示例#1
0
PyObject *py_ue_bind_key(ue_PyUObject *self, PyObject * args)
{

	ue_py_check(self);

	char *key_name;
	int key;
	PyObject *py_callable;
	if (!PyArg_ParseTuple(args, "siO:bind_key", &key_name, &key, &py_callable))
	{
		return NULL;
	}

	if (!PyCallable_Check(py_callable))
	{
		return PyErr_Format(PyExc_Exception, "object is not a callable");
	}

	UInputComponent *input = nullptr;

	if (self->ue_object->IsA<AActor>())
	{
		input = ((AActor *)self->ue_object)->InputComponent;
	}
	else if (self->ue_object->IsA<UActorComponent>())
	{
		UActorComponent *component = (UActorComponent *)self->ue_object;
		if (!component->GetOwner())
			return PyErr_Format(PyExc_Exception, "component is still not mapped to an Actor");
		input = component->GetOwner()->InputComponent;
	}
	else
	{
		return PyErr_Format(PyExc_Exception, "uobject is not an actor or a component");
	}

	if (!input)
	{
		return PyErr_Format(PyExc_Exception, "no input manager for this uobject");
	}

	UPythonDelegate *py_delegate = FUnrealEnginePythonHouseKeeper::Get()->NewDelegate(input, py_callable, nullptr);

	FInputKeyBinding input_key_binding(FKey(UTF8_TO_TCHAR(key_name)), (const EInputEvent)key);
	input_key_binding.KeyDelegate.BindDelegate(py_delegate, &UPythonDelegate::PyInputHandler);
	input->KeyBindings.Add(input_key_binding);

	Py_RETURN_NONE;

}
void FBlueprintCompileReinstancer::ReconstructOwnerInstances(TSubclassOf<UActorComponent> ComponentClass)
{
	if (ComponentClass == nullptr)
	{
		return;
	}

	TArray<UObject*> ComponentInstances;
	GetObjectsOfClass(ComponentClass, ComponentInstances, /*bIncludeDerivedClasses =*/false);

	TSet<AActor*> OwnerInstances;
	for (UObject* ComponentObj : ComponentInstances)
	{
	
		UActorComponent* Component = CastChecked<UActorComponent>(ComponentObj);
			
		if (AActor* OwningActor = Component->GetOwner())
		{
			// we don't just rerun construction here, because we could end up 
			// doing it twice for the same actor (if it had multiple components 
			// of this kind), so we put that off as a secondary pass
			OwnerInstances.Add(OwningActor);
		}
	}

	for (AActor* ComponentOwner : OwnerInstances)
	{
		ComponentOwner->RerunConstructionScripts();
	}
}
void FComponentMaterialCategory::OnGetMaterialsForView( IMaterialListBuilder& MaterialList )
{
	const bool bAllowNullEntries = true;

	// Iterate over every material on the actors
	for( FMaterialIterator It( SelectedComponents ); It; ++It )
	{	
		int32 MaterialIndex = It.GetMaterialIndex();

		UActorComponent* CurrentComponent = It.GetComponent();

		if( CurrentComponent )
		{
			UMaterialInterface* Material = It.GetMaterial();

			AActor* Actor = CurrentComponent->GetOwner();

			// Component materials can be replaced if the component supports material overrides
			const bool bCanBeReplaced =
				( CurrentComponent->IsA( UMeshComponent::StaticClass() ) ||
				CurrentComponent->IsA( UTextRenderComponent::StaticClass() ) ||
				CurrentComponent->IsA( ULandscapeComponent::StaticClass() ) );

			// Add the material if we allow null materials to be added or we have a valid material
			if( bAllowNullEntries || Material )
			{
				MaterialList.AddMaterial( MaterialIndex, Material, bCanBeReplaced );
			}
		}
	}
}
UObject* ULevelSequence::GetParentObject(UObject* Object) const
{
	UActorComponent* Component = Cast<UActorComponent>(Object);

	if (Component != nullptr)
	{
		return Component->GetOwner();
	}

	return nullptr;
}
PyObject *py_ue_get_owner(ue_PyUObject *self, PyObject * args)
{

	ue_py_check(self);

	UActorComponent *component = ue_py_check_type<UActorComponent>(self);
	if (!component)
		return PyErr_Format(PyExc_Exception, "uobject is not a component");

