Files
integration/Plugins/UEWingman/Source/UEWingman/Handlers/Asset_Search.h

100 lines
2.9 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "WingServer.h"
#include "WingBasics.h"
#include "WingUtils.h"
#include "WingTypes.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "Asset_Search.generated.h"
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
UCLASS()
class UWing_Asset_Search : public UWingHandler
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, meta=(Optional, Description="Substring to match against asset package paths"))
FString Query;
UPROPERTY(EditAnywhere, meta=(Optional, Description="Asset class name to filter by, e.g. Blueprint, Material, StaticMesh"))
FString Type;
UPROPERTY(EditAnywhere, meta=(Optional, Description="Maximum number of results (default 50)"))
int32 Limit = 50;
virtual void Register() override
{
UWingServer::AddHandler(this,
TEXT("Search for assets by name and/or type. At least one of Query or Type must be specified."));
}
virtual void Handle() override
{
if (Query.IsEmpty() && Type.IsEmpty())
{
WingOut::Stdout.Print(TEXT("ERROR: At least one of Query or Type must be specified\n"));
return;
}
// Build the asset registry filter
FARFilter Filter;
Filter.bRecursiveClasses = true;
Filter.bRecursivePaths = true;
Filter.PackagePaths.Add(FName(TEXT("/Game")));
if (!Type.IsEmpty())
{
UWingTypes::Requirements Req;
Req.AllowContainer = false;
Req.IsChildOf = UObject::StaticClass();
FEdGraphPinType PinType;
if (!UWingTypes::TextToType(Type, PinType, Req, WingOut::Stdout)) return;
UClass* TypeClass = Cast<UClass>(PinType.PinSubCategoryObject.Get());
check(TypeClass);
Filter.ClassPaths.Add(TypeClass->GetClassPathName());
}
// Query the asset registry
IAssetRegistry& AR = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry").Get();
TArray<FAssetData> Candidates;
AR.GetAssets(Filter, Candidates);
// Filter by query substring and collect results
TArray<FAssetData> Results;
for (const FAssetData& Data : Candidates)
{
if (Results.Num() >= Limit) break;
if (!Query.IsEmpty())
{
if (!Data.AssetName.ToString().Contains(Query, ESearchCase::IgnoreCase) &&
!Data.PackageName.ToString().Contains(Query, ESearchCase::IgnoreCase))
continue;
}
Results.Add(Data);
}
for (const FAssetData& Data : Results)
{
WingOut::Stdout.Printf(TEXT("%s %s\n"),
*WingUtils::FormatName(Data.GetClass()),
*Data.PackageName.ToString());
}
if (Results.Num() == 0)
{
WingOut::Stdout.Print(TEXT("No assets found.\n"));
}
else if (Results.Num() >= Limit)
{
WingOut::Stdout.Printf(TEXT("WARNING: You reached the limit of %d, to raise it, specify the Limit parameter.\n"), Limit);
}
}
};