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

691 lines
26 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SSubobjectInstanceEditor.h"
#include "Editor/EditorEngine.h"
#include "Editor/UnrealEdEngine.h"
#include "EditorClassUtils.h"
#include "Framework/Application/SlateApplication.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Framework/Notifications/NotificationManager.h"
#include "GraphEditorActions.h"
#include "IDocumentation.h"
#include "ISCSEditorUICustomization.h" // #TODO_BH Rename this to subobject
#include "Kismet2/ComponentEditorUtils.h"
#include "Kismet2/KismetEditorUtilities.h" // ApplyInstanceChangesToBlueprint
#include "SComponentClassCombo.h"
#include "SPositiveActionButton.h"
#include "ScopedTransaction.h"
#include "SlateOptMacros.h"
#include "Styling/SlateIconFinder.h"
#include "SubobjectEditorExtensionContext.h"
#include "Subsystems/PanelExtensionSubsystem.h" // SExtensionPanel
#include "Widgets/Images/SImage.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Input/SComboButton.h"
#include "Widgets/Input/SSearchBox.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Widgets/SToolTip.h"
#define LOCTEXT_NAMESPACE "SSubobjectInstanceEditor"
extern UNREALED_API UUnrealEdEngine* GUnrealEd;
////////////////////////////////////////////////
// SSubobjectInstanceEditor
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SSubobjectInstanceEditor::Construct(const FArguments& InArgs)
{
ObjectContext = InArgs._ObjectContext;
OnSelectionUpdated = InArgs._OnSelectionUpdated;
OnItemDoubleClicked = InArgs._OnItemDoubleClicked;
AllowEditing = InArgs._AllowEditing;
bAllowTreeUpdates = true;
CreateCommandList();
// Build the tree widget
FSlateBrush const* MobilityHeaderBrush = FAppStyle::GetBrush(TEXT("ClassIcon.ComponentMobilityHeaderIcon"));
ConstructTreeWidget();
// Should only be true when used in the blueprints details panel
const bool bInlineSearchBarWithButtons = ShowInlineSearchWithButtons();
TSharedPtr<SWidget> Contents;
TSharedPtr<SVerticalBox> HeaderBox;
TSharedPtr<SWidget> SearchBar = SAssignNew(FilterBox, SSearchBox)
.HintText(!bInlineSearchBarWithButtons ? LOCTEXT("SearchComponentsHint", "Search Components") : LOCTEXT("SearchHint", "Search"))
.OnTextChanged(this, &SSubobjectInstanceEditor::OnFilterTextChanged)
.Visibility(this, &SSubobjectInstanceEditor::GetComponentsFilterBoxVisibility);
FMenuBuilder EditBlueprintMenuBuilder = CreateMenuBuilder();
// Extension context for new boi
USubobjectEditorExtensionContext* ExtensionContext = NewObject<USubobjectEditorExtensionContext>();
ExtensionContext->SubobjectEditor = SharedThis(this);
ExtensionContext->AddToRoot();
ButtonBox = SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.Padding(0.0f, 0.0f, 4.0f, 0.0f)
.AutoWidth()
[
SNew(SComponentClassCombo)
.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("Actor.AddComponent")))
.Visibility(this, &SSubobjectInstanceEditor::GetComponentClassComboButtonVisibility)
.OnSubobjectClassSelected(this, &SSubobjectInstanceEditor::PerformComboAddClass)
.ToolTipText(LOCTEXT("AddComponent_Tooltip", "Adds a new component to this actor"))
.IsEnabled(true)
]
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.AutoWidth()
[
SAssignNew(ExtensionPanel, SExtensionPanel)
.ExtensionPanelID("SCSEditor.NextToAddComponentButton")
.ExtensionContext(ExtensionContext)
]
// horizontal slot index #2 => reserved for BP-editor search bar (see 'ButtonBox' and 'SearchBarHorizontalSlotIndex' usage below)
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.AutoWidth()
[
SNew(SButton)
.ButtonStyle(FAppStyle::Get(), "DetailsView.NameAreaButton")
