Files
UnrealEngine/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/DataLayerHierarchy.cpp
2025-05-18 13:04:45 +08:00

646 lines
23 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DataLayerHierarchy.h"
#include "DataLayer/DataLayerEditorSubsystem.h"
#include "DataLayerActorTreeItem.h"
#include "DataLayerMode.h"
#include "DataLayerTreeItem.h"
#include "DataLayersActorDescTreeItem.h"
#include "Delegates/Delegate.h"
#include "Engine/Engine.h"
#include "Engine/Level.h"
#include "Engine/World.h"
#include "EngineUtils.h"
#include "GameFramework/Actor.h"
#include "HAL/PlatformCrt.h"
#include "ISceneOutlinerMode.h"
#include "LevelInstance/LevelInstanceSubsystem.h"
#include "Modules/ModuleManager.h"
#include "SceneOutlinerStandaloneTypes.h"
#include "Templates/SharedPointer.h"
#include "UObject/ObjectPtr.h"
#include "UObject/WeakObjectPtr.h"
#include "WorldDataLayersTreeItem.h"
#include "WorldPartition/ActorDescContainerInstanceCollection.h"
#include "WorldPartition/DataLayer/DataLayerInstance.h"
#include "WorldPartition/DataLayer/DataLayerInstanceWithAsset.h"
#include "WorldPartition/DataLayer/DataLayerManager.h"
#include "WorldPartition/DataLayer/WorldDataLayers.h"
#include "WorldPartition/IWorldPartitionEditorModule.h"
#include "WorldPartition/WorldPartition.h"
#include "WorldPartition/WorldPartitionActorDesc.h"
#include "WorldPartition/WorldPartitionHelpers.h"
#include "WorldPartition/WorldPartitionSubsystem.h"
#include "WorldPartition/WorldPartitionActorDescInstance.h"
TUniquePtr<FDataLayerHierarchy> FDataLayerHierarchy::Create(FDataLayerMode* Mode, const TWeakObjectPtr<UWorld>& World)
{
return TUniquePtr<FDataLayerHierarchy>(new FDataLayerHierarchy(Mode, World));
}
FDataLayerHierarchy::FDataLayerHierarchy(FDataLayerMode* Mode, const TWeakObjectPtr<UWorld>& World)
: ISceneOutlinerHierarchy(Mode)
, RepresentingWorld(World)
, bShowEditorDataLayers(true)
, bShowRuntimeDataLayers(true)
, bShowDataLayerActors(true)
, bShowUnloadedActors(true)
, bShowOnlySelectedActors(false)
, bHighlightSelectedDataLayers(false)
, bShowLevelInstanceContent(false)
{
if (GEngine)
{
GEngine->OnLevelActorAdded().AddRaw(this, &FDataLayerHierarchy::OnLevelActorAdded);
GEngine->OnLevelActorDeleted().AddRaw(this, &FDataLayerHierarchy::OnLevelActorDeleted);
GEngine->OnLevelActorListChanged().AddRaw(this, &FDataLayerHierarchy::OnLevelActorListChanged);
}
IWorldPartitionEditorModule::Get().OnWorldPartitionCreated().AddRaw(this, &FDataLayerHierarchy::OnWorldPartitionCreated);
if (World.IsValid())
{
if (World->PersistentLevel)
{
World->PersistentLevel->OnLoadedActorAddedToLevelEvent.AddRaw(this, &FDataLayerHierarchy::OnLoadedActorAdded);
World->PersistentLevel->OnLoadedActorRemovedFromLevelEvent.AddRaw(this, &FDataLayerHierarchy::OnLoadedActorRemoved);
}
World->OnWorldPartitionInitialized().AddRaw(this, &FDataLayerHierarchy::OnWorldPartitionInitialized);
World->OnWorldPartitionUninitialized().AddRaw(this, &FDataLayerHierarchy::OnWorldPartitionUninitialized);
if (UWorldPartition* WorldPartition = World->GetWorldPartition())
{
WorldPartition->OnActorDescInstanceAddedEvent.AddRaw(this, &FDataLayerHierarchy::OnActorDescInstanceAdded);
