// Copyright Epic Games, Inc. All Rights Reserved. #include "EditorViewportCommands.h" #include "Framework/MultiBox/MultiBoxBuilder.h" #include "Components/PrimitiveComponent.h" #include "Engine/Selection.h" #include "AssetRegistry/AssetData.h" #include "Editor.h" #include "Modules/ModuleManager.h" #include "ContentBrowserModule.h" #include "IContentBrowserSingleton.h" #include "Materials/MaterialInterface.h" #include "MaterialShared.h" #include "Engine/Texture2D.h" #include "RayTracingDebugVisualizationMenuCommands.h" #include "GPUSkinCacheVisualizationMenuCommands.h" #define LOCTEXT_NAMESPACE "EditorViewportCommands" namespace { const FName ShowTextureScaleBundle = "ShowTextureScale"; const FName ShowTextureResolutionBundle = "ShowTextureResolution"; } FEditorViewportCommands::FEditorViewportCommands() : TCommands ( TEXT("EditorViewport"), // Context name for fast lookup NSLOCTEXT("Contexts", "EditorViewportCommands", "Common Viewport Commands"), // Localized context name for displaying TEXT("MainFrame"), FAppStyle::GetAppStyleSetName() // Icon Style Set ) { AddBundle(ShowTextureScaleBundle, LOCTEXT("ShowTextureCommands_TextureScale_Bundle", "Show Texture Scale")); AddBundle(ShowTextureResolutionBundle, LOCTEXT("ShowTextureCommands_TextureResolution_Bundle", "Show Texture Resolution")); } void FEditorViewportCommands::RegisterCommands() { UI_COMMAND( Perspective, "Perspective", "Switches the viewport to perspective view", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::G ) ); UI_COMMAND( Front, "Front", "Switches the viewport to front view", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::H ) ); UI_COMMAND( Back, "Back", "Switches the viewport to back view", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt | EModifierKey::Shift, EKeys::H ) ); UI_COMMAND( Top, "Top", "Switches the viewport to top view", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::J ) ); UI_COMMAND( Bottom, "Bottom", "Switches the viewport to bottom view", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt | EModifierKey::Shift, EKeys::J ) ); UI_COMMAND( Left, "Left", "Switches the viewport to left view", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::K ) ); UI_COMMAND( Right, "Right", "Switches the viewport to right view", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt | EModifierKey::Shift, EKeys::K ) ); UI_COMMAND( Next, "Next", "Rotate through each view options", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Control | EModifierKey::Shift, EKeys::SpaceBar ) ); UI_COMMAND(ViewportConfig_OnePane, "Layout One Pane", "Changes the viewport arrangement to one pane", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_TwoPanesH, "Layout Two Panes (horizontal)", "Changes the viewport arrangement to two panes, side-by-side", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_TwoPanesV, "Layout Two Panes (vertical)", "Changes the viewport arrangement to two panes, one above the other", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_ThreePanesLeft, "Layout Three Panes (one left, two right)", "Changes the viewport arrangement to three panes, one on the left, two on the right", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_ThreePanesRight, "Layout Three Panes (one right, two left)", "Changes the viewport arrangement to three panes, one on the right, two on the left", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_ThreePanesTop, "Layout Three Panes (one top, two bottom)", "Changes the viewport arrangement to three panes, one on the top, two on the bottom", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_ThreePanesBottom, "Layout Three Panes (one bottom, two top)", "Changes the viewport arrangement to three panes, one on the bottom, two on the top", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_FourPanesLeft, "Layout Four Panes (one left, three right)", "Changes the