OLS/Plugins/Developer/RiderLink/Source/RiderBlueprint/Private/BlueprintProvider.cpp
2024-09-22 17:11:19 -04:00

84 lines
2.9 KiB
C++

#include "BlueprintProvider.hpp"
#include "Async/Async.h"
#include "AssetEditorMessages.h"
#include "BlueprintEditor.h"
#include "MessageEndpointBuilder.h"
#include "MessageEndpoint.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "Runtime/Launch/Resources/Version.h"
#if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION <= 23
#include "Toolkits/AssetEditorManager.h"
#endif
#include "Kismet2/BlueprintEditorUtils.h"
#include "Model/RdEditorProtocol/RdEditorModel/RdEditorModel.Pregenerated.h"
#if ENGINE_MAJOR_VERSION < 5
#include "AssetData.h"
#else
#include "AssetRegistry/AssetData.h"
#endif
void BluePrintProvider::AddAsset(FAssetData const& AssetData) {
#if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION <= 23
UObject* cls = AssetData.GetAsset();
#else
UObject* cls = AssetData.FastGetAsset();
#endif
if (cls) {
UBlueprint* Blueprint = Cast<UBlueprint>(cls);
if (Blueprint && Blueprint->IsValidLowLevel()) {
}
}
}
bool BluePrintProvider::IsBlueprint(FString const& pathName) {
return FPackageName::IsValidObjectPath(pathName);
}
void BluePrintProvider::OpenBlueprint(JetBrains::EditorPlugin::BlueprintReference const& BlueprintReference, TSharedPtr<FMessageEndpoint, ESPMode::ThreadSafe> const& messageEndpoint) {
// Just to create asset manager if it wasn't created already
const FString AssetPathName = BlueprintReference.get_pathName();
FGuid AssetGuid;
bool bIsValidGuid = FGuid::Parse(BlueprintReference.get_guid(), AssetGuid);
#if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION <= 23
FAssetEditorManager::Get();
messageEndpoint->Publish(new FAssetEditorRequestOpenAsset(AssetPathName), EMessageScope::Process);
#else
AsyncTask(ENamedThreads::GameThread, [AssetPathName, AssetGuid, bIsValidGuid]()
{
// An asset needs loading
UPackage* Package = LoadPackage(nullptr, *AssetPathName, LOAD_NoRedirects);
if (Package)
{
Package->FullyLoad();
const FString AssetName = FPaths::GetBaseFilename(AssetPathName);
UObject* Object = FindObject<UObject>(Package, *AssetName);
const UBlueprint* Blueprint = Cast<UBlueprint>(Object);
if(bIsValidGuid && Blueprint != nullptr)
{
UEdGraphNode* EdGraphNode = FBlueprintEditorUtils::GetNodeByGUID(Blueprint, AssetGuid);
if(EdGraphNode != nullptr)
{
FKismetEditorUtilities::BringKismetToFocusAttentionOnObject(EdGraphNode);
}
else
{
FKismetEditorUtilities::BringKismetToFocusAttentionOnObject(Blueprint);
}
}
else if(Object != nullptr)
{
GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorForAsset(Object);
}
}
});
#endif
}