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

821 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Misc/FeedbackContext.h"
#include "Model.h"
#include "Modules/ModuleManager.h"
#include "Components/ActorComponent.h"
#include "Components/SceneComponent.h"
#include "GameFramework/Actor.h"
#include "Components/PrimitiveComponent.h"
#include "Editor/EditorPerProjectUserSettings.h"
#include "Editor/UnrealEdEngine.h"
#include "Editor/GroupActor.h"
#include "Components/ChildActorComponent.h"
#include "Components/DecalComponent.h"
#include "Kismet2/ComponentEditorUtils.h"
#include "Engine/Selection.h"
#include "EdMode.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "Dialogs/Dialogs.h"
#include "UnrealEdGlobals.h"
#include "ScopedTransaction.h"
#include "Engine/LevelStreaming.h"
#include "LevelUtils.h"
#include "LevelEditorViewport.h"
#include "StatsViewerModule.h"
#include "SnappingUtils.h"
#include "Logging/MessageLog.h"
#include "ActorGroupingUtils.h"
#include "Subsystems/BrushEditingSubsystem.h"
#include "Elements/Framework/TypedElementList.h"
#include "Elements/Framework/TypedElementSelectionSet.h"
#include "Elements/Framework/EngineElementsLibrary.h"
#include "Elements/Interfaces/TypedElementWorldInterface.h"
#include "Elements/Interfaces/TypedElementObjectInterface.h"
#if PLATFORM_MAC
#include "HAL/PlatformApplicationMisc.h"
#endif // PLATFORM_MAC
#define LOCTEXT_NAMESPACE "EditorSelectUtils"
DEFINE_LOG_CATEGORY_STATIC(LogEditorSelectUtils, Log, All);
/*-----------------------------------------------------------------------------
Globals.
-----------------------------------------------------------------------------*/
// Click flags.
enum EViewportClick
{
CF_MOVE_ACTOR = 1, // Set if the actors have been moved since first click
CF_MOVE_TEXTURE = 2, // Set if textures have been adjusted since first click
CF_MOVE_ALL = (CF_MOVE_ACTOR | CF_MOVE_TEXTURE),
};
/*-----------------------------------------------------------------------------
Change transacting.
-----------------------------------------------------------------------------*/
void UUnrealEdEngine::NoteActorMovement()
{
if( !GUndo && !(GEditor->ClickFlags & CF_MOVE_ACTOR) )
{
GEditor->ClickFlags |= CF_MOVE_ACTOR;
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "ActorMovement", "Actor Movement") );
GLevelEditorModeTools().Snapping=0;
AActor* SelectedActor = NULL;
{
FSelectionIterator It(GetSelectedActorIterator());
if (It)
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
SelectedActor = Actor;
}
}
if( SelectedActor == NULL )
{
USelection* SelectedActors = GetSelectedActors();
SelectedActors->Modify();
SelectActor( GWorld->GetDefaultBrush(), true, true );
}
// Look for an actor that requires snapping.
{
FSelectionIterator It(GetSelectedActorIterator());
if (It)
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
GLevelEditorModeTools().Snapping = 1;
}
}
TSet<AGroupActor*> GroupActors;
// Modify selected actors.