viewport arrangement to four panes, one on the left, three on the right", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_FourPanesRight, "Layout Four Panes (one right, three left)", "Changes the viewport arrangement to four panes, one on the right, three on the left", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_FourPanesTop, "Layout Four Panes (one top, three bottom)", "Changes the viewport arrangement to four panes, one on the top, three on the bottom", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_FourPanesBottom, "Layout Four Panes (one bottom, three top)", "Changes the viewport arrangement to four panes, one on the bottom, three on the top", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(ViewportConfig_FourPanes2x2, "Layout Four Panes (2x2)", "Changes the viewport arrangement to four panes, in a 2x2 grid", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND( WireframeMode, "Brush Wireframe View Mode", "Renders the scene in brush wireframe", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::Two ) ); UI_COMMAND( UnlitMode, "Unlit View Mode", "Renders the scene with no lights", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::Three ) ); UI_COMMAND( LitMode, "Lit View Mode", "Renders the scene with normal lighting", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::Four ) ); UI_COMMAND( LitWireframeMode, "Lit Wireframe View Mode", "Renders the scene with normal lighting and a wireframe overlay", EUserInterfaceActionType::RadioButton, FInputChord(EModifierKey::Alt, EKeys::Nine)); UI_COMMAND( PathTracingMode, "PathTracing View Mode", "Renders the scene using a path tracer", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( RayTracingDebugMode, "Ray tracing Debug View Mode", "Renders the scene in ray tracing debug mode", EUserInterfaceActionType::RadioButton, FInputChord()); FRayTracingDebugVisualizationMenuCommands::Register(); UI_COMMAND( DetailLightingMode, "Detail Lighting View Mode", "Renders the scene with detailed lighting only", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::Five ) ); UI_COMMAND( LightingOnlyMode, "Lighting Only View Mode", "Renders the scene with lights only, no textures", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::Six ) ); UI_COMMAND( LightComplexityMode, "Light Complexity View Mode", "Renders the scene with light complexity visualization", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::Seven ) ); UI_COMMAND( ShaderComplexityMode, "Shader Complexity View Mode", "Renders the scene with shader complexity visualization", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::Eight ) ); UI_COMMAND( QuadOverdrawMode, "Quad Complexity View Mode", "Renders the scene with quad complexity visualization", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( ShaderComplexityWithQuadOverdrawMode, "Shader Complexity & Quads visualization", "Renders the scene with shader complexity and quad overdraw visualization", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( TexStreamAccPrimitiveDistanceMode, "Primitive Distance Accuracy View Mode", "Visualize the accuracy of the primitive distance computed for texture streaming", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( TexStreamAccMeshUVDensityMode, "Mesh UV Densities Accuracy View Mode", "Visualize the accuracy of the mesh UV densities computed for texture streaming", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( TexStreamAccMeshUVDensityAll, "All UV Channels", "Visualize the densities accuracy of all UV channels", EUserInterfaceActionType::RadioButton, FInputChord() ); for (int32 TexCoordIndex = 0; TexCoordIndex < TEXSTREAM_MAX_NUM_UVCHANNELS; ++TexCoordIndex) { const FName CommandName = *FString::Printf(TEXT("ShowUVChannel%d"), TexCoordIndex); const FText LocalizedName = FText::Format(LOCTEXT("ShowTexCoordCommands", "UV Channel {0}"), TexCoordIndex); const FText