Esempio n. 1
0
void FActorDropTarget::DetachActorFromParent(AActor* ChildActor)
{
	USceneComponent* RootComp = ChildActor->GetRootComponent();
	if (RootComp && RootComp->AttachParent)
	{
		AActor* OldParent = RootComp->AttachParent->GetOwner();
		OldParent->Modify();
		RootComp->DetachFromParent(true);
		ChildActor->SetFolderPath(OldParent->GetFolderPath());
	}
}
Esempio n. 2
0
void AActor::SetFolderPath(const FName& NewFolderPath, bool bDetachFromParent)
{
	// Detach the actor if it is attached
	USceneComponent* RootComp = GetRootComponent();
	const bool bIsAttached = RootComp  && RootComp->AttachParent;

	if (NewFolderPath == FolderPath && !bIsAttached)
	{
		return;
	}

	Modify();

	FName OldPath = FolderPath;
	FolderPath = NewFolderPath;
	
	// Detach the actor if it is attached
	if (bIsAttached && bDetachFromParent)
	{
		AActor* OldParentActor = RootComp->AttachParent->GetOwner();
		OldParentActor->Modify();

		RootComp->DetachFromParent(true);
	}

	if (GEngine)
	{
		GEngine->BroadcastLevelActorFolderChanged(this, OldPath);
	}

	//recursively change folder path for children (but do not detach so they remain as child)
	if(RootComp)
	{
		for(auto ChildSceneComponent : RootComp->AttachChildren)
		{
			AActor* ChildActor = ChildSceneComponent ? ChildSceneComponent->GetOwner() : nullptr;
			if(ChildActor)
			{
				ChildActor->SetFolderPath(NewFolderPath, false);
			}
		}
	}
}
void FActorReplacementHelper::CacheChildAttachments(const AActor* OldActor)
{
	TArray<AActor*> AttachedActors;
	OldActor->GetAttachedActors(AttachedActors);

	// if there are attached objects detach them and store the socket names
	for (AActor* AttachedActor : AttachedActors)
	{
		USceneComponent* AttachedActorRoot = AttachedActor->GetRootComponent();
		if (AttachedActorRoot && AttachedActorRoot->AttachParent)
		{
			// Save info about actor to reattach
			FAttachedActorInfo Info;
			Info.AttachedActor = AttachedActor;
			Info.AttachedToSocket = AttachedActorRoot->AttachSocketName;
			PendingChildAttachments.Add(Info);

			// Now detach it
			AttachedActorRoot->DetachFromParent(/*bMaintainWorldPosition =*/true);
		}
	}
}
Esempio n. 4
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;
		}

	}
}
void AActor::RerunConstructionScripts()
{
	// 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)
	{
		// 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
		FComponentInstanceDataCache InstanceDataCache(this);

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

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

		// Save info about attached actors
		TArray<FAttachedActorInfo> AttachedActorInfos;
		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->bCreatedByConstructionScript )
			{
				// Save info about actor to reattach
				FAttachedActorInfo Info;
				Info.AttachedActor = AttachedActor;
				Info.AttachedToSocket = EachRoot->AttachSocketName;
				AttachedActorInfos.Add(Info);

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

		// Save off original pose of the actor
		FTransform OldTransform = FTransform::Identity;
		FName  SocketName;
		AActor* Parent = NULL;
		if (RootComponent != NULL)
		{
			// Do not need to detach if root component is not going away
			if(RootComponent->AttachParent != NULL && RootComponent->bCreatedByConstructionScript)
			{
				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;
				}

				SocketName = RootComponent->AttachSocketName;
				//detach it to remove any scaling 
				RootComponent->DetachFromParent(true);
			}
			OldTransform = RootComponent->ComponentToWorld;
		}

		// Destroy existing components
		DestroyConstructedComponents();

		// Reset random streams
		ResetPropertiesForConstruction();

		// Run the construction scripts
		OnConstruction(OldTransform);

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

		// Apply per-instance data.
		InstanceDataCache.ApplyToActor(this);

		// 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->GetAttachParentActor() == NULL)
			{
				USceneComponent* ChildRoot = Info.AttachedActor->GetRootComponent();
				if (ChildRoot && ChildRoot->AttachParent != RootComponent)
				{
					ChildRoot->AttachTo(RootComponent, Info.AttachedToSocket, EAttachLocation::KeepWorldPosition);
					ChildRoot->UpdateComponentToWorld();
				}
			}
		}

		// Restore the undo buffer
		GUndo = CurrentTransaction;
	}
}