Example #1
2
UActorComponent* AActor::AddComponent(FName TemplateName, bool bManualAttachment, const FTransform& RelativeTransform, const UObject* ComponentTemplateContext)
{
	UActorComponent* Template = nullptr;
	UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>((ComponentTemplateContext != nullptr) ? ComponentTemplateContext->GetClass() : GetClass());
	while(BlueprintGeneratedClass != nullptr)
	{
		Template = BlueprintGeneratedClass->FindComponentTemplateByName(TemplateName);
		if(nullptr != Template)
		{
			break;
		}
		BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>(BlueprintGeneratedClass->GetSuperClass());
	}

	bool bIsSceneComponent = false;
	UActorComponent* NewActorComp = CreateComponentFromTemplate(Template);
	if(NewActorComp != nullptr)
	{
		// Call function to notify component it has been created
		NewActorComp->OnComponentCreated();
		
		// The user has the option of doing attachment manually where they have complete control or via the automatic rule
		// that the first component added becomes the root component, with subsequent components attached to the root.
		USceneComponent* NewSceneComp = Cast<USceneComponent>(NewActorComp);
		if(NewSceneComp != nullptr)
		{
			if (!bManualAttachment)
			{
				if (RootComponent == nullptr)
				{
					RootComponent = NewSceneComp;
				}
				else
				{
					NewSceneComp->AttachTo(RootComponent);
				}
			}

			NewSceneComp->SetRelativeTransform(RelativeTransform);

			bIsSceneComponent = true;
		}

		// Register component, which will create physics/rendering state, now component is in correct position
		NewActorComp->RegisterComponent();

		UWorld* World = GetWorld();
		if (!bRunningUserConstructionScript && World && bIsSceneComponent)
		{
			UPrimitiveComponent* NewPrimitiveComponent = Cast<UPrimitiveComponent>(NewActorComp);
			if (NewPrimitiveComponent && ACullDistanceVolume::CanBeAffectedByVolumes(NewPrimitiveComponent))
			{
				World->UpdateCullDistanceVolumes(this, NewPrimitiveComponent);
			}
		}
	}

	return NewActorComp;
}
void UChildActorComponent::ApplyComponentInstanceData(FChildActorComponentInstanceData* ChildActorInstanceData, const ECacheApplyPhase CacheApplyPhase)
{
	check(ChildActorInstanceData);

	ChildActorName = ChildActorInstanceData->ChildActorName;
	if (ChildActor)
	{
		// Only rename if it is safe to
		if(ChildActorName != NAME_None)
		{
			const FString ChildActorNameString = ChildActorName.ToString();
			if (ChildActor->Rename(*ChildActorNameString, nullptr, REN_Test))
			{
				ChildActor->Rename(*ChildActorNameString, nullptr, REN_DoNotDirty | (IsLoading() ? REN_ForceNoResetLoaders : REN_None));
			}
		}

		if (ChildActorInstanceData->ComponentInstanceData)
		{
			ChildActorInstanceData->ComponentInstanceData->ApplyToActor(ChildActor, CacheApplyPhase);
		}

		USceneComponent* ChildActorRoot = ChildActor->GetRootComponent();
		if (ChildActorRoot)
		{
			for (const auto& AttachInfo : ChildActorInstanceData->AttachedActors)
			{
				AActor* AttachedActor = AttachInfo.Actor.Get();
				if (AttachedActor)
				{
					USceneComponent* AttachedRootComponent = AttachedActor->GetRootComponent();
					if (AttachedRootComponent)
					{
						AttachedActor->DetachRootComponentFromParent();
						AttachedRootComponent->AttachToComponent(ChildActorRoot, FAttachmentTransformRules::KeepWorldTransform, AttachInfo.SocketName);
						AttachedRootComponent->SetRelativeTransform(AttachInfo.RelativeTransform);
						AttachedRootComponent->UpdateComponentToWorld();
					}
				}
			}
		}
	}
}
void FMovieScene3DConstraintTrackInstance::RestoreState(const TArray<UObject*>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance)
{
	for (int32 ObjIndex = 0; ObjIndex < RuntimeObjects.Num(); ++ObjIndex)
	{
		if (!IsValid(RuntimeObjects[ObjIndex]))
		{
			continue;
		}

		USceneComponent* SceneComponent = MovieSceneHelpers::SceneComponentFromRuntimeObject(RuntimeObjects[ObjIndex]);
		if (SceneComponent != nullptr)
		{
			FTransform *Transform = InitTransformMap.Find(RuntimeObjects[ObjIndex]);
			if (Transform != nullptr)
			{
				SceneComponent->SetRelativeTransform(*Transform);
			}
		}
	}
}
void UChildActorComponent::ApplyComponentInstanceData(FChildActorComponentInstanceData* ChildActorInstanceData)
{
    check(ChildActorInstanceData);

