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

1030 lines
38 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PlacementModeModule.h"
#include "Misc/ConfigCacheIni.h"
#include "Modules/ModuleManager.h"
#include "UObject/Object.h"
#include "Misc/Guid.h"
#include "Misc/NamePermissionList.h"
#include "UObject/Class.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "Textures/SlateIcon.h"
#include "Styling/AppStyle.h"
#include "Framework/Application/SlateApplication.h"
#include "GameFramework/Actor.h"
#include "ActorFactories/ActorFactory.h"
#include "ActorFactories/ActorFactoryBoxReflectionCapture.h"
#include "ActorFactories/ActorFactoryBoxVolume.h"
#include "ActorFactories/ActorFactoryCharacter.h"
#include "ActorFactories/ActorFactoryDeferredDecal.h"
#include "ActorFactories/ActorFactoryDirectionalLight.h"
#include "ActorFactories/ActorFactoryEmptyActor.h"
#include "ActorFactories/ActorFactoryPawn.h"
#include "ActorFactories/ActorFactoryExponentialHeightFog.h"
#include "ActorFactories/ActorFactoryLocalFogVolume.h"
#include "ActorFactories/ActorFactorySkyAtmosphere.h"
#include "ActorFactories/ActorFactoryVolumetricCloud.h"
#include "ActorFactories/ActorFactoryPlayerStart.h"
#include "ActorFactories/ActorFactoryPointLight.h"
#include "ActorFactories/ActorFactorySpotLight.h"
#include "ActorFactories/ActorFactoryRectLight.h"
#include "ActorFactories/ActorFactorySkyLight.h"
#include "ActorFactories/ActorFactorySphereReflectionCapture.h"
#include "ActorFactories/ActorFactoryBasicShape.h"
#include "ActorFactories/ActorFactoryTriggerBox.h"
#include "ActorFactories/ActorFactoryTriggerSphere.h"
#include "Engine/BrushBuilder.h"
#include "Engine/Brush.h"
#include "Engine/StaticMesh.h"
#include "GameFramework/Volume.h"
#include "Engine/PostProcessVolume.h"
#include "LevelEditorActions.h"
#include "AssetRegistry/AssetData.h"
#include "EditorModeRegistry.h"
#include "EditorModes.h"
#include "IAssetTools.h"
#include "IAssetTypeActions.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "ActorPlacementInfo.h"
#include "IPlacementModeModule.h"
#include "Subsystems/PlacementSubsystem.h"
#include "ToolMenus.h"
#include "AssetToolsModule.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "ActorFactories/ActorFactoryPlanarReflection.h"
#include "SPlacementModeTools.h"
#include "AssetSelection.h"
#include "PlacementModeLog.h"
#define LOCTEXT_NAMESPACE "PlacementMode"
namespace PlacementModeModuleLocals
{
FActorPlacementInfo MakePlacementInfo(const FPlaceableItem& Item)
{
FString ObjectString = Item.AssetData.IsValid() ? Item.AssetData.GetObjectPathString() : FString();
FString FactoryString = Item.AssetFactory ? Item.AssetFactory.GetObject()->GetPathName() : FString();
return FActorPlacementInfo(ObjectString, FactoryString);
}
}
TOptional<FLinearColor> GetBasicShapeColorOverride()
{
// Get color for basic shapes. It should appear like all the other basic types
static TOptional<FLinearColor> BasicShapeColorOverride;
if (!BasicShapeColorOverride.IsSet())
{
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
TSharedPtr<IAssetTypeActions> AssetTypeActions;
AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(UClass::StaticClass()).Pin();
if (AssetTypeActions.IsValid())
{
BasicShapeColorOverride = TOptional<FLinearColor>(AssetTypeActions->GetTypeColor());
}
}
return BasicShapeColorOverride;
}
FPlacementModeModule::FPlacementModeModule()
: CategoryPermissionList(MakeShared<FNamePermissionList>())
{
CategoryPermissionList->OnFilterChanged().AddRaw(this, &FPlacementModeModule::OnCategoryPermissionListChanged);
}
void FPlacementModeModule::StartupModule()
{
using namespace PlacementModeModuleLocals;
TArray< FString > RecentlyPlacedAsStrings;
GConfig->GetArray(TEXT("PlacementMode"), TEXT("RecentlyPlaced"), RecentlyPlacedAsStrings, GEditorPerProjectIni);
for (int Index = 0; Index < RecentlyPlacedAsStrings.Num(); Index++)
{
RecentlyPlaced.Add(FActorPlacementInfo(RecentlyPlacedAsStrings[Index]));
}
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
AssetRegistry.OnAssetRemoved().AddRaw(this, &FPlacementModeModule::OnAssetRemoved);
AssetRegistry.OnAssetRenamed().AddRaw(this, &FPlacementModeModule::OnAssetRenamed);
if (AssetRegistry.IsLoadingAssets())
{
AssetRegistry.OnFilesLoaded().AddRaw(this, &FPlacementModeModule::OnInitialAssetsScanComplete);
}
else
{
AssetRegistry.OnAssetAdded().AddRaw(this, &FPlacementModeModule::OnAssetAdded);
}
