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

1693 lines
55 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Subsystems/AssetEditorSubsystem.h"
#include "AssetEditorMessages.h"
#include "Containers/VersePath.h"
#include "MessageEndpoint.h"
#include "EngineAnalytics.h"
#include "AnalyticsEventAttribute.h"
#include "UObject/Package.h"
#include "CoreGlobals.h"
#include "AssetToolsModule.h"
#include "IAssetTools.h"
#include "IMessageContext.h"
#include "LevelEditor.h"
#include "Toolkits/AssetEditorToolkit.h"
#include "Toolkits/SimpleAssetEditor.h"
#include "Engine/MapBuildDataRegistry.h"
#include "MRUFavoritesList.h"
#include "Settings/EditorLoadingSavingSettings.h"
#include "UObject/UObjectIterator.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Framework/Notifications/NotificationManager.h"
#include "PackageTools.h"
#include "UObject/PackageReload.h"
#include "Interfaces/IAnalyticsProvider.h"
#include "Misc/FeedbackContext.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/NamePermissionList.h"
#include "EditorModeRegistry.h"
#include "Tools/UEdMode.h"
#include "AssetEditorMessages.h"
#include "EditorModeManager.h"
#include "Tools/LegacyEdMode.h"
#include "ProfilingDebugging/StallDetector.h"
#include "ToolMenus.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Elements/SMInstance/SMInstanceElementData.h" // For SMInstanceElementDataUtil::SMInstanceElementsEnabled
#define LOCTEXT_NAMESPACE "AssetEditorSubsystem"
DEFINE_LOG_CATEGORY_STATIC(LogAssetEditorSubsystem, Log, All);
UAssetEditorSubsystem::UAssetEditorSubsystem()
: Super()
, bSavingOnShutdown(false)
, bRequestRestorePreviouslyOpenAssets(false)
{
}
void UAssetEditorSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
TickDelegate = FTickerDelegate::CreateUObject(this, &UAssetEditorSubsystem::HandleTicker);
FTSTicker::GetCoreTicker().AddTicker(TickDelegate, 1.f);
FCoreUObjectDelegates::OnPackageReloaded.AddUObject(this, &UAssetEditorSubsystem::HandlePackageReloaded);
GEditor->OnEditorClose().AddUObject(this, &UAssetEditorSubsystem::OnEditorClose);
FCoreDelegates::OnEnginePreExit.AddUObject(this, &UAssetEditorSubsystem::UnregisterEditorModes);
FCoreDelegates::OnAllModuleLoadingPhasesComplete.AddUObject(this, &UAssetEditorSubsystem::RegisterEditorModes);
if (FAssetRegistryModule* AssetRegistryModule = FModuleManager::GetModulePtr<FAssetRegistryModule>(TEXT("AssetRegistry")))
{
AssetRegistryModule->Get().OnAssetRemoved().AddUObject(this, &UAssetEditorSubsystem::OnAssetRemoved);
AssetRegistryModule->Get().OnAssetRenamed().AddUObject(this, &UAssetEditorSubsystem::OnAssetRenamed);
}
SMInstanceElementDataUtil::OnSMInstanceElementsEnabledChanged().AddUObject(this, &UAssetEditorSubsystem::OnSMInstanceElementsEnabled);
RegisterLevelEditorMenuExtensions();
InitializeRecentAssets();
}
void UAssetEditorSubsystem::Deinitialize()
{
FCoreUObjectDelegates::OnPackageReloaded.RemoveAll(this);
GEditor->OnEditorClose().RemoveAll(this);
FCoreDelegates::OnEnginePreExit.RemoveAll(this);
FCoreDelegates::OnPostEngineInit.RemoveAll(this);
SMInstanceElementDataUtil::OnSMInstanceElementsEnabledChanged().RemoveAll(this);
if (FAssetRegistryModule* AssetRegistryModule = FModuleManager::GetModulePtr<FAssetRegistryModule>(TEXT("AssetRegistry")))
{
AssetRegistryModule->Get().OnAssetRemoved().RemoveAll(this);
AssetRegistryModule->Get().OnAssetRenamed().RemoveAll(this);
}
// Don't attempt to report usage stats if analytics isn't available
if (FEngineAnalytics::IsAvailable())
{
TArray<FAnalyticsEventAttribute> EditorUsageAttribs;
EditorUsageAttribs.Empty(3);
for (auto Iter = EditorUsageAnalytics.CreateConstIterator(); Iter; ++Iter)
{
const FAssetEditorAnalyticInfo& Data = Iter.Value();
EditorUsageAttribs.Reset();
EditorUsageAttribs.Emplace(TEXT("TotalDurationSeconds"), Data.SumDuration.GetTotalSeconds());
EditorUsageAttribs.Emplace(TEXT("OpenedInstancesCount"), Data.NumTimesOpened);
EditorUsageAttribs.Emplace(TEXT("AssetEditor"), *Iter.Key().ToString());
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.AssetEditorClosed"), EditorUsageAttribs);
}
}
SaveRecentAssets();
RecentAssetsList.Reset();
}
void UAssetEditorSubsystem::InitializeRecentAssets()
{
// The current max allowed is 30 assets
RecentAssetsList = MakeUnique<FMainMRUFavoritesList>(TEXT("AssetEditorSubsystemRecents"), TEXT("AssetEditorSubsystemFavorites"), 30);
RecentAssetsList->ReadFromINI();
TArray<FString> RecentAssetEditors;
GConfig->GetArray(TEXT("AssetEditorSubsystem"), TEXT("RecentAssetEditors"), RecentAssetEditors, GEditorPerProjectIni);
bool bFoundRecentAssetEditorsCleanly = true;
// If the number of recent assets and recent asset editors don't match, something went wrong during saving and we have potentially corrupt data
if(RecentAssetsList->GetNumItems() != RecentAssetEditors.Num())
{
bFoundRecentAssetEditorsCleanly = false;
UE_LOG(LogAssetEditorSubsystem, Warning, TEXT("Something went wrong while loading recent assets! Num Recent Assets = %d, Num Recent Asset Editors = %d"), RecentAssetsList->GetNumItems(), RecentAssetEditors.Num());
}
// If we have corrupt data, simply ignore the asset editor list instead of potentially showing an asset in the wrong asset editor's recents
if(bFoundRecentAssetEditorsCleanly)
{
// Go in reverse since the first item should be the most recent
for(int CurRecentIndex = 0; CurRecentIndex < RecentAssetsList->GetNumItems(); ++CurRecentIndex)
{
if(!RecentAssetEditors[CurRecentIndex].IsEmpty())
{
RecentAssetToAssetEditorMap.Add(RecentAssetsList->GetMRUItem(CurRecentIndex), RecentAssetEditors[CurRecentIndex]);
}
}
}
}
void UAssetEditorSubsystem::SaveRecentAssets(const bool bOnShutdown)
{
TArray<FString> RecentAssetEditorsToSave;
// If we are closing the editor, remove all assets that weren't actually saved to disk (transient)
if(bOnShutdown)
{
for(int CurRecentIndex = 0; CurRecentIndex < RecentAssetsList->GetNumItems(); ++CurRecentIndex)
{
const FString& RecentAsset = RecentAssetsList->GetMRUItem(CurRecentIndex);
if(!FPackageName::DoesPackageExist(RecentAsset))
{
RecentAssetsList->RemoveMRUItem(CurRecentIndex);
--CurRecentIndex;
}
}
}
for(int CurRecentIndex = 0; CurRecentIndex < RecentAssetsList->GetNumItems(); ++CurRecentIndex)
{
FString CurRecentAsset = RecentAssetsList->GetMRUItem(CurRecentIndex);
// If we have a valid asset editor for the current asset, save it
if(FString* CurrentAssetEditorName = RecentAssetToAssetEditorMap.Find(CurRecentAsset))
{
RecentAssetEditorsToSave.Add(*CurrentAssetEditorName);
