Example #1
0
void FActorDropTarget::OnDrop(FDragDropPayload& DraggedObjects, UWorld& World, const FDragValidationInfo& ValidationInfo, TSharedRef<SWidget> DroppedOnWidget)
{
	AActor* DropActor = Actor.Get();
	if (!DropActor)
	{
		return;
	}

	FActorArray DraggedActors = DraggedObjects.Actors.GetValue();

	FMessageLog EditorErrors("EditorErrors");
	EditorErrors.NewPage(LOCTEXT("ActorAttachmentsPageLabel", "Actor attachment"));

	if (ValidationInfo.TooltipType == FActorDragDropGraphEdOp::ToolTip_CompatibleMultipleDetach || ValidationInfo.TooltipType == FActorDragDropGraphEdOp::ToolTip_CompatibleDetach)
	{
		const FScopedTransaction Transaction( LOCTEXT("UndoAction_DetachActors", "Detach actors") );

		for (const auto& WeakActor : DraggedActors)
		{
			if (auto* DragActor = WeakActor.Get())
			{
				DetachActorFromParent(DragActor);
			}
		}
	}
	else if (ValidationInfo.TooltipType == FActorDragDropGraphEdOp::ToolTip_CompatibleMultipleAttach || ValidationInfo.TooltipType == FActorDragDropGraphEdOp::ToolTip_CompatibleAttach)
	{
		// Show socket chooser if we have sockets to select

		//@TODO: Should create a menu for each component that contains sockets, or have some form of disambiguation within the menu (like a fully qualified path)
		// Instead, we currently only display the sockets on the root component
		USceneComponent* Component = DropActor->GetRootComponent();
		if ((Component != NULL) && (Component->HasAnySockets()))
		{
			// Create the popup
			FSlateApplication::Get().PushMenu(
				DroppedOnWidget,
				SNew(SSocketChooserPopup)
				.SceneComponent( Component )
				.OnSocketChosen_Static(&FActorDropTarget::PerformAttachment, Actor, MoveTemp(DraggedActors) ),
				FSlateApplication::Get().GetCursorPos(),
				FPopupTransitionEffect( FPopupTransitionEffect::TypeInPopup )
				);
		}
		else
		{
			PerformAttachment(NAME_None, Actor, MoveTemp(DraggedActors));
		}
	}

	// Report errors
	EditorErrors.Notify(NSLOCTEXT("ActorAttachmentError", "AttachmentsFailed", "Attachments Failed!"));
}