// Copyright Epic Games, Inc. All Rights Reserved. #include "Toolkits/AssetEditorManager.h" #include "MessageEndpoint.h" #include "Misc/ConfigCacheIni.h" #include "Misc/FeedbackContext.h" #include "Modules/ModuleManager.h" #include "Settings/EditorLoadingSavingSettings.h" #include "AssetEditorMessages.h" #include "MessageEndpointBuilder.h" #include "IAssetTools.h" #include "IAssetTypeActions.h" #include "AssetToolsModule.h" #include "Toolkits/AssetEditorToolkit.h" #include "Toolkits/SimpleAssetEditor.h" #include "LevelEditor.h" #include "UObject/PackageReload.h" #include "EngineAnalytics.h" #include "AnalyticsEventAttribute.h" #include "Interfaces/IAnalyticsProvider.h" #include "Framework/Notifications/NotificationManager.h" #include "Widgets/Notifications/SNotificationList.h" #include "ContentBrowserModule.h" #include "MRUFavoritesList.h" #include "Engine/MapBuildDataRegistry.h" #define LOCTEXT_NAMESPACE "AssetEditorManager" DEFINE_LOG_CATEGORY_STATIC(LogAssetEditorManager, Log, All); FAssetEditorManager* FAssetEditorManager::Instance = NULL; FAssetEditorManager& FAssetEditorManager::Get() { if (Instance == NULL) { Instance = new FAssetEditorManager(); } return *Instance; } PRAGMA_DISABLE_DEPRECATION_WARNINGS FAssetEditorManager::FAssetEditorManager() : bSavingOnShutdown(false), bRequestRestorePreviouslyOpenAssets(false) { // Message bus to receive requests to load assets MessageEndpoint = FMessageEndpoint::Builder("FAssetEditorManager") .Handling(this, &FAssetEditorManager::HandleRequestOpenAssetMessage) .WithInbox(); if (MessageEndpoint.IsValid()) { MessageEndpoint->Subscribe(); } TickDelegate = FTickerDelegate::CreateRaw(this, &FAssetEditorManager::HandleTicker); FTicker::GetCoreTicker().AddTicker(TickDelegate, 1.f); FCoreUObjectDelegates::OnPackageReloaded.AddRaw(this, &FAssetEditorManager::HandlePackageReloaded); } void FAssetEditorManager::OnExit() { FCoreUObjectDelegates::OnPackageReloaded.RemoveAll(this); SaveOpenAssetEditors(true); TGuardValue GuardOnShutdown(bSavingOnShutdown, true); CloseAllAssetEditors(); // Don't attempt to report usage stats if analytics isn't available if (FEngineAnalytics::IsAvailable()) { TArray EditorUsageAttribs; EditorUsageAttribs.Empty(2); for (auto Iter = EditorUsageAnalytics.CreateConstIterator(); Iter; ++Iter) { const FAssetEditorAnalyticInfo& Data = Iter.Value(); EditorUsageAttribs.Reset(); EditorUsageAttribs.Emplace(TEXT("TotalDuration.Seconds"), FString::Printf(TEXT("%.1f"), Data.SumDuration.GetTotalSeconds())); EditorUsageAttribs.Emplace(TEXT("OpenedInstances.Count"), FString::Printf(TEXT("%d"), Data.NumTimesOpened)); const FString EventName = FString::Printf(TEXT("Editor.Usage.%s"), *Iter.Key().ToString()); FEngineAnalytics::GetProvider().RecordEvent(EventName, EditorUsageAttribs); } } } void FAssetEditorManager::AddReferencedObjects(FReferenceCollector& Collector) { TMap ModifiedKeys; for (TMultiMap::TIterator It(OpenedAssets); It; ++It) { UObject* Asset = It.Key(); if (Asset != nullptr) { UObject* MutableReference = Asset; Collector.AddReferencedObject(MutableReference); if (MutableReference != Asset) { ModifiedKeys.Add(Asset, MutableReference); } } } // If the pointer got deleted or swapped out due to hot reload. for (TPair& Entry: ModifiedKeys) { if (Entry.Value) { // Find the existing editor instances bound to a modified object ptr. TArray AssetEditors; OpenedAssets.MultiFind(Entry.Key, AssetEditors); // Remove the entry for the remapped pointer. OpenedAssets.Remove(Entry.Key); // Store all new instances for the moved pointer. for (IAssetEditorInstance* AssetEditor: AssetEditors) { OpenedAssets.Add(Entry.Value, AssetEditor); } } } for (TMultiMap::TIterator It(OpenedEditors); It; ++It) { UObject* Asset = It->Value; if (Asset != nullptr) { Collector.AddReferencedObject(It->Value); } } } FString FAssetEditorManager::GetReferencerName() const { return