TOptional<FLinearColor> BasicShapeColorOverride = GetBasicShapeColorOverride();
RegisterPlacementCategory(
FPlacementCategoryInfo(
LOCTEXT("Favorites", "Favorites"),
FSlateIcon(FAppStyle::Get().GetStyleSetName(), "Icons.Favorites.Small"),
FBuiltInPlacementCategories::Favorites(),
TEXT("Favorites"),
TNumericLimits<int32>::Lowest(),
false
));
RegisterPlacementCategory(
FPlacementCategoryInfo(
LOCTEXT("RecentlyPlaced", "Recent"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Recent"),
FBuiltInPlacementCategories::RecentlyPlaced(),
TEXT("PMRecentlyPlaced"),
TNumericLimits<int32>::Lowest() + 1,
false
)
);
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Basic();
RegisterPlacementCategory(
FPlacementCategoryInfo(
LOCTEXT("Basic", "Basic"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Basic"),
CategoryName,
TEXT("PMBasic"),
10
)
);
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryEmptyActor::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryCharacter::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryPawn::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryPointLight::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryPlayerStart::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryTriggerBox::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryTriggerSphere::StaticClass(), SortOrder += 10));
}
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Lights();
RegisterPlacementCategory(
FPlacementCategoryInfo(
LOCTEXT("Lights", "Lights"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Lights"),
CategoryName,
TEXT("PMLights"),
20
)
);
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryDirectionalLight::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryPointLight::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactorySpotLight::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryRectLight::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactorySkyLight::StaticClass(), SortOrder += 10));
}
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Shapes();
RegisterPlacementCategory(
FPlacementCategoryInfo(
LOCTEXT("Shapes", "Shapes"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Shapes"),
CategoryName,
TEXT("PMShapes"),
25
)
);
static const FText CubeText = LOCTEXT("Cube", "Cube");
static const FText SphereText = LOCTEXT("Sphere", "Sphere");
static const FText CylinderText = LOCTEXT("Cylinder", "Cylinder");
static const FText ConeText = LOCTEXT("Cone", "Cone");
static const FText PlaneText = LOCTEXT("Plane", "Plane");
FPlacementCategory* Category = Categories.Find(CategoryName);
// Cube
{
TSharedPtr<FPlaceableItem> Cube = MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCube.ToString())), FName("ClassThumbnail.Cube"), FName("ClassIcon.Cube"), BasicShapeColorOverride, SortOrder += 10, CubeText);
ManuallyCreatedPlaceableItems.Add(MakePlacementInfo(*Cube), Cube);
Category->Items.Add(CreateID(), Cube);
}
// Sphere
{
TSharedPtr<FPlaceableItem> Sphere = MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicSphere.ToString())), FName("ClassThumbnail.Sphere"), FName("ClassIcon.Sphere"), BasicShapeColorOverride, SortOrder += 10, SphereText);
ManuallyCreatedPlaceableItems.Add(MakePlacementInfo(*Sphere), Sphere);
Category->Items.Add(CreateID(), Sphere);
}
// Cylinder
{
TSharedPtr<FPlaceableItem> Cylinder = MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCylinder.ToString())), FName("ClassThumbnail.Cylinder"), FName("ClassIcon.Cylinder"), BasicShapeColorOverride, SortOrder += 10, CylinderText);
ManuallyCreatedPlaceableItems.Add(MakePlacementInfo(*Cylinder), Cylinder);
Category->Items.Add(CreateID(), Cylinder);
}
// Cone
{
TSharedPtr<FPlaceableItem> Cone = MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCone.ToString())), FName("ClassThumbnail.Cone"), FName("ClassIcon.Cone"), BasicShapeColorOverride, SortOrder += 10, ConeText);
ManuallyCreatedPlaceableItems.Add(MakePlacementInfo(*Cone), Cone);
Category->Items.Add(CreateID(), Cone);
}
// Plane
{
TSharedPtr<FPlaceableItem> Plane = MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicPlane.ToString())), FName("ClassThumbnail.Plane"), FName("ClassIcon.Plane"), BasicShapeColorOverride, SortOrder += 10, PlaneText);
ManuallyCreatedPlaceableItems.Add(MakePlacementInfo(*Plane), Plane);
Category->Items.Add(CreateID(), Plane);
}
}
{
int32 SortOrder = 0;
FName CategoryName = FBuiltInPlacementCategories::Visual();
FPlacementCategoryInfo VfxCategoryInfo = FPlacementCategoryInfo(
