151 lines
5.8 KiB
Ucode
151 lines
5.8 KiB
Ucode
/**
|
|
* An Actor representing an instance of a Prefab in a level.
|
|
*
|
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
*/
|
|
class PrefabInstance extends Actor
|
|
native(Prefab);
|
|
|
|
/** The prefab that this is an instance of. */
|
|
var const Prefab TemplatePrefab;
|
|
|
|
/**
|
|
* The version of the Prefab that this is an instance of.
|
|
* This allows us to detect if the prefab has changed, and the instance needs to be updated.
|
|
*/
|
|
var const int TemplateVersion;
|
|
|
|
/** Mapping from archetypes in the source prefab (TemplatePrefab) to instances of those archetypes in this PrefabInstance. */
|
|
var const native Map{UObject*,UObject*} ArchetypeToInstanceMap;
|
|
|
|
/** Kismet sequence that was created for this PrefabInstance. */
|
|
var const PrefabSequence SequenceInstance;
|
|
|
|
|
|
/** Contains the epic+licensee version that this PrefabInstance's package was saved with. */
|
|
var const int PI_PackageVersion;
|
|
var const int PI_LicenseePackageVersion;
|
|
|
|
var const array<byte> PI_Bytes;
|
|
var const array<object> PI_CompleteObjects;
|
|
var const array<object> PI_ReferencedObjects;
|
|
var const array<string> PI_SavedNames;
|
|
var const native Map{UObject*,INT} PI_ObjectMap;
|
|
|
|
cpptext
|
|
{
|
|
|
|
// UObject interface
|
|
virtual void Serialize(FArchive& Ar);
|
|
virtual void PreSave();
|
|
virtual void PostLoad();
|
|
|
|
#if REQUIRES_SAMECLASS_ARCHETYPE
|
|
/**
|
|
* Provides PrefabInstance objects with a way to override incorrect behavior in ConditionalPostLoad()
|
|
* until different-class archetypes are supported.
|
|
*
|
|
* @fixme - temporary hack; correct fix would be to support archetypes of a different class
|
|
*
|
|
* @return pointer to an object instancing graph to use for logic in ConditionalPostLoad().
|
|
*/
|
|
virtual struct FObjectInstancingGraph* GetCustomPostLoadInstanceGraph();
|
|
#endif
|
|
|
|
/**
|
|
* Callback used to allow object register its direct object references that are not already covered by
|
|
* the token stream.
|
|
*
|
|
* @param ObjectArray array to add referenced objects to via AddReferencedObject
|
|
*/
|
|
void AddReferencedObjects( TArray<UObject*>& ObjectArray );
|
|
|
|
/**
|
|
* Create an instance of the supplied Prefab, including creating all objects and Kismet sequence.
|
|
*/
|
|
void InstancePrefab(UPrefab* InPrefab);
|
|
|
|
/**
|
|
* Do any teardown to destroy anything instanced for this PrefabInstance.
|
|
* Sets TemplatePrefab back to NULL.
|
|
*/
|
|
void DestroyPrefab(class USelection* Selection);
|
|
|
|
/**
|
|
* Update this instance of a prefab to match the template prefab.
|
|
* This will destroy/create objects as necessary.
|
|
* It also recreates the Kismet sequence.
|
|
*/
|
|
void UpdatePrefabInstance(class USelection* Selection);
|
|
|
|
/**
|
|
* Convert this prefab instance to look like the Prefab archetype version of it (by changing object refs to archetype refs and
|
|
* converting positions to local space). Then serialise it, so we only get things that are unique to this instance. We store this
|
|
* archive in the PrefabInstance.
|
|
*/
|
|
void SavePrefabDifferences();
|
|
|
|
/**
|
|
* Iterates through the ArchetypeToInstanceMap and verifies that the archetypes for each of this PrefabInstance's actors exist.
|
|
* For any actors contained by this PrefabInstance that do not have a corresponding archetype, removes the actor from the
|
|
* ArchetypeToInstanceMap. This is normally caused by adding a new actor to a PrefabInstance, updating the source Prefab, then loading
|
|
* a new map without first saving the package containing the updated Prefab. When the original map is reloaded, though it contains
|
|
* an entry for the newly added actor, the source Prefab's linker does not contain an entry for the corresponding archetype.
|
|
*
|
|
* @return TRUE if each pair in the ArchetypeToInstanceMap had a valid archetype. FALSE if one or more archetypes were NULL.
|
|
*/
|
|
UBOOL VerifyMemberArchetypes();
|
|
|
|
/**
|
|
* Utility for getting all Actors that are part of this PrefabInstance.
|
|
*/
|
|
void GetActorsInPrefabInstance( TArray<AActor*>& OutActors ) const;
|
|
|
|
/**
|
|
* Examines the selection status of each actor in this prefab instance, and
|
|
* returns TRUE if the selection state of all actors matches the input state.
|
|
*/
|
|
UBOOL GetActorSelectionStatus(UBOOL bInSelected) const;
|
|
|
|
/** Instance the Kismet sequence if we have one into the 'Prefabs' subsequence. */
|
|
void InstanceKismetSequence(USequence* SrcSequence, const FString& InSeqName);
|
|
/** Destroy the Kismet sequence associated with this Prefab instance. */
|
|
void DestroyKismetSequence();
|
|
|
|
/** Copy information to a FPrefabUpdateArchive from this PrefabInstance for updating a PrefabInstance with. */
|
|
void CopyToArchive(FPrefabUpdateArc* InArc);
|
|
/** Copy information from a FPrefabUpdateArchive into this PrefabInstance for saving etc. */
|
|
void CopyFromArchive(FPrefabUpdateArc* InArc);
|
|
|
|
/** Applies a transform to the object if its an actor. */
|
|
static void ApplyTransformIfActor(UObject* Obj, const FMatrix& Transform);
|
|
|
|
/** Utility for taking a map and inverting it. */
|
|
static void CreateInverseMap(TMap<UObject*, UObject*>& OutMap, TMap<UObject*, UObject*>& InMap);
|
|
|
|
/**
|
|
* Utility for copying UModel from one ABrush to another.
|
|
* Sees if DestActor is an ABrush. If so, assumes SrcActor is one. Then uses StaticDuplicateObject to copy UModel from
|
|
* SrcActor to DestActor.
|
|
*/
|
|
static void CopyModelIfBrush(UObject* DestObj, UObject* SrcObj);
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
Begin Object Class=SpriteComponent Name=Sprite
|
|
Sprite=Texture2D'EditorResources.PrefabSprite'
|
|
HiddenGame=True
|
|
AlwaysLoadOnClient=False
|
|
AlwaysLoadOnServer=False
|
|
bIsScreenSizeScaled=True
|
|
ScreenSize=0.0025
|
|
SpriteCategoryName="Prefabs"
|
|
End Object
|
|
Components.Add(Sprite)
|
|
|
|
// the defaults for the PrefabInstance file versions MUST be -1 (@see APrefabInstance::Copy*Archive)
|
|
PI_PackageVersion=-1
|
|
PI_LicenseePackageVersion=-1
|
|
}
|