.ContentPadding(0)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("Actor.ConvertToBlueprint")))
.Visibility(this, &SSubobjectInstanceEditor::GetPromoteToBlueprintButtonVisibility)
.OnClicked(this, &SSubobjectInstanceEditor::OnPromoteToBlueprintClicked)
.ToolTip(IDocumentation::Get()->CreateToolTip(
LOCTEXT("PromoteToBluerprintTooltip", "Converts this actor into a reusable Blueprint Class that can have script behavior" ),
nullptr,
TEXT("Shared/LevelEditor"),
TEXT("ConvertToBlueprint")))
[
SNew(SImage)
.Image(FAppStyle::Get().GetBrush("Icons.Blueprints"))
]
]
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.AutoWidth()
[
SNew(SComboButton)
.ComboButtonStyle(FAppStyle::Get(), "DetailsView.NameAreaComboButton")
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.ContentPadding(FMargin(0, 2, 0, 1))
.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("Actor.EditBlueprint")))
.Visibility(this, &SSubobjectInstanceEditor::GetEditBlueprintButtonVisibility)
.ToolTipText(LOCTEXT("EditActorBlueprint_Tooltip", "Edit the Blueprint for this Actor"))
.ButtonContent()
[
SNew(SImage)
.Image(FAppStyle::Get().GetBrush("Icons.Blueprints"))
]
.MenuContent()
[
EditBlueprintMenuBuilder.MakeWidget()
]
]
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.Padding(4, 0, 0, 0)
.AutoWidth()
[
FEditorClassUtils::GetDynamicDocumentationLinkWidget(TAttribute<const UClass*>::CreateLambda([this]()
{
UObject* Obj = GetObjectContext();
return Obj != nullptr ? Obj->GetClass() : nullptr;
}))
];
Contents = SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.VAlign(VAlign_Top)
.Padding(4.f, 0, 4.f, 4.f)
[
SAssignNew(HeaderBox, SVerticalBox)
]
+ SVerticalBox::Slot()
[
SNew(SBorder)
.BorderImage(FAppStyle::Get().GetBrush("SCSEditor.Background"))
.Padding(4.f)
.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("ComponentsPanel")))
.Visibility(this, &SSubobjectInstanceEditor::GetComponentsTreeVisibility)
[
TreeWidget.ToSharedRef()
]
];
// Only insert the buttons and search bar in the Blueprints version
if (bInlineSearchBarWithButtons)
{
ButtonBox->AddSlot()
.FillWidth(1.0f)
.VAlign(VAlign_Center)
.Padding(3.0f, 3.0f)
[
SearchBar.ToSharedRef()
];
HeaderBox->AddSlot()
.VAlign(VAlign_Center)
.AutoHeight()
[
ButtonBox.ToSharedRef()
];
}
this->ChildSlot
[
Contents.ToSharedRef()
];
// Populate the tree with subobject data
UpdateTree();
}
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SSubobjectInstanceEditor::OnDeleteNodes()
{
const FScopedTransaction Transaction( LOCTEXT("RemoveComponents", "Remove Components") );
// Invalidate any active component in the visualizer
GUnrealEd->ComponentVisManager.ClearActiveComponentVis();
// Gather the handles of the components that we want to delete
TArray<FSubobjectDataHandle> HandlesToDelete;
TArray<FSubobjectEditorTreeNodePtrType> SelectedNodes = GetSelectedNodes();
for(const FSubobjectEditorTreeNodePtrType& Node : SelectedNodes)
{
check(Node->IsValid());
const FSubobjectData* Data = Node->GetDataSource();
if(Data && Data->IsComponent())
{
HandlesToDelete.Add(Data->GetHandle());
}
}
if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
{
FSubobjectDataHandle HandleToSelect;
int32 NumDeleted = System->DeleteSubobjects(RootNodes[0]->GetDataHandle(), HandlesToDelete, HandleToSelect);
if(NumDeleted > 0)
{
FSubobjectEditorTreeNodePtrType NodeToSelect = HandleToSelect.IsValid() ? FindSlateNodeForHandle(HandleToSelect) : GetSceneRootNode();
if(NodeToSelect.IsValid())
{
TreeWidget->SetSelection(NodeToSelect);
}
// If there are no components left, then fall back to the generic root node.
