This commit is contained in:
Rainer Leit
2026-09-25 17:02:24 +03:00
parent cc43ed8dc8
commit 9597629951
2149 changed files with 460234 additions and 1770 deletions
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#include "World/WorldMapDefinition.h"
// Direct-initialised from an explicit FName: copy-initialising from a string literal would need two
// user-defined conversions (TCHAR* -> FName -> FPrimaryAssetType), which the language does not allow.
const FPrimaryAssetType UWorldMapDefinition::AssetType(FName("WorldMap"));
const FWorldMapLayer* UWorldMapDefinition::FindLayer(FName Id) const
{
return Layers.FindByPredicate([Id](const FWorldMapLayer& Layer) { return Layer.Id == Id; });
}
const FWorldMapLayer* UWorldMapDefinition::ResolveDefaultLayer() const
{
if (const FWorldMapLayer* Named = FindLayer(DefaultLayer))
{
return Named;
}
return Layers.Num() > 0 ? &Layers[0] : nullptr;
}
FName UWorldMapDefinition::NextLayerId(FName Id) const
{
if (Layers.Num() == 0)
{
return NAME_None;
}
const int32 Index = Layers.IndexOfByPredicate([Id](const FWorldMapLayer& Layer) { return Layer.Id == Id; });
// An unknown id lands on the first layer rather than on nothing, so a stale name in a saved setting
// recovers on the next press instead of leaving the map blank.
return Layers[Index == INDEX_NONE ? 0 : (Index + 1) % Layers.Num()].Id;
}
TArray<FName> UWorldMapDefinition::GetLayerIds() const
{
TArray<FName> Ids;
Ids.Reserve(Layers.Num());
for (const FWorldMapLayer& Layer : Layers)
{
Ids.Add(Layer.Id);
}
return Ids;
}
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#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "World/WorldMapProjection.h"
#include "WorldMapDefinition.generated.h"
class UTexture2D;
// Every property here is EditAnywhere rather than the EditDefaultsOnly a data asset usually carries, because
// this asset is *written by a script*: Python's set_editor_property refuses a property marked edit-on-default
// when the object is an instance, and a UDataAsset is an instance. EditDefaultsOnly guards against editing a
// placed actor's copy of something; there is no such copy here.
/**
* One picture of the whole world, and what to call it. Every layer is a different render of the same cylinder,
* so they share the definition's projection and need not share a resolution.
*/
USTRUCT(BlueprintType)
struct SALTY_API FWorldMapLayer
{
GENERATED_BODY()
/** How code and the console name this layer. Matches the id in RawContent/World/MapArt/layers.json. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Map")
FName Id;
/** What a person sees on the button. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Map")
FText DisplayName;
/** Soft, because a map that is never opened should not cost 11 MB of texture to be in the level. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Map")
TSoftObjectPtr<UTexture2D> Texture;
/** Why this layer exists, for whoever opens the asset next. Never shown to a player. */
UPROPERTY(EditAnywhere, Category = "World Map", meta = (MultiLine = true))
FString Note;
};
/**
* The map of one level: where the ground is on the picture, and which pictures there are.
*
* Written by Scripts/Authoring/create_world_map.py out of RawContent/World/Region.json and MapArt/layers.json,
* so the projection here and the geometry of the landscape come from the same numbers and cannot drift. It is
* an asset rather than a config entry because it is content, and because the editor tab and the game both read
* it without either of them knowing that RawContent exists.
*/
UCLASS(BlueprintType)
class SALTY_API UWorldMapDefinition : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
/** The primary asset type, registered for scanning in Config/DefaultGame.ini. */
static const FPrimaryAssetType AssetType;
virtual FPrimaryAssetId GetPrimaryAssetId() const override { return FPrimaryAssetId(AssetType, GetFName()); }
/** Where the ground is on the art. See FWorldMapProjection: for L_World this is the whole planet. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Map")
FWorldMapProjection Projection;
/**
* The level this is a map of. How UWorldMapSubsystem decides a definition belongs to the world it is in.
*
* A path rather than a TSoftObjectPtr<UWorld> because it is only ever compared, never loaded: resolving it
* would pull a 98-landscape level in to answer "is this the world I am already standing in".