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
Actor->Modify();
if (UActorGroupingUtils::IsGroupingActive())
{
// if this actor is in a group, add the GroupActor into a list to be modified shortly
AGroupActor* ActorLockedRootGroup = AGroupActor::GetRootForActor(Actor, true);
if (ActorLockedRootGroup != nullptr)
{
GroupActors.Add(ActorLockedRootGroup);
}
}
}
// Modify unique group actors
for (auto* GroupActor : GroupActors)
{
GroupActor->Modify();
}
}
}
void UUnrealEdEngine::FinishAllSnaps()
{
if(!IsRunningCommandlet())
{
if( ClickFlags & CF_MOVE_ACTOR )
{
ClickFlags &= ~CF_MOVE_ACTOR;
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
Actor->Modify();
Actor->InvalidateLightingCache();
Actor->PostEditMove( true );
}
}
}
}
void UUnrealEdEngine::Cleanse( bool ClearSelection, bool Redraw, const FText& Reason, bool bResetTrans )
{
if (GIsRunning)
{
FMessageLog("MapCheck").NewPage(LOCTEXT("MapCheck", "Map Check"));
FMessageLog("LightingResults").NewPage(LOCTEXT("LightingBuildNewLogPage", "Lighting Build"));
FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked<FStatsViewerModule>(TEXT("StatsViewer"));
StatsViewerModule.Clear();
}
Super::Cleanse( ClearSelection, Redraw, Reason, bResetTrans );
}
FVector UUnrealEdEngine::GetPivotLocation()
{
return GLevelEditorModeTools().PivotLocation;
}
void UUnrealEdEngine::SetPivot( FVector NewPivot, bool bSnapPivotToGrid, bool bIgnoreAxis, bool bAssignPivot/*=false*/ )
{
if (!GCurrentLevelEditingViewportClient)
{
return;
}
FEditorModeTools& EditorModeTools = GLevelEditorModeTools();
if( !bIgnoreAxis )
{
// Don't stomp on orthonormal axis.
// TODO: this breaks if there is genuinely a need to set the pivot to a coordinate containing a zero component
if( NewPivot.X==0 ) NewPivot.X=EditorModeTools.PivotLocation.X;
if( NewPivot.Y==0 ) NewPivot.Y=EditorModeTools.PivotLocation.Y;
if( NewPivot.Z==0 ) NewPivot.Z=EditorModeTools.PivotLocation.Z;
}
// Set the pivot.
EditorModeTools.SetPivotLocation(NewPivot, false);
if( bSnapPivotToGrid )
{
FRotator DummyRotator(0,0,0);
FSnappingUtils::SnapToBSPVertex( EditorModeTools.SnappedLocation, EditorModeTools.GridBase, DummyRotator );
EditorModeTools.PivotLocation = EditorModeTools.SnappedLocation;
}
// Check all elements.
int32 NumElements = 0;
//default to using the x axis for the translate rotate widget
EditorModeTools.TranslateRotateXAxisAngle = 0.0f;
EditorModeTools.TranslateRotate2DAngle = 0.0f;
FVector TranslateRotateWidgetWorldXAxis = FVector::ZeroVector;
FVector Widget2DWorldXAxis = FVector::ZeroVector;
// Pick a new common pivot, or not.
TTypedElement<ITypedElementWorldInterface> SingleWorldElement;
FTypedElementListConstRef ElementsToManipulate = GCurrentLevelEditingViewportClient->GetElementsToManipulate();
ElementsToManipulate->ForEachElement<ITypedElementWorldInterface>([&NumElements, &TranslateRotateWidgetWorldXAxis, &Widget2DWorldXAxis, &SingleWorldElement](const TTypedElement<ITypedElementWorldInterface>& InWorldElement)
{
if (NumElements == 0)
{
FTransform ElementWorldTransform;
InWorldElement.GetWorldTransform(ElementWorldTransform);
TranslateRotateWidgetWorldXAxis = ElementWorldTransform.TransformVector(FVector(1.0f, 0.0f, 0.0f));
//get the xy plane project of this vector
TranslateRotateWidgetWorldXAxis.Z = 0.0f;
if (!TranslateRotateWidgetWorldXAxis.Normalize())
{
TranslateRotateWidgetWorldXAxis = FVector(1.0f, 0.0f, 0.0f);
}
Widget2DWorldXAxis = ElementWorldTransform.TransformVector(FVector(1, 0, 0));
Widget2DWorldXAxis.Y = 0;
if (!Widget2DWorldXAxis.Normalize())
{
Widget2DWorldXAxis = FVector(1, 0, 0);
}
}
SingleWorldElement = InWorldElement;
++NumElements;
return true;
});
if (bAssignPivot && UActorGroupingUtils::IsGroupingActive())
{
if (TTypedElement<ITypedElementObjectInterface> ObjectElement = ElementsToManipulate->GetElement<ITypedElementObjectInterface>(SingleWorldElement))
{
if (AActor* SingleActor = Cast<AActor>(ObjectElement.GetObject()))
{
// set group pivot for the root-most group
if (AGroupActor* ActorGroupRoot = AGroupActor::GetRootForActor(SingleActor, true, true))
{
ActorGroupRoot->SetActorLocation(EditorModeTools.PivotLocation, false);
}
}
}
}
//if there are multiple elements selected, just use the x-axis for the "translate/rotate" or 2D widgets
if (NumElements == 1)
{
EditorModeTools.TranslateRotateXAxisAngle = static_cast<float>(TranslateRotateWidgetWorldXAxis.Rotation().Yaw);
EditorModeTools.TranslateRotate2DAngle = static_cast<float>(FMath::RadiansToDegrees(FMath::Atan2(Widget2DWorldXAxis.Z, Widget2DWorldXAxis.X)));
}
// Update showing.