}
// Otherwise add an empty entry (e.g levels) so the two arrays are always the same size
else
{
RecentAssetEditorsToSave.Add(FString());
}
}
RecentAssetsList->WriteToINI();
GConfig->SetArray(TEXT("AssetEditorSubsystem"), TEXT("RecentAssetEditors"), RecentAssetEditorsToSave, GEditorPerProjectIni);
}
void UAssetEditorSubsystem::CullRecentAssetEditorsMap()
{
/* Since the Recent Asset -> Asset Editor Map is not an MRU list, it can keep infinitely growing as the user opens assets
* To keep it a reasonable size while also not culling it too often, we cull it when it gets twice as big as the MRU list
*/
if(RecentAssetToAssetEditorMap.Num() > 2 * RecentAssetsList->GetMaxItems())
{
for (TMap<FString, FString>::TIterator It(RecentAssetToAssetEditorMap); It; ++It)
{
// Remove any entries that are not in the mru list or if the package isn't valid anymore
if(!FPackageName::IsValidLongPackageName(It->Key) || RecentAssetsList->FindMRUItemIdx(It->Key) == INDEX_NONE)
{
It.RemoveCurrent();
}
}
}
}
void UAssetEditorSubsystem::OnAssetRemoved(const FAssetData& AssetData)
{
FString PathName = AssetData.PackageName.ToString();
// We need this early exit because FindMRUItemIdx has a check() for non valid long package names
if (!FPackageName::IsValidLongPackageName(PathName))
{
return;
}
// If the asset that was deleted was not found in the recent assets list, we have nothing to do
if(RecentAssetsList->FindMRUItemIdx(PathName) == INDEX_NONE)
{
return;
}
// Remove the asset from our list and map
RecentAssetsList->RemoveMRUItem(PathName);
RecentAssetToAssetEditorMap.Remove(PathName);
SaveRecentAssets();
}
void UAssetEditorSubsystem::OnAssetRenamed(const FAssetData& AssetData, const FString& AssetOldName)
{
FString OldPathName = FSoftObjectPath(AssetOldName).GetLongPackageName();
FString NewPathName = AssetData.PackageName.ToString();
// We need this early exit because FindMRUItemIdx has a check() for non valid long package names
if (!FPackageName::IsValidLongPackageName(OldPathName) || !FPackageName::IsValidLongPackageName(NewPathName))
{
return;
}
// If the asset did not previously exist in the recents list, we have nothing to do
if(RecentAssetsList->FindMRUItemIdx(OldPathName) == INDEX_NONE)
{
return;
}
// Otherwise remove the old name of the asset, and re-add it with the new name
// NOTE: This has an unintentional side effect of bringing it to the top of the MRU list that can't be avoided
RecentAssetsList->RemoveMRUItem(OldPathName);
RecentAssetsList->AddMRUItem(NewPathName);
if(FString* AssetEditorName = RecentAssetToAssetEditorMap.Find(OldPathName))
{
RecentAssetToAssetEditorMap.Add(NewPathName, *AssetEditorName);
RecentAssetToAssetEditorMap.Remove(OldPathName);
}
SaveRecentAssets();
}
void UAssetEditorSubsystem::OnEditorClose()
{
SaveOpenAssetEditors(true);
TGuardValue<bool> GuardOnShutdown(bSavingOnShutdown, true);
CloseAllAssetEditors();
}
IAssetEditorInstance* UAssetEditorSubsystem::FindEditorForAsset(UObject* Asset, bool bFocusIfOpen)
{
const TArray<IAssetEditorInstance*> AssetEditors = FindEditorsForAsset(Asset);
IAssetEditorInstance* const * PrimaryEditor = AssetEditors.FindByPredicate([](IAssetEditorInstance* Editor) { return Editor->IsPrimaryEditor(); });
const bool bEditorOpen = PrimaryEditor != NULL;
if (bEditorOpen && bFocusIfOpen)
{
// @todo toolkit minor: We may need to handle this differently for world-centric vs standalone. (multiple level editors, etc)
(*PrimaryEditor)->FocusWindow(Asset);
}
return bEditorOpen ? *PrimaryEditor : NULL;
}
TArray<IAssetEditorInstance*> UAssetEditorSubsystem::FindEditorsForAsset(UObject* Asset)
{
TArray<IAssetEditorInstance*> AssetEditors;
OpenedAssets.MultiFind(Asset, AssetEditors);
return AssetEditors;
}
TArray<IAssetEditorInstance*> UAssetEditorSubsystem::FindEditorsForAssetAndSubObjects(UObject* Asset)
{
TArray<IAssetEditorInstance*> EditorInstances;
if (Asset)
{
for (const TPair<FAssetEntry, IAssetEditorInstance*>& Pair : OpenedAssets)
{
if (Pair.Key.RawPtr == Asset || (Pair.Key.ObjectPtr.IsValid() && Pair.Key.ObjectPtr.Get()->IsIn(Asset)))
{
EditorInstances.Add(Pair.Value);
}
}
}
return EditorInstances;
}
int32 UAssetEditorSubsystem::CloseAllEditorsForAsset(UObject* Asset)
{
TArray<IAssetEditorInstance*> EditorInstances = FindEditorsForAssetAndSubObjects(Asset);
for (IAssetEditorInstance* EditorInstance : EditorInstances)
{
if (EditorInstance)
{
EditorInstance->CloseWindow(EAssetEditorCloseReason::CloseAllEditorsForAsset);
}
}
AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::CloseAllEditorsForAsset);
return EditorInstances.Num();
}
void UAssetEditorSubsystem::RemoveAssetFromAllEditors(UObject* Asset)
{
TArray<IAssetEditorInstance*> EditorInstances = FindEditorsForAsset(Asset);
for (IAssetEditorInstance* EditorIter : EditorInstances)
{
if (EditorIter)
{
EditorIter->RemoveEditingAsset(Asset);
}
}
AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::RemoveAssetFromAllEditors);
}
void UAssetEditorSubsystem::CloseOtherEditors(UObject* Asset, IAssetEditorInstance* OnlyEditor)
{
TArray<UObject*> AllAssets;
for (TMultiMap<FAssetEntry, IAssetEditorInstance*>::TIterator It(OpenedAssets); It; ++It)
{
IAssetEditorInstance* Editor = It.Value();
if (Asset == It.Key().RawPtr && Editor != OnlyEditor)
{
Editor->CloseWindow(EAssetEditorCloseReason::CloseOtherEditors);
}
}
AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::CloseOtherEditors);
}
TArray<UObject*> UAssetEditorSubsystem::GetAllEditedAssets()
{
TArray<UObject*> AllAssets;
for (TMultiMap<FAssetEntry, IAssetEditorInstance*>::TIterator It(OpenedAssets); It; ++It)
{
UObject* Asset = It.Key().ObjectPtr.Get();
if (Asset != nullptr)
{
AllAssets.AddUnique(Asset);
}
}
return AllAssets;
}
TArray<IAssetEditorInstance*> UAssetEditorSubsystem::GetAllOpenEditors() const
{
TArray<IAssetEditorInstance*> AllEditors;
OpenedEditors.GenerateKeyArray(AllEditors);
return AllEditors;
}
void UAssetEditorSubsystem::NotifyEditorOpeningPreWidgets(const TArray< UObject* >& Assets, IAssetEditorInstance* InInstance)
{
EditorOpeningPreWidgetsEvent.Broadcast(Assets, InInstance);
}
void UAssetEditorSubsystem::NotifyAssetOpened(UObject* Asset, IAssetEditorInstance* InInstance)
{
if (!OpenedEditors.Contains(InInstance))
{
FOpenedEditorTime EditorTime;
EditorTime.EditorName = InInstance->GetEditorName();
EditorTime.OpenedTime = FDateTime::UtcNow();
OpenedEditorTimes.Add(InInstance, EditorTime);
}
FString AssetPath = Asset->GetOuter()->GetPathName();
