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integration/Source/Integration/AssetLookup.cpp

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#include "AssetLookup.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/AssetRegistryState.h"
#include "LuprexGameModeBase.h"
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#include "Components/Widget.h"
#include "WidgetBlueprint.h"
#include "Blueprint/UserWidget.h"
#include "Engine/StaticMesh.h"
void UlxAssetLookup::RebuildIndex()
{
CachedTangibles.Empty();
CachedStaticMeshes.Empty();
IAssetRegistry::GetChecked().WaitForCompletion();
ScanTangibles();
ScanStaticMeshes();
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ScanWidgets();
}
void UlxAssetLookup::ScanTangibles()
{
TArray<FAssetData> FoundData;
FARFilter AssetFilter;
AssetFilter.PackagePaths.Add(FName(TEXT("/Game/Tangibles")));
AssetFilter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName());
AssetFilter.bIncludeOnlyOnDiskAssets = true;
AssetFilter.bRecursivePaths = true;
IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets in /Game/Tangibles"), FoundData.Num());
for (const FAssetData &Data : FoundData)
{
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FString Path = Data.GetObjectPathString() + TEXT("_C");
CachedTangibles.Add(Data.AssetName, Path);
}
}
void UlxAssetLookup::ScanStaticMeshes()
{
TArray<FAssetData> FoundData;
FARFilter AssetFilter;
AssetFilter.PackagePaths.Add(FName(TEXT("/Game/StaticMeshes")));
AssetFilter.ClassPaths.Add(UStaticMesh::StaticClass()->GetClassPathName());
AssetFilter.bIncludeOnlyOnDiskAssets = true;
AssetFilter.bRecursivePaths = true;
IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
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UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets in /Game/StaticMeshes"), FoundData.Num());
for (const FAssetData &Data : FoundData)
{
FString Path = Data.GetObjectPathString();
CachedStaticMeshes.Add(Data.AssetName, Path);
}
}
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void UlxAssetLookup::ScanWidgets()
{
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TArray<FAssetData> FoundData;
FARFilter AssetFilter;
AssetFilter.PackagePaths.Add(FName(TEXT("/Game/Widgets")));
AssetFilter.ClassPaths.Add(UWidgetBlueprint::StaticClass()->GetClassPathName());
AssetFilter.bIncludeOnlyOnDiskAssets = true;
AssetFilter.bRecursivePaths = true;
IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets in /Game/Widgets"), FoundData.Num());
for (const FAssetData &Data : FoundData)
{
FString Path = Data.GetObjectPathString() + TEXT("_C");
CachedWidgets.Add(Data.AssetName, Path);
}
}
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FString UlxAssetLookup::TangibleLoadPath(const FName &AssetName) const
{
const FString *Result = CachedTangibles.Find(AssetName);
if (Result == nullptr) return TEXT("");
return *Result;
}
FString UlxAssetLookup::StaticMeshLoadPath(const FName &AssetName) const
{
const FString *Result = CachedStaticMeshes.Find(AssetName);
if (Result == nullptr) return TEXT("");
return *Result;
}
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FString UlxAssetLookup::WidgetLoadPath(const FName &AssetName) const
{
const FString *Result = CachedWidgets.Find(AssetName);
if (Result == nullptr) return TEXT("");
return *Result;
}
void UlxAssetLookup::LogMaybeError(bool Error, const TCHAR *Message, const TCHAR *Path)
{
if (Error)
{
UE_LOG(LogLuprexIntegration, Error, TEXT("%s: %s"), Message, Path);
}
else
{
UE_LOG(LogLuprexIntegration, Display, TEXT("%s: %s"), Message, Path);
}
}
UStaticMesh *UlxAssetLookup::LoadStaticMeshAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound)
{
ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
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FString Path = mode->GetAssetLookup()->StaticMeshLoadPath(FName(FString("SM_") + Name));
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Static mesh not on search path"), *Name);
return nullptr;
}
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UStaticMesh *Result = LoadObject<UStaticMesh>(nullptr, *Path);
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Cannot load static mesh"), *Path);
return nullptr;
}
return Result;
}
TSubclassOf<AActor> UlxAssetLookup::LoadTangibleBlueprintAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound) {
ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
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FString Path = mode->GetAssetLookup()->TangibleLoadPath(FName(FString("TAN_") + Name));
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Tangible not on search path"), *Name);
return nullptr;
}
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UClass *Result = LoadObject<UClass>(nullptr, *Path);
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Cannot load tangible class"), *Path);
return nullptr;
}
if (!Result->IsChildOf(AActor::StaticClass()))
{
LogMaybeError(ErrorIfNotFound, TEXT("Tangible class is not an actor"), *Path);
return nullptr;
}
UFunction *aqchanged = Result->FindFunctionByName(FName(TEXT("Animation Queue Changed")));
if ((aqchanged == nullptr)||(aqchanged->ParmsSize != 0))
{
LogMaybeError(ErrorIfNotFound, TEXT("Tangible does not have 'Animation Queue Changed' function"), *Path);
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return nullptr;
}
return Result;
}
TSubclassOf<UUserWidget> UlxAssetLookup::LoadUserWidgetAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound) {
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
FString Path = mode->GetAssetLookup()->WidgetLoadPath(FName(FString("WB_") + Name));
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Widget not on search path"), *Name);
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return nullptr;
}
UClass *Result = LoadObject<UClass>(nullptr, *Path);
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Cannot load widget blueprint"), *Path);
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return nullptr;
}
if (!Result->IsChildOf(UUserWidget::StaticClass()))
{
LogMaybeError(ErrorIfNotFound, TEXT("Blueprint does not derive from UUserWidget"), *Path);
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return nullptr;
}
return Result;
}
TSubclassOf<UlxLuaWidget> UlxAssetLookup::LoadLuaWidgetAsset(const UObject *Context, const FString &Name, bool ErrorIfNotFound) {
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
FString Path = mode->GetAssetLookup()->WidgetLoadPath(FName(FString("WB_") + Name));
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Widget not on search path"), *Name);
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return nullptr;
}
UClass *Result = LoadObject<UClass>(nullptr, *Path);
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Cannot load widget blueprint"), *Path);
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return nullptr;
}
if (!Result->IsChildOf(UlxLuaWidget::StaticClass()))
{
LogMaybeError(ErrorIfNotFound, TEXT("Blueprint does not derive from UlxLuaWidget"), *Path);
return nullptr;
}
return Result;
}
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