// This may be the case if you have deleted all components on a native instance actor
else if(!RootNodes.IsEmpty())
{
TreeWidget->SetSelection(RootNodes[0]);
}
UpdateTree();
// Do this AFTER marking the Blueprint as modified
UpdateSelectionFromNodes(TreeWidget->GetSelectedItems());
}
}
}
void SSubobjectInstanceEditor::CopySelectedNodes()
{
TArray<FSubobjectDataHandle> SelectedHandles = GetSelectedHandles();
if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
{
return System->CopySubobjects(SelectedHandles, /* BpContext = */ nullptr);
}
}
void SSubobjectInstanceEditor::OnDuplicateComponent()
{
TArray<FSubobjectDataHandle> SelectedNodes = GetSelectedHandles();
if(SelectedNodes.Num() > 0)
{
// Force the text box being edited (if any) to commit its text. The duplicate operation may trigger a regeneration of the tree view,
// releasing all row widgets. If one row was in edit mode (rename/rename on create), it was released before losing the focus and
// this would prevent the completion of the 'rename' or 'create + give initial name' transaction (occurring on focus lost).
FSlateApplication::Get().ClearKeyboardFocus();
TUniquePtr<FScopedTransaction> Transaction = MakeUnique<FScopedTransaction>(SelectedNodes.Num() > 1 ? LOCTEXT("DuplicateComponents", "Duplicate Components") : LOCTEXT("DuplicateComponent", "Duplicate Component"));
if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
{
TArray<FSubobjectDataHandle> DuplicatedHandles;
System->DuplicateSubobjects(GetObjectContextHandle(), SelectedNodes, /* BpContext = */ nullptr, DuplicatedHandles);
UpdateTree();
// Set focus to the newly created subobject
FSubobjectEditorTreeNodePtrType NewNode = DuplicatedHandles.Num() > 0 ? FindSlateNodeForHandle(DuplicatedHandles[0]) : nullptr;
if (NewNode != nullptr)
{
TreeWidget->SetSelection(NewNode);
OnRenameComponent(MoveTemp(Transaction));
}
}
}
}
void SSubobjectInstanceEditor::PasteNodes()
{
if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
{
TArray<FSubobjectDataHandle> OutHandles;
TArray<FSubobjectDataHandle> HandlesToPasteOnto = GetSelectedHandles();
if (HandlesToPasteOnto.IsEmpty())
{
if (FSubobjectEditorTreeNodePtrType RootPtr = GetSceneRootNode())
{
if (RootPtr.IsValid())
{
HandlesToPasteOnto.Emplace(RootPtr->GetDataHandle());
}
}
}
System->PasteSubobjects(GetObjectContextHandle(), HandlesToPasteOnto, nullptr, OutHandles);
if(OutHandles.Num() > 0)
{
// We only want the pasted node(s) to be selected
TreeWidget->ClearSelection();
UpdateTree();
for(const FSubobjectDataHandle& Handle : OutHandles)
{
if(FSubobjectEditorTreeNodePtrType SlateNode = FindSlateNodeForHandle(Handle))
{
TreeWidget->RequestScrollIntoView(SlateNode);
TreeWidget->SetItemSelection(SlateNode, true);
}
}
}
}
}
void SSubobjectInstanceEditor::OnAttachToDropAction(FSubobjectEditorTreeNodePtrType DroppedOn, const TArray<FSubobjectEditorTreeNodePtrType>& DroppedNodePtrs)
{
// Ask the subsystem to attach the dropped nodes onto the dropped on node
check(DroppedOn.IsValid());
check(DroppedNodePtrs.Num() > 0);
USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get();
check(System);
const FScopedTransaction TransactionContext(DroppedNodePtrs.Num() > 1 ? LOCTEXT("AttachComponents", "Attach Components") : LOCTEXT("AttachComponent", "Attach Component"));
TArray<FSubobjectDataHandle> HandlesToMove;
Utils::PopulateHandlesArray(DroppedNodePtrs, HandlesToMove);
FReparentSubobjectParams Params;
Params.NewParentHandle = DroppedOn->GetDataHandle();
System->ReparentSubobjects(Params, HandlesToMove);
check(TreeWidget.IsValid());
