コード例 #1
0
void SPropertyMenuAssetPicker::OnCreateNewAssetSelected(TWeakObjectPtr<UFactory> FactoryPtr)
{
	if (FactoryPtr.IsValid())
	{
		UFactory* FactoryInstance = DuplicateObject<UFactory>(FactoryPtr.Get(), GetTransientPackage());
		FAssetToolsModule& AssetToolsModule = FAssetToolsModule::GetModule();
		UObject* NewAsset = AssetToolsModule.Get().CreateAsset(FactoryInstance->GetSupportedClass(), FactoryInstance);
		if (NewAsset != nullptr)
		{
			SetValue(NewAsset);
		}
	}
}
コード例 #2
0
ファイル: AutoReimportManager.cpp プロジェクト: johndpope/UE4
TOptional<ECurrentState> FAutoReimportManager::ProcessAdditions(const FTimeLimit& TimeLimit)
{
	// Override the global feedback context while we do this to avoid popping up dialogs
	TGuardValue<FFeedbackContext*> ScopedContextOverride(GWarn, FeedbackContextOverride.Get());
	TGuardValue<bool> ScopedAssetChangesGuard(bGuardAssetChanges, true);

	FeedbackContextOverride->GetContent()->SetMainText(GetProgressText());

	TMap<FString, TArray<UFactory*>> Factories;

	TArray<FString> FactoryExtensions;
	FactoryExtensions.Reserve(16);

	// Get the list of valid factories
	for (TObjectIterator<UClass> It ; It ; ++It)
	{
		UClass* CurrentClass = (*It);

		if (CurrentClass->IsChildOf(UFactory::StaticClass()) && !(CurrentClass->HasAnyClassFlags(CLASS_Abstract)))
		{
			UFactory* Factory = Cast<UFactory>(CurrentClass->GetDefaultObject());
			if (Factory->bEditorImport && Factory->ImportPriority >= 0)
			{
				FactoryExtensions.Reset();
				Factory->GetSupportedFileExtensions(FactoryExtensions);

				for (const auto& Ext : FactoryExtensions)
				{
					auto& Array = Factories.FindOrAdd(Ext);
					Array.Add(Factory);
				}
			}
		}
	}

	for (auto& Pair : Factories)
	{
		Pair.Value.Sort([](const UFactory& A, const UFactory& B) { return A.ImportPriority > B.ImportPriority; });
	}

	const IAssetRegistry& Registry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get();

	for (auto& Monitor : DirectoryMonitors)
	{
		Monitor.ProcessAdditions(Registry, TimeLimit, PackagesToSave, Factories, *FeedbackContextOverride);
		yield TOptional<ECurrentState>();
	}

	return ECurrentState::ProcessModifications;
}
コード例 #3
0
	/** Callback for creating a new level sequence asset in the level. */
	static void OnCreateActorInLevel()
	{
		// Create a new level sequence
		IAssetTools& AssetTools = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools").Get();

		UObject* NewAsset = nullptr;

		// Attempt to create a new asset
		for (TObjectIterator<UClass> It ; It ; ++It)
		{
			UClass* CurrentClass = *It;
			if (CurrentClass->IsChildOf(UFactory::StaticClass()) && !(CurrentClass->HasAnyClassFlags(CLASS_Abstract)))
			{
				UFactory* Factory = Cast<UFactory>(CurrentClass->GetDefaultObject());
				if (Factory->CanCreateNew() && Factory->ImportPriority >= 0 && Factory->SupportedClass == ULevelSequence::StaticClass())
				{
					NewAsset = AssetTools.CreateAsset(ULevelSequence::StaticClass(), Factory);
					break;
				}
			}
		}

		if (!NewAsset)
		{
			return;
		}

		// Spawn an actor at the origin, and either move infront of the camera or focus camera on it (depending on the viewport) and open for edit
		UActorFactory* ActorFactory = GEditor->FindActorFactoryForActorClass(ALevelSequenceActor::StaticClass());
		if (!ensure(ActorFactory))
		{
			return;
		}

		ALevelSequenceActor* NewActor = CastChecked<ALevelSequenceActor>(GEditor->UseActorFactory(ActorFactory, FAssetData(NewAsset), &FTransform::Identity));
		if (GCurrentLevelEditingViewportClient != nullptr && GCurrentLevelEditingViewportClient->IsPerspective())
		{
			GEditor->MoveActorInFrontOfCamera(*NewActor, GCurrentLevelEditingViewportClient->GetViewLocation(), GCurrentLevelEditingViewportClient->GetViewRotation().Vector());
		}
		else
		{
			GEditor->MoveViewportCamerasToActor(*NewActor, false);
		}