EditorModeTools.PivotShown = NumElements > 0;
}
void UUnrealEdEngine::ResetPivot()
{
GLevelEditorModeTools().PivotShown = 0;
GLevelEditorModeTools().Snapping = 0;
GLevelEditorModeTools().SnappedActor = 0;
}
/*-----------------------------------------------------------------------------
Selection.
-----------------------------------------------------------------------------*/
void UUnrealEdEngine::OnEditorElementSelectionPtrChanged(USelection* Selection, UTypedElementSelectionSet* OldSelectionSet, UTypedElementSelectionSet* NewSelectionSet)
{
if (Selection == GetSelectedActors())
{
if (OldSelectionSet)
{
OldSelectionSet->OnChanged().RemoveAll(this);
}
if (NewSelectionSet)
{
NewSelectionSet->OnChanged().AddUObject(this, &UUnrealEdEngine::OnEditorElementSelectionChanged);
}
}
}
void UUnrealEdEngine::OnEditorElementSelectionChanged(const UTypedElementSelectionSet* SelectionSet)
{
VisualizersForSelection.Empty();
auto GetVisualizersForSelection = [this](AActor* Actor, const UActorComponent* SelectedComponent)
{
// Iterate over components of that actor (and recurse through child components)
TInlineComponentArray<UActorComponent*> Components;
constexpr bool bIncludeFromChildActors = true;
Actor->GetComponents(Components, bIncludeFromChildActors);
for (int32 CompIdx = 0; CompIdx < Components.Num(); CompIdx++)
{
TWeakObjectPtr<UActorComponent> Comp(Components[CompIdx]);
if (Comp.IsValid() && Comp->IsRegistered())
{
// Try and find a visualizer
TSharedPtr<FComponentVisualizer> Visualizer = FindComponentVisualizer(Comp->GetClass());
if (Visualizer.IsValid())
{
FCachedComponentVisualizer CachedComponentVisualizer(Comp.Get(), Visualizer);
FComponentVisualizerForSelection Temp{ CachedComponentVisualizer };
FComponentVisualizerForSelection& ComponentVisualizerForSelection = VisualizersForSelection.Add_GetRef(MoveTemp(Temp));
ComponentVisualizerForSelection.IsEnabledDelegate.Emplace(
[bIsSelectedComponent = (Comp == SelectedComponent),
WeakViz = TWeakPtr<FComponentVisualizer>(Visualizer),
CompPath = CachedComponentVisualizer.ComponentPropertyPath]()
{
if (bIsSelectedComponent == true)
{
return true;
}
if (GetDefault<UEditorPerProjectUserSettings>()->bShowSelectionSubcomponents == false)
{
return false;
}
bool bShouldShowWithSelection = true;
if (TSharedPtr<FComponentVisualizer> PinnedViz = WeakViz.Pin())
{
bShouldShowWithSelection = PinnedViz->ShouldShowForSelectedSubcomponents(CompPath.GetComponent());
}
return bShouldShowWithSelection;