    ChildActorName = ChildActorInstanceData->ChildActorName;
    if (ChildActor)
    {
        // Only rename if it is safe to
        if(ChildActorName != NAME_None)
        {
            const FString ChildActorNameString = ChildActorName.ToString();
            if (ChildActor->Rename(*ChildActorNameString, nullptr, REN_Test))
            {
                ChildActor->Rename(*ChildActorNameString, nullptr, REN_DoNotDirty);
            }
        }

        USceneComponent* ChildActorRoot = ChildActor->GetRootComponent();
        if (ChildActorRoot)
        {
            for (const auto& AttachInfo : ChildActorInstanceData->AttachedActors)
            {
                AActor* AttachedActor = AttachInfo.Actor.Get();
                if (AttachedActor)
                {
                    USceneComponent* AttachedRootComponent = AttachedActor->GetRootComponent();
                    if (AttachedRootComponent)
                    {
                        AttachedActor->DetachRootComponentFromParent();
                        AttachedRootComponent->AttachTo(ChildActorRoot, AttachInfo.SocketName, EAttachLocation::KeepWorldPosition);
                        AttachedRootComponent->SetRelativeTransform(AttachInfo.RelativeTransform);
                        AttachedRootComponent->UpdateComponentToWorld();
                    }
                }
            }
        }
    }
}
Example #5
0
void FPreviewScene::AddComponent(UActorComponent* Component,const FTransform& LocalToWorld)
{
	Components.AddUnique(Component);

	USceneComponent* SceneComp = Cast<USceneComponent>(Component);
	if(SceneComp && SceneComp->GetAttachParent() == NULL)
	{
		SceneComp->SetRelativeTransform(LocalToWorld);
	}

	Component->RegisterComponentWithWorld(GetWorld());

	if (bForceAllUsedMipsResident)
	{
		// Add a mip streaming override to the new mesh
		UMeshComponent* pMesh = Cast<UMeshComponent>(Component);
		if (pMesh != NULL)
		{
			pMesh->SetTextureForceResidentFlag(true);
		}
	}

	GetScene()->UpdateSpeedTreeWind(0.0);
}
Example #6
0
void AActor::RerunConstructionScripts()
{
	checkf(!HasAnyFlags(RF_ClassDefaultObject), TEXT("RerunConstructionScripts should never be called on a CDO as it can mutate the transient data on the CDO which then propagates to instances!"));

	FEditorScriptExecutionGuard ScriptGuard;
	// don't allow (re)running construction scripts on dying actors
	bool bAllowReconstruction = !IsPendingKill() && !HasAnyFlags(RF_BeginDestroyed|RF_FinishDestroyed);
#if WITH_EDITOR
	if(bAllowReconstruction && GIsEditor)
	{
		// Generate the blueprint hierarchy for this actor
		TArray<UBlueprint*> ParentBPStack;
		bAllowReconstruction = UBlueprint::GetBlueprintHierarchyFromClass(GetClass(), ParentBPStack);
		if(bAllowReconstruction)
		{
			for(int i = ParentBPStack.Num() - 1; i > 0 && bAllowReconstruction; --i)
			{
				const UBlueprint* ParentBP = ParentBPStack[i];
				if(ParentBP && ParentBP->bBeingCompiled)
				{
					// don't allow (re)running construction scripts if a parent BP is being compiled
					bAllowReconstruction = false;
				}
			}
		}
	}
#endif
	if(bAllowReconstruction)
	{
		// Set global flag to let system know we are reconstructing blueprint instances
		TGuardValue<bool> GuardTemplateNameFlag(GIsReconstructingBlueprintInstances, true);

		// Temporarily suspend the undo buffer; we don't need to record reconstructed component objects into the current transaction
		ITransaction* CurrentTransaction = GUndo;
		GUndo = NULL;
		
		// Create cache to store component data across rerunning construction scripts
#if WITH_EDITOR
		FActorTransactionAnnotation* ActorTransactionAnnotation = CurrentTransactionAnnotation.Get();
#endif
		FComponentInstanceDataCache* InstanceDataCache;
		
		FTransform OldTransform = FTransform::Identity;
		FName  SocketName;
		AActor* Parent = NULL;
		USceneComponent* ParentComponent = NULL;

		bool bUseRootComponentProperties = true;

		// Struct to store info about attached actors
		struct FAttachedActorInfo
		{
			AActor* AttachedActor;
			FName AttachedToSocket;
			bool bSetRelativeTransform;
			FTransform RelativeTransform;
		};

		// Save info about attached actors
		TArray<FAttachedActorInfo> AttachedActorInfos;