WorldPartition->OnActorDescInstanceRemovedEvent.AddRaw(this, &FDataLayerHierarchy::OnActorDescInstanceRemoved);
}
}
UDataLayerEditorSubsystem::Get()->OnDataLayerChanged().AddRaw(this, &FDataLayerHierarchy::OnDataLayerChanged);
UDataLayerEditorSubsystem::Get()->OnActorDataLayersChanged().AddRaw(this, &FDataLayerHierarchy::OnActorDataLayersChanged);
FWorldDelegates::LevelAddedToWorld.AddRaw(this, &FDataLayerHierarchy::OnLevelAdded);
FWorldDelegates::LevelRemovedFromWorld.AddRaw(this, &FDataLayerHierarchy::OnLevelRemoved);
}
FDataLayerHierarchy::~FDataLayerHierarchy()
{
if (GEngine)
{
GEngine->OnLevelActorAdded().RemoveAll(this);
GEngine->OnLevelActorDeleted().RemoveAll(this);
GEngine->OnLevelActorListChanged().RemoveAll(this);
}
IWorldPartitionEditorModule::Get().OnWorldPartitionCreated().RemoveAll(this);
if (RepresentingWorld.IsValid())
{
if (RepresentingWorld->PersistentLevel)
{
RepresentingWorld->PersistentLevel->OnLoadedActorAddedToLevelEvent.RemoveAll(this);
RepresentingWorld->PersistentLevel->OnLoadedActorRemovedFromLevelEvent.RemoveAll(this);
}
RepresentingWorld->OnWorldPartitionInitialized().RemoveAll(this);
RepresentingWorld->OnWorldPartitionUninitialized().RemoveAll(this);
if (UWorldPartition* WorldPartition = RepresentingWorld->GetWorldPartition())
{
WorldPartition->OnActorDescInstanceAddedEvent.RemoveAll(this);
WorldPartition->OnActorDescInstanceRemovedEvent.RemoveAll(this);
}
}
if (UDataLayerEditorSubsystem* DataLayerEditorSubSystem = UDataLayerEditorSubsystem::Get())
{
DataLayerEditorSubSystem->OnDataLayerChanged().RemoveAll(this);
DataLayerEditorSubSystem->OnActorDataLayersChanged().RemoveAll(this);
}
FWorldDelegates::LevelAddedToWorld.RemoveAll(this);
FWorldDelegates::LevelRemovedFromWorld.RemoveAll(this);
}
bool FDataLayerHierarchy::IsDataLayerPartOfSelection(const UDataLayerInstance* DataLayerInstance) const
{
if (!bShowOnlySelectedActors)
{
return true;
}
if (UDataLayerEditorSubsystem::Get()->DoesDataLayerContainSelectedActors(DataLayerInstance))
{
return true;
}
bool bFoundSelected = false;
DataLayerInstance->ForEachChild([this, &bFoundSelected](const UDataLayerInstance* Child)
{
bFoundSelected = IsDataLayerPartOfSelection(Child);
return !bFoundSelected; // Continue iterating if not found
});
return bFoundSelected;
};
FSceneOutlinerTreeItemPtr FDataLayerHierarchy::CreateDataLayerTreeItem(UDataLayerInstance* InDataLayer, bool bInForce) const
{
FSceneOutlinerTreeItemPtr Item = Mode->CreateItemFor<FDataLayerTreeItem>(InDataLayer, bInForce);
if (FDataLayerTreeItem* DataLayerTreeItem = Item ? Item->CastTo<FDataLayerTreeItem>() : nullptr)
{
DataLayerTreeItem->SetIsHighlightedIfSelected(bHighlightSelectedDataLayers);
}
return Item;
}
UWorld* FDataLayerHierarchy::GetOwningWorld() const
{
UWorld* World = RepresentingWorld.Get();
return World ? World->PersistentLevel->GetWorld() : nullptr;
}
void FDataLayerHierarchy::CreateItems(TArray<FSceneOutlinerTreeItemPtr>& OutItems) const
{
auto IsDataLayerShown = [this](const UDataLayerInstance* DataLayerInstance)
{
const bool bIsRuntimeDataLayer = DataLayerInstance->IsRuntime();