TreeWidget->SetItemExpansion(DroppedOn, true);
PostDragDropAction(true);
}
void SSubobjectInstanceEditor::OnDetachFromDropAction(const TArray<FSubobjectEditorTreeNodePtrType>& DroppedNodePtrs)
{
check(DroppedNodePtrs.Num() > 0);
const FScopedTransaction TransactionContext(DroppedNodePtrs.Num() > 1 ? LOCTEXT("DetachComponents", "Detach Components") : LOCTEXT("DetachComponent", "Detach Component"));
TArray<FSubobjectDataHandle> HandlesToMove;
Utils::PopulateHandlesArray(DroppedNodePtrs, HandlesToMove);
// Attach the dropped node to the current scene root node
FSubobjectEditorTreeNodePtrType SceneRootNodePtr = GetSceneRootNode();
check(SceneRootNodePtr.IsValid());
// Ask the subsystem to reparent this object to the scene root
if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
{
FReparentSubobjectParams Params;
Params.NewParentHandle = SceneRootNodePtr->GetDataHandle();
System->ReparentSubobjects(Params, HandlesToMove);
}
PostDragDropAction(true);
}
void SSubobjectInstanceEditor::OnMakeNewRootDropAction(FSubobjectEditorTreeNodePtrType DroppedNodePtr)
{
// Get the current scene root node
FSubobjectEditorTreeNodePtrType SceneRootNodePtr = GetSceneRootNode();
// Create a transaction record
const FScopedTransaction TransactionContext(LOCTEXT("MakeNewSceneRoot", "Make New Scene Root"));
USubobjectDataSubsystem* Subsystem = USubobjectDataSubsystem::Get();
const bool bSuccess = Subsystem->MakeNewSceneRoot(
GetObjectContextHandle(),
DroppedNodePtr->GetDataHandle(),
nullptr);
PostDragDropAction(true);
}
void SSubobjectInstanceEditor::PostDragDropAction(bool bRegenerateTreeNodes)
{
GUnrealEd->ComponentVisManager.ClearActiveComponentVis();
UpdateTree(bRegenerateTreeNodes);
if(AActor* ActorInstance = Cast<AActor>(GetObjectContext()))
{
ActorInstance->RerunConstructionScripts();
}
}
TSharedPtr<SWidget> SSubobjectInstanceEditor::BuildSceneRootDropActionMenu(FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr)
{
FMenuBuilder MenuBuilder(true, CommandList);
const FSubobjectData* DroppedNodeData = DroppedNodePtr->GetDataSource();
const FSubobjectData* DroppedOntoNodeData = DroppedOntoNodePtr->GetDataSource();
check(DroppedNodeData);
MenuBuilder.BeginSection("SceneRootNodeDropActions", LOCTEXT("SceneRootNodeDropActionContextMenu", "Drop Actions"));
{
const FText DroppedVariableNameText = FText::FromName( DroppedNodeData->GetVariableName() );
const FText NodeVariableNameText = FText::FromName( DroppedOntoNodeData->GetVariableName() );
bool bDroppedInSameBlueprint = true;
MenuBuilder.AddMenuEntry(
LOCTEXT("DropActionLabel_AttachToRootNode", "Attach"),
bDroppedInSameBlueprint
? FText::Format( LOCTEXT("DropActionToolTip_AttachToRootNode", "Attach {0} to {1}."), DroppedVariableNameText, NodeVariableNameText )
: FText::Format( LOCTEXT("DropActionToolTip_AttachToRootNodeFromCopy", "Copy {0} to a new variable and attach it to {1}."), DroppedVariableNameText, NodeVariableNameText ),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateSP(this, &SSubobjectEditor::OnAttachToDropAction, DroppedOntoNodePtr, DroppedNodePtr),
FCanExecuteAction()));
const bool bIsDefaultSceneRoot = DroppedNodeData->IsDefaultSceneRoot();
FText NewRootNodeText = bIsDefaultSceneRoot
? FText::Format(LOCTEXT("DropActionToolTip_MakeNewRootNodeAndDelete", "Make {0} the new root. The default root will be deleted."), DroppedVariableNameText)
: FText::Format(LOCTEXT("DropActionToolTip_MakeNewRootNode", "Make {0} the new root."), DroppedVariableNameText);
FText NewRootNodeFromCopyText = bIsDefaultSceneRoot