		FAssetEditorManager::Get().OpenEditorForAsset(NewAsset);
	}
コード例 #4
0
TArray<FFactoryItem> FindFactoriesInCategory(EAssetTypeCategories::Type AssetTypeCategory)
{
	TArray<FFactoryItem> FactoriesInThisCategory;
	for (TObjectIterator<UClass> It; It; ++It)
	{
		UClass* Class = *It;
		if (Class->IsChildOf(UFactory::StaticClass()) && !Class->HasAnyClassFlags(CLASS_Abstract))
		{
			UFactory* Factory = Class->GetDefaultObject<UFactory>();
			if (Factory->ShouldShowInNewMenu() && ensure(!Factory->GetDisplayName().IsEmpty()))
			{
				uint32 FactoryCategories = Factory->GetMenuCategories();

				if (FactoryCategories & AssetTypeCategory)
				{
					new(FactoriesInThisCategory)FFactoryItem(Factory, Factory->GetDisplayName());
				}
			}
		}
	}

	return FactoriesInThisCategory;
}
コード例 #5
0
	/**
	* gets a factory class based off an asset file extension
	*
	* @param AssetExtension - The file extension to use to find a supporting UFactory
	*/
	UClass* GetFactoryClassForType(const FString& AssetExtension)
	{
		// First instantiate one factory for each file extension encountered that supports the extension
		for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
		{
			if ((*ClassIt)->IsChildOf(UFactory::StaticClass()) && !((*ClassIt)->HasAnyClassFlags(CLASS_Abstract)))
			{
				UFactory* Factory = Cast<UFactory>((*ClassIt)->GetDefaultObject());
				if (Factory->bEditorImport)
				{
					TArray<FString> FactoryExtensions;
					Factory->GetSupportedFileExtensions(FactoryExtensions);

					// Case insensitive string compare with supported formats of this factory
					if (FactoryExtensions.Contains(AssetExtension))
					{
						return *ClassIt;
					}
				}
			}
		}

		return NULL;
	}
コード例 #6
0
		/**
		* Creates the new item
		*/
		void CreateAsset()
		{
			const FString PackageName = AssetPath + TEXT("/") + AssetName;
			AssetPackage = CreatePackage(NULL, *PackageName);
			EObjectFlags Flags = RF_Public | RF_Standalone;

			CreatedAsset = Factory->FactoryCreateNew(Class, AssetPackage, FName(*AssetName), Flags, NULL, GWarn);

			if (CreatedAsset)
			{
				// Notify the asset registry
				FAssetRegistryModule::AssetCreated(CreatedAsset);

				// Mark the package dirty...
				AssetPackage->MarkPackageDirty();

				TestStats->NumCreated++;
				UE_LOG(LogEditorAssetAutomationTests, Display, TEXT("Created asset %s (%s)"), *AssetName, *Class->GetName());
			}
			else
			{
				UE_LOG(LogEditorAssetAutomationTests, Error, TEXT("Unable to create asset of type %s"), *Class->GetName());
			}
		}
コード例 #7
0
ファイル: Factory.cpp プロジェクト: Codermay/Unreal4
UObject* UFactory::StaticImportObject
(
	UClass*				Class,
	UObject*			InOuter,
	FName				Name,
	EObjectFlags		Flags,
	bool&				bOutOperationCanceled,
	const TCHAR*		Filename,
	UObject*			Context,
	UFactory*			InFactory,
	const TCHAR*		Parms,
	FFeedbackContext*	Warn,
	int32				MaxImportFileSize
)
{
	check(Class);

	CurrentFilename = Filename;

	// Make list of all applicable factories.
	TArray<UFactory*> Factories;
	if( InFactory )
	{
		// Use just the specified factory.
		if (ensureMsgf( !InFactory->SupportedClass || Class->IsChildOf(InFactory->SupportedClass), 
			TEXT("Factory is (%s), SupportedClass is (%s) and Class name is (%s)"), *InFactory->GetName(), (InFactory->SupportedClass)? *InFactory->SupportedClass->GetName() : TEXT("None"), *Class->GetName() ))
		{
			Factories.Add( InFactory );
		}
	}
	else
	{
		auto TransientPackage = GetTransientPackage();
		// Try all automatic factories, sorted by priority.
		for( TObjectIterator<UClass> It; It; ++It )
		{
			if( It->IsChildOf( UFactory::StaticClass() ) )
			{
				UFactory* Default = It->GetDefaultObject<UFactory>();
				if (Class->IsChildOf(Default->SupportedClass) && Default->ImportPriority >= 0)
				{
					Factories.Add(NewObject<UFactory>(TransientPackage, *It));
				}
			}
		}

