FWidget::EWidgetMode FSCSEditorViewportClient::GetWidgetMode() const { // Default to not drawing the widget FWidget::EWidgetMode ReturnWidgetMode = FWidget::WM_None; AActor* PreviewActor = GetPreviewActor(); if(!bIsSimulateEnabled && PreviewActor) { const TSharedPtr<FBlueprintEditor> BluePrintEditor = BlueprintEditorPtr.Pin(); if ( BluePrintEditor.IsValid() ) { TArray<FSCSEditorTreeNodePtrType> SelectedNodes = BluePrintEditor->GetSelectedSCSEditorTreeNodes(); const TArray<FSCSEditorTreeNodePtrType>& RootNodes = BluePrintEditor->GetSCSEditor()->GetRootComponentNodes(); // if the selected nodes array is empty, or only contains entries from the // root nodes array, or isn't visible in the preview actor, then don't display a transform widget for ( int32 CurrentNodeIndex=0; CurrentNodeIndex < SelectedNodes.Num(); CurrentNodeIndex++ ) { FSCSEditorTreeNodePtrType CurrentNodePtr = SelectedNodes[CurrentNodeIndex]; if (CurrentNodePtr.IsValid() && !RootNodes.Contains(CurrentNodePtr) && !CurrentNodePtr->IsRootComponent() && CurrentNodePtr->CanEditDefaults() && CurrentNodePtr->FindComponentInstanceInActor(PreviewActor)) { // a non-NULL, non-root item is selected, draw the widget ReturnWidgetMode = WidgetMode; break; } } } } return ReturnWidgetMode; }
bool FSCSEditorViewportClient::InputWidgetDelta( FViewport* Viewport, EAxisList::Type CurrentAxis, FVector& Drag, FRotator& Rot, FVector& Scale ) { bool bHandled = false; if(bIsManipulating && CurrentAxis != EAxisList::None) { bHandled = true; AActor* PreviewActor = GetPreviewActor(); auto BlueprintEditor = BlueprintEditorPtr.Pin(); if (PreviewActor && BlueprintEditor.IsValid()) { TArray<FSCSEditorTreeNodePtrType> SelectedNodes = BlueprintEditor->GetSelectedSCSEditorTreeNodes(); if(SelectedNodes.Num() > 0) { FVector ModifiedScale = Scale; if( GEditor->UsePercentageBasedScaling() ) { ModifiedScale = Scale * ((GEditor->GetScaleGridSize() / 100.0f) / GEditor->GetGridSize()); } TSet<USceneComponent*> UpdatedComponents; for(auto It(SelectedNodes.CreateIterator());It;++It) { FSCSEditorTreeNodePtrType SelectedNodePtr = *It; // Don't allow editing of a root node, inherited SCS node or child node that also has a movable (non-root) parent node selected const bool bCanEdit = !SelectedNodePtr->IsRootComponent() && !SelectedNodePtr->IsInherited() && !IsMovableParentNodeSelected(SelectedNodePtr, SelectedNodes); if(bCanEdit) { USceneComponent* SceneComp = Cast<USceneComponent>(SelectedNodePtr->FindComponentInstanceInActor(PreviewActor)); USceneComponent* SelectedTemplate = Cast<USceneComponent>(SelectedNodePtr->GetEditableComponentTemplate(BlueprintEditor->GetBlueprintObj())); if(SceneComp != NULL && SelectedTemplate != NULL) { // Cache the current default values for propagation FVector OldRelativeLocation = SelectedTemplate->RelativeLocation; FRotator OldRelativeRotation = SelectedTemplate->RelativeRotation; FVector OldRelativeScale3D = SelectedTemplate->RelativeScale3D; // Adjust the deltas as necessary FComponentEditorUtils::AdjustComponentDelta(SceneComp, Drag, Rot); TSharedPtr<ISCSEditorCustomization> Customization = BlueprintEditor->CustomizeSCSEditor(SceneComp); if(Customization.IsValid() && Customization->HandleViewportDrag(SceneComp, SelectedTemplate, Drag, Rot, ModifiedScale, GetWidgetLocation())) { UpdatedComponents.Add(SceneComp); UpdatedComponents.Add(SelectedTemplate); } else { // Apply delta to the preview actor's scene component GEditor->ApplyDeltaToComponent( SceneComp, true, &Drag, &Rot, &ModifiedScale, SceneComp->RelativeLocation ); UpdatedComponents.Add(SceneComp); // Apply delta to the template component object GEditor->ApplyDeltaToComponent( SelectedTemplate, true, &Drag, &Rot, &ModifiedScale, SelectedTemplate->RelativeLocation ); UpdatedComponents.Add(SelectedTemplate); } UBlueprint* PreviewBlueprint = UBlueprint::GetBlueprintFromClass(PreviewActor->GetClass()); if(PreviewBlueprint != NULL) { // Like PostEditMove(), but we only need to re-run construction scripts if(PreviewBlueprint && PreviewBlueprint->bRunConstructionScriptOnDrag) { PreviewActor->RerunConstructionScripts(); } SceneComp->PostEditComponentMove(true); // @TODO HACK passing 'finished' every frame... // If a constraint, copy back updated constraint frames to template UPhysicsConstraintComponent* ConstraintComp = Cast<UPhysicsConstraintComponent>(SceneComp); UPhysicsConstraintComponent* TemplateComp = Cast<UPhysicsConstraintComponent>(SelectedTemplate); if(ConstraintComp && TemplateComp) { TemplateComp->ConstraintInstance.CopyConstraintGeometryFrom(&ConstraintComp->ConstraintInstance); } // Iterate over all the active archetype instances and propagate the change(s) to the matching component instance TArray<UObject*> ArchetypeInstances; if(SelectedTemplate->HasAnyFlags(RF_ArchetypeObject)) { SelectedTemplate->GetArchetypeInstances(ArchetypeInstances); for(int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex) { SceneComp = Cast<USceneComponent>(ArchetypeInstances[InstanceIndex]); if(SceneComp && SceneComp->GetOwner() != PreviewActor) { FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeLocation, OldRelativeLocation, SelectedTemplate->RelativeLocation); FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeRotation, OldRelativeRotation, SelectedTemplate->RelativeRotation); FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeScale3D, OldRelativeScale3D, SelectedTemplate->RelativeScale3D); } } } else if(UObject* Outer = SelectedTemplate->GetOuter()) { Outer->GetArchetypeInstances(ArchetypeInstances); for(int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex) { if(ArchetypeInstances[InstanceIndex] != PreviewActor) { SceneComp = static_cast<USceneComponent*>(FindObjectWithOuter(ArchetypeInstances[InstanceIndex], SelectedTemplate->GetClass(), SelectedTemplate->GetFName())); if(SceneComp) { FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeLocation, OldRelativeLocation, SelectedTemplate->RelativeLocation); FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeRotation, OldRelativeRotation, SelectedTemplate->RelativeRotation); FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeScale3D, OldRelativeScale3D, SelectedTemplate->RelativeScale3D); } } } } } } } } GUnrealEd->RedrawLevelEditingViewports(); } } Invalidate(); } return bHandled; }