	Py_RETURN_UOBJECT(component->GetOwner());
}
void SDetailNameArea::Refresh( const TArray< TWeakObjectPtr<AActor> >& SelectedActors, const TArray< TWeakObjectPtr<UObject> >& SelectedObjects, FDetailsViewArgs::ENameAreaSettings NameAreaSettings  )
{
	// Convert the actor array to base object type

	TArray< TWeakObjectPtr<UObject> > FinalSelectedObjects;
	if(NameAreaSettings == FDetailsViewArgs::ActorsUseNameArea)
	{
		for(auto Actor : SelectedActors)
		{
			const TWeakObjectPtr<UObject> ObjectWeakPtr = Actor.Get();
			FinalSelectedObjects.Add(ObjectWeakPtr);
		}
	}
	else if( NameAreaSettings == FDetailsViewArgs::ComponentsAndActorsUseNameArea )
	{
		for(auto Actor : SelectedActors)
		{
			const TWeakObjectPtr<UObject> ObjectWeakPtr = Actor.Get();
			FinalSelectedObjects.Add(ObjectWeakPtr);
		}

		// Note: assumes that actors and components are not selected together.
		if( FinalSelectedObjects.Num() == 0 )
		{
			for(auto Object : SelectedObjects)
			{
				UActorComponent* ActorComp = Cast<UActorComponent>(Object.Get());
				if(ActorComp && ActorComp->GetOwner())
				{
					FinalSelectedObjects.AddUnique(ActorComp->GetOwner());
				}
			}
		}
	}
	Refresh( FinalSelectedObjects );
}
示例#7
0
PyObject *py_ue_get_owner(ue_PyUObject *self, PyObject * args) {

	ue_py_check(self);

	if (!self->ue_object->IsA<UActorComponent>()) {
		return PyErr_Format(PyExc_Exception, "uobject is not a component");
	}

	UActorComponent *component = (UActorComponent *)self->ue_object;

	ue_PyUObject *ret = ue_get_python_wrapper(component->GetOwner());
	if (!ret)
		return PyErr_Format(PyExc_Exception, "uobject is in invalid state");
	Py_INCREF(ret);
	return (PyObject *)ret;
}
示例#8
0
PyObject *py_ue_get_actor_label(ue_PyUObject *self, PyObject * args) {

	ue_py_check(self);

	if (self->ue_object->IsA<AActor>()) {
		AActor *actor = (AActor *)self->ue_object;
		return PyUnicode_FromString(TCHAR_TO_UTF8(*(actor->GetActorLabel())));
	}

	if (self->ue_object->IsA<UActorComponent>()) {
		UActorComponent *component = (UActorComponent *)self->ue_object;
		return PyUnicode_FromString(TCHAR_TO_UTF8(*(component->GetOwner()->GetActorLabel())));
	}

	return PyErr_Format(PyExc_Exception, "uobject is not an actor or a component");
}
PyObject *py_ue_simple_move_to_location(ue_PyUObject *self, PyObject * args) {

	ue_py_check(self);

	FVector vec;
	if (!py_ue_vector_arg(args, vec))
		return NULL;

	UWorld *world = ue_get_uworld(self);
	if (!world)
		return PyErr_Format(PyExc_Exception, "unable to retrieve UWorld from uobject");

	APawn *pawn = nullptr;

	if (self->ue_object->IsA<APawn>()) {
		pawn = (APawn *)self->ue_object;
	}
	else if (self->ue_object->IsA<UActorComponent>()) {
		UActorComponent *component = (UActorComponent *)self->ue_object;
		AActor *actor = component->GetOwner();
		if (actor) {
			if (actor->IsA<APawn>()) {
				pawn = (APawn *)actor;
			}
		}
	}

	if (!pawn)
		return PyErr_Format(PyExc_Exception, "uobject is not a pawn");

	AController *controller = pawn->GetController();
	if (!controller)
		return PyErr_Format(PyExc_Exception, "Pawn has no controller");

	world->GetNavigationSystem()->SimpleMoveToLocation(controller, vec);

	Py_INCREF(Py_None);
	return Py_None;
}
void FBlueprintCompileReinstancer::ReplaceInstancesOfClass(UClass* OldClass, UClass* NewClass, UObject*	OriginalCDO, TSet<UObject*>* ObjectsThatShouldUseOldStuff)
{
	USelection* SelectedActors;
	bool bSelectionChanged = false;
	TArray<UObject*> ObjectsToReplace;
	const bool bLogConversions = false; // for debugging