LocalizedTooltip = FText::Format(LOCTEXT("ShowTexCoordCommands_ToolTip","Visualize the size accuracy of UV density for channel {0}"), TexCoordIndex); TexStreamAccMeshUVDensitySingle[TexCoordIndex] = FUICommandInfoDecl(this->AsShared(), CommandName, LocalizedName, LocalizedTooltip).UserInterfaceType(EUserInterfaceActionType::RadioButton); } UI_COMMAND( TexStreamAccMaterialTextureScaleMode, "Material Texture Scales Accuracy View Mode", "Visualize the accuracy of the material texture scales used for texture streaming", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( TexStreamAccMaterialTextureScaleAll, "All Textures", "Visualize the scales accuracy of all textures", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( RequiredTextureResolutionMode, "Required Texture Resolution View Mode", "Visualize the ratio between the currently streamed texture resolution and the resolution wanted by the GPU", EUserInterfaceActionType::RadioButton, FInputChord() ); for (int32 TextureIndex = 0; TextureIndex < TEXSTREAM_MAX_NUM_TEXTURES_PER_MATERIAL; ++TextureIndex) { const FName TextureScaleCommandName = *FString::Printf(TEXT("ShowTextureTextureScale%d"), TextureIndex); const FName TextureResolutionCommandName = *FString::Printf(TEXT("ShowTextureTextureResolution%d"), TextureIndex); const FText LocalizedName = FText::Format(LOCTEXT("ShowTextureCommands", "Texture {0}"), TextureIndex); const FText LocalizedTextureScaleTooltip = FText::Format(LOCTEXT("ShowTextureCommands_TextureScale_ToolTip", "Visualize the scale accuracy of texture {0}"), TextureIndex); const FText LocalizedTextureResolutionTooltip = FText::Format(LOCTEXT("ShowTextureCommands_TextureResolution_ToolTip", "Visualize the ratio between the currently streamed resolution of texture {0} texture resolution and the resolution wanted by the GPU."), TextureIndex); TexStreamAccMaterialTextureScaleSingle[TextureIndex] = FUICommandInfoDecl(this->AsShared(), TextureScaleCommandName, LocalizedName, LocalizedTextureScaleTooltip, ShowTextureScaleBundle).UserInterfaceType(EUserInterfaceActionType::RadioButton); RequiredTextureResolutionSingle[TextureIndex] = FUICommandInfoDecl(this->AsShared(), TextureResolutionCommandName, LocalizedName, LocalizedTextureResolutionTooltip, ShowTextureResolutionBundle).UserInterfaceType(EUserInterfaceActionType::RadioButton); } UI_COMMAND( StationaryLightOverlapMode, "Stationary Light Overlap View Mode", "Visualizes overlap of stationary lights", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( LightmapDensityMode, "Lightmap Density View Mode", "Renders the scene with lightmap density visualization", EUserInterfaceActionType::RadioButton, FInputChord( EModifierKey::Alt, EKeys::Zero ) ); UI_COMMAND( GroupLODColorationMode, "Level of Detail Coloration View Mode", "Renders the scene using Level of Detail visualization", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( LODColorationMode, "LOD Coloration View Mode", "Renders the scene using LOD color visualization", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( HLODColorationMode, "HLOD Coloration View Mode", "Renders the scene using HLOD color visualization", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( VisualizeGPUSkinCacheMode, "Skin Cache Visualization View Mode", "Visualizes various aspects of Skin ache", EUserInterfaceActionType::RadioButton, FInputChord()); FGPUSkinCacheVisualizationMenuCommands::Register(); UI_COMMAND( VisualizeLWCComplexity, "LWC Complexity Visualization View Mode", "Visualizes LWC usages in materials", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( VisualizeBufferMode, "Buffer Visualization View Mode", "Renders a set of selected post process materials, which visualize various intermediate render buffers (material attributes)", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( VisualizeNaniteMode, "Nanite Visualization View