TEXT("FAssetEditorManager"); } IAssetEditorInstance* FAssetEditorManager::FindEditorForAsset(UObject* Asset, bool bFocusIfOpen) { const TArray 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 FAssetEditorManager::FindEditorsForAsset(UObject* Asset) { TArray AssetEditors; OpenedAssets.MultiFind(Asset, AssetEditors); return AssetEditors; } int32 FAssetEditorManager::CloseAllEditorsForAsset(UObject* Asset) { TArray EditorInstances = FindEditorsForAsset(Asset); for (IAssetEditorInstance* EditorInstance: EditorInstances) { if (EditorInstance) { EditorInstance->CloseWindow(); } } AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::CloseAllEditorsForAsset); return EditorInstances.Num(); } void FAssetEditorManager::RemoveAssetFromAllEditors(UObject* Asset) { TArray EditorInstances = FindEditorsForAsset(Asset); for (IAssetEditorInstance* EditorIter: EditorInstances) { if (EditorIter) { EditorIter->RemoveEditingAsset(Asset); } } AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::RemoveAssetFromAllEditors); } void FAssetEditorManager::CloseOtherEditors(UObject* Asset, IAssetEditorInstance* OnlyEditor) { TArray AllAssets; for (TMultiMap::TIterator It(OpenedAssets); It; ++It) { IAssetEditorInstance* Editor = It.Value(); if (Asset == It.Key() && Editor != OnlyEditor) { Editor->CloseWindow(); } } AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::CloseOtherEditors); } TArray FAssetEditorManager::GetAllEditedAssets() { TArray AllAssets; for (TMultiMap::TIterator It(OpenedAssets); It; ++It) { UObject* Asset = It.Key(); if (Asset != NULL) { AllAssets.AddUnique(Asset); } } return AllAssets; } void FAssetEditorManager::NotifyAssetOpened(UObject* Asset, IAssetEditorInstance* InInstance) { if (!OpenedEditors.Contains(InInstance)) { FOpenedEditorTime EditorTime; EditorTime.EditorName = InInstance->GetEditorName(); EditorTime.OpenedTime = FDateTime::UtcNow(); OpenedEditorTimes.Add(InInstance, EditorTime); } OpenedAssets.Add(Asset, InInstance); OpenedEditors.Add(InInstance, Asset); AssetOpenedInEditorEvent.Broadcast(Asset, InInstance); SaveOpenAssetEditors(false); } void FAssetEditorManager::NotifyAssetsOpened(const TArray& Assets, IAssetEditorInstance* InInstance) { for (auto AssetIter = Assets.CreateConstIterator(); AssetIter; ++AssetIter) { NotifyAssetOpened(*AssetIter, InInstance); } } void FAssetEditorManager::NotifyAssetClosed(UObject* Asset, IAssetEditorInstance* InInstance) { OpenedEditors.RemoveSingle(InInstance, Asset); OpenedAssets.RemoveSingle(Asset, InInstance); SaveOpenAssetEditors(false); } void FAssetEditorManager::NotifyEditorClosed(IAssetEditorInstance* InInstance) { // Remove all assets associated with the editor TArray Assets; OpenedEditors.MultiFind(InInstance, /*out*/ Assets); for (int32 AssetIndex = 0; AssetIndex < Assets.Num(); ++AssetIndex) { 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 FAssetEditorManager::CloseAllAssetEditors() { bool bAllEditorsClosed = true; for (TMultiMap::TIterator It(OpenedEditors); It; ++It) { IAssetEditorInstance* Editor = It.Key(); if (Editor != NULL) { if (!Editor->CloseWindow()) { bAllEditorsClosed = false; } } } AssetEditorRequestCloseEvent.Broadcast(nullptr, EAssetEditorCloseReason::CloseAllAssetEditors); return bAllEditorsClosed; } bool FAssetEditorManager::OpenEditorForAsset(UObject* Asset, const EToolkitMode::Type ToolkitMode, TSharedPtr OpenedFromLevelEditor, const bool bShowProgressWindow) { check(Asset); // @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) const bool bBringToFrontIfOpen = true; // Don't open asset editors for cooked packages if (UPackage* Package = Asset->GetOutermost()) { if (Package->bIsCookedForEditor) { return false; } } AssetEditorRequestOpenEvent.Broadcast(Asset); if (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(LogAssetEditorManager, Log, TEXT("Opening Asset editor for %s"), *Asset->GetFullName()); FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked(TEXT("AssetTools")); TWeakPtr AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(Asset->GetClass()); 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("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()); } // Disallow opening an asset editor for classes bool bCanSummonSimpleAssetEditor = !Asset->IsA(); if (AssetTypeActions.IsValid()) { TArray 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 WeakAsset = Asset; const FString AssetPath = Asset->GetPathName(); AssetTypeActions.Pin()->OpenAssetEditor(AssetsToEdit, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr()); // If the Asset was destroyed, attempt to find it if it was recreated if (!WeakAsset.IsValid() && !AssetPath.IsEmpty()) { Asset = FindObject(nullptr, *AssetPath); } AssetEditorOpenedEvent.Broadcast(Asset); } else if (bCanSummonSimpleAssetEditor) { // No asset type actions for this asset. Just use a properties editor. FSimpleAssetEditor::CreateEditor(ActualToolkitMode, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr(), 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 && Asset->IsAsset() && !Asset->IsA(UMapBuildDataRegistry::StaticClass())) { FString AssetPath = Asset->GetOuter()->GetPathName(); FContentBrowserModule& CBModule = FModuleManager::LoadModuleChecked(TEXT("ContentBrowser")); FMainMRUFavoritesList* RecentlyOpenedAssets = CBModule.GetRecentlyOpenedAssets(); if (RecentlyOpenedAssets && FPackageName::IsValidLongPackageName(AssetPath)) { RecentlyOpenedAssets->AddMRUItem(AssetPath); } } return true; } bool FAssetEditorManager::OpenEditorForAssets(const TArray& Assets, const EToolkitMode::Type ToolkitMode, TSharedPtr OpenedFromLevelEditor) { if (Assets.Num() == 1) { return OpenEditorForAsset(Assets[0], ToolkitMode, OpenedFromLevelEditor); } else if (Assets.Num() > 0) { TArray SkipOpenAssets; for (UObject* Asset: Assets) { // If any of the assets are already open or the package is cooked, // remove them from the list of assets to open an editor for UPackage* Package = Asset->GetOutermost(); if (FindEditorForAsset(Asset, true) != nullptr || (Package && Package->bIsCookedForEditor)) { 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(TEXT("AssetTools")); TWeakPtr AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(AssetClass); if (AssetTypeActions.IsValid()) { 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("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 WeakAsset; FString AssetPath; FLocalAssetInfo(const TWeakObjectPtr& InWeakAsset, const FString& InAssetPath) : WeakAsset(InWeakAsset), AssetPath(InAssetPath) {} }; TArray AssetInfoList; AssetInfoList.Reserve(Assets.Num()); for (UObject* Asset: Assets) { AssetInfoList.Add(FLocalAssetInfo(Asset, Asset->GetPathName())); } // 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, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr()); // 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(nullptr, *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); } } } } return true; } FArchive& operator<<(FArchive& Ar, IAssetEditorInstance*& TypeRef) { return Ar; } void FAssetEditorManager::HandleRequestOpenAssetMessage(const FAssetEditorRequestOpenAsset& Message, const TSharedRef& Context) { OpenEditorForAsset(Message.AssetName); } void FAssetEditorManager::OpenEditorForAsset(const FString& AssetPathName) { // An asset needs loading UPackage* Package = LoadPackage(NULL, *AssetPathName, LOAD_NoRedirects); if (Package) { Package->FullyLoad(); FString AssetName = FPaths::GetBaseFilename(AssetPathName); UObject* Object = FindObject(Package, *AssetName); if (Object != NULL) { OpenEditorForAsset(Object); } } } bool FAssetEditorManager::HandleTicker(float DeltaTime) { QUICK_SCOPE_CYCLE_COUNTER(STAT_FAssetEditorManager_HandleTicker); if (bRequestRestorePreviouslyOpenAssets) { RestorePreviouslyOpenAssets(); bRequestRestorePreviouslyOpenAssets = false; } MessageEndpoint->ProcessInbox(); return