288 lines
15 KiB
C
288 lines
15 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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EditorLevelUtils.h: Editor-specific level management routines
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Templates/SubclassOf.h"
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#include "EditorLevelUtils.generated.h"
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class AActor;
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class ULevel;
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class ULevelStreaming;
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DECLARE_LOG_CATEGORY_EXTERN(LogLevelTools, Warning, All);
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UENUM(BlueprintType)
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enum class ELevelVisibilityDirtyMode : uint8
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{
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// Use when the user is causing the visibility change. Will update transaction state and mark the package dirty.
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ModifyOnChange,
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// Use when code is causing the visibility change.
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DontModify
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};
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UCLASS(transient)
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class UEditorLevelUtils: public UObject
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{
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GENERATED_BODY()
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public:
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/**
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* Creates a new streaming level in the current world
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*
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* @param LevelStreamingClass The streaming class type instead to use for the level.
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* @param NewLevelPath Optional path to the level package path format ("e.g /Game/MyLevel"). If empty, the user will be prompted during the save process.
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* @param bMoveSelectedActorsIntoNewLevel If true, move any selected actors into the new level.
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*
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* @return Returns the newly created level, or NULL on failure
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation")
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static UNREALED_API ULevelStreaming* CreateNewStreamingLevel(TSubclassOf<ULevelStreaming> LevelStreamingClass, const FString& NewLevelPath = TEXT(""), bool bMoveSelectedActorsIntoNewLevel = false);
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/**
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* Makes the specified streaming level the current level for editing.
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* The current level is where actors are spawned to when calling SpawnActor
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*
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* @return true If a level was removed.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation")
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static UNREALED_API void MakeLevelCurrent(ULevelStreaming* InStreamingLevel);
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/**
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* Moves the specified list of actors to the specified streaming level. The new actors will be selected
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*
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* @param ActorsToMove List of actors to move
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* @param DestStreamingLevel The destination streaming level of the current world to move the actors to
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* @param bWarnAboutReferences Whether or not to show a modal warning about referenced actors that may no longer function after being moved
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* @return The number of actors that were successfully moved to the new level
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation")
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static UNREALED_API int32 MoveActorsToLevel(const TArray<AActor*>& ActorsToMove, ULevelStreaming* DestStreamingLevel, bool bWarnAboutReferences = true, bool bWarnAboutRenaming = true);
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/**
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* Moves the currently selected actors to the specified streaming level. The new actors will be selected
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*
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* @param DestStreamingLevel The destination streaming level of the current world to move the actors to
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* @param bWarnAboutReferences Whether or not to show a modal warning about referenced actors that may no longer function after being moved
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* @return The number of actors that were successfully moved to the new level
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation")
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static UNREALED_API int32 MoveSelectedActorsToLevel(ULevelStreaming* DestLevel, bool bWarnAboutReferences = true);
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/**
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* Makes the specified level the current level for editing.
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* The current level is where actors are spawned to when calling SpawnActor
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* @param InLevel The level to make current
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* @param bForceOperation True if the operation should succeed even if the level is locked. In certian circumstances (like removing the current level, we must be able to set a new current level even if the only one left is locked)
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*
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* @return true If a level was removed.
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*/
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static UNREALED_API void MakeLevelCurrent(ULevel* InLevel, bool bEvenIfLocked = false);
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static UNREALED_API int32 MoveActorsToLevel(const TArray<AActor*>& ActorsToMove, ULevel* DestLevel, bool bWarnAboutReferences = true, bool bWarnAboutRenaming = true);
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static UNREALED_API int32 MoveSelectedActorsToLevel(ULevel* DestLevel, bool bWarnAboutReferences = true);
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/**
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* Creates a new streaming level and adds it to a world
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*
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* @param InWorld The world to add the streaming level to
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* @param LevelStreamingClass The streaming class type instead to use for the level.
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* @param DefaultFilename Optional file name for level. If empty, the user will be prompted during the save process.
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* @param bMoveSelectedActorsIntoNewLevel If true, move any selected actors into the new level.
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* @param InTemplateWorld If valid, the new level will be a copy of the template world.
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*
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* @return Returns the newly created level, or NULL on failure
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*/
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static UNREALED_API ULevelStreaming* CreateNewStreamingLevelForWorld(UWorld& World, TSubclassOf<ULevelStreaming> LevelStreamingClass, const FString& DefaultFilename = TEXT(""), bool bMoveSelectedActorsIntoNewLevel = false, UWorld* InTemplateWorld = nullptr);
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/**
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* Adds the named level packages to the world. Does nothing if all the levels already exist in the world.