OpenedAssets.Add(Asset, InInstance);
OpenedEditors.Add(InInstance, Asset);
RecentAssetToAssetEditorMap.Add(AssetPath, InInstance->GetEditorName().ToString());
AssetOpenedInEditorEvent.Broadcast(Asset, InInstance);
if(InInstance->IncludeAssetInRestoreOpenAssetsPrompt(Asset))
{
SaveOpenAssetEditors(false);
}
}
void UAssetEditorSubsystem::NotifyAssetsOpened(const TArray< UObject* >& Assets, IAssetEditorInstance* InInstance)
{
for (auto AssetIter = Assets.CreateConstIterator(); AssetIter; ++AssetIter)
{
NotifyAssetOpened(*AssetIter, InInstance);
}
}
void UAssetEditorSubsystem::NotifyAssetClosed(UObject* Asset, IAssetEditorInstance* InInstance)
{
AssetClosedInEditorEvent.Broadcast(Asset, InInstance);
OpenedEditors.RemoveSingle(InInstance, Asset);
OpenedAssets.RemoveSingle(Asset, InInstance);
SaveOpenAssetEditors(false);
}
void UAssetEditorSubsystem::NotifyEditorClosed(IAssetEditorInstance* InInstance)
{
// Remove all assets associated with the editor
TArray<FAssetEntry> Assets;
OpenedEditors.MultiFind(InInstance, /*out*/ Assets);
for (int32 AssetIndex = 0; AssetIndex < Assets.Num(); ++AssetIndex)
{
if(UObject* Asset = Assets[AssetIndex].ObjectPtr.Get())
{
AssetClosedInEditorEvent.Broadcast(Asset, InInstance);
}
OpenedAssets.Remove(Assets[AssetIndex], InInstance);
}
// Remove the editor itself
OpenedEditors.Remove(InInstance);
FOpenedEditorTime EditorTime = OpenedEditorTimes.FindAndRemoveChecked(InInstance);
// Record the editor open-close duration
FAssetEditorAnalyticInfo& AnalyticsForThisAsset = EditorUsageAnalytics.FindOrAdd(EditorTime.EditorName);
AnalyticsForThisAsset.SumDuration += FDateTime::UtcNow() - EditorTime.OpenedTime;
AnalyticsForThisAsset.NumTimesOpened++;
SaveOpenAssetEditors(false);
}
bool UAssetEditorSubsystem::CloseAllAssetEditors()
{
bool bAllEditorsClosed = true;
for (TMultiMap<IAssetEditorInstance*, FAssetEntry>::TIterator It(OpenedEditors); It; ++It)
{
IAssetEditorInstance* Editor = It.Key();
if (Editor != nullptr)
{
if (!Editor->CloseWindow(EAssetEditorCloseReason::CloseAllAssetEditors))
{
bAllEditorsClosed = false;
}
}
}
AssetEditorRequestCloseEvent.Broadcast(nullptr, EAssetEditorCloseReason::CloseAllAssetEditors);
return bAllEditorsClosed;
}
bool UAssetEditorSubsystem::IsAssetEditable(const UObject* Asset)
{
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
if (!Asset)
{
return false;
}
if (UPackage* Package = Asset->GetPackage())
{
if (Package->bIsCookedForEditor)
{
return false;
}
if (!AssetToolsModule.Get().GetWritableFolderPermissionList()->PassesStartsWithFilter(Package->GetName()))
{
return false;
}
}
return true;
}
bool UAssetEditorSubsystem::OpenEditorForAsset(UObject* Asset, const EToolkitMode::Type ToolkitMode, TSharedPtr< IToolkitHost > OpenedFromLevelEditor, const bool bShowProgressWindow, const EAssetTypeActivationOpenedMethod OpenedMethod)
{
FText ErrorMessage;
if(!CanOpenEditorForAsset(Asset, OpenedMethod, &ErrorMessage))
{
// We also log the error if the asset was null
if(!Asset)
{
UE_LOG(LogAssetEditorSubsystem, Error, TEXT("%s"), *ErrorMessage.ToString());
}
if (TSharedPtr<SNotificationItem> InfoItem = FSlateNotificationManager::Get().AddNotification(FNotificationInfo(ErrorMessage)))
{
InfoItem->SetCompletionState(SNotificationItem::CS_Fail);
}
return false;
}
// @todo toolkit minor: When "Edit Here" happens in a different level editor from the one that an asset is already
// being edited within, we should decide whether to disallow "Edit Here" in that case, or to close the old asset
// editor and summon it in the new level editor, or to just foreground the old level editor (current behavior)
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
TWeakPtr<IAssetTypeActions> AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(Asset->GetClass());
AssetEditorRequestOpenEvent.Broadcast(Asset);
const bool bBringToFrontIfOpen = true;
if ((AssetTypeActions.IsValid() && AssetTypeActions.Pin()->ShouldFindEditorForAsset()) && FindEditorForAsset(Asset, bBringToFrontIfOpen) != nullptr)
{
// This asset is already open in an editor! (the call to FindEditorForAsset above will bring it to the front)
return true;
}
else
{
if (bShowProgressWindow)
{
GWarn->BeginSlowTask(LOCTEXT("OpenEditor", "Opening Editor..."), true);
}
}
UE_LOG(LogAssetEditorSubsystem, Log, TEXT("Opening Asset editor for %s"), *Asset->GetFullName());
const FString AssetPath = Asset->GetPathName();
EAssetOpenMethod AssetOpenMethod = OpenedMethod == EAssetTypeActivationOpenedMethod::View ? EAssetOpenMethod::View : EAssetOpenMethod::Edit;
// We store the open method for this asset, so that FAssetEditorToolkit can query us for this information during init
AssetOpenMethodCache.Add(AssetPath, AssetOpenMethod);
EToolkitMode::Type ActualToolkitMode = ToolkitMode;
if (AssetTypeActions.IsValid())
{
if (AssetTypeActions.Pin()->ShouldForceWorldCentric())
{
// This asset type prefers a specific toolkit mode
ActualToolkitMode = EToolkitMode::WorldCentric;
if (!OpenedFromLevelEditor.IsValid())
{
// We don't have a level editor to spawn in world-centric mode, so we'll find one now
// @todo sequencer: We should eventually eliminate this code (incl include dependencies) or change it to not make assumptions about a single level editor
OpenedFromLevelEditor = FModuleManager::LoadModuleChecked< FLevelEditorModule >("LevelEditor").GetFirstLevelEditor();
}
}
}
if (ActualToolkitMode != EToolkitMode::WorldCentric && OpenedFromLevelEditor.IsValid())
{
// @todo toolkit minor: Kind of lame use of a static variable here to prime the new asset editor. This was done to avoid refactoring a few dozen files for a very minor change.
FAssetEditorToolkit::SetPreviousWorldCentricToolkitHostForNewAssetEditor(OpenedFromLevelEditor.ToSharedRef());
}
if (AssetTypeActions.IsValid())
{
TArray<UObject*> AssetsToEdit;
AssetsToEdit.Add(Asset);
// Some assets (like UWorlds) may be destroyed and recreated as part of opening. To protect against this, keep the path to the asset and try to re-find it if it disappeared.
TWeakObjectPtr<UObject> WeakAsset = Asset;
AssetTypeActions.Pin()->OpenAssetEditor(AssetsToEdit, OpenedMethod, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr<IToolkitHost>());
// If the Asset was destroyed, attempt to find it if it was recreated
if (!WeakAsset.IsValid() && !AssetPath.IsEmpty())
{
Asset = FindObject<UObject>(nullptr, *AssetPath);
}
AssetEditorOpenedEvent.Broadcast(Asset);
}
else
{
// No asset type actions for this asset. Just use a properties editor.