true; } void FAssetEditorManager::RequestRestorePreviouslyOpenAssets() { // We defer the restore so that we guarantee that it happens once initialization is complete bRequestRestorePreviouslyOpenAssets = true; } void FAssetEditorManager::RestorePreviouslyOpenAssets() { TArray OpenAssets; GConfig->GetArray(TEXT("AssetEditorManager"), TEXT("OpenAssetsAtExit"), OpenAssets, GEditorPerProjectIni); bool bCleanShutdown = false; GConfig->GetBool(TEXT("AssetEditorManager"), TEXT("CleanShutdown"), bCleanShutdown, GEditorPerProjectIni); SaveOpenAssetEditors(false); if (OpenAssets.Num() > 0) { if (bCleanShutdown) { // Do we have permission to automatically re-open the assets, or should we ask? const bool bAutoRestore = GetDefault()->bRestoreOpenAssetTabsOnRestart; if (bAutoRestore) { // Pretend that we showed the notification and that the user clicked "Restore Now" OpenEditorsForAssets(OpenAssets); } else { // Has this notification previously been suppressed by the user? bool bSuppressNotification = false; GConfig->GetBool(TEXT("AssetEditorManager"), TEXT("SuppressRestorePreviouslyOpenAssetsNotification"), bSuppressNotification, GEditorPerProjectIni); if (!bSuppressNotification) { // Ask the user; this doesn't block so will reopen the assets later SpawnRestorePreviouslyOpenAssetsNotification(bCleanShutdown, OpenAssets); } } } else { // If we crashed, we always ask regardless of what the user previously said SpawnRestorePreviouslyOpenAssetsNotification(bCleanShutdown, OpenAssets); } } } void FAssetEditorManager::SpawnRestorePreviouslyOpenAssetsNotification(const bool bCleanShutdown, const TArray& AssetsToOpen) { /** Utility functions for the notification which don't rely on the state from FAssetEditorManager */ struct Local { static ECheckBoxState GetDontAskAgainCheckBoxState() { bool bSuppressNotification = false; GConfig->GetBool(TEXT("AssetEditorManager"), TEXT("SuppressRestorePreviouslyOpenAssetsNotification"), bSuppressNotification, GEditorPerProjectIni); return bSuppressNotification ? ECheckBoxState::Checked : ECheckBoxState::Unchecked; } static void OnDontAskAgainCheckBoxStateChanged(ECheckBoxState NewState) { const bool bSuppressNotification = (NewState == ECheckBoxState::Checked); GConfig->SetBool(TEXT("AssetEditorManager"), TEXT("SuppressRestorePreviouslyOpenAssetsNotification"), bSuppressNotification, GEditorPerProjectIni); } }; 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 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 them?"); NotificationMessage = FText::Format(NotificationMessage, AssetsToOpen.Num()); FNotificationInfo Info = FNotificationInfo(NotificationMessage); // Add the buttons Info.ButtonDetails.Add(FNotificationButtonInfo( LOCTEXT("ReopenAssetEditors_Confirm", "Open"), FText(), FSimpleDelegate::CreateRaw(this, &FAssetEditorManager::OnConfirmRestorePreviouslyOpenAssets, AssetsToOpen), SNotificationItem::CS_None)); Info.ButtonDetails.Add(FNotificationButtonInfo( LOCTEXT("ReopenAssetEditors_Cancel", "Cancel"), FText(), FSimpleDelegate::CreateRaw(this, &FAssetEditorManager::OnCancelRestorePreviouslyOpenAssets), SNotificationItem::CS_None)); // We will let the notification expire automatically after 10 seconds Info.bFireAndForget = false; Info.ExpireDuration = 10.0f; // 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) { Info.CheckBoxState = TAttribute::Create(&Local::GetDontAskAgainCheckBoxState); Info.CheckBoxStateChanged = FOnCheckStateChanged::CreateStatic(&Local::OnDontAskAgainCheckBoxStateChanged); Info.CheckBoxText = NSLOCTEXT("ModalDialogs", "DefaultCheckBoxMessage", "Don't show this again"); } // Close any existing notification TSharedPtr RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin(); if (RestorePreviouslyOpenAssetsNotification.IsValid()) { RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout(); } RestorePreviouslyOpenAssetsNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info); } void