#if WITH_EDITOR
		if (ActorTransactionAnnotation)
		{
			InstanceDataCache = &ActorTransactionAnnotation->ComponentInstanceData;

			if (ActorTransactionAnnotation->bRootComponentDataCached)
			{
				OldTransform = ActorTransactionAnnotation->RootComponentData.Transform;
				Parent = ActorTransactionAnnotation->RootComponentData.AttachedParentInfo.Actor.Get();
				if (Parent)
				{
					USceneComponent* AttachParent = ActorTransactionAnnotation->RootComponentData.AttachedParentInfo.AttachParent.Get();
					ParentComponent = (AttachParent ? AttachParent : FindObjectFast<USceneComponent>(Parent, ActorTransactionAnnotation->RootComponentData.AttachedParentInfo.AttachParentName));
					SocketName = ActorTransactionAnnotation->RootComponentData.AttachedParentInfo.SocketName;
					DetachRootComponentFromParent();
				}

				for (const auto& CachedAttachInfo : ActorTransactionAnnotation->RootComponentData.AttachedToInfo)
				{
					AActor* AttachedActor = CachedAttachInfo.Actor.Get();
					if (AttachedActor)
					{
						FAttachedActorInfo Info;
						Info.AttachedActor = AttachedActor;
						Info.AttachedToSocket = CachedAttachInfo.SocketName;
						Info.bSetRelativeTransform = true;
						Info.RelativeTransform = CachedAttachInfo.RelativeTransform;
						AttachedActorInfos.Add(Info);

						AttachedActor->DetachRootComponentFromParent();
					}
				}

				bUseRootComponentProperties = false;
			}
		}
		else
#endif
		{
			InstanceDataCache = new FComponentInstanceDataCache(this);

			// If there are attached objects detach them and store the socket names
			TArray<AActor*> AttachedActors;
			GetAttachedActors(AttachedActors);

			for (AActor* AttachedActor : AttachedActors)
			{
				USceneComponent* EachRoot = AttachedActor->GetRootComponent();
				// If the component we are attached to is about to go away...
				if (EachRoot && EachRoot->AttachParent && EachRoot->AttachParent->IsCreatedByConstructionScript())
				{
					// Save info about actor to reattach
					FAttachedActorInfo Info;
					Info.AttachedActor = AttachedActor;
					Info.AttachedToSocket = EachRoot->AttachSocketName;
					Info.bSetRelativeTransform = false;
					AttachedActorInfos.Add(Info);

					// Now detach it
					AttachedActor->Modify();
					EachRoot->DetachFromParent(true);
				}
			}
		}

		if (bUseRootComponentProperties && RootComponent != nullptr)
		{
			// Do not need to detach if root component is not going away
			if (RootComponent->AttachParent != NULL && RootComponent->IsCreatedByConstructionScript())
			{
				Parent = RootComponent->AttachParent->GetOwner();
				// Root component should never be attached to another component in the same actor!
				if (Parent == this)
				{
					UE_LOG(LogActor, Warning, TEXT("RerunConstructionScripts: RootComponent (%s) attached to another component in this Actor (%s)."), *RootComponent->GetPathName(), *Parent->GetPathName());
					Parent = NULL;
				}
				ParentComponent = RootComponent->AttachParent;
				SocketName = RootComponent->AttachSocketName;
				//detach it to remove any scaling 
				RootComponent->DetachFromParent(true);
			}

			OldTransform = RootComponent->ComponentToWorld;
			OldTransform.SetTranslation(RootComponent->GetComponentLocation()); // take into account any custom location
		}

#if WITH_EDITOR
		// Save the current construction script-created components by name
		TMap<const FName, UObject*> DestroyedComponentsByName;
		TInlineComponentArray<UActorComponent*> PreviouslyAttachedComponents;
		GetComponents(PreviouslyAttachedComponents);
		for (auto Component : PreviouslyAttachedComponents)
		{
			if (Component)
			{
				if (Component->IsCreatedByConstructionScript())
				{

					DestroyedComponentsByName.Add(Component->GetFName(), Component);
				}
				else
				{
					UActorComponent* OuterComponent = Component->GetTypedOuter<UActorComponent>();
					while (OuterComponent)
					{
						if (OuterComponent->IsCreatedByConstructionScript())
						{
							DestroyedComponentsByName.Add(Component->GetFName(), Component);
							break;
						}
						OuterComponent = OuterComponent->GetTypedOuter<UActorComponent>();
					}
				}
			}
		}
#endif

		// Destroy existing components
		DestroyConstructedComponents();

		// Reset random streams
		ResetPropertiesForConstruction();

		// Exchange net roles before running construction scripts
		UWorld *OwningWorld = GetWorld();
		if (OwningWorld && !OwningWorld->IsServer())
		{
			ExchangeNetRoles(true);
		}