FSimpleAssetEditor::CreateEditor(ActualToolkitMode, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr<IToolkitHost>(), Asset);
}
if (bShowProgressWindow)
{
GWarn->EndSlowTask();
}
// Must check Asset here in addition to at the beginning of the function, because if the asset was destroyed and recreated it might not be found correctly
// Do not add to recently opened asset list if this is a level-associated asset like Level Blueprint or Built Data. Their naming is not compatible
if (Asset)
{
if (Asset->IsAsset() && !Asset->IsA(UMapBuildDataRegistry::StaticClass()))
{
FString AssetOuterPath = Asset->GetOuter()->GetPathName();
if (FPackageName::IsValidLongPackageName(AssetOuterPath))
{
RecentAssetsList->AddMRUItem(AssetOuterPath);
CullRecentAssetEditorsMap();
}
}
}
// Since the Asset Editor has finished init once we are here, we can remove the open method from the cache
AssetOpenMethodCache.Remove(AssetPath);
return true;
}
bool UAssetEditorSubsystem::OpenEditorForAssets_Advanced(const TArray <UObject*>& InAssets, const EToolkitMode::Type ToolkitMode, TSharedPtr< IToolkitHost > OpenedFromLevelEditor, const EAssetTypeActivationOpenedMethod OpenedMethod)
{
TArray<UObject*> Assets;
Assets.Reserve(InAssets.Num());
int32 NumNullAssets = 0;
for (UObject* Asset : InAssets)
{
if (Asset)
{
Assets.AddUnique(Asset);
}
else
{
++NumNullAssets;
}
}
if (NumNullAssets > 1)
{
UE_LOG(LogAssetEditorSubsystem, Error, TEXT("Opening Asset editors failed because of null assets"));
}
else if (NumNullAssets > 0)
{
UE_LOG(LogAssetEditorSubsystem, Error, TEXT("Opening Asset editor failed because of null asset"));
}
if (Assets.Num() == 1)
{
return OpenEditorForAsset(Assets[0], ToolkitMode, OpenedFromLevelEditor, true, OpenedMethod);
}
else if (Assets.Num() > 0)
{
TArray<UObject*> SkipOpenAssets;
for (UObject* Asset : Assets)
{
// If any of the assets are already open or they cannot be opened in this open method
// remove them from the list of assets to open an editor for
UPackage* Package = Asset->GetOutermost();
FText ErrorMessage;
if (FindEditorForAsset(Asset, true) != nullptr || !CanOpenEditorForAsset(Asset, OpenedMethod, &ErrorMessage))
{
SkipOpenAssets.Add(Asset);
}
}
// Verify that all the assets are of the same class
bool bAssetClassesMatch = true;
UClass* AssetClass = Assets[0]->GetClass();
for (int32 i = 1; i < Assets.Num(); i++)
{
if (Assets[i]->GetClass() != AssetClass)
{
bAssetClassesMatch = false;
break;
}
}
// If the classes don't match or any of the selected assets are already open, just open each asset in its own editor.
if (bAssetClassesMatch && SkipOpenAssets.Num() == 0)
{
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
TWeakPtr<IAssetTypeActions> AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(AssetClass);
if (AssetTypeActions.IsValid() && AssetTypeActions.Pin()->SupportsOpenedMethod(OpenedMethod))
{
GWarn->BeginSlowTask(LOCTEXT("OpenEditors", "Opening Editor(s)..."), true);
// Determine the appropriate toolkit mode for the asset type
EToolkitMode::Type ActualToolkitMode = ToolkitMode;
if (AssetTypeActions.Pin()->ShouldForceWorldCentric())
{
// This asset type prefers a specific toolkit mode
ActualToolkitMode = EToolkitMode::WorldCentric;
if (!OpenedFromLevelEditor.IsValid())
{
// We don't have a level editor to spawn in world-centric mode, so we'll find one now
// @todo sequencer: We should eventually eliminate this code (incl include dependencies) or change it to not make assumptions about a single level editor
OpenedFromLevelEditor = FModuleManager::LoadModuleChecked< FLevelEditorModule >("LevelEditor").GetFirstLevelEditor();
}
}
if (ActualToolkitMode != EToolkitMode::WorldCentric && OpenedFromLevelEditor.IsValid())
{
// @todo toolkit minor: Kind of lame use of a static variable here to prime the new asset editor. This was done to avoid refactoring a few dozen files for a very minor change.
FAssetEditorToolkit::SetPreviousWorldCentricToolkitHostForNewAssetEditor(OpenedFromLevelEditor.ToSharedRef());
}
// Some assets (like UWorlds) may be destroyed and recreated as part of opening. To protect against this, keep the path to each asset and try to re-find any if they disappear.
struct FLocalAssetInfo
{
TWeakObjectPtr<UObject> WeakAsset;
FString AssetPath;
FLocalAssetInfo(const TWeakObjectPtr<UObject>& InWeakAsset, const FString& InAssetPath)
: WeakAsset(InWeakAsset), AssetPath(InAssetPath) {}
};
EAssetOpenMethod AssetOpenMethod = OpenedMethod == EAssetTypeActivationOpenedMethod::View ? EAssetOpenMethod::View : EAssetOpenMethod::Edit;
TArray<FLocalAssetInfo> AssetInfoList;
AssetInfoList.Reserve(Assets.Num());
for (UObject* Asset : Assets)
{
AssetInfoList.Add(FLocalAssetInfo(Asset, Asset->GetPathName()));
// We store the open method for this asset, so that FAssetEditorToolkit can query us for this information during init
AssetOpenMethodCache.Add(Asset->GetPathName(), AssetOpenMethod);
}
// How to handle multiple assets is left up to the type actions (i.e. open a single shared editor or an editor for each)
AssetTypeActions.Pin()->OpenAssetEditor(Assets, OpenedMethod, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr<IToolkitHost>());
// If any assets were destroyed, attempt to find them if they were recreated
for (int32 i = 0; i < Assets.Num(); i++)
{
const FLocalAssetInfo& AssetInfo = AssetInfoList[i];
UObject* Asset = Assets[i];
if (!AssetInfo.WeakAsset.IsValid() && !AssetInfo.AssetPath.IsEmpty())
{
Asset = FindObject<UObject>(nullptr, *AssetInfo.AssetPath);
}
// Since the Asset Editor has finished init once we are here, we can remove the open method from the cache
AssetOpenMethodCache.Remove(AssetInfo.AssetPath);
}
//@todo if needed, broadcast the event for every asset. It is possible, however, that a single shared editor was opened by the AssetTypeActions, not an editor for each asset.
