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UnrealEngine/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
2025-05-18 13:04:45 +08:00

229 lines
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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EditorSubsystem.h"
#include "Editor/UnrealEdTypes.h"
#include "Engine/EngineTypes.h"
#include "IActorEditorContextClient.h"
#include "UObject/ObjectSaveContext.h"
#include "LevelEditorSubsystem.generated.h"
class UTypedElementSelectionSet;
struct FToolMenuContext;
class FEditorModeTools;
/** Delegate type for pre save world events ( uint32 SaveFlags, UWorld* World ) */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnLevelEditorPreSaveWorld, int32, SaveFlags, class UWorld*, World);
/** Delegate type for post save world events ( uint32 SaveFlags, UWorld* World, bool bSuccess ) */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnLevelEditorPostSaveWorld, int32, SaveFlags, class UWorld*, World, bool, bSuccess);
/** Delegate type for editor camera movement */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams(FOnLevelEditorEditorCameraMoved, const FVector&, Location, const FRotator&, Rotation, ELevelViewportType, ViewportType, int32, ViewIndex);
/** Delegate type for map change events ( Params: uint32 MapChangeFlags (MapChangeEventFlags) ) */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLevelEditorMapChanged, int32, MapChangeEventFlags);
/** Delegate type for triggering when a map is opened */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnLevelEditorMapOpened, const FString&, Filename, bool, bAsTemplate);
/**
* ULevelEditorSubsystem
* Subsystem for exposing Level Editor related functionality to scripts
*/
UCLASS()
class LEVELEDITOR_API ULevelEditorSubsystem : public UEditorSubsystem, public IActorEditorContextClient
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
void ExtendQuickActionMenu();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta=(DevelopmentOnly))
void PilotLevelActor(AActor* ActorToPilot, FName ViewportConfigKey = NAME_None);
void PilotLevelActor(const FToolMenuContext& InContext);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EjectPilotLevelActor(FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta=(DevelopmentOnly))
AActor* GetPilotLevelActor(FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
bool GetExactCameraView(FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void SetExactCameraView(bool bExactCameraView, FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorPlaySimulate();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorInvalidateViewports();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorSetViewportRealtime(bool bInRealtime, FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorSetGameView(bool bGameView, FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
bool EditorGetGameView(FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorRequestBeginPlay();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void EditorRequestEndPlay();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
bool IsInPlayInEditor() const;
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
TArray<FName> GetViewportConfigKeys();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
FName GetActiveViewportConfigKey();
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
void SetAllowsCinematicControl(bool bAllow, FName ViewportConfigKey = NAME_None);
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility", meta = (DevelopmentOnly))
bool GetAllowsCinematicControl(FName ViewportConfigKey = NAME_None);
/**
* Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level.
* @param AssetPath Asset Path of where the level will be saved.
* ie. /Game/MyFolder/MyAsset
* @param bIsPartitionedWorld If true, new map is partitioned.
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool NewLevel(const FString& AssetPath, bool bIsPartitionedWorld = false);
/**
* Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level.
* @param AssetPath Asset Path of where the level will be saved.
* ie. /Game/MyFolder/MyAsset
* @param TemplateAssetPath Level to be used as Template.
* ie. /Game/MyFolder/MyAsset
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool NewLevelFromTemplate(const FString& AssetPath, const FString& TemplateAssetPath);
/**
* Close the current Persistent Level (without saving it). Loads the specified level.
* @param AssetPath Asset Path of the level to be loaded.
* ie. /Game/MyFolder/MyAsset
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool LoadLevel(const FString& AssetPath);
/**
* Saves the specified Level. Must already be saved at lease once to have a valid path.
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool SaveCurrentLevel();
/**
* Saves all Level currently loaded by the World Editor.
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool SaveAllDirtyLevels();
/**
* Set the current level used by the world editor.
* If more than one level shares the same name, the first one encounter of that level name will be used.
* @param LevelName The name of the Level the actor belongs to (same name as in the ContentBrowser).
* @return True if the operation succeeds.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool SetCurrentLevelByName(FName LevelName);
/**
* Get the current level used by the world editor.