}
);
}
}
}
};
UTypedElementSelectionSet* LevelEditorSelectionSet = GetSelectedActors()->GetElementSelectionSet();
TSet<AActor*> ActorsProcessed;
LevelEditorSelectionSet->ForEachSelectedObject<UActorComponent>([&ActorsProcessed, &GetVisualizersForSelection](UActorComponent* InActorComponent)
{
if (AActor* Actor = InActorComponent->GetOwner())
{
if (!ActorsProcessed.Contains(Actor))
{
GetVisualizersForSelection(Actor, InActorComponent);
ActorsProcessed.Emplace(Actor);
}
}
return true;
});
if (ActorsProcessed.Num() == 0)
{
LevelEditorSelectionSet->ForEachSelectedObject<AActor>([&GetVisualizersForSelection](AActor* InActor)
{
GetVisualizersForSelection(InActor, InActor->GetRootComponent());
return true;
});
}
// Restore the active component visualizer, since an undo/redo may have changed the selection
bool bDidSetVizThisTick = false;
if (VisualizersForSelection.Num() > 0)
{
for (FComponentVisualizerForSelection& VisualizerForSelection : VisualizersForSelection)
{
if (!ComponentVisManager.IsActive() && VisualizerForSelection.ComponentVisualizer.Visualizer->GetEditedComponent() != nullptr)
{
ComponentVisManager.SetActiveComponentVis(GCurrentLevelEditingViewportClient, VisualizerForSelection.ComponentVisualizer.Visualizer);
bDidSetVizThisTick = true;
break;
}
if (ComponentVisManager.IsActive() && VisualizerForSelection.ComponentVisualizer.Visualizer->GetEditedComponent() == ComponentVisManager.GetActiveComponentVis()->GetEditedComponent())
{
bDidSetVizThisTick = true;
break;
}
}
}
if (ComponentVisManager.IsActive() && (VisualizersForSelection.Num() == 0 || !bDidSetVizThisTick))
{
ComponentVisManager.ClearActiveComponentVis();
}
#if PLATFORM_MAC
FPlatformApplicationMisc::bChachedMacMenuStateNeedsUpdate = true;
#endif
NoteSelectionChange();
}
void UUnrealEdEngine::PostActorSelectionChanged()
{
// Whenever selection changes, recompute whether the selection contains a locked actor
bCheckForLockActors = true;
// Whenever selection changes, recompute whether the selection contains a world info actor
bCheckForWorldSettingsActors = true;
}
void UUnrealEdEngine::SetPivotMovedIndependently(bool bMovedIndependently)
{
bPivotMovedIndependently = bMovedIndependently;
}
bool UUnrealEdEngine::IsPivotMovedIndependently() const
{
return bPivotMovedIndependently;
}
void UUnrealEdEngine::UpdatePivotLocationForSelection( bool bOnChange )
{
if (!GCurrentLevelEditingViewportClient)
{
return;
}
// Pick a new common pivot, or not.