/*AssetEditorOpenedEvent.Broadcast(Asset);*/
GWarn->EndSlowTask();
}
}
else
{
// Asset types don't match or some are already open, so just open individual editors for the unopened ones
for (UObject* Asset : Assets)
{
if (!SkipOpenAssets.Contains(Asset))
{
OpenEditorForAsset(Asset, ToolkitMode, OpenedFromLevelEditor, true, OpenedMethod);
}
}
}
}
return NumNullAssets == 0;
}
bool UAssetEditorSubsystem::OpenEditorForAssets(const TArray<UObject*>& Assets, const EAssetTypeActivationOpenedMethod OpenedMethod)
{
return OpenEditorForAssets_Advanced(Assets, EToolkitMode::Standalone, TSharedPtr<IToolkitHost>(), OpenedMethod);
}
TOptional<EAssetOpenMethod> UAssetEditorSubsystem::GetAssetBeingOpenedMethod(TObjectPtr<UObject> Asset)
{
if(!Asset)
{
return TOptional<EAssetOpenMethod>();
}
EAssetOpenMethod* OpenMethod = AssetOpenMethodCache.Find(Asset->GetPathName());
return OpenMethod ? *OpenMethod : TOptional<EAssetOpenMethod>();
}
TOptional<EAssetOpenMethod> UAssetEditorSubsystem::GetAssetsBeingOpenedMethod(TArray<TObjectPtr<UObject>> Assets)
{
TOptional<EAssetOpenMethod> FoundOpenMethod;
// If an asset editor supports opening multiple assets, if any of them are being opened in read only mode we ask the asset editor to open in read only mode
for(const TObjectPtr<UObject>& Asset : Assets)
{
TOptional<EAssetOpenMethod> AssetOpenMethod = GetAssetBeingOpenedMethod(Asset);
if(AssetOpenMethod.IsSet())
{
FoundOpenMethod = AssetOpenMethod.GetValue();
if(FoundOpenMethod == EAssetOpenMethod::View)
{
return FoundOpenMethod;
}
}
}
return FoundOpenMethod;
}
void UAssetEditorSubsystem::AddReadOnlyAssetFilter(const FName& Owner, const FReadOnlyAssetFilter& ReadOnlyAssetFilter)
{
ReadOnlyAssetFilters.Add(Owner, ReadOnlyAssetFilter);
}
void UAssetEditorSubsystem::RemoveReadOnlyAssetFilter(const FName& Owner)
{
ReadOnlyAssetFilters.Remove(Owner);
}
void UAssetEditorSubsystem::HandleRequestOpenAssetMessage(const FAssetEditorRequestOpenAsset& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
{
OpenEditorForAsset(Message.AssetName);
}
UObject* UAssetEditorSubsystem::FindOrLoadAssetForOpening(const FSoftObjectPath& AssetPath)
{
UObject* Object = FindObject<UObject>(AssetPath.GetAssetPath());
if (!Object)
{
Object = LoadObject<UObject>(nullptr, *AssetPath.GetAssetPathString(), nullptr, LOAD_NoRedirects);
}
return Object;
}
void UAssetEditorSubsystem::OpenEditorForAsset(const FSoftObjectPath& AssetPath, const EAssetTypeActivationOpenedMethod OpenedMethod)
{
if (UObject* Object = FindOrLoadAssetForOpening(AssetPath))
{
OpenEditorForAsset(Object, EToolkitMode::Standalone, TSharedPtr<IToolkitHost>(), true, OpenedMethod);
}
}
void UAssetEditorSubsystem::OpenEditorForAsset(const FString& AssetPathName, const EAssetTypeActivationOpenedMethod OpenedMethod)
{
OpenEditorForAsset(FSoftObjectPath(AssetPathName), OpenedMethod);
}
bool UAssetEditorSubsystem::HandleTicker(float DeltaTime)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_UAssetEditorSubsystem_HandleTicker);
if (bRequestRestorePreviouslyOpenAssets)
{
RestorePreviouslyOpenAssets();
bRequestRestorePreviouslyOpenAssets = false;
}
return true;
}
void UAssetEditorSubsystem::RequestRestorePreviouslyOpenAssets()
{
// We defer the restore so that we guarantee that it happens once initialization is complete
bRequestRestorePreviouslyOpenAssets = true;
}
UEdMode* UAssetEditorSubsystem::CreateEditorModeWithToolsOwner(FEditorModeID ModeID, FEditorModeTools& Owner)
{
FRegisteredModeInfo* ScriptableMode = EditorModes.Find(ModeID);
if (ScriptableMode && ScriptableMode->ModeClass.IsValid())
{
UEdMode* Instance = NewObject<UEdMode>(GetTransientPackage(), ScriptableMode->ModeClass.Get());
Instance->Owner = &Owner;
Instance->Initialize();
return Instance;
}
// If we couldn't find a valid UEdMode based class, attempt to make a UEdMode wrapped FEdMode
FEditorModeInfo LegacyModeInfo;
if (FindEditorModeInfo(ModeID, LegacyModeInfo))
{
ULegacyEdModeWrapper* LegacyEditorMode = NewObject<ULegacyEdModeWrapper>(GetTransientPackage());
if (LegacyEditorMode->CreateLegacyMode(ModeID, Owner))
{
LegacyEditorMode->Initialize();
return LegacyEditorMode;
}
}
return nullptr;
}
bool UAssetEditorSubsystem::FindEditorModeInfo(const FEditorModeID& InModeID, FEditorModeInfo& OutModeInfo) const
{
if (!IsEditorModeAllowed(InModeID))
{
return false;
}
const TSharedRef<IEditorModeFactory>* ModeFactory = FEditorModeRegistry::Get().GetFactoryMap().Find(InModeID);
if (ModeFactory)
{
OutModeInfo = (*ModeFactory)->GetModeInfo();
return true;
}
if (!EditorModes.Contains(InModeID))
{
return false;
}
OutModeInfo = EditorModes[InModeID].ModeInfo;
return true;
}
TArray<FEditorModeInfo> UAssetEditorSubsystem::GetEditorModeInfoOrderedByPriority() const
{
TArray<FEditorModeInfo> ModeInfoArray;
for (const auto& Pair : FEditorModeRegistry::Get().GetFactoryMap())
{
FEditorModeInfo ModeInfo = Pair.Value->GetModeInfo();
if (IsEditorModeAllowed(ModeInfo.ID))
{
ModeInfoArray.Add(MoveTemp(ModeInfo));
}
}
for (const auto& EditorMode : EditorModes)
{
const FEditorModeInfo& ModeInfo = EditorMode.Value.ModeInfo;
if (IsEditorModeAllowed(ModeInfo.ID))
{
ModeInfoArray.Add(ModeInfo);
}
}
ModeInfoArray.Sort([](const FEditorModeInfo& A, const FEditorModeInfo& B) {
return A.PriorityOrder < B.PriorityOrder;
});
return ModeInfoArray;
}
void UAssetEditorSubsystem::RegisterUAssetEditor(UAssetEditor* NewAssetEditor)
{
OwnedAssetEditors.Add(NewAssetEditor);
}
void UAssetEditorSubsystem::UnregisterUAssetEditor(UAssetEditor* RemovedAssetEditor)
{
OwnedAssetEditors.Remove(RemovedAssetEditor);
}
FRegisteredModesChangedEvent& UAssetEditorSubsystem::OnEditorModesChanged()
{
return OnEditorModesChangedEvent;
}
FOnModeRegistered& UAssetEditorSubsystem::OnEditorModeRegistered()
{
return OnEditorModeRegisteredEvent;
}
FOnModeUnregistered& UAssetEditorSubsystem::OnEditorModeUnregistered()
{
return OnEditorModeUnregisteredEvent;
}
void UAssetEditorSubsystem::RestorePreviouslyOpenAssets()
{
TArray<FString> AllOpenAssets;
TArray<FString> FilteredOpenAssets;
GConfig->GetArray(TEXT("AssetEditorSubsystem"), TEXT("OpenAssetsAtExit"), AllOpenAssets, GEditorPerProjectIni);
if(!RecentAssetsFilter.IsBound())
{
FilteredOpenAssets = AllOpenAssets;
}
else
{
for(const FString& Asset : AllOpenAssets)
{
if(RecentAssetsFilter.Execute(Asset))
{
FilteredOpenAssets.Add(Asset);
}
}
}
bool bCleanShutdown = true;
GConfig->GetBool(TEXT("AssetEditorSubsystem"), TEXT("CleanShutdown"), bCleanShutdown, GEditorPerProjectIni);
bool bDebuggerAttachedLastSession = false;
GConfig->GetBool(TEXT("AssetEditorSubsystem"), TEXT("DebuggerAttached"), bDebuggerAttachedLastSession, GEditorPerProjectIni);
SaveOpenAssetEditors(false);
/** True if the last editor run crashed and did not have a debugger attached
* A "clean" shutdown for our purposes is the logical NOT of this, which includes clean shutdowns without a debugger
* along with any shutdowns when a debugger is attached
*/
bool bCrashedWithoutDebugger = !bDebuggerAttachedLastSession && !bCleanShutdown;
if (FilteredOpenAssets.Num() > 0)
{
// This option overrides the saved setting
if(bAutoRestoreAndDisableSaving.IsSet())
{
// If bAutoRestoreAndDisableSaving is true, we automatically restore the opened assets
if(bAutoRestoreAndDisableSaving.GetValue())
{
OpenEditorsForAssets(FilteredOpenAssets);
}
return;
}
/* If we crashed without a debugger attached, always prompt regardless of what the user previously said
* to make sure the user can never get stuck in a crash loop due to corrupted assets etc
*/
if(bCrashedWithoutDebugger)
{
SpawnRestorePreviouslyOpenAssetsNotification(!bCrashedWithoutDebugger, FilteredOpenAssets);
return;
}
const ERestoreOpenAssetTabsMethod AutoRestoreMethod = GetDefault<UEditorLoadingSavingSettings>()->RestoreOpenAssetTabsOnRestart;
switch(AutoRestoreMethod)
{
case ERestoreOpenAssetTabsMethod::AlwaysPrompt:
{
SpawnRestorePreviouslyOpenAssetsNotification(!bCrashedWithoutDebugger, FilteredOpenAssets);
break;
}
case ERestoreOpenAssetTabsMethod::NeverRestore:
// Do nothing here since the user does not want to restore anything
break;
case ERestoreOpenAssetTabsMethod::AlwaysRestore:
{
// Pretend that we showed the notification and that the user clicked "Restore Now"
OpenEditorsForAssets(FilteredOpenAssets);
break;
}
}
}
}
void UAssetEditorSubsystem::SetAutoRestoreAndDisableSaving(const bool bInAutoRestoreAndDisableSaving)
{
// We preserve legacy behavior, where true is the same but false translates to not having the override set in the new logic
SetAutoRestoreAndDisableSavingOverride(bInAutoRestoreAndDisableSaving ? bInAutoRestoreAndDisableSaving : TOptional<bool>());
}
void UAssetEditorSubsystem::SetAutoRestoreAndDisableSavingOverride(TOptional<bool> bInAutoRestoreAndDisableSaving)
{
bAutoRestoreAndDisableSaving = bInAutoRestoreAndDisableSaving;
// Disable any pending request to avoid trying to restore previously opened assets twice
bRequestRestorePreviouslyOpenAssets = false;
}
TOptional<bool> UAssetEditorSubsystem::GetAutoRestoreAndDisableSavingOverride() const
{
return bAutoRestoreAndDisableSaving;
}
void UAssetEditorSubsystem::SetRecentAssetsFilter(const FMainMRUFavoritesList::FDoesMRUFavoritesItemPassFilter& InFilter)
{
RecentAssetsFilter = InFilter;
if(RecentAssetsList)
{
RecentAssetsList->RegisterDoesMRUFavoritesItemPassFilterDelegate(InFilter);
}
}
void UAssetEditorSubsystem::SpawnRestorePreviouslyOpenAssetsNotification(const bool bCleanShutdown, const TArray<FString>& AssetsToOpen)
{
FText NotificationMessage = bCleanShutdown
? LOCTEXT("ReopenAssetEditorsAfterClose", "{0} asset {0}|plural(one=editor was,other=editors were) open when the editor was last closed. Would you like to re-open {0}|plural(one=it,other=them)?")
