127 lines
5.2 KiB
C++
127 lines
5.2 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ThumbnailRendering/BlueprintThumbnailRenderer.h"
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#include "ShowFlags.h"
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#include "SceneView.h"
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#include "Misc/App.h"
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#include "Engine/InheritableComponentHandler.h"
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#include "Engine/SCS_Node.h"
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UBlueprintThumbnailRenderer::UBlueprintThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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bool UBlueprintThumbnailRenderer::CanVisualizeAsset(UObject* Object)
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{
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UBlueprint* Blueprint = Cast<UBlueprint>(Object);
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// Only visualize actor based blueprints
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if (Blueprint && Blueprint->GeneratedClass && Blueprint->GeneratedClass->IsChildOf(AActor::StaticClass()))
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{
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// Try to find any visible primitive components in the native class' CDO
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AActor* CDO = Blueprint->GeneratedClass->GetDefaultObject<AActor>();
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for (UActorComponent* Component: CDO->GetComponents())
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{
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if (FBlueprintThumbnailScene::IsValidComponentForVisualization(Component))
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{
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return true;
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}
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}
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UBlueprint* BlueprintToHarvestComponents = Blueprint;
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TSet<UBlueprint*> AllVisitedBlueprints;
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while (BlueprintToHarvestComponents)
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{
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AllVisitedBlueprints.Add(BlueprintToHarvestComponents);
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// Try to find any visible primitive components in the simple construction script
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if (BlueprintToHarvestComponents->SimpleConstructionScript)
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{
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for (USCS_Node* Node: BlueprintToHarvestComponents->SimpleConstructionScript->GetAllNodes())
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{
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if (FBlueprintThumbnailScene::IsValidComponentForVisualization(Node->ComponentTemplate))
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{
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return true;
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}
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}
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}
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// Check if any inheritable components from parents have valid data
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if (BlueprintToHarvestComponents->InheritableComponentHandler)
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{
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for (TArray<FComponentOverrideRecord>::TIterator InheritedComponentsIter = BlueprintToHarvestComponents->InheritableComponentHandler->CreateRecordIterator(); InheritedComponentsIter; ++InheritedComponentsIter)
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{
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if (FBlueprintThumbnailScene::IsValidComponentForVisualization(InheritedComponentsIter->ComponentTemplate))
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{
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return true;
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}
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}
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}
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UClass* ParentClass = BlueprintToHarvestComponents->ParentClass;
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BlueprintToHarvestComponents = nullptr;
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// If the parent class was a blueprint generated class, check it's simple construction script components as well
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if (ParentClass)
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{
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UBlueprint* ParentBlueprint = Cast<UBlueprint>(ParentClass->ClassGeneratedBy);
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// Also make sure we haven't visited the blueprint already. This would only happen if there was a loop of parent classes.
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if (ParentBlueprint && !AllVisitedBlueprints.Contains(ParentBlueprint))
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{
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BlueprintToHarvestComponents = ParentBlueprint;
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}
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}
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}
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}
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return false;
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}
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void UBlueprintThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
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{
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UBlueprint* Blueprint = Cast<UBlueprint>(Object);
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// Strict validation - it may hopefully fix UE-35705.
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const bool bIsBlueprintValid = IsValid(Blueprint) && IsValid(Blueprint->GeneratedClass) && Blueprint->bHasBeenRegenerated
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//&& Blueprint->IsUpToDate() - This condition makes the thumbnail blank whenever the BP is dirty. It seems too strict.
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&& !Blueprint->bBeingCompiled && !Blueprint->HasAnyFlags(RF_Transient);
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if (bIsBlueprintValid)
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{
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TSharedRef<FBlueprintThumbnailScene> ThumbnailScene = ThumbnailScenes.EnsureThumbnailScene(Blueprint->GeneratedClass);
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ThumbnailScene->SetBlueprint(Blueprint);
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FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(RenderTarget, ThumbnailScene->GetScene(), FEngineShowFlags(ESFIM_Game))
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.SetWorldTimes(FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime)
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.SetAdditionalViewFamily(bAdditionalViewFamily));
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ViewFamily.EngineShowFlags.DisableAdvancedFeatures();
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ViewFamily.EngineShowFlags.MotionBlur = 0;
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ThumbnailScene->GetView(&ViewFamily, X, Y, Width, Height);
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RenderViewFamily(Canvas, &ViewFamily);
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}
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}
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void UBlueprintThumbnailRenderer::BeginDestroy()
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{
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ThumbnailScenes.Clear();
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Super::BeginDestroy();
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}
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void UBlueprintThumbnailRenderer::BlueprintChanged(class UBlueprint* Blueprint)
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{
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if (Blueprint && Blueprint->GeneratedClass)
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{
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TSharedPtr<FBlueprintThumbnailScene> ThumbnailScene = ThumbnailScenes.FindThumbnailScene(Blueprint->GeneratedClass);
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if (ThumbnailScene.IsValid())
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{
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ThumbnailScene->BlueprintChanged(Blueprint);
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}
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}
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}
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