return ((bIsRuntimeDataLayer && bShowRuntimeDataLayers) || (!bIsRuntimeDataLayer && bShowEditorDataLayers)) && IsDataLayerPartOfSelection(DataLayerInstance);
};
auto CreateDataLayerTreeItems = [this, &OutItems, IsDataLayerShown](const UDataLayerManager* InDataLayerManager)
{
if (InDataLayerManager)
{
if (AWorldDataLayers* WorldDataLayers = InDataLayerManager->GetWorldDataLayers())
{
if (FSceneOutlinerTreeItemPtr WorldDataLayersItem = Mode->CreateItemFor<FWorldDataLayersTreeItem>(WorldDataLayers))
{
OutItems.Add(WorldDataLayersItem);
}
}
InDataLayerManager->ForEachDataLayerInstance([this, &OutItems, IsDataLayerShown](UDataLayerInstance* DataLayerInstance)
{
if (IsDataLayerShown(DataLayerInstance))
{
if (FSceneOutlinerTreeItemPtr DataLayerItem = CreateDataLayerTreeItem(DataLayerInstance))
{
OutItems.Add(DataLayerItem);
}
}
return true;
});
}
};
UWorld* OwningWorld = GetOwningWorld();
if (!OwningWorld)
{
return;
}
if (OwningWorld->IsPlayInEditor())
{
// PIE loops on each DataLayerManager of each registered WorldPartition.
// For performance reasons, child actors are not shown.
UWorldPartitionSubsystem* WorldPartitionSubsystem = UWorld::GetSubsystem<UWorldPartitionSubsystem>(OwningWorld);
WorldPartitionSubsystem->ForEachWorldPartition([&CreateDataLayerTreeItems](UWorldPartition* WorldPartition)
{
CreateDataLayerTreeItems(WorldPartition->GetDataLayerManager());
return true;
});
}
else
{
// CurrentLevel represents the current level if different than the PersistentLevel
ULevel* CurrentLevel = (OwningWorld->GetCurrentLevel() && !OwningWorld->GetCurrentLevel()->IsPersistentLevel()) ? OwningWorld->GetCurrentLevel() : nullptr;
// Create DataLayerTreeItems for World and for Current Level (if any).
CreateDataLayerTreeItems(OwningWorld->GetDataLayerManager());
if (CurrentLevel)
{
CreateDataLayerTreeItems(UDataLayerManager::GetDataLayerManager(CurrentLevel));
}
if (bShowDataLayerActors)
{
for (AActor* Actor : FActorRange(OwningWorld))
{
// Consider all actors or actors part of current level (if there is one)
bool bConsiderActor = !CurrentLevel || (Actor->GetLevel() == CurrentLevel);
if (bConsiderActor)
{
for (const UDataLayerInstance* DataLayerInstance : (Actor->GetLevel() == CurrentLevel) ? Actor->GetDataLayerInstancesForLevel() : Actor->GetDataLayerInstances())
{
if (IsDataLayerShown(DataLayerInstance))
{
if (FSceneOutlinerTreeItemPtr DataLayerActorItem = Mode->CreateItemFor<FDataLayerActorTreeItem>(FDataLayerActorTreeItemData(Actor, const_cast<UDataLayerInstance*>(DataLayerInstance))))
{
OutItems.Add(DataLayerActorItem);
}
}
}
}
}
if (bShowUnloadedActors)
{
// Build mapping of OwninWorld DataLayerInstance to CurrentLevel DataLayerInstance
TMap<UDataLayerInstance*, UDataLayerInstance*> WorldToLevelDataLayerMap;
if (CurrentLevel)
{
AWorldDataLayers* OwningWorldWorldDataLayers = OwningWorld->GetWorldDataLayers();
AWorldDataLayers* CurrentLevelWorldDataLayers = CurrentLevel->GetWorldDataLayers();
if (OwningWorldWorldDataLayers && CurrentLevelWorldDataLayers)
{
check(OwningWorldWorldDataLayers != CurrentLevelWorldDataLayers);
