UStaticMeshComponent* UACarryObjectComponent::GetCarriedMeshComponent() { USceneComponent* ChildComp = GetChildComponent(0); if (ChildComp) { AActor* OwningActor = ChildComp->GetOwner(); if (OwningActor) { return Cast<UStaticMeshComponent>(OwningActor->GetComponentByClass(UStaticMeshComponent::StaticClass())); } } return nullptr; }
static void GetActorsToIgnore( AActor* Actor, TSet< TWeakObjectPtr<AActor> >& ActorsToIgnore ) { if( !ActorsToIgnore.Contains( Actor ) ) { ActorsToIgnore.Add( Actor ); // We cannot snap to any attached children or actors in the same group as moving this actor will also move the children as we are snapping to them, // causing a cascading effect and unexpected results TArray<USceneComponent*>& AttachedChildren = Actor->GetRootComponent()->AttachChildren; for( int32 ChildIndex = 0; ChildIndex < AttachedChildren.Num(); ++ChildIndex ) { USceneComponent* Child = AttachedChildren[ChildIndex]; if( Child && Child->GetOwner() ) { ActorsToIgnore.Add( Child->GetOwner() ); } } AGroupActor* ParentGroup = AGroupActor::GetRootForActor(Actor, true, true); if( ParentGroup ) { TArray<AActor*> GroupActors; ParentGroup->GetGroupActors(GroupActors, true); for( int32 GroupActorIndex = 0; GroupActorIndex < GroupActors.Num(); ++GroupActorIndex ) { ActorsToIgnore.Add( GroupActors[GroupActorIndex] ); } } } }
FTransform FMovieScene3DTransformSectionRecorder::GetTransformToRecord() { if(USceneComponent* SceneComponent = Cast<USceneComponent>(ObjectToRecord.Get())) { return SceneComponent->GetRelativeTransform(); } else if(AActor* Actor = Cast<AActor>(ObjectToRecord.Get())) { bool bCaptureWorldSpaceTransform = false; USceneComponent* RootComponent = Actor->GetRootComponent(); USceneComponent* AttachParent = RootComponent ? RootComponent->GetAttachParent() : nullptr; bWasAttached = AttachParent != nullptr; if (AttachParent) { // We capture world space transforms for actors if they're attached, but we're not recording the attachment parent bCaptureWorldSpaceTransform = !FSequenceRecorder::Get().FindRecording(AttachParent->GetOwner()); } return (bCaptureWorldSpaceTransform || !RootComponent) ? Actor->ActorToWorld() : RootComponent->GetRelativeTransform(); } return FTransform::Identity; }
AActor* UACarryObjectComponent::GetCarriedActor() { USceneComponent* ChildComp = GetChildComponent(0); if (ChildComp) { return ChildComp->GetOwner(); } return nullptr; }
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; }
void UActorRecording::ProcessNewComponentArray(TInlineComponentArray<USceneComponent*>& ProspectiveComponents) const { // Only iterate as far as the current size of the array (it may grow inside the loop) int32 LastIndex = ProspectiveComponents.Num(); for(int32 Index = 0; Index < LastIndex; ++Index) { USceneComponent* NewComponent = ProspectiveComponents[Index]; USceneComponent* Parent = ProspectiveComponents[Index]->GetAttachParent(); while (Parent) { TWeakObjectPtr<USceneComponent> WeakParent(Parent); if (TrackedComponents.Contains(WeakParent) || ProspectiveComponents.Contains(Parent) || Parent->GetOwner() != NewComponent->GetOwner()) { break; } else { ProspectiveComponents.Add(Parent); } Parent = Parent->GetAttachParent(); } } // Sort parent first, to ensure that attachments get added properly TMap<USceneComponent*, int32> AttachmentDepths; for (USceneComponent* Component : ProspectiveComponents) { AttachmentDepths.Add(Component, GetAttachmentDepth(Component)); } ProspectiveComponents.Sort( [&](USceneComponent& A, USceneComponent& B) { return *AttachmentDepths.Find(&A) < *AttachmentDepths.Find(&B); } ); }