? FText::Format(LOCTEXT("DropActionToolTip_MakeNewRootNodeFromCopyAndDelete", "Copy {0} to a new variable and make it the new root. The default root will be deleted."), DroppedVariableNameText)
: FText::Format(LOCTEXT("DropActionToolTip_MakeNewRootNodeFromCopy", "Copy {0} to a new variable and make it the new root."), DroppedVariableNameText);
MenuBuilder.AddMenuEntry(
LOCTEXT("DropActionLabel_MakeNewRootNode", "Make New Root"),
bDroppedInSameBlueprint ? NewRootNodeText : NewRootNodeFromCopyText,
FSlateIcon(),
FUIAction(
FExecuteAction::CreateSP(this, &SSubobjectEditor::OnMakeNewRootDropAction, DroppedNodePtr),
FCanExecuteAction()));
}
MenuBuilder.EndSection();
return MenuBuilder.MakeWidget();
}
FSubobjectDataHandle SSubobjectInstanceEditor::AddNewSubobject(const FSubobjectDataHandle& ParentHandle, UClass* NewClass, UObject* AssetOverride, FText& OutFailReason, TUniquePtr<FScopedTransaction> InOngoingTransaction)
{
FAddNewSubobjectParams Params;
Params.ParentHandle = ParentHandle;
Params.NewClass = NewClass;
Params.AssetOverride = AssetOverride;
// This is an instance, so the blueprint context is null!
Params.BlueprintContext = nullptr;
USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get();
check(System);
return System->AddNewSubobject(Params,OutFailReason);
}
void SSubobjectInstanceEditor::PopulateContextMenuImpl(UToolMenu* InMenu, TArray<FSubobjectEditorTreeNodePtrType>& InSelectedItems, bool bIsChildActorSubtreeNodeSelected)
{
TArray<UActorComponent*> SelectedComponents;
for(const FSubobjectEditorTreeNodePtrType& SelectedNodePtr : InSelectedItems)
{
check(SelectedNodePtr->IsValid());
// Get the component template associated with the selected node
const UActorComponent* ComponentTemplate = SelectedNodePtr->GetComponentTemplate();
if (ComponentTemplate)
{
// #TODO_BH Remove this const cast
SelectedComponents.Add(const_cast<UActorComponent*>(ComponentTemplate));
}
}
// Common menu options added for all component types
FComponentEditorUtils::FillComponentContextMenuOptions(InMenu, SelectedComponents);
}
FMenuBuilder SSubobjectInstanceEditor::CreateMenuBuilder()
{
FMenuBuilder EditBlueprintMenuBuilder = SSubobjectEditor::CreateMenuBuilder();
EditBlueprintMenuBuilder.BeginSection(NAME_None, LOCTEXT("EditBlueprintMenu_InstanceHeader", "Instance modifications"));
EditBlueprintMenuBuilder.AddMenuEntry
(
LOCTEXT("PushChangesToBlueprint", "Apply Instance Changes to Blueprint"),
TAttribute<FText>(this, &SSubobjectInstanceEditor::OnGetApplyChangesToBlueprintTooltip),
FSlateIcon(),
FUIAction(FExecuteAction::CreateSP(this, &SSubobjectInstanceEditor::OnApplyChangesToBlueprint))
);
EditBlueprintMenuBuilder.AddMenuEntry
(
LOCTEXT("ResetToDefault", "Reset Instance Changes to Blueprint Default"),
TAttribute<FText>(this, &SSubobjectInstanceEditor::OnGetResetToBlueprintDefaultsTooltip),
FSlateIcon(),
FUIAction(FExecuteAction::CreateSP(this, &SSubobjectInstanceEditor::OnResetToBlueprintDefaults))
);
EditBlueprintMenuBuilder.BeginSection(NAME_None, LOCTEXT("EditBlueprintMenu_NewHeader", "Create New"));
//EditBlueprintMenuBuilder.AddMenuSeparator();
EditBlueprintMenuBuilder.AddMenuEntry
(
LOCTEXT("CreateChildBlueprint", "Create Child Blueprint Class"),
LOCTEXT("CreateChildBlueprintTooltip", "Creates a Child Blueprint Class based on the current Blueprint, allowing you to create variants easily. This replaces the current actor instance with a new one based on the new Child Blueprint Class."),
FSlateIcon(),
FUIAction(FExecuteAction::CreateSP(this, &SSubobjectInstanceEditor::PromoteToBlueprint))
);
return EditBlueprintMenuBuilder;
}