OwningWorldWorldDataLayers->ForEachDataLayerInstance([&WorldToLevelDataLayerMap, CurrentLevelWorldDataLayers](UDataLayerInstance* DataLayerInstance)
{
if (UDataLayerInstanceWithAsset* DataLayerInstanceWithAsset = Cast<UDataLayerInstanceWithAsset>(DataLayerInstance))
{
const UDataLayerAsset* DataLayerAsset = DataLayerInstanceWithAsset->GetAsset();
if (const UDataLayerInstance* LevelDataLayerInstance = DataLayerAsset ? CurrentLevelWorldDataLayers->GetDataLayerInstance(DataLayerAsset) : nullptr)
{
WorldToLevelDataLayerMap.Add(DataLayerInstance, const_cast<UDataLayerInstance*>(LevelDataLayerInstance));
}
}
return true;
});
}
}
UWorldPartitionSubsystem* WorldPartitionSubsystem = UWorld::GetSubsystem<UWorldPartitionSubsystem>(OwningWorld);
const UDataLayerManager* DataLayerManager = OwningWorld->GetDataLayerManager();
if (WorldPartitionSubsystem && DataLayerManager)
{
const ULevelInstanceSubsystem* LevelInstanceSubsystem = UWorld::GetSubsystem<ULevelInstanceSubsystem>(OwningWorld);
WorldPartitionSubsystem->ForEachWorldPartition([this, DataLayerManager, CurrentLevel, LevelInstanceSubsystem, IsDataLayerShown, &WorldToLevelDataLayerMap, &OutItems](UWorldPartition* WorldPartition)
{
// Skip WorldPartition if it's not the one of the current level (the editing level instance)
// or if we hide the content of level instances
UWorld* OuterWorld = WorldPartition->GetTypedOuter<UWorld>();
ULevel* OuterLevel = OuterWorld ? OuterWorld->PersistentLevel : nullptr;
if ((CurrentLevel && (CurrentLevel != OuterLevel)) ||
(!bShowLevelInstanceContent && OuterLevel && LevelInstanceSubsystem && LevelInstanceSubsystem->GetOwningLevelInstance(OuterLevel)))
{
return true;
}
const TMap<FGuid, AActor*> LoadedActors = FWorldPartitionHelpers::GetLoadedActorsForLevel(OuterLevel);
const TMap<FGuid, AActor*> RegisteredActors = FWorldPartitionHelpers::GetRegisteredActorsForLevel(OuterLevel);
// Create an FDataLayerActorDescTreeItem for each unloaded actor of this WorldPartition
FWorldPartitionHelpers::ForEachActorDescInstance(WorldPartition, [this, IsDataLayerShown, DataLayerManager, CurrentLevel, &WorldToLevelDataLayerMap, &LoadedActors, &RegisteredActors, &OutItems](const FWorldPartitionActorDescInstance* ActorDescInstance)
{
if (ActorDescInstance && FActorDescTreeItem::ShouldDisplayInOutliner(ActorDescInstance))
{
if (AActor* const* LoadedActor = LoadedActors.Find(ActorDescInstance->GetGuid()))
{
if (!IsValid(*LoadedActor) || RegisteredActors.Contains(ActorDescInstance->GetGuid()))
{
return true;
}
}
for (const FName& DataLayerInstanceName : ActorDescInstance->GetDataLayerInstanceNames().ToArray())
{
if (const UDataLayerInstance* DataLayerInstance = DataLayerManager->GetDataLayerInstance(DataLayerInstanceName))
{
if (IsDataLayerShown(DataLayerInstance))
{
UDataLayerInstance* EffectiveDataLayerInstance = const_cast<UDataLayerInstance*>(DataLayerInstance);
// If current level is valid, build Item with current level's DataLayerInstance
if (CurrentLevel)
{
UDataLayerInstance** LevelDataLayerInstance = WorldToLevelDataLayerMap.Find(DataLayerInstance);
EffectiveDataLayerInstance = *LevelDataLayerInstance;
