157 lines
5.6 KiB
C++
157 lines
5.6 KiB
C++
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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 "Kismet/GameplayStatics.h"
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#include "Components/Widget.h"
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#include "WidgetBlueprint.h"
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#include "Blueprint/UserWidget.h"
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#include "Animation/AnimSequence.h"
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#include "Engine/StaticMesh.h"
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#include "Engine/SkeletalMesh.h"
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const ElxValidOrNotValid NotValid = ElxValidOrNotValid::NotValid;
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const ElxValidOrNotValid Valid = ElxValidOrNotValid::Valid;
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void UlxAssetLookup::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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RebuildIndex();
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}
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void UlxAssetLookup::RebuildIndex()
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{
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IAssetRegistry::GetChecked().WaitForCompletion();
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AssetPaths.Empty();
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AddAssets(TEXT("/Game/StaticMeshes"), UStaticMesh::StaticClass(), TEXT("SM_"));
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AddAssets(TEXT("/Game/SkeletalMeshes"), USkeletalMesh::StaticClass(), TEXT("SKM_"));
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AddAssets(TEXT("/Game/AnimSequences"), UAnimSequence::StaticClass(), TEXT("SEQ_"));
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AddAssets(TEXT("/Game/Tangibles"), UBlueprint::StaticClass(), TEXT("TAN_"));
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AddAssets(TEXT("/Game/Widgets"), UWidgetBlueprint::StaticClass(), TEXT("WB_"));
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}
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void UlxAssetLookup::AddAssets(const TCHAR *Path, UClass *Class, const TCHAR *NamePrefix)
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{
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TArray<FAssetData> FoundData;
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TMap<FName, FString> Result;
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FARFilter AssetFilter;
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AssetFilter.PackagePaths.Add(FName(Path));
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AssetFilter.ClassPaths.Add(Class->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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FString FSNamePrefix(NamePrefix);
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for (const FAssetData &Data : FoundData)
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{
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FString AssetName = Data.AssetName.ToString();
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if (AssetName.StartsWith(FSNamePrefix))
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{
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FName ShortName(AssetName.RightChop(FSNamePrefix.Len()));
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AssetPaths.Add(MakeTuple(Class->GetName(), ShortName), Data.GetObjectPathString());
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}
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}
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UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets of type %s in %s"),
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FoundData.Num(), *Class->GetName(), Path);
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}
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void UlxAssetLookup::ReportFailedLoad(const FString &ClassName, const FString &Name, const FString &Reason)
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{
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static TSet<FString> Reported;
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FString Key = ClassName + TEXT(":") + Name + TEXT(":") + Reason;
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if (Reported.Contains(Key)) return;
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Reported.Add(Key);
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UE_LOG(LogLuprexIntegration, Display, TEXT("Loading %s %s: %s"), *ClassName, *Name, *Reason);
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}
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UObject *UlxAssetLookup::LoadAsset(const UObject *Context, UClass *Class, UClass *ChildOf, const FString &Name)
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{
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const UlxAssetLookup *Lookup = UGameplayStatics::GetGameInstance(Context)->GetSubsystem<UlxAssetLookup>();
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const FString *Path = Lookup->AssetPaths.Find(MakeTuple(Class->GetName(), FName(Name)));
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if (Path == nullptr)
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{
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ReportFailedLoad(Class->GetName(), Name, TEXT("asset not found"));
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return nullptr;
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}
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UObject *Result;
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if (ChildOf == nullptr)
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{
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Result = StaticLoadObject(Class, nullptr, **Path);
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}
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else
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{
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Result = StaticLoadObject(UClass::StaticClass(), nullptr, *((*Path) + FString(TEXT("_C"))));
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}
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if (Result == nullptr)
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{
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ReportFailedLoad(Class->GetName(), Name, TEXT("unknown load failure"));
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return nullptr;
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}
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if (ChildOf != nullptr)
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{
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UClass *ResClass = (UClass *)Result;
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if (!ResClass->IsChildOf(ChildOf))
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{
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ReportFailedLoad(Class->GetName(), Name, FString::Printf(TEXT("blueprint not a child of %s"), *ChildOf->GetName()));
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return nullptr;
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}
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}
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return Result;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadStaticMeshAsset(
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UStaticMesh *&Result, const UObject *Context, const FString &Name)
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{
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Result = (UStaticMesh *)LoadAsset(Context, UStaticMesh::StaticClass(), nullptr, Name);
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return Result ? Valid : NotValid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadSkeletalMeshAsset(
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USkeletalMesh *&Result, const UObject *Context, const FString &Name)
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{
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Result = (USkeletalMesh *)LoadAsset(Context, USkeletalMesh::StaticClass(), nullptr, Name);
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return Result ? Valid : NotValid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadAnimSequenceAsset(
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UAnimSequence *&Result, const UObject *Context, const FString &Name)
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{
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Result = (UAnimSequence *)LoadAsset(Context, UAnimSequence::StaticClass(), nullptr, Name);
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return Result ? Valid : NotValid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadTangibleBlueprintAsset(
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TSubclassOf<AActor> &Result, const UObject *Context, const FString &Name)
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{
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Result = (UClass*)LoadAsset(Context, UBlueprint::StaticClass(), AActor::StaticClass(), Name);
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if (Result == nullptr) return NotValid;
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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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ReportFailedLoad(TEXT("Blueprint"), Name, TEXT("tangible does not have 'Animation Queue Changed' function"));
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Result = nullptr; return NotValid;
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}
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return Valid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadUserWidgetAsset(
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TSubclassOf<UUserWidget> &Result, const UObject *Context, const FString &Name)
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{
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Result = (UClass *)LoadAsset(Context, UWidgetBlueprint::StaticClass(), UUserWidget::StaticClass(), Name);
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return Result ? Valid : NotValid;
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}
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ElxValidOrNotValid UlxAssetLookup::LoadLuaWidgetAsset(
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TSubclassOf<UlxLuaWidget> &Result, const UObject *Context, const FString &Name)
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{
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Result = (UClass *)LoadAsset(Context, UWidgetBlueprint::StaticClass(), UlxLuaWidget::StaticClass(), Name);
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return Result ? Valid : NotValid;
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}
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