Exemple #1
0
bool FLayers::UpdateActorVisibility( const TWeakObjectPtr< AActor >& Actor, bool& bOutSelectionChanged, bool& bOutActorModified, bool bNotifySelectionChange, bool bRedrawViewports )
{
	bOutActorModified = false;
	bOutSelectionChanged = false;

	if(	!IsActorValidForLayer( Actor ) )
	{
		return false;
	}

	// If the actor doesn't belong to any layers
	if( Actor->Layers.Num() == 0)
	{
		// If the actor is also hidden
		if( Actor->bHiddenEdLayer )
		{
			Actor->Modify();

			// Actors that don't belong to any layer shouldn't be hidden
			Actor->bHiddenEdLayer = false;
			Actor->MarkComponentsRenderStateDirty();
			bOutActorModified = true;
		}

		return bOutActorModified;
	}

	bool bActorBelongsToVisibleLayer = false;
	for( int32 LayerIndex = 0 ; LayerIndex < GetWorld()->Layers.Num() ; ++LayerIndex )
	{
		const TWeakObjectPtr< ULayer > Layer =  GetWorld()->Layers[ LayerIndex ];

		if( !Layer->bIsVisible )
		{
			continue;
		}

		if( Actor->Layers.Contains( Layer->LayerName ) )
		{
			if ( Actor->bHiddenEdLayer )
			{
				Actor->Modify();
				Actor->bHiddenEdLayer = false;
				Actor->MarkComponentsRenderStateDirty();
				bOutActorModified = true;
			}

			// Stop, because we found at least one visible layer the actor belongs to
			bActorBelongsToVisibleLayer = true;
			break;
		}
	}

	// If the actor isn't part of a visible layer, hide and de-select it.
	if( !bActorBelongsToVisibleLayer )
	{
		if ( !Actor->bHiddenEdLayer )
		{
			Actor->Modify();
			Actor->bHiddenEdLayer = true;
			Actor->MarkComponentsRenderStateDirty();
			bOutActorModified = true;
		}

		//if the actor was selected, mark it as unselected
		if ( Actor->IsSelected() )
		{
			bool bSelect = false;
			bool bNotify = false;
			bool bIncludeHidden = true;
			Editor->SelectActor( Actor.Get(), bSelect, bNotify, bIncludeHidden );

			bOutSelectionChanged = true;
			bOutActorModified = true;
		}
	}

	if ( bNotifySelectionChange && bOutSelectionChanged )
	{
		Editor->NoteSelectionChange();
	}

	if( bRedrawViewports )
	{
		Editor->RedrawLevelEditingViewports();
	}

	return bOutActorModified || bOutSelectionChanged;
}