FText SSubobjectInstanceEditor::OnGetApplyChangesToBlueprintTooltip() const
{
int32 NumChangedProperties = 0;
AActor* Actor = Cast<AActor>(GetObjectContext());
UBlueprint* Blueprint = (Actor != nullptr) ? Cast<UBlueprint>(Actor->GetClass()->ClassGeneratedBy) : nullptr;
if (Actor != nullptr && Blueprint != nullptr && Actor->GetClass()->ClassGeneratedBy == Blueprint)
{
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
if (BlueprintCDO != nullptr)
{
const EditorUtilities::ECopyOptions::Type CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::PreviewOnly | EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties | EditorUtilities::ECopyOptions::SkipInstanceOnlyProperties);
NumChangedProperties += EditorUtilities::CopyActorProperties(Actor, BlueprintCDO, CopyOptions);
}
NumChangedProperties += Actor->GetInstanceComponents().Num();
}
if (NumChangedProperties == 0)
{
return LOCTEXT("DisabledPushToBlueprintDefaults_ToolTip", "Replaces the Blueprint's defaults with any altered property values.");
}
else if (NumChangedProperties > 1)
{
return FText::Format(LOCTEXT("PushToBlueprintDefaults_ToolTip", "Click to apply {0} changed properties to the Blueprint."), FText::AsNumber(NumChangedProperties));
}
else
{
return LOCTEXT("PushOneToBlueprintDefaults_ToolTip", "Click to apply 1 changed property to the Blueprint.");
}
}
void SSubobjectInstanceEditor::OnApplyChangesToBlueprint() const
{
AActor* Actor = Cast<AActor>(GetObjectContext());
const UBlueprint* const Blueprint = (Actor != nullptr) ? Cast<UBlueprint>(Actor->GetClass()->ClassGeneratedBy) : nullptr;
if (Actor != nullptr && Blueprint != nullptr && Actor->GetClass()->ClassGeneratedBy.Get() == Blueprint)
{
const FString ActorLabel = Actor->GetActorLabel();
int32 NumChangedProperties = FKismetEditorUtilities::ApplyInstanceChangesToBlueprint(Actor);
// Set up a notification record to indicate success/failure
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.FadeInDuration = 1.0f;
NotificationInfo.FadeOutDuration = 2.0f;
NotificationInfo.bUseLargeFont = false;
SNotificationItem::ECompletionState CompletionState;
if (NumChangedProperties > 0)
{
if (NumChangedProperties > 1)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlueprintName"), FText::FromName(Blueprint->GetFName()));
Args.Add(TEXT("NumChangedProperties"), NumChangedProperties);
Args.Add(TEXT("ActorName"), FText::FromString(ActorLabel));
NotificationInfo.Text = FText::Format(LOCTEXT("PushToBlueprintDefaults_ApplySuccess", "Updated Blueprint {BlueprintName} ({NumChangedProperties} property changes applied from actor {ActorName})."), Args);
}
else
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlueprintName"), FText::FromName(Blueprint->GetFName()));
Args.Add(TEXT("ActorName"), FText::FromString(ActorLabel));
NotificationInfo.Text = FText::Format(LOCTEXT("PushOneToBlueprintDefaults_ApplySuccess", "Updated Blueprint {BlueprintName} (1 property change applied from actor {ActorName})."), Args);
}
CompletionState = SNotificationItem::CS_Success;
}
else
{
NotificationInfo.Text = LOCTEXT("PushToBlueprintDefaults_ApplyFailed", "No properties were copied");
CompletionState = SNotificationItem::CS_Fail;
}
// Add the notification to the queue
const TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(NotificationInfo);
Notification->SetCompletionState(CompletionState);
}
}
void SSubobjectInstanceEditor::OnResetToBlueprintDefaults()
{
int32 NumChangedProperties = 0;
AActor* Actor = Cast<AActor>(GetObjectContext());
UBlueprint* Blueprint = (Actor != nullptr) ? Cast<UBlueprint>(Actor->GetClass()->ClassGeneratedBy) : nullptr;