: LOCTEXT("ReopenAssetEditorsAfterCrash", "{0} asset {0}|plural(one=editor was,other=editors were) open when the editor quit unexpectedly. Would you like to re-open {0}|plural(one=it,other=them)?");
NotificationMessage = FText::Format(NotificationMessage, AssetsToOpen.Num());
FNotificationInfo Info = FNotificationInfo(NotificationMessage);
// Add the buttons
Info.ButtonDetails.Add(FNotificationButtonInfo(
LOCTEXT("ReopenAssetEditors_Confirm", "Yes"),
FText(),
FSimpleDelegate::CreateUObject(this, &UAssetEditorSubsystem::OnConfirmRestorePreviouslyOpenAssets, AssetsToOpen),
SNotificationItem::CS_None
));
Info.ButtonDetails.Add(FNotificationButtonInfo(
LOCTEXT("ReopenAssetEditors_Cancel", "No"),
FText(),
FSimpleDelegate::CreateUObject(this, &UAssetEditorSubsystem::OnCancelRestorePreviouslyOpenAssets),
SNotificationItem::CS_None
));
Info.bFireAndForget = false;
// We want the auto-save to be subtle
Info.bUseLargeFont = false;
Info.bUseThrobber = false;
Info.bUseSuccessFailIcons = false;
// Only let the user suppress the non-crash version
if (bCleanShutdown)
{
bRememberMyChoiceChecked = false;
Info.CheckBoxState = TAttribute<ECheckBoxState>::CreateLambda([this]()
{
return bRememberMyChoiceChecked ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
});
Info.CheckBoxStateChanged = FOnCheckStateChanged::CreateLambda([this](ECheckBoxState NewState)
{
bRememberMyChoiceChecked = (NewState == ECheckBoxState::Checked) ? true : false;
});
Info.CheckBoxText = LOCTEXT("RememberCheckBoxMessage", "Remember my choice");
}
// Close any existing notification
TSharedPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin();
if (RestorePreviouslyOpenAssetsNotification.IsValid())
{
RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout();
}
RestorePreviouslyOpenAssetsNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
}
void UAssetEditorSubsystem::OnConfirmRestorePreviouslyOpenAssets(TArray<FString> AssetsToOpen)
{
// Close any existing notification
TSharedPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin();
if (RestorePreviouslyOpenAssetsNotification.IsValid())
{
RestorePreviouslyOpenAssetsNotification->SetExpireDuration(0.0f);
RestorePreviouslyOpenAssetsNotification->SetFadeOutDuration(0.5f);
RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout();
// Change the saved setting to AlwaysRestore if the user checked "Remember my choice"
if(bRememberMyChoiceChecked)
{
UEditorLoadingSavingSettings& Settings = *GetMutableDefault<UEditorLoadingSavingSettings>();
Settings.RestoreOpenAssetTabsOnRestart = ERestoreOpenAssetTabsMethod::AlwaysRestore;
Settings.PostEditChange();
}
// we do this inside the condition so that it can only be done once.
OpenEditorsForAssets(AssetsToOpen);
}
}
void UAssetEditorSubsystem::OnCancelRestorePreviouslyOpenAssets()
{
// Close any existing notification
TSharedPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin();
if (RestorePreviouslyOpenAssetsNotification.IsValid())
{
// Change the saved setting to NeverRestore if the user checked "Remember my choice"
if(bRememberMyChoiceChecked)
{
UEditorLoadingSavingSettings& Settings = *GetMutableDefault<UEditorLoadingSavingSettings>();
Settings.RestoreOpenAssetTabsOnRestart = ERestoreOpenAssetTabsMethod::NeverRestore;
Settings.PostEditChange();
}
RestorePreviouslyOpenAssetsNotification->SetExpireDuration(0.0f);
RestorePreviouslyOpenAssetsNotification->SetFadeOutDuration(0.5f);
RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout();
}
}
bool UAssetEditorSubsystem::ShouldShowRecentAsset(const FString& AssetName, int32 RecentAssetIndex, const FName& InAssetEditorName) const
{
const FString* AssetEditorForCurrRecent = RecentAssetToAssetEditorMap.Find(AssetName);
// If this asset wasn't opened in any valid asset editor (e.g Levels)
if(!AssetEditorForCurrRecent)
{
return false;
}
// If we have a valid asset editor we are adding assets for
if(!InAssetEditorName.IsNone())
{
// If this asset was not opened in InAssetEditorName, ignore it
if(*AssetEditorForCurrRecent != InAssetEditorName.ToString())
{
return false;
}
}
// If this asset does not pass the set filter, ignore it
if (!RecentAssetsList->MRUItemPassesCurrentFilter(RecentAssetIndex))
{
return false;
}
return true;
}
bool UAssetEditorSubsystem::ShouldShowRecentAssetsMenu(const FName& InAssetEditorName) const
{
// If we have no recent assets at all
if(RecentAssetsList->GetNumItems() == 0)
{
return false;
}
for ( int32 CurRecentIndex = 0; CurRecentIndex < RecentAssetsList->GetNumItems() && CurRecentIndex < MaxRecentAssetsToShowInMenu; ++CurRecentIndex )
{
const FString& CurRecent = RecentAssetsList->GetMRUItem(CurRecentIndex);
// If any of the assets in the recents wil be shown, we show the menu
if(ShouldShowRecentAsset(CurRecent, CurRecentIndex, InAssetEditorName))
{
return true;
}
}
return false;
}
void UAssetEditorSubsystem::CreateRecentAssetsMenu(UToolMenu* InMenu, const FName InAssetEditorName)
{
FToolMenuSection& Section = InMenu->FindOrAddSection("Recents");
const bool bShowingContentVersePath = IAssetTools::Get().ShowingContentVersePath();
// Keep adding assets until we reach the end of the MRU list, or we reach the max allowed assets
for ( int32 CurRecentIndex = 0; CurRecentIndex < RecentAssetsList->GetNumItems() && CurRecentIndex < MaxRecentAssetsToShowInMenu; ++CurRecentIndex )
{
const FString& CurRecent = RecentAssetsList->GetMRUItem(CurRecentIndex);
if(!ShouldShowRecentAsset(CurRecent, CurRecentIndex, InAssetEditorName))
{
continue;
}
FSoftObjectPath AssetPath(CurRecent);
if (AssetPath.GetAssetFName().IsNone())
{
// Mimic LoadObject in FindOrLoadAssetForOpening falling back to the asset with the same name as the package if the asset name is not provided.