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*
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* @param InWorld World in which to add the level
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* @param LevelPackageName The base filename of the level package to add.
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* @param LevelStreamingClass The streaming class type instead to use for the level.
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*
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* @return The new level, or NULL if the level couldn't added.
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*/
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static UNREALED_API ULevel* AddLevelsToWorld(UWorld* InWorld, TArray<FString> LevelPackageNames, TSubclassOf<ULevelStreaming> LevelStreamingClass);
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/**
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* Adds the named level package to the world. Does nothing if the level already exists in the world.
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*
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* @param InWorld World in which to add the level.
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* @param LevelPackageName The package name ("e.g /Game/MyLevel") of the level package to add.
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* @param LevelStreamingClass The streaming class type to use for the level.
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*
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* @return The new level, or NULL if the level couldn't added.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation", meta = (DisplayName = "Add Level to World", ScriptName = "AddLevelToWorld"))
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static ULevelStreaming* K2_AddLevelToWorld(UWorld* World, const FString& LevelPackageName, TSubclassOf<ULevelStreaming> LevelStreamingClass)
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{
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return AddLevelToWorld(World, *LevelPackageName, LevelStreamingClass, FTransform::Identity);
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}
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/**
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* Adds the named level package to the world at the given position. Does nothing if the level already exists in the world.
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*
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* @param InWorld World in which to add the level.
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* @param LevelPackageName The package name ("e.g /Game/MyLevel") of the level package to add.
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* @param LevelStreamingClass The streaming class type to use for the level.
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* @param LevelTransform The origin of the new level in the world.
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*
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* @return The new level, or NULL if the level couldn't added.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation", meta = (DisplayName = "Add Level to World with Transform", ScriptName = "AddLevelToWorldWithTransform"))
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static ULevelStreaming* K2_AddLevelToWorldWithTransform(UWorld* World, const FString& LevelPackageName, TSubclassOf<ULevelStreaming> LevelStreamingClass, const FTransform& LevelTransform)
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{
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return AddLevelToWorld(World, *LevelPackageName, LevelStreamingClass, LevelTransform);
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}
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/**
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* Adds the named level package to the world. Does nothing if the level already exists in the world.
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*
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* @param InWorld World in which to add the level
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* @param LevelPackageName The base filename of the level package to add.
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* @param LevelStreamingClass The streaming class type instead to use for the level.
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*
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* @return The new level, or NULL if the level couldn't added.
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*/
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static UNREALED_API ULevelStreaming* AddLevelToWorld(UWorld* InWorld, const TCHAR* LevelPackageName, TSubclassOf<ULevelStreaming> LevelStreamingClass, const FTransform& LevelTransform = FTransform::Identity);
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private:
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static UNREALED_API ULevelStreaming* AddLevelToWorld_Internal(UWorld* InWorld, const TCHAR* LevelPackageName, TSubclassOf<ULevelStreaming> LevelStreamingClass, const FTransform& LevelTransform = FTransform::Identity);
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public:
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/** Sets the LevelStreamingClass for the specified Level
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* @param InLevel The level for which to change the streaming class
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* @param LevelStreamingClass The desired streaming class
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*
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* @return The new streaming level object
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*/
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static UNREALED_API ULevelStreaming* SetStreamingClassForLevel(ULevelStreaming* InLevel, TSubclassOf<ULevelStreaming> LevelStreamingClass);
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/**
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* Removes the specified level from the world. Refreshes.
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*
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* @return true If a level was removed.
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*/
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static UNREALED_API bool RemoveLevelFromWorld(ULevel* InLevel);
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/**
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* Removes the specified LevelStreaming from the world, and Refreshes.
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* Used to Clean up references of missing levels.
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*
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* @return true If a level was removed.
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*/
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static UNREALED_API bool RemoveInvalidLevelFromWorld(ULevelStreaming* InLevelStreaming);
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/**
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* Sets the actors within a level's visibility via bHiddenEdLevel.
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* Warning: modifies ULevel::bIsVisible and bHiddenEdLevel without marking packages dirty or supporting undo.
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* Calling code must restore to the original state before the user can interact with the levels.