	// Map of old objects to new objects
	TMap<UObject*, UObject*> OldToNewInstanceMap;
	TMap<UClass*, UClass*>   OldToNewClassMap;
	OldToNewClassMap.Add(OldClass, NewClass);

	TMap<FStringAssetReference, UObject*> ReinstancedObjectsWeakReferenceMap;

	// actors being replace
	TArray<FActorReplacementHelper> ReplacementActors;

	// A list of objects (e.g. Blueprints) that potentially have editors open that we need to refresh
	TArray<UObject*> PotentialEditorsForRefreshing;

	// A list of component owners that need their construction scripts re-ran (because a component of theirs has been reinstanced)
	TSet<AActor*> OwnersToReconstruct;

	// Set global flag to let system know we are reconstructing blueprint instances
	TGuardValue<bool> GuardTemplateNameFlag(GIsReconstructingBlueprintInstances, true);

	struct FObjectRemappingHelper
	{
		void OnObjectsReplaced(const TMap<UObject*, UObject*>& InReplacedObjects)
		{
			ReplacedObjects.Append(InReplacedObjects);
		}

		TMap<UObject*, UObject*> ReplacedObjects;
	} ObjectRemappingHelper;

	FDelegateHandle OnObjectsReplacedHandle = GEditor->OnObjectsReplaced().AddRaw(&ObjectRemappingHelper,&FObjectRemappingHelper::OnObjectsReplaced);

	{ BP_SCOPED_COMPILER_EVENT_STAT(EKismetReinstancerStats_ReplaceInstancesOfClass);


		const bool bIncludeDerivedClasses = false;
		GetObjectsOfClass(OldClass, ObjectsToReplace, bIncludeDerivedClasses);
	
		SelectedActors = GEditor->GetSelectedActors();
		SelectedActors->BeginBatchSelectOperation();
		SelectedActors->Modify();
		
		// Then fix 'real' (non archetype) instances of the class
		for (UObject* OldObject : ObjectsToReplace)
		{
			// Skip non-archetype instances, EXCEPT for component templates
			const bool bIsComponent = NewClass->IsChildOf(UActorComponent::StaticClass());
			if ((!bIsComponent && OldObject->IsTemplate()) || OldObject->IsPendingKill())
			{
				continue;
			}

			UBlueprint* CorrespondingBlueprint  = Cast<UBlueprint>(OldObject->GetClass()->ClassGeneratedBy);
			UObject*    OldBlueprintDebugObject = nullptr;
			// If this object is being debugged, cache it off so we can preserve the 'object being debugged' association
			if ((CorrespondingBlueprint != nullptr) && (CorrespondingBlueprint->GetObjectBeingDebugged() == OldObject))
			{
				OldBlueprintDebugObject = OldObject;
			}

			AActor*  OldActor = Cast<AActor>(OldObject);
			UObject* NewUObject = nullptr;
			// if the object to replace is an actor...
			if (OldActor != nullptr)
			{
				FVector  Location = FVector::ZeroVector;
				FRotator Rotation = FRotator::ZeroRotator;
				if (USceneComponent* OldRootComponent = OldActor->GetRootComponent())
				{
					Location = OldActor->GetActorLocation();
					Rotation = OldActor->GetActorRotation();
				}

				// If this actor was spawned from an Archetype, we spawn the new actor from the new version of that archetype
				UObject* OldArchetype = OldActor->GetArchetype();
				UWorld*  World        = OldActor->GetWorld();
				AActor*  NewArchetype = Cast<AActor>(OldToNewInstanceMap.FindRef(OldArchetype));
				// Check that either this was an instance of the class directly, or we found a new archetype for it
				check(OldArchetype == OldClass->GetDefaultObject() || NewArchetype);

				// Spawn the new actor instance, in the same level as the original, but deferring running the construction script until we have transferred modified properties
				ULevel*  ActorLevel  = OldActor->GetLevel();
				UClass** MappedClass = OldToNewClassMap.Find(OldActor->GetClass());
				UClass*  SpawnClass  = MappedClass ? *MappedClass : NewClass;

				FActorSpawnParameters SpawnInfo;
				SpawnInfo.OverrideLevel      = ActorLevel;
				SpawnInfo.Template           = NewArchetype;
				SpawnInfo.bNoCollisionFail   = true;
				SpawnInfo.bDeferConstruction = true;