AssetPath = FSoftObjectPath::ConstructFromAssetPath(FTopLevelAssetPath(AssetPath.GetLongPackageFName(), FPackageName::GetShortFName(AssetPath.GetLongPackageFName())));
}
FText CurPath;
if (bShowingContentVersePath)
{
if (const IAssetRegistry* AssetRegistry = IAssetRegistry::Get())
{
FAssetData AssetData;
if (AssetRegistry->TryGetAssetByObjectPath(AssetPath, AssetData) == UE::AssetRegistry::EExists::Exists)
{
UE::Core::FVersePath VersePath = AssetData.GetVersePath();
if (VersePath.IsValid())
{
CurPath = FText::FromString(MoveTemp(VersePath).ToString());
}
}
}
}
if (CurPath.IsEmpty())
{
CurPath = FText::FromString(CurRecent);
}
const FText ToolTip = FText::Format( LOCTEXT( "RecentAssetsToolTip", "Open {0}" ), CurPath );
const FText Label = FText::FromString( AssetPath.GetAssetName() );
Section.AddMenuEntry(
NAME_None,
Label,
ToolTip,
FSlateIcon(),
FUIAction(
FExecuteAction::CreateLambda([this, AssetPath]()
{
if (UObject* Object = FindOrLoadAssetForOpening(AssetPath))
{
FText ErrorMessage;
// Try to open the asset in edit mode. If that is not allowed, try to open it in read only mode
if(CanOpenEditorForAsset(Object, EAssetTypeActivationOpenedMethod::Edit, &ErrorMessage))
{
OpenEditorForAsset(Object, EToolkitMode::Standalone, TSharedPtr<IToolkitHost>(), true, EAssetTypeActivationOpenedMethod::Edit);
}
else if(CanOpenEditorForAsset(Object, EAssetTypeActivationOpenedMethod::View, &ErrorMessage))
{
OpenEditorForAsset(Object, EToolkitMode::Standalone, TSharedPtr<IToolkitHost>(), true, EAssetTypeActivationOpenedMethod::View);
}
}
})
)
);
}
}
void UAssetEditorSubsystem::RegisterLevelEditorMenuExtensions()
{
UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("LevelEditor.MainMenu.File");
FToolMenuSection& Section = Menu->FindOrAddSection("FileAsset");
Section.AddDynamicEntry("FileRecentAssets", FNewToolMenuSectionDelegate::CreateLambda([this](FToolMenuSection& InSection)
{
// Since we want to show all asset types for the Level Editor, we use an empty asset editor name
const FName AssetEditorName = FName();
if (!ShouldShowRecentAssetsMenu(AssetEditorName))
{
return;
}
InSection.AddSubMenu(
"RecentAssetsSubmenu",
LOCTEXT("RecentAssetsSubmenu_Label", "Recent Assets"),
FText::Format(LOCTEXT("RecentAssetsSubMenu_ToolTip", "Access your last {0} recently opened assets"), MaxRecentAssetsToShowInMenu),
FNewToolMenuDelegate::CreateUObject(this, &UAssetEditorSubsystem::CreateRecentAssetsMenu, AssetEditorName),
false,
FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.RecentAssets"));
}));
}
void UAssetEditorSubsystem::CreateRecentAssetsMenuForEditor(const IAssetEditorInstance* InAssetEditorInstance, FToolMenuSection& InSection)
{
if(!InAssetEditorInstance)
{
return;
}
InSection.AddDynamicEntry("FileRecentAssetEditorAssets", FNewToolMenuSectionDelegate::CreateLambda([this, InAssetEditorInstance](FToolMenuSection& InSection)
{
const FName EditingAssetTypeName = InAssetEditorInstance->GetEditingAssetTypeName();
// For generic asset editors (or any other special cases) that don't have one singular type of asset they are editing, show all recent assets
const FName AssetEditorName = EditingAssetTypeName.IsNone() ? FName() : InAssetEditorInstance->GetEditorName();
if(!ShouldShowRecentAssetsMenu(AssetEditorName))
{
return;
}
// Show all Recent Assets
if(AssetEditorName.IsNone())
{
InSection.AddSubMenu(
"RecentAssetsSubmenu",
LOCTEXT("RecentAssetsSubmenu_Label", "Recent Assets"),
FText::Format(LOCTEXT("RecentAssetsSubMenu_ToolTip", "Access your last {0} recently opened assets"), MaxRecentAssetsToShowInMenu),
FNewToolMenuDelegate::CreateUObject(this, &UAssetEditorSubsystem::CreateRecentAssetsMenu, AssetEditorName),
false,
FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.RecentAssets")
);
}
// Only show recent assets opened in this Asset Editor
else
{
// Example submenu name: "Recent Material Assets" for the Material Editor
InSection.AddSubMenu(
"RecentAssetEditorAssetsSubmenu",
FText::Format(LOCTEXT("RecentAssetEditorAssetsSubmenu_Label", "Recent {0} Assets"), FText::FromName(EditingAssetTypeName)),
FText::Format(LOCTEXT("RecentAssetEditorAssetsSubmenu_Tooltip", "Access your recently opened {0} assets"), FText::FromName(EditingAssetTypeName)),
FNewToolMenuDelegate::CreateUObject(this, &UAssetEditorSubsystem::CreateRecentAssetsMenu, AssetEditorName),
false,
FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.RecentAssets")
);
}
}));
;
}
void UAssetEditorSubsystem::SaveOpenAssetEditors(const bool bOnShutdown)
{
SaveRecentAssets(bOnShutdown);
// We are already saving the open asset editors manually before bSavingOnShutdown is true. This is to avoid saving that there are no open asset editors b/c the editor is shutting down
// If we are restoring the layout, bAutoRestoreAndDisable saving is true
if (!bSavingOnShutdown && !bAutoRestoreAndDisableSaving.IsSet())
{
TArray<FString> OpenAssets;
for (const TPair<IAssetEditorInstance*, FAssetEntry>& EditorPair : OpenedEditors)
{
IAssetEditorInstance* Editor = EditorPair.Key;
if (Editor != nullptr)
{
UObject* EditedObject = EditorPair.Value.ObjectPtr.Get();
if (EditedObject != nullptr && Editor->IncludeAssetInRestoreOpenAssetsPrompt(EditedObject))
{
// only record assets that have a valid saved package
UPackage* Package = EditedObject->GetOutermost();
if (Package != nullptr && Package->GetFileSize() != 0 )
{
OpenAssets.Add(EditedObject->GetPathName());
}
}
}
}
GConfig->SetArray(TEXT("AssetEditorSubsystem"), TEXT("OpenAssetsAtExit"), OpenAssets, GEditorPerProjectIni);
GConfig->SetBool(TEXT("AssetEditorSubsystem"), TEXT("CleanShutdown"), bOnShutdown, GEditorPerProjectIni);
GConfig->SetBool(TEXT("AssetEditorSubsystem"), TEXT("DebuggerAttached"), FPlatformMisc::IsDebuggerPresent(), GEditorPerProjectIni);
GConfig->Flush(false, GEditorPerProjectIni);
}
}
void UAssetEditorSubsystem::SaveOpenAssetEditors(const bool bOnShutdown, const bool bCancelIfDebugger)
{
SaveOpenAssetEditors(bOnShutdown);
}
void UAssetEditorSubsystem::HandlePackageReloaded(const EPackageReloadPhase InPackageReloadPhase, FPackageReloadedEvent* InPackageReloadedEvent)
{
static TArray<TWeakObjectPtr<UObject>> PendingAssetsToOpen;
if (InPackageReloadPhase == EPackageReloadPhase::PrePackageFixup)
{
/** Call close for all old assets even if not open, so global callback will go off */
TArray<UObject*> ObjectsToClose;
const TMap<UObject*, UObject*>& RepointedMap = InPackageReloadedEvent->GetRepointedObjects();
for (const TPair<UObject*, UObject*>& RepointPair : RepointedMap)
{
if (RepointPair.Key->IsAsset())
{
ObjectsToClose.Add(RepointPair.Key);
}
}
/** Look for replacement for assets that are open now so we can reopen */
for (TPair<FAssetEntry, IAssetEditorInstance*>& AssetEditorPair : OpenedAssets)
{
UObject* NewAsset = nullptr;
if (AssetEditorPair.Key.RawPtr && InPackageReloadedEvent->GetRepointedObject(AssetEditorPair.Key.RawPtr, NewAsset))
{
if (NewAsset)
{
PendingAssetsToOpen.AddUnique(NewAsset);
}
// Not validating the asset here since we'd want to close editors for garbage collected assets
UObject* OldAsset = AssetEditorPair.Key.RawPtr;
ObjectsToClose.AddUnique(OldAsset);
// Gather other assets referencing reloaded asset and mark their editors to be closed too.