		// Run the construction scripts
		ExecuteConstruction(OldTransform, InstanceDataCache);

		if(Parent)
		{
			USceneComponent* ChildRoot = GetRootComponent();
			if (ParentComponent == NULL)
			{
				ParentComponent = Parent->GetRootComponent();
			}
			if (ChildRoot != NULL && ParentComponent != NULL)
			{
				ChildRoot->AttachTo(ParentComponent, SocketName, EAttachLocation::KeepWorldPosition);
			}
		}

		// If we had attached children reattach them now - unless they are already attached
		for(FAttachedActorInfo& Info : AttachedActorInfos)
		{
			// If this actor is no longer attached to anything, reattach
			if (!Info.AttachedActor->IsPendingKill() && Info.AttachedActor->GetAttachParentActor() == NULL)
			{
				USceneComponent* ChildRoot = Info.AttachedActor->GetRootComponent();
				if (ChildRoot && ChildRoot->AttachParent != RootComponent)
				{
					ChildRoot->AttachTo(RootComponent, Info.AttachedToSocket, EAttachLocation::KeepWorldPosition);
					if (Info.bSetRelativeTransform)
					{
						ChildRoot->SetRelativeTransform(Info.RelativeTransform);
					}
					ChildRoot->UpdateComponentToWorld();
				}
			}
		}

		// Restore the undo buffer
		GUndo = CurrentTransaction;

#if WITH_EDITOR
		// Create the mapping of old->new components and notify the editor of the replacements
		TMap<UObject*, UObject*> OldToNewComponentMapping;

		TInlineComponentArray<UActorComponent*> NewComponents;
		GetComponents(NewComponents);
		for (auto NewComp : NewComponents)
		{
			const FName NewCompName = NewComp->GetFName();
			if (DestroyedComponentsByName.Contains(NewCompName))
			{
				OldToNewComponentMapping.Add(DestroyedComponentsByName[NewCompName], NewComp);
			}
		}

		if (GEditor && (OldToNewComponentMapping.Num() > 0))
		{
			GEditor->NotifyToolsOfObjectReplacement(OldToNewComponentMapping);
		}

		if (ActorTransactionAnnotation)
		{
			CurrentTransactionAnnotation = NULL;
		}
		else
#endif
		{
			delete InstanceDataCache;
		}

	}
}
UActorComponent* AActor::AddComponent(FName TemplateName, bool bManualAttachment, const FTransform& RelativeTransform, const UObject* ComponentTemplateContext)
{
	UActorComponent* Template = NULL;
	UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>((ComponentTemplateContext != NULL) ? ComponentTemplateContext->GetClass() : GetClass());
	while(BlueprintGeneratedClass != NULL)
	{
		Template = BlueprintGeneratedClass->FindComponentTemplateByName(TemplateName);
		if(NULL != Template)
		{
			break;
		}
		BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>(BlueprintGeneratedClass->GetSuperClass());
	}

	UActorComponent* NewActorComp = CreateComponentFromTemplate(Template);
	if(NewActorComp != NULL)
	{
		// The user has the option of doing attachment manually where they have complete control or via the automatic rule
		// that the first component added becomes the root component, with subsequent components attached to the root.
		USceneComponent* NewSceneComp = Cast<USceneComponent>(NewActorComp);
		bool bDeferRegisterStaticComponent = false;
		EComponentMobility::Type OriginalMobility = EComponentMobility::Movable;

		if(NewSceneComp != NULL)
		{
			// Components with Mobility set to EComponentMobility::Static or EComponentMobility::Stationary can't be properly set up in UCS (all changes will be rejected
			// due to EComponentMobility::Static flag) so we're going to temporarily change the flag and defer the registration until UCS has finished.
			bDeferRegisterStaticComponent = bRunningUserConstructionScript && NewSceneComp->Mobility != EComponentMobility::Movable;
			OriginalMobility = NewSceneComp->Mobility;
			if (bDeferRegisterStaticComponent)
			{
				NewSceneComp->Mobility = EComponentMobility::Movable;
			}

			if (!bManualAttachment)
			{
				if (RootComponent == NULL)
				{
					RootComponent = NewSceneComp;
				}
				else
				{
					NewSceneComp->AttachTo(RootComponent);
				}
			}

			NewSceneComp->SetRelativeTransform(RelativeTransform);
		}

		// Call function to notify component it has been created
		NewActorComp->OnComponentCreated();

		if (bDeferRegisterStaticComponent)
		{
			// Defer registration until after UCS has completed.
			FDeferRegisterStaticComponents::Get().DeferStaticComponent(this, NewSceneComp, OriginalMobility);
		}
		else
		{
			// Register component, which will create physics/rendering state, now component is in correct position
			NewActorComp->RegisterComponent();
		}
	}

	return NewActorComp;
}