				// Temporarily remove the deprecated flag so we can respawn the Blueprint in the level
				const bool bIsClassDeprecated = SpawnClass->HasAnyClassFlags(CLASS_Deprecated);
				SpawnClass->ClassFlags &= ~CLASS_Deprecated;

				AActor* NewActor = World->SpawnActor(SpawnClass, &Location, &Rotation, SpawnInfo);
				// Reassign the deprecated flag if it was previously assigned
				if (bIsClassDeprecated)
				{
					SpawnClass->ClassFlags |= CLASS_Deprecated;
				}

				check(NewActor != nullptr);
				NewUObject = NewActor;
				// store the new actor for the second pass (NOTE: this detaches 
				// OldActor from all child/parent attachments)
				//
				// running the NewActor's construction-script is saved for that 
				// second pass (because the construction-script may reference 
				// another instance that hasn't been replaced yet).
				ReplacementActors.Add(FActorReplacementHelper(NewActor, OldActor));

				ReinstancedObjectsWeakReferenceMap.Add(OldObject, NewUObject);

				OldActor->DestroyConstructedComponents(); // don't want to serialize components from the old actor
				// Unregister native components so we don't copy any sub-components they generate for themselves (like UCameraComponent does)
				OldActor->UnregisterAllComponents();

				// Unregister any native components, might have cached state based on properties we are going to overwrite
				NewActor->UnregisterAllComponents(); 

				UEditorEngine::CopyPropertiesForUnrelatedObjects(OldActor, NewActor);
				// reset properties/streams
				NewActor->ResetPropertiesForConstruction(); 
				// register native components
				NewActor->RegisterAllComponents(); 

				// 
				// clean up the old actor (unselect it, remove it from the world, etc.)...

				if (OldActor->IsSelected())
				{
					GEditor->SelectActor(OldActor, /*bInSelected =*/false, /*bNotify =*/false);
					bSelectionChanged = true;
				}
				if (GEditor->Layers.IsValid()) // ensure(NULL != GEditor->Layers) ?? While cooking the Layers is NULL.
				{
					GEditor->Layers->DisassociateActorFromLayers(OldActor);
				}

 				World->EditorDestroyActor(OldActor, /*bShouldModifyLevel =*/true);
 				OldToNewInstanceMap.Add(OldActor, NewActor);
			}
			else
			{
				FName OldName(OldObject->GetFName());
				OldObject->Rename(NULL, OldObject->GetOuter(), REN_DoNotDirty | REN_DontCreateRedirectors);
				NewUObject = NewObject<UObject>(OldObject->GetOuter(), NewClass, OldName);
				check(NewUObject != nullptr);

				UEditorEngine::CopyPropertiesForUnrelatedObjects(OldObject, NewUObject);

				if (UAnimInstance* AnimTree = Cast<UAnimInstance>(NewUObject))
				{
					// Initialising the anim instance isn't enough to correctly set up the skeletal mesh again in a
					// paused world, need to initialise the skeletal mesh component that contains the anim instance.
					if (USkeletalMeshComponent* SkelComponent = Cast<USkeletalMeshComponent>(AnimTree->GetOuter()))
					{
						SkelComponent->InitAnim(true);
					}
				}

				OldObject->RemoveFromRoot();
				OldObject->MarkPendingKill();

				OldToNewInstanceMap.Add(OldObject, NewUObject);

				if (bIsComponent)
				{
					UActorComponent* Component = Cast<UActorComponent>(NewUObject);
					AActor* OwningActor = Component->GetOwner();
					if (OwningActor)
					{
						OwningActor->ResetOwnedComponents();

						// Check to see if they have an editor that potentially needs to be refreshed
						if (OwningActor->GetClass()->ClassGeneratedBy)
						{
							PotentialEditorsForRefreshing.AddUnique(OwningActor->GetClass()->ClassGeneratedBy);
						}

						// we need to keep track of actor instances that need 
						// their construction scripts re-ran (since we've just 
						// replaced a component they own)
						OwnersToReconstruct.Add(OwningActor);
					}
				}
			}

			// If this original object came from a blueprint and it was in the selected debug set, change the debugging to the new object.
			if ((CorrespondingBlueprint) && (OldBlueprintDebugObject) && (NewUObject))
			{
				CorrespondingBlueprint->SetObjectBeingDebugged(NewUObject);
			}

			if (bLogConversions)
			{
				UE_LOG(LogBlueprint, Log, TEXT("Converted instance '%s' to '%s'"), *OldObject->GetPathName(), *NewUObject->GetPathName());
			}
		}
	}

	GEditor->OnObjectsReplaced().Remove(OnObjectsReplacedHandle);

	// Now replace any pointers to the old archetypes/instances with pointers to the new one
	TArray<UObject*> SourceObjects;
	TArray<UObject*> DstObjects;

	OldToNewInstanceMap.GenerateKeyArray(SourceObjects);
	OldToNewInstanceMap.GenerateValueArray(DstObjects); // Also look for references in new spawned objects.

