EM_Task/UnrealEd/Private/Factories/SkeletonFactory.cpp

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SkeletonFactory.cpp: Factory for Skeletons
=============================================================================*/
#include "Factories/SkeletonFactory.h"
#include "Misc/MessageDialog.h"
#include "Modules/ModuleManager.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SWindow.h"
#include "Widgets/Layout/SBorder.h"
#include "EditorStyleSet.h"
#include "Animation/Skeleton.h"
#include "Engine/SkeletalMesh.h"
#include "Editor.h"
#include "IContentBrowserSingleton.h"
#include "ContentBrowserModule.h"
#define LOCTEXT_NAMESPACE "SkeletonFactory"
/*------------------------------------------------------------------------------
USkeletonFactory implementation.
------------------------------------------------------------------------------*/
USkeletonFactory::USkeletonFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bCreateNew = false;
SupportedClass = USkeleton::StaticClass();
}
bool USkeletonFactory::ConfigureProperties()
{
// Null the parent class so we can check for selection later
TargetSkeletalMesh = NULL;
// Load the content browser module to display an asset picker
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
FAssetPickerConfig AssetPickerConfig;
/** The asset picker will only show skeletal meshes */
AssetPickerConfig.Filter.ClassNames.Add(USkeletalMesh::StaticClass()->GetFName());
AssetPickerConfig.Filter.bRecursiveClasses = true;
/** The delegate that fires when an asset was selected */
AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateUObject(this, &USkeletonFactory::OnTargetSkeletalMeshSelected);
/** The default view mode should be a list view */
AssetPickerConfig.InitialAssetViewType = EAssetViewType::List;
PickerWindow = SNew(SWindow)
.Title(LOCTEXT("CreateSkeletonOptions", "Pick Skeletal Mesh"))
.ClientSize(FVector2D(500, 600))
.SupportsMinimize(false)
.SupportsMaximize(false)
[SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("Menu.Background"))
[ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig)]];
GEditor->EditorAddModalWindow(PickerWindow.ToSharedRef());
PickerWindow.Reset();
return TargetSkeletalMesh != NULL;
}
UObject* USkeletonFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
// Make sure we are trying to factory a skeleton, then create and init one
check(Class->IsChildOf(USkeleton::StaticClass()));
if (TargetSkeletalMesh == NULL)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("InvalidSkeletalMesh", "Must specify a valid skeletal mesh for the skeleton to target."));
return NULL;
}
USkeleton* NewAsset = NewObject<USkeleton>(InParent, Class, Name, Flags);
if (NewAsset)
{
// this should not fail. If so there is problem.
if (!NewAsset->MergeAllBonesToBoneTree(TargetSkeletalMesh))
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("CreateNewSkeletonFailed_BoneMerge", "Failed to create Skeleton : Could not merge bone."));
NewAsset->ClearFlags(RF_Public | RF_Standalone);
NewAsset = NULL;
}
if (TargetSkeletalMesh->GetSkeleton() != NewAsset)
{
TargetSkeletalMesh->SetSkeleton(NewAsset);
TargetSkeletalMesh->MarkPackageDirty();
}
}
return NewAsset;
}
void USkeletonFactory::OnTargetSkeletalMeshSelected(const FAssetData& SelectedAsset)
{
TargetSkeletalMesh = Cast<USkeletalMesh>(SelectedAsset.GetAsset());
PickerWindow->RequestDestroyWindow();
}
#undef LOCTEXT_NAMESPACE