LOCTEXT("VisualEffects", "Visual Effects"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.VisualEffects"),
CategoryName,
TEXT("PMVisual"),
30
);
VfxCategoryInfo.ShortDisplayName = LOCTEXT("VisualEffectsShortCategoryName", "VFX");
RegisterPlacementCategory(MoveTemp(VfxCategoryInfo));
UActorFactory* PPFactory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), APostProcessVolume::StaticClass());
FPlacementCategory* Category = Categories.Find(CategoryName);
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(PPFactory, FAssetData(APostProcessVolume::StaticClass()), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactorySkyAtmosphere::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryVolumetricCloud::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryExponentialHeightFog::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryLocalFogVolume::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactorySphereReflectionCapture::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryBoxReflectionCapture::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryPlanarReflection::StaticClass(), SortOrder += 10));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryDeferredDecal::StaticClass(), SortOrder += 10));
}
RegisterPlacementCategory(
FPlacementCategoryInfo(
LOCTEXT("Volumes", "Volumes"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.Volumes"),
FBuiltInPlacementCategories::Volumes(),
TEXT("PMVolumes"),
40
)
);
RegisterPlacementCategory(
FPlacementCategoryInfo(
LOCTEXT("AllClasses", "All"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "PlacementBrowser.Icons.All"),
FBuiltInPlacementCategories::AllClasses(),
TEXT("PMAllClasses"),
50
)
);
if (FSlateApplication::IsInitialized())
{
// Given a Category Name, this will add a section and all the placeable items in that section directly into the menu
auto GenerateQuickCreateSection = [this](const FName& SectionName, UToolMenu* InMenu, int MaxItems = 20)
{
FPlacementCategory* Category = Categories.Find(SectionName);
FToolMenuSection& Section = InMenu->AddSection(SectionName, Category->DisplayName);
int count = 1;
for (auto& Pair : Category->Items)
{
TSharedPtr<const FPlaceableItem> Item = Pair.Value;
FToolMenuEntry& NewEntry = Section.AddEntry(
FToolMenuEntry::InitWidget(Item->AssetData.AssetName, SNew(SPlacementAssetMenuEntry, Item), FText(), true, true)
);
if (++count > MaxItems)
break;
}
};
auto GenerateCategorySubMenu = [this](UToolMenu* InMenu, const FName& InSectionName, const FText& InSectionDisplayName, const FName& PlacementCategory)
{
RegenerateItemsForCategory(PlacementCategory);
FPlacementCategory* Category = Categories.Find(PlacementCategory);
if (!Category->Items.IsEmpty())
{
FToolMenuSection* InSection = InMenu->FindSection(InSectionName);
if (InSection == nullptr)
{
InSection = &(InMenu->AddSection(InSectionName, InSectionDisplayName));
}
FToolMenuEntry& AllSubMenu = InSection->AddSubMenu(PlacementCategory,
Category->DisplayName,
FText::GetEmpty(),
FNewToolMenuDelegate::CreateLambda([this, PlacementCategory](UToolMenu* InMenu)
{
FToolMenuSection& Section = InMenu->AddSection(PlacementCategory);
RegenerateItemsForCategory(PlacementCategory);
FPlacementCategory* Category = Categories.Find(PlacementCategory);
for (auto& Pair : Category->Items)
{
TSharedPtr<const FPlaceableItem> Item = Pair.Value;
FToolMenuEntry& NewEntry = Section.AddEntry(
FToolMenuEntry::InitWidget(Item->AssetData.AssetName, SNew(SPlacementAssetMenuEntry, Item), FText(), true, true)
);
}
})
);
AllSubMenu.Icon = Category->DisplayIcon;
}
};
UToolMenu* ContentMenu = UToolMenus::Get()->ExtendMenu("LevelEditor.LevelEditorToolBar.AddQuickMenu");
FName CreateSectionName = TEXT("PMQCreateMenu");
FText CreateSectionDisplayName = LOCTEXT("PMQCreateMenu", "Place Actors");
GenerateCategorySubMenu(ContentMenu, CreateSectionName, CreateSectionDisplayName, FBuiltInPlacementCategories::Basic());
// All Subcategories as submenus
FName CategoriesSectionName = TEXT("CreateAllCategories");
ContentMenu->AddDynamicSection(CategoriesSectionName,
FNewToolMenuDelegate::CreateLambda([this, CreateSectionName, CreateSectionDisplayName, GenerateCategorySubMenu](UToolMenu* InMenu)
{
TArray<FPlacementCategoryInfo> SortedCategories;
GetSortedCategories(SortedCategories);
for (auto CategoryInfo : SortedCategories)
{
// Skip Basic and Recent since we add those later
if (CategoryInfo.UniqueHandle == FBuiltInPlacementCategories::Basic() ||