}
if (const FSceneOutlinerTreeItemPtr ActorDescItem = Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(ActorDescInstance->GetGuid(), ActorDescInstance->GetContainerInstance(), EffectiveDataLayerInstance)))
{
OutItems.Add(ActorDescItem);
}
}
}
}
}
return true;
});
return true;
});
}
}
}
}
}
FSceneOutlinerTreeItemPtr FDataLayerHierarchy::FindOrCreateParentItem(const ISceneOutlinerTreeItem& Item, const TMap<FSceneOutlinerTreeItemID, FSceneOutlinerTreeItemPtr>& Items, bool bCreate)
{
if (const FDataLayerTreeItem* DataLayerTreeItem = Item.CastTo<FDataLayerTreeItem>())
{
if (UDataLayerInstance* DataLayerInstance = DataLayerTreeItem->GetDataLayer())
{
if (UDataLayerInstance* ParentDataLayer = DataLayerInstance->GetParent())
{
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(ParentDataLayer))
{
return *ParentItem;
}
else if (bCreate)
{
return CreateDataLayerTreeItem(ParentDataLayer, true);
}
}
else
{
// Parent WorldDataLayers
if (AWorldDataLayers* OuterWorldDataLayers = DataLayerInstance->GetOuterWorldDataLayers())
{
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(OuterWorldDataLayers))
{
return *ParentItem;
}
else if (bCreate)
{
return Mode->CreateItemFor<FWorldDataLayersTreeItem>(OuterWorldDataLayers, true);
}
}
}
}
}
else if (const FDataLayerActorTreeItem* DataLayerActorTreeItem = Item.CastTo<FDataLayerActorTreeItem>())
{
if (UDataLayerInstance* DataLayerInstance = DataLayerActorTreeItem->GetDataLayer())
{
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(DataLayerInstance))
{
return *ParentItem;
}
else if (bCreate)
{
return CreateDataLayerTreeItem(DataLayerInstance, true);
}
}
}
else if (const FDataLayerActorDescTreeItem* DataLayerActorDescTreeItem = Item.CastTo<FDataLayerActorDescTreeItem>())
{
if (UDataLayerInstance* DataLayerInstance = DataLayerActorDescTreeItem->GetDataLayer())
{
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(DataLayerInstance))
{
return *ParentItem;
}
else if (bCreate)
{
return CreateDataLayerTreeItem(DataLayerInstance, true);
}
}
}
return nullptr;
}
void FDataLayerHierarchy::OnWorldPartitionCreated(UWorld* InWorld)
{
if (RepresentingWorld.Get() == InWorld)
{
FullRefreshEvent();
}
}
void FDataLayerHierarchy::OnLevelActorsAdded(const TArray<AActor*>& InActors)
{
if (!bShowDataLayerActors)
{
return;
}
if (UWorld* OwningWorld = GetOwningWorld())
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
for (AActor* Actor : InActors)
{
if (Actor && (Actor->GetWorld() == OwningWorld))
{
TArray<const UDataLayerInstance*> DataLayerInstances = Actor->GetDataLayerInstances();
EventData.Items.Reserve(DataLayerInstances.Num());
for (const UDataLayerInstance* DataLayerInstance : DataLayerInstances)
{
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorTreeItem>(FDataLayerActorTreeItemData(Actor, const_cast<UDataLayerInstance*>(DataLayerInstance))));
}
}
}
if (!EventData.Items.IsEmpty())
{
HierarchyChangedEvent.Broadcast(EventData);
}
}
}
void FDataLayerHierarchy::OnLevelActorsRemoved(const TArray<AActor*>& InActors)
{
if (UWorld* OwningWorld = GetOwningWorld())
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