TTypedElement<ITypedElementWorldInterface> SingleWorldElement;
FTypedElementListConstRef ElementsToManipulate = GCurrentLevelEditingViewportClient->GetElementsToManipulate();
ElementsToManipulate->ForEachElement<ITypedElementWorldInterface>([&SingleWorldElement](const TTypedElement<ITypedElementWorldInterface>& InWorldElement)
{
#if DO_CHECK
if (ULevel* OwnerLevel = InWorldElement.GetOwnerLevel())
{
const bool bIsTemplate = InWorldElement.IsTemplateElement();
const bool bLevelLocked = FLevelUtils::IsLevelLocked(OwnerLevel);
check(bIsTemplate || !bLevelLocked);
}
#endif // DO_CHECK
SingleWorldElement = InWorldElement;
return true;
});
if (SingleWorldElement)
{
UBrushEditingSubsystem* BrushSubsystem = GEditor->GetEditorSubsystem<UBrushEditingSubsystem>();
const bool bGeometryMode = BrushSubsystem && BrushSubsystem->IsGeometryEditorModeActive();
// For geometry mode use current pivot location as it's set to selected face, not actor
// TODO: If geometry used elements for face selection, then this could work via the world interface and this special case could be removed
if (!bGeometryMode || bOnChange)
{
FTransform ElementWorldTransform;
SingleWorldElement.GetWorldTransform(ElementWorldTransform);
FVector ElementPivotOffset = FVector::ZeroVector;
SingleWorldElement.GetPivotOffset(ElementPivotOffset);
// Set pivot point to the element location, accounting for any set pivot offset
FVector PivotPoint = ElementWorldTransform.TransformPosition(ElementPivotOffset);
// If grouping is active, see if this element is an actor that's part of a locked group and use that pivot instead
if (UActorGroupingUtils::IsGroupingActive())
{
if (TTypedElement<ITypedElementObjectInterface> ObjectElement = ElementsToManipulate->GetElement<ITypedElementObjectInterface>(SingleWorldElement))
{
if (AActor* SingleActor = Cast<AActor>(ObjectElement.GetObject()))
{
if (AGroupActor* ActorGroupRoot = AGroupActor::GetRootForActor(SingleActor, true, true))
{
PivotPoint = ActorGroupRoot->GetActorLocation();
}
}
}
}
SetPivot(PivotPoint, false, true);
}
}
else
{
ResetPivot();
}
SetPivotMovedIndependently(false);
}
void UUnrealEdEngine::NoteSelectionChange(bool bNotify)
{
// The selection changed, so make sure the pivot (widget) is located in the right place
UpdatePivotLocationForSelection( true );
const bool bComponentSelectionChanged = GetSelectedComponentCount() > 0;
if (bNotify)
{
USelection* Selection = bComponentSelectionChanged ? GetSelectedComponents() : GetSelectedActors();
Selection->NoteSelectionChanged();
}
if (!bComponentSelectionChanged)
{
PostActorSelectionChanged();
}
UpdateFloatingPropertyWindows(/*bForceRefresh*/false, !bComponentSelectionChanged);
RedrawLevelEditingViewports();
}
void UUnrealEdEngine::SelectGroup(AGroupActor* InGroupActor, bool bForceSelection/*=false*/, bool bInSelected/*=true*/, bool bNotify/*=true*/)
{
USelection* ActorSelection = GetSelectedActors();
if (UTypedElementSelectionSet* SelectionSet = ActorSelection->GetElementSelectionSet())
{
FTypedElementList::FScopedClearNewPendingChange ClearNewPendingChange;
if (!bNotify)
{
ClearNewPendingChange = SelectionSet->GetScopedClearNewPendingChange();
}
const FTypedElementSelectionOptions SelectionOptions = FTypedElementSelectionOptions()
.SetWarnIfLocked(true)
.SetAllowGroups(false)
.SetAllowLegacyNotifications(false);
bool bSelectionChanged = false;
// Select/deselect all actors within the group (if locked or forced)
if (bForceSelection || InGroupActor->IsLocked())
{
TArray<AActor*> GroupActors;
InGroupActor->GetGroupActors(GroupActors);
TArray<FTypedElementHandle, TInlineAllocator<256>> GroupElements;
GroupElements.Reserve(GroupActors.Num());
for (AActor* Actor : GroupActors)
{
if (FTypedElementHandle ElementHandle = UEngineElementsLibrary::AcquireEditorActorElementHandle(Actor))
{
GroupElements.Add(MoveTemp(ElementHandle));
}
}
if (GroupElements.Num() > 0)
{
bSelectionChanged |= bInSelected
? SelectionSet->SelectElements(GroupElements, SelectionOptions)
: SelectionSet->DeselectElements(GroupElements, SelectionOptions);
}
}
