection.AddEntry( FToolMenuEntry::InitWidget("DerivedDatatatusBar", DerivedDataEditor.CreateStatusBarWidget(), FText::GetEmpty(), true, false) ); } } void SLevelEditor::AddStandaloneLevelViewport( const TSharedRef& LevelViewport ) { CleanupPointerArray( StandaloneViewports ); StandaloneViewports.Add( LevelViewport ); } TSharedRef SLevelEditor::CreateActorDetails( const FName TabIdentifier ) { TSharedRef ActorDetails = SNew( SActorDetails, GetMutableElementSelectionSet(), TabIdentifier, LevelEditorCommands, GetTabManager() ); ActorDetails->SetActorDetailsRootCustomization(ActorDetailsObjectFilter, ActorDetailsRootCustomization); ActorDetails->SetSubobjectEditorUICustomization(ActorDetailsSCSEditorUICustomization); AllActorDetailPanels.Add( ActorDetails ); return ActorDetails; } TArray> SLevelEditor::GetAllActorDetails() const { TArray> AllValidActorDetails; AllValidActorDetails.Reserve(AllActorDetailPanels.Num()); for (TWeakPtr ActorDetails : AllActorDetailPanels) { if (TSharedPtr ActorDetailsPinned = ActorDetails.Pin()) { AllValidActorDetails.Add(ActorDetailsPinned.ToSharedRef()); } } if (AllActorDetailPanels.Num() > AllValidActorDetails.Num()) { TArray>& AllActorDetailPanelsNonConst = const_cast>&>(AllActorDetailPanels); AllActorDetailPanelsNonConst.Reset(AllValidActorDetails.Num()); for (const TSharedRef& ValidActorDetails : AllValidActorDetails) { AllActorDetailPanelsNonConst.Add(ValidActorDetails); } } return AllValidActorDetails; } void SLevelEditor::SetActorDetailsRootCustomization(TSharedPtr InActorDetailsObjectFilter, TSharedPtr InActorDetailsRootCustomization) { ActorDetailsObjectFilter = InActorDetailsObjectFilter; ActorDetailsRootCustomization = InActorDetailsRootCustomization; for (TSharedRef ActorDetails : GetAllActorDetails()) { ActorDetails->SetActorDetailsRootCustomization(ActorDetailsObjectFilter, ActorDetailsRootCustomization); } } void SLevelEditor::AddActorDetailsSCSEditorUICustomization(TSharedPtr InActorDetailsSCSEditorUICustomization) { check(ActorDetailsSCSEditorUICustomization); ActorDetailsSCSEditorUICustomization->AddCustomization(InActorDetailsSCSEditorUICustomization); } void SLevelEditor::RemoveActorDetailsSCSEditorUICustomization(TSharedPtr InActorDetailsSCSEditorUICustomization) { if (ActorDetailsSCSEditorUICustomization) { ActorDetailsSCSEditorUICustomization->RemoveCustomization(InActorDetailsSCSEditorUICustomization); } } FEditorModeTools& SLevelEditor::GetEditorModeManager() const { return GLevelEditorModeTools(); } UTypedElementCommonActions* SLevelEditor::GetCommonActions() const { return CommonActions; } FName SLevelEditor::GetStatusBarName() const { static const FName LevelEditorStatusBarName = "LevelEditor.StatusBar"; return LevelEditorStatusBarName; } void SLevelEditor::AddViewportOverlayWidget(TSharedRef InWidget, int32 ZOrder, TSharedPtr InViewport) { if (InViewport != nullptr) { InViewport->AddOverlayWidget(InWidget, ZOrder); } else if (TSharedPtr ActiveViewport = GetActiveViewport()) { ActiveViewport->AddOverlayWidget(InWidget, ZOrder); } } void SLevelEditor::RemoveViewportOverlayWidget(TSharedRef InWidget, TSharedPtr InViewport) { if (InViewport != nullptr) { InViewport->RemoveOverlayWidget(InWidget); } else if (TSharedPtr ActiveViewport = GetActiveViewport()) { ActiveViewport->RemoveOverlayWidget(InWidget); } } FVector2f SLevelEditor::GetActiveViewportWidgetSize() const { if (TSharedPtr ActiveViewport = GetActiveViewport()) { FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues( ActiveViewport->GetActiveViewport(), ActiveViewport->GetViewportClient()->GetScene(), ActiveViewport->GetViewportClient()->EngineShowFlags) .SetRealtimeUpdate(ActiveViewport->IsRealtime())); // SceneView is deleted with the ViewFamily FSceneView* SceneView = ActiveViewport->GetViewportClient()->CalcSceneView(&ViewFamily); const float InvDpiScale = 1.0f / ActiveViewport->GetViewportClient()->GetDPIScale(); const float MaxX = static_cast(SceneView->UnscaledViewRect.Width()) * InvDpiScale; const float MaxY = static_cast(SceneView->UnscaledViewRect.Height()) * InvDpiScale; return FVector2f(MaxX, MaxY); } return FVector2f::ZeroVector; } #undef LOCTEXT_NAMESPACE