Mode", "Visualizes various rendering aspects of Nanite.", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( VisualizeLumenMode, "Lumen Visualization View Mode", "Visualizes Lumen debug views.", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( VisualizeSubstrateMode, "Substrate Visualization View Mode", "Visualizes Substrate debug views.", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( VisualizeGroomMode, "Groom Visualization View Mode", "Visualizes Groom debug views.", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( VisualizeVirtualShadowMapMode, "Virtual Shadow Map Visualization View Mode", "Visualizes various rendering aspects of virtual shadow maps.", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( VisualizeVirtualTextureMode, "Virtual Texture Visualization View Mode", "Visualizes various rendering aspects of virtual textures", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( ReflectionOverrideMode, "Reflections View Mode", "Renders the scene with reflections only", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( CollisionPawn, "Player Collision", "Renders player collision visualization", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( CollisionVisibility, "Visibility Collision", "Renders visibility collision visualization", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( ToggleRealTime, "Realtime", "Toggles real time rendering in this viewport", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Control, EKeys::R ) ); UI_COMMAND( ToggleStats, "Show Stats", "Toggles the ability to show stats in this viewport (enables realtime)", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Shift, EKeys::L ) ); UI_COMMAND( ToggleFPS, "Show FPS", "Toggles showing frames per second in this viewport (enables realtime)", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Control|EModifierKey::Shift, EKeys::H ) ); UI_COMMAND( ScreenCapture, "Screen Capture", "Take a screenshot of the active viewport.", EUserInterfaceActionType::Button, FInputChord(EKeys::F9) ); UI_COMMAND( ScreenCaptureForProjectThumbnail, "Update Project Thumbnail", "Take a screenshot of the active viewport for use as the project thumbnail.", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( IncrementPositionGridSize, "Grid Size (Position): Increment", "Increases the position grid size setting by one", EUserInterfaceActionType::Button, FInputChord( EKeys::RightBracket ) ); UI_COMMAND( DecrementPositionGridSize, "Grid Size (Position): Decrement", "Decreases the position grid size setting by one", EUserInterfaceActionType::Button, FInputChord( EKeys::LeftBracket ) ); UI_COMMAND( IncrementRotationGridSize, "Grid Size (Rotation): Increment", "Increases the rotation grid size setting by one", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift, EKeys::RightBracket ) ); UI_COMMAND( DecrementRotationGridSize, "Grid Size (Rotation): Decrement", "Decreases the rotation grid size setting by one", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift, EKeys::LeftBracket ) ); UI_COMMAND(SelectMode, "Select Mode", "Select objects", EUserInterfaceActionType::RadioButton, FInputChord(EKeys::Q)); UI_COMMAND( TranslateMode, "Translate Mode", "Select and translate objects", EUserInterfaceActionType::RadioButton, FInputChord(EKeys::W) ); UI_COMMAND( RotateMode, "Rotate Mode", "Select and rotate objects", EUserInterfaceActionType::RadioButton, FInputChord(EKeys::E) ); UI_COMMAND( ScaleMode, "Scale Mode", "Select and scale objects", EUserInterfaceActionType::RadioButton, FInputChord(EKeys::R) ); UI_COMMAND( TranslateRotateMode, "Combined Translate and Rotate Mode", "Select and translate or rotate objects", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( TranslateRotate2DMode, "2D Mode", "Select and translate or rotate objects in 2D", EUserInterfaceActionType::RadioButton, FInputChord()); UI_COMMAND( ShrinkTransformWidget, "Shrink