CategoryInfo.UniqueHandle == FBuiltInPlacementCategories::RecentlyPlaced())
continue;
GenerateCategorySubMenu(InMenu, CreateSectionName, CreateSectionDisplayName, CategoryInfo.UniqueHandle);
}
}
), FToolMenuInsert(NAME_None, EToolMenuInsertType::First));
// Recents Section, limit to 5 items
const FName& RecentName = FBuiltInPlacementCategories::RecentlyPlaced();
ContentMenu->AddDynamicSection(RecentName,
FNewToolMenuDelegate::CreateLambda([this, GenerateQuickCreateSection, GenerateCategorySubMenu, CreateSectionName, CreateSectionDisplayName](UToolMenu* InMenu)
{
const FName& RecentName = FBuiltInPlacementCategories::RecentlyPlaced();
FPlacementCategory* RecentCategory = Categories.Find(RecentName);
RefreshRecentlyPlaced();
GenerateQuickCreateSection(RecentName, InMenu, 5);
}
));
// Open Placement Browser Panel
FToolMenuSection& BrowserSection = ContentMenu->AddSection(TEXT("PlacementBrowserMenuSection"), FText::GetEmpty(), FToolMenuInsert(RecentName, EToolMenuInsertType::Before));
BrowserSection.AddMenuEntry(FLevelEditorCommands::Get().OpenPlaceActors);
} // end FSlateApplication::IsInitialized()
}
void FPlacementModeModule::PreUnloadCallback()
{
FAssetRegistryModule* AssetRegistryModule = FModuleManager::GetModulePtr<FAssetRegistryModule>("AssetRegistry");
if (AssetRegistryModule)
{
IAssetRegistry* AssetRegistry = AssetRegistryModule->TryGet();
if (AssetRegistry)
{
AssetRegistry->OnAssetRemoved().RemoveAll(this);
AssetRegistry->OnAssetRenamed().RemoveAll(this);
AssetRegistry->OnAssetAdded().RemoveAll(this);
AssetRegistry->OnFilesLoaded().RemoveAll(this);
}
}
}
void FPlacementModeModule::AddToRecentlyPlaced(const TArray<UObject*>& PlacedObjects, UActorFactory* FactoryUsed /* = NULL */)
{
AddToRecentlyPlaced(PlacedObjects, TScriptInterface<IAssetFactoryInterface>(FactoryUsed));
}
void FPlacementModeModule::AddToRecentlyPlaced(const TArray< UObject* >& PlacedObjects, TScriptInterface<IAssetFactoryInterface> FactoryUsed)
{
FString FactoryPath;
if (FactoryUsed != NULL)
{
FactoryPath = FactoryUsed.GetObject()->GetPathName();
}
TArray< UObject* > FilteredPlacedObjects;
for (UObject* PlacedObject : PlacedObjects)
{
// Don't include null placed objects that just have factories.
if (PlacedObject == NULL)
{
continue;
}
// Don't add brush builders to the recently placed.
if (PlacedObject->IsA(UBrushBuilder::StaticClass()))
{
continue;
}
FilteredPlacedObjects.Add(PlacedObject);
}
// Don't change the recently placed if nothing passed the filter.
if (FilteredPlacedObjects.Num() == 0)
{
return;
}
bool Changed = false;
for (int Index = 0; Index < FilteredPlacedObjects.Num(); Index++)
{
Changed |= RecentlyPlaced.Remove(FActorPlacementInfo(FilteredPlacedObjects[Index]->GetPathName(), FactoryPath)) > 0;
}
for (int Index = 0; Index < FilteredPlacedObjects.Num(); Index++)
{
if (FilteredPlacedObjects[Index] != NULL)
{
RecentlyPlaced.Insert(FActorPlacementInfo(FilteredPlacedObjects[Index]->GetPathName(), FactoryPath), 0);
Changed = true;
}
}
for (int Index = RecentlyPlaced.Num() - 1; Index >= 20; Index--)
{
RecentlyPlaced.RemoveAt(Index);
Changed = true;
}
if (Changed)
{
TArray< FString > RecentlyPlacedAsStrings;
for (int Index = 0; Index < RecentlyPlaced.Num(); Index++)
{
RecentlyPlacedAsStrings.Add(RecentlyPlaced[Index].ToString());
}
GConfig->SetArray(TEXT("PlacementMode"), TEXT("RecentlyPlaced"), RecentlyPlacedAsStrings, GEditorPerProjectIni);
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
}
}
void FPlacementModeModule::OnAssetRemoved(const FAssetData&)
{
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::OnAssetRenamed(const FAssetData& AssetData, const FString& OldObjectPath)
{
for (auto& RecentlyPlacedItem : RecentlyPlaced)
{
if (RecentlyPlacedItem.ObjectPath == OldObjectPath)
{
RecentlyPlacedItem.ObjectPath = AssetData.GetObjectPathString();
break;
}
}
RecentlyPlacedChanged.Broadcast(RecentlyPlaced);
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::OnAssetAdded(const FAssetData& AssetData)
{
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::OnInitialAssetsScanComplete()
{
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
AssetRegistry.OnAssetAdded().AddRaw(this, &FPlacementModeModule::OnAssetAdded);
AssetRegistry.OnFilesLoaded().RemoveAll(this);
RegenerateItemsForCategory(FBuiltInPlacementCategories::AllClasses());
UE_LOG(LogPlacementMode, Display, TEXT("The Asset Registry is done with its initial scan, the list of placeable classes has been updated."))