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*/
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static UNREALED_API void SetLevelVisibilityTemporarily(ULevel* Level, bool bShouldBeVisible);
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/**
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* Sets a level's visibility in the editor. Less efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously.
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*
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* @param Level The level to modify.
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* @param bShouldBeVisible The level's new visibility state.
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* @param bForceLayersVisible If true and the level is visible, force the level's layers to be visible.
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* @param ModifyMode ELevelVisibilityDirtyMode mode value.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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static UNREALED_API void SetLevelVisibility(ULevel* Level, const bool bShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode = ELevelVisibilityDirtyMode::ModifyOnChange);
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/**
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* Sets a level's visibility in the editor. More efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously.
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*
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* @param Levels The levels to modify.
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* @param bShouldBeVisible The level's new visibility state for each level.
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* @param bForceLayersVisible If true and the level is visible, force the level's layers to be visible.
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* @param ModifyMode ELevelVisibilityDirtyMode mode value.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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static UNREALED_API void SetLevelsVisibility(const TArray<ULevel*>& Levels, const TArray<bool>& bShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode = ELevelVisibilityDirtyMode::ModifyOnChange);
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/**
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* Deselects all BSP surfaces in this level
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*
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* @param InLevel The level to deselect the surfaces of.
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*
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*/
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static UNREALED_API void DeselectAllSurfacesInLevel(ULevel* InLevel);
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/**
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* Executes an operation on the set of all referenced worlds.
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*
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* @param InWorld World containing streaming levels
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* @param Operation The operation to execute on the referenced worlds, return false to break iteration
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* @param bIncludeInWorld If true, include the InWorld in the output list.
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* @param bOnlyEditorVisible If true, only sub-levels that should be visible in-editor are included
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*/
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static UNREALED_API void ForEachWorlds(UWorld* InWorld, TFunctionRef<bool(UWorld*)> Operation, bool bIncludeInWorld, bool bOnlyEditorVisible = false);
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/**
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* Assembles the set of all referenced worlds.
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*
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* @param InWorld World containing streaming levels
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* @param Worlds [out] The set of referenced worlds.
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* @param bIncludeInWorld If true, include the InWorld in the output list.
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* @param bOnlyEditorVisible If true, only sub-levels that should be visible in-editor are included
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*/
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static UNREALED_API void GetWorlds(UWorld* InWorld, TArray<UWorld*>& OutWorlds, bool bIncludeInWorld, bool bOnlyEditorVisible = false);
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/**
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* Returns all levels for a world.
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*
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* @param World World containing levels
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* @return Set of all levels
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility")
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static const TArray<ULevel*> GetLevels(UWorld* World);
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UE_DEPRECATED(4.17, "The CreateNewLevel method to create streaming levels has been deprecated. Use CreateNewStreamingLevelForWorld instead")
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static UNREALED_API ULevel* CreateNewLevel(UWorld* InWorld, bool bMoveSelectedActorsIntoNewLevel, TSubclassOf<ULevelStreaming> LevelStreamingClass, const FString& DefaultFilename = TEXT(""));
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/**
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* Moves the specified list of actors to the specified level
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*
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* @param ActorsToMove List of actors to move
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* @param DestLevelStreaming The level streaming object associated with the destination level
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* @param OutNumMovedActors The number of actors that were successfully moved to the new level
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*/
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UE_DEPRECATED(4.17, "The MovesActorsToLevel method has been deprecated. Use MoveActorsToLevel instead")
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static void MovesActorsToLevel(TArray<AActor*>& ActorsToMove, ULevelStreaming* DestLevelStreaming, int32& OutNumMovedActors);
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private:
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/**
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* Removes a level from the world. Returns true if the level was removed successfully.
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*
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* @param Level The level to remove from the world.
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* @return true if the level was removed successfully, false otherwise.
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*/
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static bool PrivateRemoveLevelFromWorld(ULevel* Level);
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static bool PrivateRemoveInvalidLevelFromWorld(ULevelStreaming* InLevelStreaming);
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/**
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* Completely removes the level from the world, unloads its package and forces garbage collection.
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*
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* @note: This function doesn't remove the associated streaming level.
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*
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* @param InLevel A non-NULL, non-Persistent Level that will be destroyed.
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* @return true if the level was removed.
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*/
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static bool EditorDestroyLevel(ULevel* InLevel);
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private:
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};
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// For backwards compatibility
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typedef UEditorLevelUtils EditorLevelUtils;
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