	SourceObjects.Append(DstObjects);

	FReplaceReferenceHelper::IncludeCDO(OldClass, NewClass, OldToNewInstanceMap, SourceObjects, OriginalCDO);
	FReplaceReferenceHelper::FindAndReplaceReferences(SourceObjects, ObjectsThatShouldUseOldStuff, ObjectsToReplace, OldToNewInstanceMap, ReinstancedObjectsWeakReferenceMap);

	{ BP_SCOPED_COMPILER_EVENT_STAT(EKismetReinstancerStats_ReplacementConstruction);

		// the process of setting up new replacement actors is split into two 
		// steps (this here, is the second)...
		// 
		// the "finalization" here runs the replacement actor's construction-
		// script and is left until late to account for a scenario where the 
		// construction-script attempts to modify another instance of the 
		// same class... if this were to happen above, in the ObjectsToReplace 
		// loop, then accessing that other instance would cause an assert in 
		// UProperty::ContainerPtrToValuePtrInternal() (which appropriatly 
		// complains that the other instance's type doesn't match because it 
		// hasn't been replaced yet... that's why we wait until after 
		// FArchiveReplaceObjectRef to run construction-scripts).
		for (FActorReplacementHelper& ReplacementActor : ReplacementActors)
		{
			ReplacementActor.Finalize(ObjectRemappingHelper.ReplacedObjects);
		}
	}

	SelectedActors->EndBatchSelectOperation();
	if (bSelectionChanged)
	{
		GEditor->NoteSelectionChange();
	}

	if (GEditor)
	{
		// Refresh any editors for objects that we've updated components for
		for (auto BlueprintAsset : PotentialEditorsForRefreshing)
		{
			FBlueprintEditor* BlueprintEditor = static_cast<FBlueprintEditor*>(FAssetEditorManager::Get().FindEditorForAsset(BlueprintAsset, /*bFocusIfOpen =*/false));
			if (BlueprintEditor)
			{
				BlueprintEditor->RefreshEditors();
			}
		}
	}

	// in the case where we're replacing component instances, we need to make 
	// sure to re-run their owner's construction scripts
	for (AActor* ActorInstance : OwnersToReconstruct)
	{
		ActorInstance->RerunConstructionScripts();
	}
}
示例#11
0
void UUnrealEdEngine::UpdatePivotLocationForSelection( bool bOnChange )
{
	// Pick a new common pivot, or not.
	AActor* SingleActor = nullptr;
	USceneComponent* SingleComponent = nullptr;

	if (GetSelectedComponentCount() > 0)
	{
		for (FSelectedEditableComponentIterator It(*GetSelectedComponents()); It; ++It)
		{
			UActorComponent* Component = CastChecked<UActorComponent>(*It);
			AActor* ComponentOwner = Component->GetOwner();

			if (ComponentOwner != nullptr)
			{
				auto SelectedActors = GetSelectedActors();
				const bool bIsOwnerSelected = SelectedActors->IsSelected(ComponentOwner);
				check(bIsOwnerSelected);

				if (ComponentOwner->GetWorld() == GWorld)
				{
					SingleActor = ComponentOwner;
					if (Component->IsA<USceneComponent>())
					{
						SingleComponent = CastChecked<USceneComponent>(Component);
					}

					const bool IsTemplate = ComponentOwner->IsTemplate();
					const bool LevelLocked = !FLevelUtils::IsLevelLocked(ComponentOwner->GetLevel());
					check(IsTemplate || LevelLocked);
				}
			}
		}
	}
	else
	{
		for (FSelectionIterator It(GetSelectedActorIterator()); It; ++It)
		{
			AActor* Actor = static_cast<AActor*>(*It);
			checkSlow(Actor->IsA(AActor::StaticClass()));

			if (Actor->GetWorld() == GWorld)
			{
				const bool IsTemplate = Actor->IsTemplate();
				const bool LevelLocked = !FLevelUtils::IsLevelLocked(Actor->GetLevel());
				check(IsTemplate || LevelLocked);