if (bSelectionChanged)
{
if (bNotify)
{
SelectionSet->NotifyPendingChanges();
}
}
}
}
bool UUnrealEdEngine::CanSelectActor(AActor* Actor, bool bInSelected, bool bSelectEvenIfHidden, bool bWarnIfLevelLocked ) const
{
if (!Actor)
{
return false;
}
USelection* ActorSelection = GetSelectedActors();
if (UTypedElementSelectionSet* SelectionSet = ActorSelection->GetElementSelectionSet())
{
const FTypedElementSelectionOptions SelectionOptions = FTypedElementSelectionOptions()
.SetAllowHidden(bSelectEvenIfHidden)
.SetWarnIfLocked(bWarnIfLevelLocked);
return bInSelected
? SelectionSet->CanSelectElement(UEngineElementsLibrary::AcquireEditorActorElementHandle(Actor), SelectionOptions)
: SelectionSet->CanDeselectElement(UEngineElementsLibrary::AcquireEditorActorElementHandle(Actor), SelectionOptions);
}
return false;
}
void UUnrealEdEngine::SelectActor(AActor* Actor, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden, bool bForceRefresh)
{
if (!Actor || Actor->GetRootSelectionParent() != nullptr)
{
return;
}
USelection* ActorSelection = GetSelectedActors();
if (UTypedElementSelectionSet* SelectionSet = ActorSelection->GetElementSelectionSet())
{
FTypedElementList::FScopedClearNewPendingChange ClearNewPendingChange;
if (!bNotify)
{
ClearNewPendingChange = SelectionSet->GetScopedClearNewPendingChange();
}
const FTypedElementSelectionOptions SelectionOptions = FTypedElementSelectionOptions()
.SetAllowHidden(bSelectEvenIfHidden)
.SetWarnIfLocked(true)
.SetAllowLegacyNotifications(false)
.SetAllowSubRootSelection(false);
const bool bSelectionChanged = bInSelected
? SelectionSet->SelectElement(UEngineElementsLibrary::AcquireEditorActorElementHandle(Actor), SelectionOptions)
: SelectionSet->DeselectElement(UEngineElementsLibrary::AcquireEditorActorElementHandle(Actor), SelectionOptions);
if (bSelectionChanged)
{
if (bNotify)
{
SelectionSet->NotifyPendingChanges();
}
}
else if (bNotify || bForceRefresh)
{
// Reset the property windows, in case something has changed since previous selection
UpdateFloatingPropertyWindows(bForceRefresh);
}
}
}
void UUnrealEdEngine::SelectComponent(UActorComponent* Component, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden)
{
if (!Component || (Component->GetOwner() && Component->GetOwner()->GetRootSelectionParent() != nullptr))
{
return;
}
USelection* ComponentSelection = GetSelectedComponents();
if (UTypedElementSelectionSet* SelectionSet = ComponentSelection->GetElementSelectionSet())
{
FTypedElementList::FScopedClearNewPendingChange ClearNewPendingChange;
if (!bNotify)
{
ClearNewPendingChange = SelectionSet->GetScopedClearNewPendingChange();
}
const FTypedElementSelectionOptions SelectionOptions = FTypedElementSelectionOptions()
.SetAllowHidden(bSelectEvenIfHidden)
.SetWarnIfLocked(true)
.SetAllowLegacyNotifications(false);
const bool bSelectionChanged = bInSelected
? SelectionSet->SelectElement(UEngineElementsLibrary::AcquireEditorComponentElementHandle(Component), SelectionOptions)
: SelectionSet->DeselectElement(UEngineElementsLibrary::AcquireEditorComponentElementHandle(Component), SelectionOptions);
if (bSelectionChanged)
{
if (bNotify)
{
SelectionSet->NotifyPendingChanges();
}
}
}
}
bool UUnrealEdEngine::IsComponentSelected(const UPrimitiveComponent* PrimComponent)
{
USelection* ComponentSelection = GetSelectedComponents();
if (UTypedElementSelectionSet* SelectionSet = ComponentSelection->GetElementSelectionSet())
{
return SelectionSet->IsElementSelected(UEngineElementsLibrary::AcquireEditorComponentElementHandle(PrimComponent), FTypedElementIsSelectedOptions().SetAllowIndirect(true));
}
return false;
}
void UUnrealEdEngine::SelectBSPSurf(UModel* InModel, int32 iSurf, bool bSelected, bool bNoteSelectionChange)
{
if( GEdSelectionLock )
{
return;
}
FBspSurf& Surf = InModel->Surfs[ iSurf ];
InModel->ModifySurf( iSurf, false );
if( bSelected )
{
Surf.PolyFlags |= PF_Selected;
}
else
{
Surf.PolyFlags &= ~PF_Selected;
}
if( bNoteSelectionChange )
{
NoteSelectionChange();
}
PostActorSelectionChanged();
}
/**
* Deselects all BSP surfaces in the specified level.