for (AActor* Actor : InActors)
{
if (Actor != nullptr)
{
const TArray<const UDataLayerInstance*> DataLayerInstances = Actor->GetDataLayerInstances();
for (const UDataLayerInstance* DataLayerInstance : DataLayerInstances)
{
EventData.ItemIDs.Add(FDataLayerActorTreeItem::ComputeTreeItemID(Actor, DataLayerInstance));
}
}
}
if (!EventData.ItemIDs.IsEmpty())
{
HierarchyChangedEvent.Broadcast(EventData);
}
}
}
void FDataLayerHierarchy::OnLevelActorAdded(AActor* InActor)
{
OnLevelActorsAdded({ InActor });
}
void FDataLayerHierarchy::OnActorDataLayersChanged(const TWeakObjectPtr<AActor>& InActor)
{
AActor* Actor = InActor.Get();
if (Actor && (GetOwningWorld() == Actor->GetWorld()))
{
FullRefreshEvent();
}
}
void FDataLayerHierarchy::OnDataLayerChanged(const EDataLayerAction Action, const TWeakObjectPtr<const UDataLayerInstance>& ChangedDataLayer, const FName& ChangedProperty)
{
const UDataLayerInstance* DataLayerInstance = ChangedDataLayer.Get();
if (DataLayerInstance || (Action == EDataLayerAction::Delete) || (Action == EDataLayerAction::Reset))
{
FullRefreshEvent();
}
}
void FDataLayerHierarchy::OnLevelActorDeleted(AActor* InActor)
{
OnLevelActorsRemoved({ InActor });
}
void FDataLayerHierarchy::OnLevelActorListChanged()
{
FullRefreshEvent();
}
void FDataLayerHierarchy::OnWorldPartitionInitialized(UWorldPartition* InWorldPartition)
{
FullRefreshEvent();
}
void FDataLayerHierarchy::OnWorldPartitionUninitialized(UWorldPartition* InWorldPartition)
{
FullRefreshEvent();
}
void FDataLayerHierarchy::OnLevelAdded(ULevel* InLevel, UWorld* InWorld)
{
if (!InWorld->IsGameWorld() && InLevel && (GetOwningWorld() == InWorld))
{
OnLevelActorsAdded(ObjectPtrDecay(InLevel->Actors));
}
}
void FDataLayerHierarchy::OnLevelRemoved(ULevel* InLevel, UWorld* InWorld)
{
if (!InWorld->IsGameWorld() && InLevel && (GetOwningWorld() == InWorld))
{
OnLevelActorsRemoved(ObjectPtrDecay(InLevel->Actors));
}
}
void FDataLayerHierarchy::OnLoadedActorAdded(AActor& InActor)
{
if (!bShowDataLayerActors)
{
return;
}
// Handle the actor being added to the level
OnLevelActorAdded(&InActor);
// Remove corresponding actor desc items
if ((GetOwningWorld() == InActor.GetWorld()))
{
const TArray<const UDataLayerInstance*> DataLayerInstances = InActor.GetDataLayerInstances();
if (DataLayerInstances.Num() > 0)
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
EventData.ItemIDs.Reserve(DataLayerInstances.Num());
if (UWorldPartition* WorldPartition = FWorldPartitionHelpers::GetWorldPartition(&InActor))
{
if (FWorldPartitionActorDescInstance* ActorDescInstance = WorldPartition->GetActorDescInstance(InActor.GetActorGuid()))
{
for (const UDataLayerInstance* DataLayerInstance : DataLayerInstances)
{
EventData.ItemIDs.Add(FDataLayerActorDescTreeItem::ComputeTreeItemID(ActorDescInstance->GetGuid(), ActorDescInstance->GetContainerInstance(), DataLayerInstance));
}
}
}
HierarchyChangedEvent.Broadcast(EventData);
}
}
}
void FDataLayerHierarchy::OnLoadedActorRemoved(AActor& InActor)
{
// Handle the actor being removed from the level
OnLevelActorDeleted(&InActor);
// Add any corresponding actor desc items for this actor