AllPlaceableAssetsChanged.Broadcast();
}
void FPlacementModeModule::AddToRecentlyPlaced(UObject* Asset, UActorFactory* FactoryUsed /* = NULL */)
{
AddToRecentlyPlaced(Asset, TScriptInterface<IAssetFactoryInterface>(FactoryUsed));
}
void FPlacementModeModule::AddToRecentlyPlaced(UObject* Asset, TScriptInterface<IAssetFactoryInterface> FactoryUsed)
{
TArray< UObject* > Assets;
Assets.Add(Asset);
AddToRecentlyPlaced(Assets, FactoryUsed);
}
TSharedRef<SWidget> FPlacementModeModule::CreatePlacementModeBrowser(TSharedRef<SDockTab> ParentTab)
{
return SNew(SPlacementModeTools, ParentTab);
}
bool FPlacementModeModule::RegisterPlacementCategory(const FPlacementCategoryInfo& Info)
{
if (Categories.Contains(Info.UniqueHandle))
{
return false;
}
Categories.Add(Info.UniqueHandle, Info);
PlacementModeCategoryListChanged.Broadcast();
return true;
}
void FPlacementModeModule::UnregisterPlacementCategory(FName Handle)
{
if (Categories.Remove(Handle) && !IsEngineExitRequested())
{
PlacementModeCategoryListChanged.Broadcast();
}
}
void FPlacementModeModule::GetSortedCategories(TArray<FPlacementCategoryInfo>& OutCategories) const
{
TArray<FName> SortedNames;
Categories.GenerateKeyArray(SortedNames);
SortedNames.Sort([&](const FName& A, const FName& B) {
return Categories[A].SortOrder < Categories[B].SortOrder;
});
OutCategories.Reset(Categories.Num());
for (const FName& Name : SortedNames)
{
if (CategoryPermissionList->PassesFilter(Name))
{
OutCategories.Add(Categories[Name]);
}
}
}
TOptional<FPlacementModeID> FPlacementModeModule::RegisterPlaceableItem(FName CategoryName, const TSharedRef<FPlaceableItem>& InItem)
{
using namespace PlacementModeModuleLocals;
FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category )
{
if ( InItem->DragHandler.IsValid() )
{
Category->CustomDraggableItems.Add( InItem );
}
if (!Category->CustomGenerator)
{
FPlacementModeID ID = CreateID(CategoryName);
Category->Items.Add(ID.UniqueID, InItem);
ManuallyCreatedPlaceableItems.Add(MakePlacementInfo(*InItem), InItem);
return ID;
}
}
return TOptional<FPlacementModeID>();
}
void FPlacementModeModule::UnregisterPlaceableItem(FPlacementModeID ID)
{
using namespace PlacementModeModuleLocals;
FPlacementCategory* Category = Categories.Find(ID.Category);
if (Category)
{
TSharedPtr<FPlaceableItem> Item;
Category->Items.RemoveAndCopyValue(ID.UniqueID, Item);
if (Item)
{
Category->CustomDraggableItems.Remove(Item.ToSharedRef());
ManuallyCreatedPlaceableItems.Remove(MakePlacementInfo(*Item));
}
}
}
bool FPlacementModeModule::RegisterPlaceableItemFilter(TPlaceableItemPredicate Predicate, FName OwnerName)
{
TPlaceableItemPredicate& ExistingPredicate = PlaceableItemPredicates.FindOrAdd(OwnerName);
if (!ExistingPredicate)
{
ExistingPredicate = MoveTemp(Predicate);
PlaceableItemFilteringChanged.Broadcast();
return true;
}
return false;
}
void FPlacementModeModule::UnregisterPlaceableItemFilter(FName OwnerName)
{
if (PlaceableItemPredicates.Remove(OwnerName))
{
PlaceableItemFilteringChanged.Broadcast();
}
}
void FPlacementModeModule::GetItemsForCategory(FName CategoryName, TArray<TSharedPtr<FPlaceableItem>>& OutItems) const
{
const FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category)
{
for (auto& Pair : Category->Items)
{
if (PassesFilters(Pair.Value))
{
OutItems.Add(Pair.Value);
}
}
}
}
void FPlacementModeModule::GetFilteredItemsForCategory(FName CategoryName, TArray<TSharedPtr<FPlaceableItem>>& OutItems, TFunctionRef<bool(const TSharedPtr<FPlaceableItem> &)> Filter) const
{
const FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category)
{
for (auto& Pair : Category->Items)
{
if (PassesFilters(Pair.Value))
{
if (Filter(Pair.Value))
{
OutItems.Add(Pair.Value);
}
}
}
}
}
void FPlacementModeModule::GetItemsWithNamesForCategory( FName CategoryName, TArray<TSharedPtr<FPlaceableItem>>& OutItems, const TArray<FName>& ItemNames ) const
{
const FPlacementCategory* Category = Categories.Find(CategoryName);
if (Category)
{
for (const TTuple<FGuid, TSharedPtr<FPlaceableItem>>& Pair : Category->Items)