*
* @param Level The level for which to deselect all surfaces.
* @return The number of surfaces that were deselected
*/
static uint32 DeselectAllSurfacesForLevel(ULevel* Level)
{
uint32 NumSurfacesDeselected = 0;
if ( Level )
{
UModel* Model = Level->Model;
for( int32 SurfaceIndex = 0 ; SurfaceIndex < Model->Surfs.Num() ; ++SurfaceIndex )
{
FBspSurf& Surf = Model->Surfs[SurfaceIndex];
if( Surf.PolyFlags & PF_Selected )
{
Model->ModifySurf( SurfaceIndex, false );
Surf.PolyFlags &= ~PF_Selected;
++NumSurfacesDeselected;
}
}
}
return NumSurfacesDeselected;
}
/**
* Deselects all BSP surfaces in the specified world.
*
* @param World The world for which to deselect all surfaces.
* @return The number of surfaces that were deselected
*/
static uint32 DeselectAllSurfacesForWorld(UWorld* World)
{
uint32 NumSurfacesDeselected = 0;
if (World)
{
NumSurfacesDeselected += DeselectAllSurfacesForLevel(World->PersistentLevel);
for (ULevelStreaming* StreamingLevel : World->GetStreamingLevels())
{
if (StreamingLevel)
{
if (ULevel* Level = StreamingLevel->GetLoadedLevel())
{
NumSurfacesDeselected += DeselectAllSurfacesForLevel(Level);
}
}
}
}
return NumSurfacesDeselected;
}
void UUnrealEdEngine::DeselectAllSurfaces()
{
DeselectAllSurfacesForWorld(GWorld);
}
void UUnrealEdEngine::SelectNone(bool bNoteSelectionChange, bool bDeselectBSPSurfs, bool WarnAboutManyActors)
{
if (GEdSelectionLock)
{
return;
}
bool bSelectionChanged = false;
USelection* ActorSelection = GetSelectedActors();
UTypedElementSelectionSet* SelectionSet = ActorSelection->GetElementSelectionSet();
FTypedElementList::FScopedClearNewPendingChange ClearNewPendingChange;
if (SelectionSet)
{
if (!bNoteSelectionChange)
{
ClearNewPendingChange = SelectionSet->GetScopedClearNewPendingChange();
}
bSelectionChanged |= SelectionSet->ClearSelection(FTypedElementSelectionOptions().SetAllowLegacyNotifications(false));
}
if (bDeselectBSPSurfs)
{
bSelectionChanged |= DeselectAllSurfacesForWorld(GWorld) > 0;
}
if (bSelectionChanged)
{
PostActorSelectionChanged();
if (SelectionSet)
{
if (bNoteSelectionChange)
{
SelectionSet->NotifyPendingChanges();
}
}
}
}
#undef LOCTEXT_NAMESPACE