Transform Widget", "Shrink the level editor transform widget", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::LeftBracket) ); UI_COMMAND( ExpandTransformWidget, "Expand Transform Widget", "Expand the level editor transform widget", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::RightBracket) ); UI_COMMAND( RelativeCoordinateSystem_World, "World Space", "Move and rotate objects relative to the cardinal world axes", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( RelativeCoordinateSystem_Local, "Local Space", "Move and rotate objects relative to the object's local axes", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( RelativeCoordinateSystem_Parent, "Parent Space", "Move and rotate objects relative to the parent's axes", EUserInterfaceActionType::RadioButton, FInputChord() ); UI_COMMAND( RelativeCoordinateSystem_Explicit, "Explicit Space", "Move objects relative to the parent's axes and rotate them using gimbal axes", EUserInterfaceActionType::RadioButton, FInputChord() ); #if PLATFORM_MAC UI_COMMAND( CycleTransformGizmoCoordSystem, "Cycle Transform Coordinate System", "Cycles the transform gizmo coordinate systems between world and local (object) space", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Command, EKeys::Tilde)); #else UI_COMMAND( CycleTransformGizmoCoordSystem, "Cycle Transform Coordinate System", "Cycles the transform gizmo coordinate systems between world and local (object) space", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::Tilde)); #endif UI_COMMAND( CycleTransformGizmos, "Cycle Between Translate, Rotate, and Scale", "Cycles the transform gizmos between translate, rotate, and scale", EUserInterfaceActionType::Button, FInputChord(EKeys::SpaceBar) ); UI_COMMAND( FocusAllViewportsToSelection, "Frame Selected Actors in All Viewports", "Centers all open viewports on the selected actors", EUserInterfaceActionType::Button, FInputChord(EKeys::F, EModifierKey::Shift) ); UI_COMMAND( FocusViewportToSelection, "Frame Selected", "Centers the viewport on the selected actors", EUserInterfaceActionType::Button, FInputChord( EKeys::F ) ); UI_COMMAND( FocusOutlinerToSelection, "Frame Selected in Outliner", "Focuses the selected actors in all open outliners", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( FocusOutlinerToContextFolder, "Frame Current Folder in Outliner", "Focuses the current folder (if it's set) in the outliner", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( LocationGridSnap, "Grid Snap", "Toggle whether objects snap to a grid when you move them.\nUse the submenu to choose the grid size.", EUserInterfaceActionType::ToggleButton, FInputChord() ); UI_COMMAND( RotationGridSnap, "Rotation Snap", "Toggle whether objects snap to preset angles when you rotate them.\nUse the submenu to choose the angle increment.", EUserInterfaceActionType::ToggleButton, FInputChord() ); UI_COMMAND( Layer2DSnap, "Layer2D Snap", "Enables or disables snapping objects to a 2D layer", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND( ScaleGridSnap, "Scale Snap", "Toggle whether objects resize by a preset ratio when you scale them.\nUse the submenu to choose the scaling increment.", EUserInterfaceActionType::ToggleButton, FInputChord() ); UI_COMMAND( SurfaceSnapping, "Surface Snapping", "Toggle whether objects snap to surfaces when you drag them.