{
TSharedPtr<FPlaceableItem> Item = Pair.Value;
FName Name = FName( Item->NativeName );
if ( ItemNames.Contains( Name ) )
{
OutItems.Add(Pair.Value);
}
}
}
}
void FPlacementModeModule::RegenerateItemsForCategory(FName Category)
{
if (Category == FBuiltInPlacementCategories::RecentlyPlaced())
{
RefreshRecentlyPlaced();
}
else if (Category == FBuiltInPlacementCategories::Volumes())
{
RefreshVolumes();
}
else if (Category == FBuiltInPlacementCategories::AllClasses() || Category == FBuiltInPlacementCategories::Favorites())
{
RefreshAllPlaceableClasses();
}
PlacementModeCategoryRefreshed.Broadcast(Category);
}
void FPlacementModeModule::RefreshRecentlyPlaced()
{
FPlacementCategory* Category = Categories.Find(FBuiltInPlacementCategories::RecentlyPlaced());
if (!Category)
{
return;
}
Category->Items.Reset();
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
for (const FActorPlacementInfo& RecentlyPlacedItem : RecentlyPlaced)
{
// First check if it's a manually created entry
TWeakPtr<FPlaceableItem>* ManualItem = ManuallyCreatedPlaceableItems.Find(RecentlyPlacedItem);
if (ManualItem)
{
if (ManualItem->IsValid())
{
Category->Items.Add(CreateID(), ManualItem->Pin());
continue;
}
// A dead pointer here could theoretically be the result of an unregistered category that had
// items manually registered but not manually unregistered. Just remove the dead pointer and
// try the other approaches.
ManuallyCreatedPlaceableItems.Remove(RecentlyPlacedItem);
}
UObject* Asset = FindObject<UObject>(nullptr, *RecentlyPlacedItem.ObjectPath);
// If asset is pending delete, it will not be marked as RF_Standalone, in which case we skip it
if (Asset == nullptr || !Asset->HasAnyFlags(RF_Standalone))
{
continue;
}
FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(FSoftObjectPath(RecentlyPlacedItem.ObjectPath));
if (!AssetData.IsValid())
{
continue;
}
TScriptInterface<IAssetFactoryInterface> Factory;
if (RecentlyPlacedItem.Factory.IsEmpty())
{
// The factory portion of the recently placed data is frequently null because it only gets set
// high up in the drop if we gave a specific factory (see FLevelEditorViewportClient::DropObjectsAtCoordinates).
// Otherwise, the actually used factory is gotten from the placement subsystem later based on the asset data.
// So, we do the same kind of lookup here if we don't have a factory.
if (UPlacementSubsystem* PlacementSubsystem = GEditor->GetEditorSubsystem<UPlacementSubsystem>())
{
Factory = PlacementSubsystem->FindAssetFactoryFromAssetData(AssetData);
}
}
else
{
Factory = FindObject<UObject>(nullptr, *RecentlyPlacedItem.Factory);
}
if (!Factory)
{
continue;
}
TSharedPtr<FPlaceableItem> Ptr = MakeShared<FPlaceableItem>(Factory, AssetData);
Category->Items.Add(CreateID(), Ptr);
}
}
void FPlacementModeModule::RefreshVolumes()
{
FPlacementCategory* Category = Categories.Find(FBuiltInPlacementCategories::Volumes());
if (!Category)
{
return;
}
Category->Items.Reset();
// Add loaded classes
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
const UClass* Class = *ClassIt;
if (!Class->HasAllClassFlags(CLASS_NotPlaceable) &&
!Class->HasAnyClassFlags(CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists) &&
Class->IsChildOf(AVolume::StaticClass()) &&
Class->ClassGeneratedBy == nullptr)
{
UActorFactory* Factory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), Class);
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(Factory, FAssetData(Class)));
}
}
}
void FPlacementModeModule::RefreshAllPlaceableClasses()
{
// Unregister old stuff
FPlacementCategory* Category = Categories.Find(FBuiltInPlacementCategories::AllClasses());
if (!Category)
{
return;
}
TRACE_CPUPROFILER_EVENT_SCOPE_STR("FPlacementModeModule::RefreshAllPlaceableClasses");
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get();
if (AssetRegistry.IsLoadingAssets())
{
UE_LOG(LogPlacementMode, Display, TEXT("The Asset Registry is not yet fully loaded so some placeable classes might be missing."))