* @return The current level
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
ULevel* GetCurrentLevel();
/**
* Get the selection set for the current world, you can use this to track
* and create changes to the level editor's selection
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
UTypedElementSelectionSet* GetSelectionSet();
/**
* Build Light Maps and optionally the reflection captures.
* @param Quality One of the enum LightingBuildQuality value. Default is Quality_Production.
* @param bWithReflectionCaptures Build the related reflection captures after building the light maps.
* @return True if build was successful.
*/
UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
bool BuildLightMaps(ELightingBuildQuality Quality = ELightingBuildQuality::Quality_Production, bool bWithReflectionCaptures = false);
/**
* Gets the global level editor mode manager, if we have one.
* The mode manager is not created in commandlet environments, because modes inherently imply user interactions.
*/
FEditorModeTools* GetLevelEditorModeManager();
//~ Begin IActorEditorContextClient interface
virtual void OnExecuteActorEditorContextAction(UWorld* InWorld, const EActorEditorContextAction& InType, class AActor* InActor = nullptr) override {}
virtual void CaptureActorEditorContextState(UWorld* InWorld, UActorEditorContextStateCollection* InStateCollection) const override {}
virtual void RestoreActorEditorContextState(UWorld* InWorld, const UActorEditorContextStateCollection* InStateCollection) override {}
virtual bool GetActorEditorContextDisplayInfo(UWorld* InWorld, FActorEditorContextClientDisplayInfo& OutDiplayInfo) const override;
virtual bool CanResetContext(UWorld* InWorld) const override { return false; };
virtual TSharedRef<SWidget> GetActorEditorContextWidget(UWorld* InWorld) const override;
virtual FOnActorEditorContextClientChanged& GetOnActorEditorContextClientChanged() override { return ActorEditorContextClientChanged; }
//~ End IActorEditorContextClient interface
/** Expose PreSaveWorld to blueprints */
UPROPERTY(BlueprintAssignable, Category = "Editor Scripting | Level Utility")
FOnLevelEditorPreSaveWorld OnPreSaveWorld;
/** Expose PostSaveWorld to blueprints */
UPROPERTY(BlueprintAssignable, Category = "Editor Scripting | Level Utility")
FOnLevelEditorPostSaveWorld OnPostSaveWorld;
/** Expose EditorCameraMoved to blueprints */
UPROPERTY(BlueprintAssignable, Category = "Editor Scripting | Level Utility")
FOnLevelEditorEditorCameraMoved OnEditorCameraMoved;
/** Expose MapChanged to blueprints. Note: This executes too early for some editor scripting, consider using OnMapOpened if this doesn't work for you. */
UPROPERTY(BlueprintAssignable, Category = "Editor Scripting | Level Utility")
FOnLevelEditorMapChanged OnMapChanged;
/** Expose MapOpened to blueprints */
UPROPERTY(BlueprintAssignable, Category = "Editor Scripting | Level Utility")
FOnLevelEditorMapOpened OnMapOpened;
private:
/** Called when a Level is added to a world or remove from a world */
void OnLevelAddedOrRemoved(ULevel* InLevel, UWorld* InWorld);
/** Called when the current level changes on a world */
void OnCurrentLevelChanged(ULevel* InNewLevel, ULevel* InOldLevel, UWorld* InWorld);
/** Delegate used to notify changes to ActorEditorContextSubsystem */
FOnActorEditorContextClientChanged ActorEditorContextClientChanged;
/** Called Pre SaveWorld */
void HandleOnPreSaveWorldWithContext(class UWorld* World, FObjectPreSaveContext ObjectSaveContext);
/** Called Post SaveWorld */
void HandleOnPostSaveWorldWithContext(class UWorld* World, FObjectPostSaveContext ObjectSaveContext);
/** Called on Camera Movement*/
void HandleOnEditorCameraMoved(const FVector& Location, const FRotator& Rotation, ELevelViewportType ViewportType, int32 ViewIndex);
/** Called on Map Change */
void HandleOnMapChanged(uint32 MapChangeFlags);
/** Called on Map Open */
void HandleOnMapOpened(const FString& Filename, bool bAsTemplate);
};