\nUse the submenu to set up the snapping behavior.", EUserInterfaceActionType::ToggleButton, FInputChord() ); UI_COMMAND( RotateToSurfaceNormal, "Rotate to Surface Normal", "If enabled, actors rotation will match that of their snapping surface", EUserInterfaceActionType::ToggleButton, FInputChord() ); UI_COMMAND( ToggleAutoExposure, "Auto", "If enabled, enables automatic exposure", EUserInterfaceActionType::ToggleButton, FInputChord() ); UI_COMMAND( ToggleInGameExposure, "Game Settings", "If enabled, uses game settings", EUserInterfaceActionType::ToggleButton, FInputChord() ); UI_COMMAND(ToggleOverrideViewportScreenPercentage, "Custom Override", "Overrides the screen percentage of this viewport with custom value", EUserInterfaceActionType::ToggleButton, FInputChord()); UI_COMMAND(OpenEditorPerformanceProjectSettings, "Project Settings...", "Opens the project settings for viewport performance", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(OpenEditorPerformanceEditorPreferences, "Editor Preferences...", "Opens the editor preferences for viewport performance", EUserInterfaceActionType::Button, FInputChord()); UI_COMMAND(ToggleInViewportContextMenu, "In-Viewport Context Menu", "Shows a contextual menu of key properties and actions for the selected items in the viewport.", EUserInterfaceActionType::ToggleButton, FInputChord(EKeys::Tab)); UI_COMMAND(ToggleDistanceBasedCameraSpeed, "Distance Based Camera Speed", "If enabled, scale the perspective camera speed based on the distance between the camera and its look-at position.", EUserInterfaceActionType::ToggleButton, FInputChord()); } #undef LOCTEXT_NAMESPACE #define LOCTEXT_NAMESPACE "EditorViewModeOptionsMenu" FText GetViewModeOptionsMenuLabel(EViewModeIndex ViewModeIndex) { if (ViewModeIndex == VMI_MeshUVDensityAccuracy) { return LOCTEXT("ViewParamMenuTitle_UVChannels", "UV Channels"); } else if (ViewModeIndex == VMI_MaterialTextureScaleAccuracy || ViewModeIndex == VMI_RequiredTextureResolution) { // Get form the content browser { FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked("ContentBrowser"); TArray SelectedAssetData; ContentBrowserModule.Get().GetSelectedAssets(SelectedAssetData); for ( auto AssetIt = SelectedAssetData.CreateConstIterator(); AssetIt; ++AssetIt ) { // Grab the object if it is loaded if (AssetIt->IsAssetLoaded()) { const UMaterialInterface* MaterialInterface = Cast(AssetIt->GetAsset()); if (MaterialInterface) { return LOCTEXT("ViewParamMenuTitle_TexturesFromContentBrowser", "Textures (Content Browser)"); } } } } // Get form the selection { TArray SelectedComponents; GEditor->GetSelectedComponents()->GetSelectedObjects(SelectedComponents); TArray SelectedActors; GEditor->GetSelectedActors()->GetSelectedObjects(SelectedActors); for (AActor* Actor : SelectedActors) { for (UActorComponent* Component : Actor->GetComponents()) { if (UPrimitiveComponent* PrimComp = Cast(Component)) { SelectedComponents.Add(PrimComp); } } } for (const UPrimitiveComponent* SelectedComponent : SelectedComponents) { if (SelectedComponent) { const int32 NumMaterials = SelectedComponent->GetNumMaterials(); for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; ++MaterialIndex) { const UMaterialInterface* MaterialInterface = SelectedComponent->GetMaterial(MaterialIndex); if (MaterialInterface) { return LOCTEXT("ViewParamMenuTitle_TexturesFromSceneSelection", "Textures (Scene Selection)"); } } } } } return LOCTEXT("ViewParamMenuTitle_Textures", "Textures"); } else { } return LOCTEXT("ViewParamMenuTitle", "View Mode Options"); } static void GetSelectedMaterials(TArray& SelectedMaterials) { // Get selected materials form the content browser FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked("ContentBrowser"); TArray SelectedAssetData; ContentBrowserModule.Get().GetSelectedAssets(SelectedAssetData); for ( auto AssetIt = SelectedAssetData.CreateConstIterator(); AssetIt; ++AssetIt ) { // Grab the object if it is loaded if (AssetIt->IsAssetLoaded()) { const UMaterialInterface* MaterialInterface = Cast(AssetIt->GetAsset()); if (MaterialInterface) { SelectedMaterials.AddUnique(MaterialInterface); } } } // Get selected materials from component selection and actors if (!SelectedMaterials.Num()) { TArray SelectedComponents; GEditor->GetSelectedComponents()->GetSelectedObjects(SelectedComponents); TArray SelectedActors; GEditor->GetSelectedActors()->GetSelectedObjects(SelectedActors); for (AActor* Actor : SelectedActors) { for (UActorComponent* Component : Actor->GetComponents()) { if (UPrimitiveComponent* PrimComp = Cast(Component)) { SelectedComponents.Add(PrimComp); } } } for (const UPrimitiveComponent* SelectedComponent : SelectedComponents) { if (SelectedComponent) { const int32 NumMaterials = SelectedComponent->GetNumMaterials(); for (int32 MaterialIndex = 0; MaterialIndex < NumMaterials; ++MaterialIndex) { const UMaterialInterface* MaterialInterface = SelectedComponent->GetMaterial(MaterialIndex); if (MaterialInterface) { SelectedMaterials.AddUnique(MaterialInterface); } } } } } } static void AppendTextureStreamingInfoToMenu(const UMaterialInterface* MaterialInterface, bool bSingleMaterial, TMap>& DataPerTextureIndex) { check(MaterialInterface); for (const FMaterialTextureInfo& TextureData : MaterialInterface->GetTextureStreamingData()) { if (TextureData.IsValid(true)) { if (bSingleMaterial) { DataPerTextureIndex.FindOrAdd(TextureData.TextureIndex).AddUnique(FString::Printf(TEXT("%.2f X UV%d : %s"), TextureData.SamplingScale, TextureData.UVChannelIndex, *TextureData.TextureName.ToString())); } else { DataPerTextureIndex.FindOrAdd(TextureData.TextureIndex).AddUnique(FString::Printf(TEXT("%.2f X UV%d : %s.%s"), TextureData.SamplingScale, TextureData.UVChannelIndex, *MaterialInterface->GetName(), *TextureData.TextureName.ToString())); } } } for (const FMaterialTextureInfo& MissingEntry : MaterialInterface->TextureStreamingDataMissingEntries) { if (bSingleMaterial) { DataPerTextureIndex.FindOrAdd(MissingEntry.TextureIndex).AddUnique(FString::Printf(TEXT("Missing : %s"), *MissingEntry.TextureName.ToString())); } else { DataPerTextureIndex.FindOrAdd(MissingEntry.TextureIndex).AddUnique(FString::Printf(TEXT("Missing : %s.%s"), *MaterialInterface->GetName(), *MissingEntry.TextureName.ToString())); } } } struct FMenuDataPerTexture { // Menu display name. FString DisplayName; // Menu tool tip lines. TArray ToolTips; }; static void AppendMaterialInfoToMenu(const UMaterialInterface* MaterialInterface, ERHIFeatureLevel::Type FeatureLevel, const FString& MenuName, TMap >& DataPerTextureIndex, TMap& DataPerTextureName) { check(MaterialInterface); const FMaterialResource* Material = MaterialInterface->GetMaterialResource(FeatureLevel); if (Material) { const FUniformExpressionSet& UniformExpressions = Material->GetUniformExpressions(); EMaterialTextureParameterType TextureTypes[] = { EMaterialTextureParameterType::Standard2D, EMaterialTextureParameterType::Virtual }; for (EMaterialTextureParameterType TextureType : TextureTypes) { for (int32 i = 0; i < UniformExpressions.GetNumTextures(TextureType); ++i) { UTexture* Texture = nullptr; UniformExpressions.GetGameThreadTextureValue(TextureType, i, MaterialInterface, *Material, Texture, true); const UTexture2D* Texture2D = Cast(Texture); if (Texture2D) { const FMaterialTextureParameterInfo& Parameter = UniformExpressions.GetTextureParameter(TextureType, i); DataPerTextureIndex.FindOrAdd(Parameter.TextureIndex).AddUnique(FString::Printf(TEXT("%s.%s"), *MaterialInterface->GetName(), *Texture2D->GetName())); FMenuDataPerTexture& MenuData = DataPerTextureName.FindOrAdd(*Texture2D->GetName()); if (MenuData.DisplayName.IsEmpty()) { MenuData.DisplayName = *Texture2D->GetName(); if (TextureType == EMaterialTextureParameterType::Virtual) { MenuData.DisplayName += TEXT(" [VT]"); } } MenuData.ToolTips.AddUnique(FString::Printf(TEXT("%s %d : %s"), *MenuName, Parameter.TextureIndex, *MaterialInterface->GetName())); } } } } } TSharedRef BuildViewModeOptionsMenu(TSharedPtr CommandList, EViewModeIndex ViewModeIndex, ERHIFeatureLevel::Type FeatureLevel, TMap& ParamNameMap) { const FEditorViewportCommands& Commands = FEditorViewportCommands::Get(); FMenuBuilder MenuBuilder( true, CommandList ); const FString MenuName = LOCTEXT("TexStreamAccMaterialTextureScaleSingleDisplayName", "Texture").ToString(); ParamNameMap.Reset(); if (ViewModeIndex == VMI_MeshUVDensityAccuracy) { MenuBuilder.AddMenuEntry(Commands.TexStreamAccMeshUVDensityAll, NAME_None, LOCTEXT("TexStreamAccMeshUVDensityAllDisplayName", "All UV Channels")); for (int32 TexCoordIndex = 0; TexCoordIndex < TEXSTREAM_MAX_NUM_UVCHANNELS; ++TexCoordIndex) { MenuBuilder.AddMenuEntry(Commands.TexStreamAccMeshUVDensitySingle[TexCoordIndex], NAME_None, FText::FromString(FString::Printf(TEXT("%s %d"), *MenuName, TexCoordIndex))); } } else if (ViewModeIndex == VMI_MaterialTextureScaleAccuracy || ViewModeIndex == VMI_RequiredTextureResolution) { TArray SelectedMaterials; GetSelectedMaterials(SelectedMaterials); TMap > DataPerTextureIndex; TMap DataPerTextureName; if (ViewModeIndex == VMI_MaterialTextureScaleAccuracy) { MenuBuilder.AddMenuEntry(Commands.TexStreamAccMaterialTextureScaleAll, NAME_None, LOCTEXT("TexStreamAccMaterialTextureScaleAllDisplayName", "All Textures")); for (const UMaterialInterface* MaterialInterface : SelectedMaterials) { AppendTextureStreamingInfoToMenu(MaterialInterface, SelectedMaterials.Num() == 1, DataPerTextureIndex); } } else // VMI_RequiredTextureResolution { for (const UMaterialInterface* MaterialInterface : SelectedMaterials) { AppendMaterialInfoToMenu(MaterialInterface, FeatureLevel, MenuName, DataPerTextureIndex, DataPerTextureName); } } const TSharedPtr* PerTextureCommands = ViewModeIndex == VMI_MaterialTextureScaleAccuracy ? Commands.TexStreamAccMaterialTextureScaleSingle : Commands.RequiredTextureResolutionSingle; // If there is not too many textures, show the data per name. if (DataPerTextureName.Num() > 0 && DataPerTextureName.Num() < TEXSTREAM_MAX_NUM_TEXTURES_PER_MATERIAL) { TMap SortedFNames; for (auto Ite = DataPerTextureName.CreateConstIterator(); Ite; ++Ite) { SortedFNames.Add(Ite.Key().ToString(), Ite.Key()); } SortedFNames.KeySort(TLess()); int32 CommandIndex = 0; for (auto Ite = SortedFNames.CreateConstIterator(); Ite; ++Ite) { const FMenuDataPerTexture& MaterialInfos = DataPerTextureName.FindOrAdd(Ite.Value()); FString ToolTipOverride = MaterialInfos.ToolTips[0]; for (int32 MaterialIndex = 1; MaterialIndex < MaterialInfos.ToolTips.Num(); ++MaterialIndex) { ToolTipOverride = FString::Printf(TEXT("%s\n%s"), *ToolTipOverride, *MaterialInfos.ToolTips[MaterialIndex]); } MenuBuilder.AddMenuEntry(PerTextureCommands[CommandIndex], NAME_None, FText::FromString(MaterialInfos.DisplayName), FText::FromString(ToolTipOverride)); ParamNameMap.Add(CommandIndex, Ite.Value()); ++CommandIndex; } } else if (DataPerTextureIndex.Num() > 0) // Otherwise show the data per index, with extra info (also hidding entries with no info) { for (int32 TextureIndex = 0; TextureIndex < TEXSTREAM_MAX_NUM_TEXTURES_PER_MATERIAL; ++TextureIndex) { const TArray* TextureDataAtIndex = DataPerTextureIndex.Find(TextureIndex); if (TextureDataAtIndex && TextureDataAtIndex->Num() > 0) { FString NameOverride = FString::Printf(TEXT("%s %d (%s)"), *MenuName, TextureIndex, *(*TextureDataAtIndex)[0]); if (TextureDataAtIndex->Num() > 1) { NameOverride.Append(TEXT(" ...")); } FString ToolTipOverride = (*TextureDataAtIndex)[0]; for (int32 Index = 1; Index < (*TextureDataAtIndex).Num(); ++Index) { ToolTipOverride = FString::Printf(TEXT("%s\n%s"), *ToolTipOverride, *(*TextureDataAtIndex)[Index]); } MenuBuilder.AddMenuEntry(PerTextureCommands[TextureIndex], NAME_None, FText::FromString(NameOverride), FText::FromString(ToolTipOverride)); } } } else // If nothing selected, just display a list of name { for (int32 TextureIndex = 0; TextureIndex < TEXSTREAM_MAX_NUM_TEXTURES_PER_MATERIAL; ++TextureIndex) { MenuBuilder.AddMenuEntry(PerTextureCommands[TextureIndex], NAME_None, FText::FromString(FString::Printf(TEXT("%s %d"), *MenuName, TextureIndex))); } } } return MenuBuilder.MakeWidget(); } #undef LOCTEXT_NAMESPACE