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Map", meta = (AllowedClasses = "/Script/Engine.World"))
FSoftObjectPath Level;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Map")
TArray<FWorldMapLayer> Layers;
/** Which layer the map opens on. Falls back to the first layer when it names one that is not here. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Map")
FName DefaultLayer;
/** What built this, so a map that looks wrong can be traced to the run that made it. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "World Map", meta = (MultiLine = true))
FString BuiltFrom;
const FWorldMapLayer* FindLayer(FName Id) const;
/** DefaultLayer if it exists, otherwise the first layer, otherwise nullptr. */
const FWorldMapLayer* ResolveDefaultLayer() const;
/** The id after Id, wrapping; NAME_None when there are no layers. For a "next layer" key or button. */
FName NextLayerId(FName Id) const;
UFUNCTION(BlueprintCallable, Category = "World Map")
TArray<FName> GetLayerIds() const;
/** True when this can actually be drawn: a projection with an extent and at least one layer. */
UFUNCTION(BlueprintPure, Category = "World Map")
bool IsUsable() const { return Projection.IsValid() && Layers.Num() > 0; }
};
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#include "World/WorldMapSubsystem.h"
#include "Core/TelemetrySubsystem.h"
#include "Engine/AssetManager.h"
#include "Engine/Engine.h"
#include "Engine/GameInstance.h"
#include "Engine/World.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/PlayerController.h"
#include "Salty.h"
#include "Telemetry/TelemetryEvent.h"
#include "Telemetry/TelemetryEvents.h"
#include "World/WorldMapDefinition.h"
bool UWorldMapSubsystem::ShouldCreateSubsystem(UObject* Outer) const
{
if (!Super::ShouldCreateSubsystem(Outer))
{
return false;
}
// Game and PIE worlds only. An editor preview world or a thumbnail scene has no map and no one to show it to.
const UWorld* World = Cast<UWorld>(Outer);
return World && (World->IsGameWorld());
}
void UWorldMapSubsystem::Deinitialize()
{
Markers.Reset();
OnMarkersChanged.Clear();
Definition = nullptr;
bResolved = false;
Super::Deinitialize();
}
void UWorldMapSubsystem::ResolveDefinition() const
{
bResolved = true;
Definition = nullptr;
const UWorld* World = GetWorld();
if (!World)
{
return;
}
// PIE renames the level package (/Game/Maps/UEDPIE_0_L_World), so the definition's own path would never
// match what the world says it is. Strip it, or the map works in a cooked build and not in the editor.
const FString LevelPackage = UWorld::RemovePIEPrefix(World->GetOutermost()->GetName());
// IsInitialized, not IsValid: the manager is always constructed now and IsValid is deprecated for saying
// so. The guard stays because this can be reached before UEngine::InitializeObjectReferences has run.
if (!UAssetManager::IsInitialized())
{
return;
}
UAssetManager& Manager = UAssetManager::Get();
TArray<FPrimaryAssetId> Ids;
Manager.GetPrimaryAssetIdList(UWorldMapDefinition::AssetType, Ids);
if (Ids.Num() == 0)
{
UE_LOG(LogSalty, Verbose,
TEXT("World map: no %s assets are registered. Add a PrimaryAssetTypesToScan entry in DefaultGame.ini "
"and run Scripts/Authoring/build_world_map.sh."),
*UWorldMapDefinition::AssetType.ToString());
return;
}
for (const FPrimaryAssetId& Id : Ids)
{
const FSoftObjectPath Path = Manager.GetPrimaryAssetPath(Id);
// Synchronous, because this happens once when a map is first opened and an asynchronous load would
// mean a frame of blank map for no gain.
const UWorldMapDefinition* Candidate = Cast<UWorldMapDefinition>(Path.TryLoad());
if (Candidate && Candidate->Level.GetLongPackageName() == LevelPackage)
{
Definition = Candidate;
UE_LOG(LogSalty, Log, TEXT("World map: %s covers %s - %s"),
*Id.ToString(), *LevelPackage, *Candidate->Projection.ToString());
return;
}
}
// Deliberately not "fall back to the only one there is". L_Gym showing L_World's map would be a map that
// lies about where you are, which is worse than no map.