TArray<FReferencerInformation> AssetInternalReferencers, AssetExternalReferencers;
AssetEditorPair.Key.RawPtr->RetrieveReferencers(&AssetInternalReferencers, &AssetExternalReferencers);
for (const FReferencerInformation& Ref : AssetExternalReferencers)
{
ObjectsToClose.AddUnique(Ref.Referencer);
if (!FindEditorsForAssetAndSubObjects(Ref.Referencer).IsEmpty())
{
PendingAssetsToOpen.AddUnique(Ref.Referencer);
}
}
}
}
int32 NumAssetEditorsClosed = 0;
for (UObject* OldAsset : ObjectsToClose)
{
NumAssetEditorsClosed += CloseAllEditorsForAsset(OldAsset);
}
if (NumAssetEditorsClosed > 0)
{
// Closing asset editors might have have left objects pending GC that still reference the asset we're about to reload
// Run a GC now to ensure those are cleaned up before the fix-up phase happens
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
}
}
if (InPackageReloadPhase == EPackageReloadPhase::PostBatchPostGC)
{
for (TWeakObjectPtr<UObject>& NewAsset : PendingAssetsToOpen)
{
if (NewAsset.IsValid())
{
OpenEditorForAsset(NewAsset.Get());
}
}
PendingAssetsToOpen.Reset();
}
}
void UAssetEditorSubsystem::OpenEditorsForAssets(const TArray<FSoftObjectPath>& AssetsToOpen)
{
for (const FSoftObjectPath& AssetName : AssetsToOpen)
{
OpenEditorForAsset(AssetName);
}
}
void UAssetEditorSubsystem::OpenEditorsForAssets(const TArray<FString>& AssetsToOpen, const EAssetTypeActivationOpenedMethod OpenedMethod)
{
for (const FString& AssetName : AssetsToOpen)
{
OpenEditorForAsset(AssetName, OpenedMethod);
}
}
void UAssetEditorSubsystem::OpenEditorsForAssets(const TArray<FName>& AssetsToOpen, const EAssetTypeActivationOpenedMethod OpenedMethod)
{
for (const FName& AssetName : AssetsToOpen)
{
OpenEditorForAsset(AssetName.ToString(), OpenedMethod);
}
}
bool UAssetEditorSubsystem::CanOpenEditorForAsset(UObject* Asset, const EAssetTypeActivationOpenedMethod OpenedMethod, FText* OutErrorMsg)
{
if (!Asset)
{
if(OutErrorMsg)
{
*OutErrorMsg = LOCTEXT("AssetNull", "Opening Asset editor failed because asset is null");
}
return false;
}
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
TWeakPtr<IAssetTypeActions> AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(Asset->GetClass());
// First we check with the asset type action to see if it supports the open method
if(AssetTypeActions.IsValid())
{
if(!AssetTypeActions.Pin()->SupportsOpenedMethod(OpenedMethod))
{
if(OutErrorMsg)
{
if(OpenedMethod == EAssetTypeActivationOpenedMethod::Edit)
{
*OutErrorMsg = FText::Format(LOCTEXT("AssetTypeDoesntSupportEdit", "A {0} does not support being edited!"), AssetTypeActions.Pin()->GetName());
}
else
{
*OutErrorMsg = FText::Format(LOCTEXT("AssetTypeDoesntSupportReadOnly", "A {0} does not support being opened in read only mode!"), AssetTypeActions.Pin()->GetName());
}
}
return false;
}
}
else
{
// Disallow opening an asset editor for classes
if(Asset->IsA<UClass>())
{
if(OutErrorMsg)
{
*OutErrorMsg = LOCTEXT("UClassesCantBeOpened", "UClasses cannot be opened in Asset Editors!");
}
return false;
}
}
// If the asset needs to be edited, make sure that is possible
if(OpenedMethod == EAssetTypeActivationOpenedMethod::Edit)
{
if(!IsAssetEditable(Asset))
{
if(OutErrorMsg)
{
*OutErrorMsg = LOCTEXT("AssetCantBeEdited", "Unable to Edit Cooked asset");
}
return false;
}
}
if(OpenedMethod == EAssetTypeActivationOpenedMethod::View)
{
if (UPackage* Package = Asset->GetPackage())
{
for(const TPair<FName, FReadOnlyAssetFilter>& Filter : ReadOnlyAssetFilters)
{
if(!Filter.Value.Execute(Package->GetPathName()))
{
if(OutErrorMsg)
{
*OutErrorMsg = LOCTEXT("AssetDoesntSupportOpenMethod", "This asset does not support being opened in read only mode.");
}
return false;
}
}
}
else
{
return false; // failsafe, but the package should exist at this point
}
}
return true;
}
void UAssetEditorSubsystem::RegisterEditorModes()
{
for (FThreadSafeObjectIterator EditorModeIter(UEdMode::StaticClass()); EditorModeIter; ++EditorModeIter)
{
UEdMode* EditorMode = Cast<UEdMode>(*EditorModeIter);
UClass* ModeClass = EditorMode->GetClass();
if (ModeClass->HasAnyClassFlags(CLASS_Abstract | CLASS_Interface))
{
continue;
}
FEditorModeInfo EditorModeInfo = EditorMode->GetModeInfo();
if (EditorModes.Contains(EditorModeInfo.ID))
{
TWeakObjectPtr<UClass> RegisteredClass = EditorModes[EditorModeInfo.ID].ModeClass;
UE_LOG(
LogAssetEditorSubsystem,
Warning,
TEXT("UAssetEditorSubsystem::RegisterEditorModes : Attempting to initialize duplicate mode with name '%s'. Conflicting classes: '%s' and '%s'."),
*EditorModeInfo.ID.ToString(),
*ModeClass->GetName(),
*RegisteredClass.Get()->GetName()
);
continue;
}
EditorModes.Add(
EditorModeInfo.ID,
FRegisteredModeInfo{ ModeClass, EditorModeInfo }
);
OnEditorModeRegisteredEvent.Broadcast(EditorModeInfo.ID);
}
// Initialize Legacy FEditorModes
FEditorModeRegistry::Get().Initialize();
OnEditorModesChangedEvent.Broadcast();
}
void UAssetEditorSubsystem::UnregisterEditorModes()
{
FEditorModeRegistry::Get().Shutdown();
for (const auto& RegisteredMode : EditorModes)
{
OnEditorModeUnregisteredEvent.Broadcast(RegisteredMode.Value.ModeInfo.ID);
}
OnEditorModesChangedEvent.Broadcast();
EditorModes.Empty();
}
void UAssetEditorSubsystem::OnSMInstanceElementsEnabled()
{
// Let the modes know that SM instance elements may have been enabled or disabled and update state accordingly
OnEditorModesChanged().Broadcast();
}
FNamePermissionList& UAssetEditorSubsystem::GetAllowedEditorModes()
{
return AllowedEditorModes;
}
bool UAssetEditorSubsystem::IsEditorModeAllowed(const FName ModeId) const
{
return AllowedEditorModes.PassesFilter(ModeId);
}
#undef LOCTEXT_NAMESPACE