Add AssetLookup module to find assets by name.
This commit is contained in:
117
Source/Integration/AssetLookup.cpp
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117
Source/Integration/AssetLookup.cpp
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#include "AssetLookup.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "AssetRegistry/AssetData.h"
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#include "AssetRegistry/AssetRegistryState.h"
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#include "LuprexGameModeBase.h"
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void UlxAssetLookup::RebuildIndex()
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{
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CachedTangibles.Empty();
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CachedStaticMeshes.Empty();
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IAssetRegistry::GetChecked().WaitForCompletion();
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ScanTangibles();
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ScanStaticMeshes();
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}
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void UlxAssetLookup::ScanTangibles()
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{
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TArray<FAssetData> FoundData;
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FARFilter AssetFilter;
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AssetFilter.PackagePaths.Add(FName(TEXT("/Game/Tangibles")));
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AssetFilter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName());
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AssetFilter.bIncludeOnlyOnDiskAssets = true;
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AssetFilter.bRecursivePaths = true;
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IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
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UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets in /Game/Tangibles"), FoundData.Num());
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for (const FAssetData &Data : FoundData)
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{
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FString Path = Data.GetObjectPathString();
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CachedTangibles.Add(Data.AssetName, Path);
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}
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}
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void UlxAssetLookup::ScanStaticMeshes()
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{
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TArray<FAssetData> FoundData;
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FARFilter AssetFilter;
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AssetFilter.PackagePaths.Add(FName(TEXT("/Game/StarterContent/Shapes")));
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AssetFilter.PackagePaths.Add(FName(TEXT("/Game/StaticMeshes")));
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AssetFilter.ClassPaths.Add(UStaticMesh::StaticClass()->GetClassPathName());
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AssetFilter.bIncludeOnlyOnDiskAssets = true;
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AssetFilter.bRecursivePaths = true;
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IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
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UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d static mesh assets"), FoundData.Num());
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for (const FAssetData &Data : FoundData)
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{
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FString Path = Data.GetObjectPathString();
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CachedStaticMeshes.Add(Data.AssetName, Path);
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}
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}
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FString UlxAssetLookup::TangibleLoadPath(const FName &AssetName) const
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{
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FScopeLock lock(&Mutex);
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const FString *Result = CachedTangibles.Find(AssetName);
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if (Result == nullptr) return TEXT("");
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return *Result;
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}
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FString UlxAssetLookup::StaticMeshLoadPath(const FName &AssetName) const
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{
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FScopeLock lock(&Mutex);
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const FString *Result = CachedStaticMeshes.Find(AssetName);
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if (Result == nullptr) return TEXT("");
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return *Result;
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}
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UStaticMesh *UlxAssetLookup::GetStaticMeshByName(const UObject *Context, const FString &Name)
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{
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
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FString Path = mode->GetAssetLookup()->StaticMeshLoadPath(FName(Name));
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if (Path.IsEmpty())
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{
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UE_LOG(LogLuprexIntegration, Error, TEXT("Static mesh not on search path: %s"), *Name);
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return nullptr;
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}
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FString FullPath = Path;
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UStaticMesh *Result = LoadObject<UStaticMesh>(nullptr, *FullPath);
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if (Result == nullptr) {
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UE_LOG(LogLuprexIntegration, Error, TEXT("Cannot load static mesh: %s"), *FullPath);
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return nullptr;
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}
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return Result;
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}
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UClass *UlxAssetLookup::GetTangibleClassByName(const UObject *Context, const FString &Name) {
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(Context);
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FString Path = mode->GetAssetLookup()->TangibleLoadPath(FName(FString("Tan") + Name));
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if (Path.IsEmpty())
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{
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UE_LOG(LogLuprexIntegration, Error, TEXT("Tangible not on search path: %s"), *Name);
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return nullptr;
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}
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FString FullPath = Path + TEXT("_C");
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UClass *Result = LoadObject<UClass>(nullptr, *FullPath);
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if (Result == nullptr) {
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UE_LOG(LogLuprexIntegration, Error, TEXT("Cannot load tangible class: %s"), *FullPath);
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return nullptr;
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}
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if (!Result->IsChildOf(AActor::StaticClass())) {
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UE_LOG(LogLuprexIntegration, Error, TEXT("Tangible class is not an actor: %s"), *FullPath);
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return nullptr;
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}
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UFunction *aqchanged = Result->FindFunctionByName(FName(TEXT("Animation Queue Changed")));
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if ((aqchanged == nullptr)||(aqchanged->ParmsSize != 0))
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{
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UE_LOG(LogLuprexIntegration, Error, TEXT("Tangible does not have 'Animation Queue Changed' function: %s"), *FullPath);
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return nullptr;
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}
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return Result;
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}
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