FAssetEditorManager::OnConfirmRestorePreviouslyOpenAssets(TArray AssetsToOpen) { // Close any existing notification TSharedPtr RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin(); if (RestorePreviouslyOpenAssetsNotification.IsValid()) { RestorePreviouslyOpenAssetsNotification->SetExpireDuration(0.0f); RestorePreviouslyOpenAssetsNotification->SetFadeOutDuration(0.5f); RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout(); // If the user suppressed the notification for future sessions, make sure this is reflected in their settings // Note: We do that inside this if statement so that we only do it if we were showing a UI they could interact with bool bSuppressNotification = false; GConfig->GetBool(TEXT("AssetEditorManager"), TEXT("SuppressRestorePreviouslyOpenAssetsNotification"), bSuppressNotification, GEditorPerProjectIni); UEditorLoadingSavingSettings& Settings = *GetMutableDefault(); Settings.bRestoreOpenAssetTabsOnRestart = bSuppressNotification; Settings.PostEditChange(); // we do this inside the condition so that it can only be done once. OpenEditorsForAssets(AssetsToOpen); } } void FAssetEditorManager::OnCancelRestorePreviouslyOpenAssets() { // Close any existing notification TSharedPtr RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin(); if (RestorePreviouslyOpenAssetsNotification.IsValid()) { RestorePreviouslyOpenAssetsNotification->SetExpireDuration(0.0f); RestorePreviouslyOpenAssetsNotification->SetFadeOutDuration(0.5f); RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout(); } } void FAssetEditorManager::SaveOpenAssetEditors(bool bOnShutdown) { if (!bSavingOnShutdown) { TArray OpenAssets; // Don't save a list of assets to restore if we are running under a debugger if (!FPlatformMisc::IsDebuggerPresent()) { for (const TPair& EditorPair: OpenedEditors) { IAssetEditorInstance* Editor = EditorPair.Key; if (Editor != NULL) { UObject* EditedObject = EditorPair.Value; if (EditedObject != NULL) { // only record assets that have a valid saved package UPackage* Package = EditedObject->GetOutermost(); if (Package != NULL && Package->GetFileSize() != 0) { OpenAssets.Add(EditedObject->GetPathName()); } } } } } GConfig->SetArray(TEXT("AssetEditorManager"), TEXT("OpenAssetsAtExit"), OpenAssets, GEditorPerProjectIni); GConfig->SetBool(TEXT("AssetEditorManager"), TEXT("CleanShutdown"), bOnShutdown, GEditorPerProjectIni); GConfig->Flush(false, GEditorPerProjectIni); } } void FAssetEditorManager::HandlePackageReloaded(const EPackageReloadPhase InPackageReloadPhase, FPackageReloadedEvent* InPackageReloadedEvent) { static TArray PendingAssetsToOpen; if (InPackageReloadPhase == EPackageReloadPhase::PrePackageFixup) { /** Call close for all old assets even if not open, so global callback will go off */ TArray AssetsToClose; const TMap& RepointedMap = InPackageReloadedEvent->GetRepointedObjects(); for (const TPair& RepointPair: RepointedMap) { if (RepointPair.Key->IsAsset()) { AssetsToClose.Add(RepointPair.Key); } } /** Look for replacement for assets that are open now so we can reopen */ for (TPair& AssetEditorPair: OpenedAssets) { UObject* NewAsset = nullptr; if (InPackageReloadedEvent->GetRepointedObject(AssetEditorPair.Key, NewAsset)) { if (NewAsset) { PendingAssetsToOpen.AddUnique(NewAsset); } } } int32 NumAssetEditorsClosed = 0; for (UObject* OldAsset: AssetsToClose) { 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 (UObject* NewAsset: PendingAssetsToOpen) { OpenEditorForAsset(NewAsset); } PendingAssetsToOpen.Reset(); } } void FAssetEditorManager::OpenEditorsForAssets(const TArray& AssetsToOpen) { for (const FString& AssetName: AssetsToOpen) { OpenEditorForAsset(AssetName); } } void FAssetEditorManager::OpenEditorsForAssets(const TArray& AssetsToOpen) { for (const FName& AssetName: AssetsToOpen) { OpenEditorForAsset(AssetName.ToString()); } } PRAGMA_ENABLE_DEPRECATION_WARNINGS #undef LOCTEXT_NAMESPACE