UWorldPartition* const WorldPartition = FWorldPartitionHelpers::GetWorldPartition(&InActor);
if ((GetOwningWorld() == InActor.GetWorld()) && WorldPartition != nullptr)
{
const TArray<const UDataLayerInstance*> DataLayerInstances = InActor.GetDataLayerInstances();
if (DataLayerInstances.Num() > 0)
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
EventData.Items.Reserve(DataLayerInstances.Num());
for (const UDataLayerInstance* DataLayerInstance : DataLayerInstances)
{
if (FWorldPartitionActorDescInstance* ActorDescInstance = WorldPartition->GetActorDescInstance(InActor.GetActorGuid()); FActorDescTreeItem::ShouldDisplayInOutliner(ActorDescInstance))
{
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(ActorDescInstance->GetGuid(), ActorDescInstance->GetContainerInstance(), const_cast<UDataLayerInstance*>(DataLayerInstance))));
}
}
HierarchyChangedEvent.Broadcast(EventData);
}
}
}
void FDataLayerHierarchy::OnActorDescInstanceAdded(FWorldPartitionActorDescInstance* InActorDescInstance)
{
if (!bShowUnloadedActors || !InActorDescInstance || InActorDescInstance->IsLoaded(true) || !FActorDescTreeItem::ShouldDisplayInOutliner(InActorDescInstance))
{
return;
}
const UDataLayerManager* const DataLayerManager = UDataLayerManager::GetDataLayerManager(GetOwningWorld());
const FDataLayerInstanceNames& DataLayerInstanceNames = InActorDescInstance->GetDataLayerInstanceNames();
if (DataLayerManager && DataLayerInstanceNames.Num() > 0)
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
EventData.Items.Reserve(DataLayerInstanceNames.Num());
for (const FName& DataLayerInstanceName : DataLayerInstanceNames.ToArray())
{
const UDataLayerInstance* const DataLayerInstance = DataLayerManager->GetDataLayerInstance(DataLayerInstanceName);
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(InActorDescInstance->GetGuid(), InActorDescInstance->GetContainerInstance(), const_cast<UDataLayerInstance*>(DataLayerInstance))));
}
HierarchyChangedEvent.Broadcast(EventData);
}
}
void FDataLayerHierarchy::OnActorDescInstanceRemoved(FWorldPartitionActorDescInstance* InActorDescInstance)
{
if (!bShowUnloadedActors || (InActorDescInstance == nullptr))
{
return;
}
const UDataLayerManager* const DataLayerManager = UDataLayerManager::GetDataLayerManager(GetOwningWorld());
const FDataLayerInstanceNames& DataLayerInstanceNames = InActorDescInstance->GetDataLayerInstanceNames();
if (DataLayerManager && DataLayerInstanceNames.Num() > 0)
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
EventData.ItemIDs.Reserve(DataLayerInstanceNames.Num());
for (const FName& DataLayerInstanceName : DataLayerInstanceNames.ToArray())
{
const UDataLayerInstance* const DataLayer = DataLayerManager->GetDataLayerInstance(DataLayerInstanceName);
EventData.ItemIDs.Add(FDataLayerActorDescTreeItem::ComputeTreeItemID(InActorDescInstance->GetGuid(), InActorDescInstance->GetContainerInstance(), DataLayer));
}
HierarchyChangedEvent.Broadcast(EventData);
}
}
void FDataLayerHierarchy::FullRefreshEvent()
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::FullRefresh;
HierarchyChangedEvent.Broadcast(EventData);
}