}
Category->Items.Reset();
for ( TTuple<FName, FPlacementCategory>& Pair : Categories )
{
for ( const TSharedRef<FPlaceableItem>& Draggable : Pair.Value.CustomDraggableItems )
{
Category->Items.Add( CreateID(), Draggable.ToSharedPtr() );
}
}
// Manually add some special cases that aren't added below
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryEmptyActor::StaticClass()));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryCharacter::StaticClass()));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryPawn::StaticClass()));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCube.ToString())), FName("ClassThumbnail.Cube"), FName("ClassIcon.Cube"), GetBasicShapeColorOverride(), TOptional<int32>(), LOCTEXT("Cube", "Cube")));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicSphere.ToString())), FName("ClassThumbnail.Sphere"), FName("ClassIcon.Sphere"), GetBasicShapeColorOverride(), TOptional<int32>(), LOCTEXT("Sphere", "Sphere")));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCylinder.ToString())), FName("ClassThumbnail.Cylinder"), FName("ClassIcon.Cylinder"), GetBasicShapeColorOverride(), TOptional<int32>(), LOCTEXT("Cylinder", "Cylinder")));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicCone.ToString())), FName("ClassThumbnail.Cone"), FName("ClassIcon.Cone"), GetBasicShapeColorOverride(), TOptional<int32>(), LOCTEXT("Cone", "Cone")));
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(*UActorFactoryBasicShape::StaticClass(), FAssetData(LoadObject<UStaticMesh>(nullptr, *UActorFactoryBasicShape::BasicPlane.ToString())), FName("ClassThumbnail.Plane"), FName("ClassIcon.Plane"), GetBasicShapeColorOverride(), TOptional<int32>(), LOCTEXT("Plane", "Plane")));
// Below, we will be checking if the actor factory classes inherit from certain classes, but these actor factory classes might not be loaded
// To handle this, we retrieve the derived classes via the Asset Registry
TSet<FTopLevelAssetPath> DerivedActorClassNames, DerivedVolumeClassNames, DerivedBrushClassNames;
AssetRegistry.GetDerivedClassNames({ AActor::StaticClass()->GetClassPathName() }, {}, DerivedActorClassNames);
AssetRegistry.GetDerivedClassNames({ AVolume::StaticClass()->GetClassPathName() }, {}, DerivedVolumeClassNames);
AssetRegistry.GetDerivedClassNames({ ABrush::StaticClass()->GetClassPathName() }, {}, DerivedBrushClassNames);
// Make a map of UClasses to ActorFactories that support them
const TArray< UActorFactory *>& ActorFactories = GEditor->ActorFactories;
TMap<FTopLevelAssetPath, UActorFactory*> ActorFactoryPathMap;
FAssetData NoAssetData;
FText UnusedErrorMessage;
for (int32 FactoryIdx = 0; FactoryIdx < ActorFactories.Num(); ++FactoryIdx)
{
UActorFactory* ActorFactory = ActorFactories[FactoryIdx];
if (!ActorFactory)
{
continue;
}
FTopLevelAssetPath ActorClassPath{};
if (ActorFactory->NewActorClass)
{
ActorClassPath = ActorFactory->NewActorClass->GetClassPathName();
}
else if (!ActorFactory->NewActorClassName.IsEmpty())
{
if (FPackageName::IsShortPackageName(ActorFactory->NewActorClassName))
{
// We cannot create a FTopLevelAssetPath from a short package name so we try resolving the name, which is what would happen if we were using
// UActorFactory::GetDefaultActorClass. The parameters for ResolveName are the same to the ones used in StaticLoadObject, but without raising errors
UObject* OuterPackage = nullptr;
FString ResolvedName = ActorFactory->NewActorClassName;
if (ResolveName(OuterPackage, ResolvedName, true, false, LOAD_NoWarn))
{
ActorClassPath = FTopLevelAssetPath{ OuterPackage->GetFName(), FName{ResolvedName} };
}
}
else
{
ActorClassPath = FTopLevelAssetPath{ ActorFactory->NewActorClassName };
}
}
// This is the equivalent check as the one in the loop below but using the cached data from the asset registry:
// We only want an Actor that is not a Brush unless it is a Volume
if (!DerivedActorClassNames.Contains(ActorClassPath) ||
(DerivedBrushClassNames.Contains(ActorClassPath) && !DerivedVolumeClassNames.Contains(ActorClassPath)))
{
continue;
}
const bool bSkipARFilteredAssets = false; // Allow the retrieval of BlueprintGeneratedClasses
FAssetData ActorClassAssetData = AssetRegistry.GetAssetByObjectPath(FSoftObjectPath{ActorClassPath}, false, bSkipARFilteredAssets);
// Only Blueprint classes might not be loaded at this point
int32 BPClassFlagsInt;
if (!ActorClassAssetData.GetTagValue(FBlueprintTags::ClassFlags, BPClassFlagsInt) || ActorClassAssetData.IsAssetLoaded())
{
// If the class is already loaded, it will be picked up in the class iterator loop below
ActorFactoryPathMap.Add(ActorClassPath, ActorFactory);
continue;
}
const EClassFlags BPClassFlags = static_cast<EClassFlags>(BPClassFlagsInt);
if (EnumHasAllFlags(BPClassFlags, CLASS_NotPlaceable) ||
EnumHasAnyFlags(BPClassFlags, CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists))
{
continue;
}
const bool bIsVolume = DerivedVolumeClassNames.Contains(ActorClassPath);
if (bIsVolume)
{
// Retrieving the ActorFactory for a volume requires a call to GEditor->FindActorFactoryByClassForActorClass which requires the class
// to be loaded to access its default actor. We therefore need to load the class here, but now that the class is loaded, we will defer
// the processing of this Volume to the loop of loaded classes below, otherwise we would double up the entry for this AssetClass.