				SingleActor = Actor;
			}
		}
	}
	
	if (SingleComponent != NULL)
	{
		SetPivot(SingleComponent->GetComponentLocation(), false, true);
	}
	else if( SingleActor != NULL ) 
	{		
		// For geometry mode use current pivot location as it's set to selected face, not actor
		FEditorModeTools& Tools = GLevelEditorModeTools();
		if( Tools.IsModeActive(FBuiltinEditorModes::EM_Geometry) == false || bOnChange == true )
		{
			// Set pivot point to the actor's location
			FVector PivotPoint = SingleActor->GetActorLocation();

			// If grouping is active, see if this actor is part of a locked group and use that pivot instead
			if(GEditor->bGroupingActive)
			{
				AGroupActor* ActorGroupRoot = AGroupActor::GetRootForActor(SingleActor, true, true);
				if(ActorGroupRoot)
				{
					PivotPoint = ActorGroupRoot->GetActorLocation();
				}
			}
			SetPivot( PivotPoint, false, true );
		}
	}
	else
	{
		ResetPivot();
	}
}
/**
 * Enacts the transaction.
 */
void FTransaction::Apply()
{
	checkSlow(Inc==1||Inc==-1);

	// Figure out direction.
	const int32 Start = Inc==1 ? 0             : Records.Num()-1;
	const int32 End   = Inc==1 ? Records.Num() :              -1;

	// Init objects.
	for( int32 i=Start; i!=End; i+=Inc )
	{
		FObjectRecord& Record = Records[i];
		Record.bRestored = false;

		UObject* Object = Record.Object.Get();
		if (Object)
		{
			if (!ChangedObjects.Contains(Object))
			{
				Object->CheckDefaultSubobjects();
				Object->PreEditUndo();
			}

			ChangedObjects.Add(Object, Record.ObjectAnnotation);
		}
	}

	if (bFlip)
	{
		for (int32 i = Start; i != End; i += Inc)
		{
			Records[i].Save(this);
		}
		for (int32 i = Start; i != End; i += Inc)
		{
			Records[i].Load(this);
		}
	}
	else
	{
		for (int32 i = Start; i != End; i += Inc)
		{
			Records[i].Restore(this);
		}
	}

	// An Actor's components must always get its PostEditUndo before the owning Actor so do a quick sort
	ChangedObjects.KeySort([](UObject& A, UObject& B)
	{
		UActorComponent* BAsComponent = Cast<UActorComponent>(&B);
		return (BAsComponent ? (BAsComponent->GetOwner() != &A) : true);
	});

	TArray<ULevel*> LevelsToCommitModelSurface;
	NumModelsModified = 0;		// Count the number of UModels that were changed.
	for (auto ChangedObjectIt : ChangedObjects)
	{
		UObject* ChangedObject = ChangedObjectIt.Key;
		UModel* Model = Cast<UModel>(ChangedObject);
		if (Model && Model->Nodes.Num())
		{
			FBSPOps::bspBuildBounds(Model);
			++NumModelsModified;
		}
		
		if (UModelComponent* ModelComponent = Cast<UModelComponent>(ChangedObject))
		{
			ULevel* Level = ModelComponent->GetTypedOuter<ULevel>();
			check(Level);
			LevelsToCommitModelSurface.AddUnique(Level);
		}

		TSharedPtr<ITransactionObjectAnnotation> ChangedObjectTransactionAnnotation = ChangedObjectIt.Value;
		if (ChangedObjectTransactionAnnotation.IsValid())
		{
			ChangedObject->PostEditUndo(ChangedObjectTransactionAnnotation);
		}
		else
		{
			ChangedObject->PostEditUndo();
		}
	}

	// Commit model surfaces for unique levels within the transaction
	for (ULevel* Level : LevelsToCommitModelSurface)
	{
		Level->CommitModelSurfaces();
	}

	// Flip it.
	if (bFlip)
	{
		Inc *= -1;
	}
	for (auto ChangedObjectIt : ChangedObjects)
	{
		UObject* ChangedObject = ChangedObjectIt.Key;
		ChangedObject->CheckDefaultSubobjects();
	}

	ChangedObjects.Empty();
}