		Factories.Sort([](const UFactory& A, const UFactory& B) -> bool
		{
			// First sort so that higher priorities are earlier in the list
			if( A.ImportPriority > B.ImportPriority )
			{
				return true;
			}
			else if( A.ImportPriority < B.ImportPriority )
			{
				return false;
			}

			// Then sort so that factories that only create new assets are tried after those that actually import the file data (when they have an equivalent priority)
			const bool bFactoryAImportsFiles = !A.CanCreateNew();
			const bool bFactoryBImportsFiles = !B.CanCreateNew();
			if( bFactoryAImportsFiles && !bFactoryBImportsFiles )
			{
				return true;
			}

			return false;
		});
	}

	bool bLoadedFile = false;

	// Try each factory in turn.
	for( int32 i=0; i<Factories.Num(); i++ )
	{
		UFactory* Factory = Factories[i];
		UObject* Result = NULL;
		if( Factory->CanCreateNew() )
		{
			UE_LOG(LogFactory, Log,  TEXT("FactoryCreateNew: %s with %s (%i %i %s)"), *Class->GetName(), *Factories[i]->GetClass()->GetName(), Factory->bCreateNew, Factory->bText, Filename );
			Factory->ParseParms( Parms );
			Result = Factory->FactoryCreateNew( Class, InOuter, Name, Flags, NULL, Warn );
		}
		else if( FCString::Stricmp(Filename,TEXT(""))!=0 )
		{
			if( Factory->bText )
			{
				//UE_LOG(LogFactory, Log,  TEXT("FactoryCreateText: %s with %s (%i %i %s)"), *Class->GetName(), *Factories(i)->GetClass()->GetName(), Factory->bCreateNew, Factory->bText, Filename );
				FString Data;
				if( FFileHelper::LoadFileToString( Data, Filename ) )
				{
					bLoadedFile = true;
					const TCHAR* Ptr = *Data;
					Factory->ParseParms( Parms );
					Result = Factory->FactoryCreateText( Class, InOuter, Name, Flags, NULL, *FPaths::GetExtension(Filename), Ptr, Ptr+Data.Len(), Warn );
				}
			}
			else
			{
				UE_LOG(LogFactory, Log,  TEXT("FactoryCreateBinary: %s with %s (%i %i %s)"), *Class->GetName(), *Factories[i]->GetClass()->GetName(), Factory->bCreateNew, Factory->bText, Filename );
				
				// Sanity check the file size of the impending import and prompt the user if they wish to continue if the file size is very large
				const int32 FileSize = IFileManager::Get().FileSize( Filename );
				bool bValidFileSize = true;

				if ( FileSize == INDEX_NONE )
				{
					UE_LOG(LogFactory, Error,TEXT("File '%s' does not exist"), Filename );
					bValidFileSize = false;
				}

				TArray<uint8> Data;
				if( bValidFileSize && FFileHelper::LoadFileToArray( Data, Filename ) )
				{
					bLoadedFile = true;
					Data.Add( 0 );
					const uint8* Ptr = &Data[ 0 ];
					Factory->ParseParms( Parms );
					Result = Factory->FactoryCreateBinary( Class, InOuter, Name, Flags, NULL, *FPaths::GetExtension(Filename), Ptr, Ptr+Data.Num()-1, Warn, bOutOperationCanceled );
				}
			}
		}
		if( Result )
		{
			// prevent UTextureCube created from UTextureFactory			check(Result->IsA(Class));
			Result->MarkPackageDirty();
			ULevel::LevelDirtiedEvent.Broadcast();
			Result->PostEditChange();

			CurrentFilename = TEXT("");
			return Result;
		}
	}

	if ( !bLoadedFile && !bOutOperationCanceled )
	{
		Warn->Logf( *FText::Format( NSLOCTEXT( "UnrealEd", "NoFindImport", "Can't find file '{0}' for import" ), FText::FromString( FString(Filename) ) ).ToString() );
	}

	CurrentFilename = TEXT("");

	return NULL;
}