const UClass* AssetClass = Cast<UClass>(ActorClassAssetData.GetAsset());
ActorFactoryPathMap.Add(ActorClassPath, ActorFactory);
continue;
}
else if (ActorFactory && !ActorFactory->CanCreateActorFrom(NoAssetData, UnusedErrorMessage))
{
continue;
}
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(ActorFactory, ActorClassAssetData));
}
// Add loaded classes
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
// Don't offer skeleton classes
const bool bIsSkeletonClass = FKismetEditorUtilities::IsClassABlueprintSkeleton(*ClassIt);
if (!ClassIt->HasAllClassFlags(CLASS_NotPlaceable) &&
!ClassIt->HasAnyClassFlags(CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists) &&
ClassIt->IsChildOf(AActor::StaticClass()) &&
(!ClassIt->IsChildOf(ABrush::StaticClass()) || ClassIt->IsChildOf(AVolume::StaticClass())) &&
!bIsSkeletonClass)
{
UActorFactory* ActorFactory = ActorFactoryPathMap.FindRef(ClassIt->GetClassPathName());
const bool bIsVolume = ClassIt->IsChildOf(AVolume::StaticClass());
if (bIsVolume)
{
ActorFactory = GEditor->FindActorFactoryByClassForActorClass(UActorFactoryBoxVolume::StaticClass(), *ClassIt);
}
else if (ActorFactory && !ActorFactory->CanCreateActorFrom(NoAssetData, UnusedErrorMessage))
{
continue;
}
Category->Items.Add(CreateID(), MakeShared<FPlaceableItem>(ActorFactory, FAssetData(*ClassIt)));
}
}
Category->Items.ValueSort([&](const TSharedPtr<FPlaceableItem>& A, const TSharedPtr<FPlaceableItem>& B) {
return A->DisplayName.CompareTo(B->DisplayName) < 0;
});
}
FGuid FPlacementModeModule::CreateID()
{
return FGuid::NewGuid();
}
FPlacementModeID FPlacementModeModule::CreateID(FName InCategory)
{
FPlacementModeID NewID;
NewID.UniqueID = CreateID();
NewID.Category = InCategory;
return NewID;
}
bool FPlacementModeModule::PassesFilters(const TSharedPtr<FPlaceableItem>& Item) const
{
if (PlaceableItemPredicates.Num() == 0)
{
return true;
}
for (auto& PredicatePair : PlaceableItemPredicates)
{
if (PredicatePair.Value(Item))
{
bool bPlaceable = true;
UClass* AssetClass = Item->AssetData.GetClass();
if (AssetClass == UClass::StaticClass())
{
UClass* Class = Cast<UClass>(Item->AssetData.GetAsset());
bPlaceable = AssetSelectionUtils::IsClassPlaceable(Class);
}
else if (AssetClass && AssetClass->IsChildOf<UBlueprint>())
{
// For blueprints, attempt to determine placeability from its tag information
FString TagValue;
if (Item->AssetData.GetTagValue(FBlueprintTags::NativeParentClassPath, TagValue) && !TagValue.IsEmpty())
{
// If the native parent class can't be placed, neither can the blueprint
UClass* NativeParentClass = UClass::TryFindTypeSlow<UClass>(FPackageName::ExportTextPathToObjectPath(TagValue));
bPlaceable = AssetSelectionUtils::IsChildBlueprintPlaceable(NativeParentClass);
}
if (bPlaceable && Item->AssetData.GetTagValue(FBlueprintTags::ClassFlags, TagValue) && !TagValue.IsEmpty())
{
// Check to see if this class is placeable from its class flags
const int32 NotPlaceableFlags = CLASS_NotPlaceable | CLASS_Deprecated | CLASS_Abstract;
uint32 ClassFlags = FCString::Atoi(*TagValue);
bPlaceable = (ClassFlags & NotPlaceableFlags) == CLASS_None;
}
}
return bPlaceable;
}
}
return false;
}
void FPlacementModeModule::OnCategoryPermissionListChanged()
{
PlacementModeCategoryListChanged.Broadcast();
}
#undef LOCTEXT_NAMESPACE