Draw Abstract Instances in Editor

Hey I found a new way to draw the Abstract Instances in the Editor. Since the provided code is broken in AFGBuildable. Also this way doesn't need to edit the Header of CSS: AccessTransformers.ini:
[AccessTransformers]
Friend = (Class="AFGBuildable", FriendClass="UKBFLEditorSubsystem")
[AccessTransformers]
Friend = (Class="AFGBuildable", FriendClass="UKBFLEditorSubsystem")
.h:
#pragma once

#include "CoreMinimal.h"
#include "EditorSubsystem.h"

#include "KBFLEditorSubsystem.generated.h"

UCLASS()
class KBFL_API UKBFLEditorSubsystem : public UEditorSubsystem {
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override { Super::Deinitialize(); };

private:
static void OnWorldPreActorTick(UWorld* World, ELevelTick TickType, float DeltaSeconds);
};
#pragma once

#include "CoreMinimal.h"
#include "EditorSubsystem.h"

#include "KBFLEditorSubsystem.generated.h"

UCLASS()
class KBFL_API UKBFLEditorSubsystem : public UEditorSubsystem {
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override { Super::Deinitialize(); };

private:
static void OnWorldPreActorTick(UWorld* World, ELevelTick TickType, float DeltaSeconds);
};
.cpp:
// Fill out your copyright notice in the Description page of Project Settings.
#include "Editor/KBFLEditorSubsystem.h"

#include "AbstractInstanceManager.h"
#include "Buildables/FGBuildable.h"

class AFGBuildable;

void UKBFLEditorSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);

FWorldDelegates::OnWorldPreActorTick.AddStatic(&UKBFLEditorSubsystem::OnWorldPreActorTick);
}

void UKBFLEditorSubsystem::OnWorldPreActorTick(UWorld* World, ELevelTick TickType, float DeltaSeconds)
{
if (World->WorldType == EWorldType::EditorPreview)
{
for (FConstLevelIterator LevelIt = World->GetLevelIterator(); LevelIt; ++LevelIt)
{
for (AActor* actor : (*LevelIt)->Actors)
{
if (AFGBuildable* Buildable = Cast<AFGBuildable>(actor))
{
if (Buildable->mCanContainLightweightInstances && IsValid(Buildable->mInstanceDataCDO) && Buildable->mInstanceHandles.IsEmpty())
{
for (FInstanceData InstanceData : Buildable->mInstanceDataCDO->GetInstanceData())
{
if (IsValid(InstanceData.StaticMesh) && !InstanceData.OverridenMaterials.Contains(nullptr))
{
FInstanceHandle* Handle;
AAbstractInstanceManager::SetInstanceFromDataStatic(Buildable, FTransform(), InstanceData, Handle, false);
Buildable->mInstanceHandles.Add(Handle);
}
}
}
}
}
}
}
}
// Fill out your copyright notice in the Description page of Project Settings.
#include "Editor/KBFLEditorSubsystem.h"

#include "AbstractInstanceManager.h"
#include "Buildables/FGBuildable.h"

class AFGBuildable;

void UKBFLEditorSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);

FWorldDelegates::OnWorldPreActorTick.AddStatic(&UKBFLEditorSubsystem::OnWorldPreActorTick);
}

void UKBFLEditorSubsystem::OnWorldPreActorTick(UWorld* World, ELevelTick TickType, float DeltaSeconds)
{
if (World->WorldType == EWorldType::EditorPreview)
{
for (FConstLevelIterator LevelIt = World->GetLevelIterator(); LevelIt; ++LevelIt)
{
for (AActor* actor : (*LevelIt)->Actors)
{
if (AFGBuildable* Buildable = Cast<AFGBuildable>(actor))
{
if (Buildable->mCanContainLightweightInstances && IsValid(Buildable->mInstanceDataCDO) && Buildable->mInstanceHandles.IsEmpty())
{
for (FInstanceData InstanceData : Buildable->mInstanceDataCDO->GetInstanceData())
{
if (IsValid(InstanceData.StaticMesh) && !InstanceData.OverridenMaterials.Contains(nullptr))
{
FInstanceHandle* Handle;
AAbstractInstanceManager::SetInstanceFromDataStatic(Buildable, FTransform(), InstanceData, Handle, false);
Buildable->mInstanceHandles.Add(Handle);
}
}
}
}
}
}
}
}
No description
2 Replies
Kyrium
KyriumOP2mo ago
@Rex https://github.com/satisfactorymodding/SatisfactoryModLoader/pull/268/files I see this PR I think thats a better way also because it doesn't need any header edit's
Rex
Rex2mo ago
I need to revise that PR because it's currently a mess
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