if ((Actor != nullptr) && (Blueprint != nullptr) && (Actor->GetClass()->ClassGeneratedBy == Blueprint))
{
const FScopedTransaction Transaction(LOCTEXT("ResetToBlueprintDefaults_Transaction", "Reset to Class Defaults"));
{
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
if (BlueprintCDO != nullptr)
{
const EditorUtilities::ECopyOptions::Type CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties);
NumChangedProperties = EditorUtilities::CopyActorProperties(BlueprintCDO, Actor, CopyOptions);
}
NumChangedProperties += Actor->GetInstanceComponents().Num();
Actor->ClearInstanceComponents(true);
}
// Set up a notification record to indicate success/failure
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.FadeInDuration = 1.0f;
NotificationInfo.FadeOutDuration = 2.0f;
NotificationInfo.bUseLargeFont = false;
SNotificationItem::ECompletionState CompletionState;
if (NumChangedProperties > 0)
{
if (NumChangedProperties > 1)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlueprintName"), FText::FromName(Blueprint->GetFName()));
Args.Add(TEXT("NumChangedProperties"), NumChangedProperties);
Args.Add(TEXT("ActorName"), FText::FromString(Actor->GetActorLabel()));
NotificationInfo.Text = FText::Format(LOCTEXT("ResetToBlueprintDefaults_ApplySuccess", "Reset {ActorName} ({NumChangedProperties} property changes applied from Blueprint {BlueprintName})."), Args);
}
else
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlueprintName"), FText::FromName(Blueprint->GetFName()));
Args.Add(TEXT("ActorName"), FText::FromString(Actor->GetActorLabel()));
NotificationInfo.Text = FText::Format(LOCTEXT("ResetOneToBlueprintDefaults_ApplySuccess", "Reset {ActorName} (1 property change applied from Blueprint {BlueprintName})."), Args);
}
CompletionState = SNotificationItem::CS_Success;
}
else
{
NotificationInfo.Text = LOCTEXT("ResetToBlueprintDefaults_Failed", "No properties were reset");
CompletionState = SNotificationItem::CS_Fail;
}
UpdateTree();
// Add the notification to the queue
const TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(NotificationInfo);
Notification->SetCompletionState(CompletionState);
}
}
FText SSubobjectInstanceEditor::OnGetResetToBlueprintDefaultsTooltip() const
{
int32 NumChangedProperties = 0;
AActor* Actor = Cast<AActor>(GetObjectContext());
UBlueprint* Blueprint = (Actor != nullptr) ? Cast<UBlueprint>(Actor->GetClass()->ClassGeneratedBy) : nullptr;
if (Actor != nullptr && Blueprint != nullptr && Actor->GetClass()->ClassGeneratedBy == Blueprint)
{
AActor* BlueprintCDO = Actor->GetClass()->GetDefaultObject<AActor>();
if (BlueprintCDO != nullptr)
{
const EditorUtilities::ECopyOptions::Type CopyOptions = (EditorUtilities::ECopyOptions::Type)(EditorUtilities::ECopyOptions::PreviewOnly | EditorUtilities::ECopyOptions::OnlyCopyEditOrInterpProperties);
NumChangedProperties += EditorUtilities::CopyActorProperties(BlueprintCDO, Actor, CopyOptions);
}
NumChangedProperties += Actor->GetInstanceComponents().Num();
}
if (NumChangedProperties == 0)
{
return LOCTEXT("DisabledResetBlueprintDefaults_ToolTip", "Resets altered properties back to their Blueprint default values.");
}
else if (NumChangedProperties > 1)
{
return FText::Format(LOCTEXT("ResetToBlueprintDefaults_ToolTip", "Click to reset {0} changed properties to their Blueprint default values."), FText::AsNumber(NumChangedProperties));
}
else
{
return LOCTEXT("ResetOneToBlueprintDefaults_ToolTip", "Click to reset 1 changed property to its Blueprint default value.");
}
}
#undef LOCTEXT_NAMESPACE