Files
integration/Source/Integration/AssetLookup.cpp
2025-11-14 02:41:44 -05:00

176 lines
6.0 KiB
C++

#include "AssetLookup.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/AssetRegistryState.h"
#include "LuprexGameModeBase.h"
#include "Components/Widget.h"
#include "WidgetBlueprint.h"
#include "Blueprint/UserWidget.h"
#include "Animation/AnimSequence.h"
#include "Engine/StaticMesh.h"
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);
}
}
const ElxValidOrNotValid NotValid = ElxValidOrNotValid::NotValid;
const ElxValidOrNotValid Valid = ElxValidOrNotValid::Valid;
void UlxAssetLookup::RebuildIndex()
{
IAssetRegistry::GetChecked().WaitForCompletion();
AssetPaths.Empty();
AddAssets(TEXT("/Game/StaticMeshes"), UStaticMesh::StaticClass(), TEXT("SM_"));
AddAssets(TEXT("/Game/AnimSequences"), UAnimSequence::StaticClass(), TEXT("SEQ_"));
AddAssets(TEXT("/Game/Tangibles"), UBlueprint::StaticClass(), TEXT("TAN_"));
AddAssets(TEXT("/Game/Widgets"), UWidgetBlueprint::StaticClass(), TEXT("WB_"));
}
void UlxAssetLookup::AddAssets(const TCHAR *Path, const UClass *Class, const TCHAR *NamePrefix)
{
TArray<FAssetData> FoundData;
TMap<FName, FString> Result;
FARFilter AssetFilter;
AssetFilter.PackagePaths.Add(FName(Path));
AssetFilter.ClassPaths.Add(Class->GetClassPathName());
AssetFilter.bIncludeOnlyOnDiskAssets = true;
AssetFilter.bRecursivePaths = true;
IAssetRegistry::GetChecked().GetAssets(AssetFilter, FoundData);
FString FSNamePrefix(NamePrefix);
for (const FAssetData &Data : FoundData)
{
FString AssetName = Data.AssetName.ToString();
if (AssetName.StartsWith(FSNamePrefix))
{
FName ShortName(AssetName.RightChop(FSNamePrefix.Len()));
AssetPaths.Add(MakeTuple(Class->GetName(), ShortName), Data.GetObjectPathString());
}
}
UE_LOG(LogLuprexIntegration, Display, TEXT("Found %d assets of type %s in %s"),
FoundData.Num(), *Class->GetName(), Path);
}
FString UlxAssetLookup::GetAssetPath(const UObject *Context, const UClass *Class, const FString &Name)
{
const UlxAssetLookup *Lookup = ALuprexGameModeBase::FromContext(Context)->GetAssetLookup();
const FString *Path = Lookup->AssetPaths.Find(MakeTuple(Class->GetName(), FName(Name)));
if (Path == nullptr)
{
return FString();
}
return *Path;
}
ElxValidOrNotValid UlxAssetLookup::LoadStaticMeshAsset(
UStaticMesh *&Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
{
Result = nullptr;
FString Path = GetAssetPath(Context, UStaticMesh::StaticClass(), Name);
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Static Mesh not found"), *Name);
Result = nullptr; return NotValid;
}
Result = LoadObject<UStaticMesh>(nullptr, *Path);
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Cannot load Static Mesh"), *Path);
Result = nullptr; return NotValid;
}
return Valid;
}
ElxValidOrNotValid UlxAssetLookup::LoadAnimSequenceAsset(
UAnimSequence *&Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
{
Result = nullptr;
FString Path = GetAssetPath(Context, UAnimSequence::StaticClass(), Name);
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Anim Sequence not found"), *Name);
Result = nullptr; return NotValid;
}
Result = LoadObject<UAnimSequence>(nullptr, *Path);
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Cannot load Anim Sequence"), *Path);
Result = nullptr; return NotValid;
}
return Valid;
}
ElxValidOrNotValid UlxAssetLookup::LoadTangibleBlueprintAsset(
TSubclassOf<AActor> &Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
{
FString Path = GetAssetPath(Context, UBlueprint::StaticClass(), Name);
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Tangible not found"), *Name);
Result = nullptr; return NotValid;
}
Result = LoadClass<AActor>(nullptr, *UnderscoreC(Path));
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Tangible load failed, not an actor blueprint"), *Path);
Result = nullptr; return NotValid;
}
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);
Result = nullptr; return NotValid;
}
return Valid;
}
ElxValidOrNotValid UlxAssetLookup::LoadUserWidgetAsset(
TSubclassOf<UUserWidget> &Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
{
Result = nullptr;
FString Path = GetAssetPath(Context, UWidgetBlueprint::StaticClass(), Name);
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Widget not Found"), *Name);
Result = nullptr; return NotValid;
}
Result = LoadClass<UUserWidget>(nullptr, *UnderscoreC(Path));
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Cannot load widget, not a UUserWidget"), *Path);
Result = nullptr; return NotValid;
}
return Valid;
}
ElxValidOrNotValid UlxAssetLookup::LoadLuaWidgetAsset(
TSubclassOf<UlxLuaWidget> &Result, const UObject *Context, const FString &Name, bool ErrorIfNotFound)
{
Result = nullptr;
FString Path = GetAssetPath(Context, UWidgetBlueprint::StaticClass(), Name);
if (Path.IsEmpty())
{
LogMaybeError(ErrorIfNotFound, TEXT("Widget not on search path"), *Name);
Result = nullptr; return NotValid;
}
Result = LoadClass<UlxLuaWidget>(nullptr, *UnderscoreC(Path));
if (Result == nullptr)
{
LogMaybeError(ErrorIfNotFound, TEXT("Cannot load widget, not a UlxLuaWidget"), *Path);
Result = nullptr; return NotValid;
}
return Valid;
}