UE_LOG(LogSalty, Verbose, TEXT("World map: none of the %d definitions is a map of %s."), Ids.Num(), *LevelPackage);
}
const UWorldMapDefinition* UWorldMapSubsystem::GetDefinition() const
{
if (!bResolved)
{
ResolveDefinition();
}
return Definition;
}
FGuid UWorldMapSubsystem::AddMarker(const FWorldMapMarker& Marker)
{
const FGuid Handle = FGuid::NewGuid();
Markers.Add(Handle, Marker);
OnMarkersChanged.Broadcast();
return Handle;
}
bool UWorldMapSubsystem::UpdateMarker(const FGuid& Handle, const FWorldMapMarker& Marker)
{
if (FWorldMapMarker* Existing = Markers.Find(Handle))
{
*Existing = Marker;
OnMarkersChanged.Broadcast();
return true;
}
return false;
}
bool UWorldMapSubsystem::RemoveMarker(const FGuid& Handle)
{
if (Markers.Remove(Handle) > 0)
{
OnMarkersChanged.Broadcast();
return true;
}
return false;
}
void UWorldMapSubsystem::NoteMapOpened(FName LayerId, float MetresPerPixel, const FString& OpenedBy)
{
const UWorld* World = GetWorld();
const UGameInstance* GameInstance = World ? World->GetGameInstance() : nullptr;
UTelemetrySubsystem* Telemetry = GameInstance ? GameInstance->GetSubsystem<UTelemetrySubsystem>() : nullptr;
if (!Telemetry)
{
return;
}
Telemetry->Emit(TelemetryEvents::WorldMapOpened, FTelemetryPayload()
.Set(TEXT("layer"), LayerId)
.Set(TEXT("metres_per_pixel"), MetresPerPixel)
.Set(TEXT("opened_by"), OpenedBy));
}
bool UWorldMapSubsystem::GetLocalPlayerMarker(FWorldMapMarker& OutMarker) const
{
const UWorld* World = GetWorld();
const APlayerController* Controller = World ? World->GetFirstPlayerController() : nullptr;
if (!Controller)
{
return false;
}
// The spectator counts: someone flying the level with no pawn is still somewhere, and that is exactly when
// a map is most useful.
const AActor* Body = Controller->GetPawnOrSpectator();
if (!Body)
{
Body = Controller->GetViewTarget();
}
if (!Body)
{
return false;
}
OutMarker = FWorldMapMarker();
OutMarker.WorldLocation = Body->GetActorLocation();
OutMarker.Shape = EWorldMapMarkerShape::Arrow;
OutMarker.Colour = FLinearColor(1.f, 0.95f, 0.35f);
OutMarker.SizePx = 13.f;
OutMarker.HeadingDegrees = static_cast<float>(Controller->GetControlRotation().Yaw);
return true;
}
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#pragma once
#include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h"
#include "WorldMapSubsystem.generated.h"
class UWorldMapDefinition;
UENUM(BlueprintType)
enum class EWorldMapMarkerShape : uint8
{
/** A filled disc. Anything that is just somewhere. */
Dot,
/** An unfilled ring, so it does not hide what is under it. Objectives, regions of interest. */
Ring,
/** A cross. Reads at one pixel where a dot does not, which is what a waypoint needs when zoomed out. */
Cross,
/** A triangle pointing along Heading. The body you are in, and anything else with a facing. */
Arrow
};
/**
* Something to draw on the map at a place in the world. Purely a UI concern - nothing here is replicated and
* nothing gameplay does depends on a marker existing.
*/
USTRUCT(BlueprintType)
struct SALTY_API FWorldMapMarker
{
GENERATED_BODY()
/** Centimetres, world space. Z is ignored; the map is a plan. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
FVector WorldLocation = FVector::ZeroVector;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
FText Label;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
FLinearColor Colour = FLinearColor::White;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
EWorldMapMarkerShape Shape = EWorldMapMarkerShape::Dot;
/** World yaw in degrees for Arrow: 0 points along world +X, which is to the right on the map. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
float HeadingDegrees = 0.f;
/** Drawn size in pixels, so a marker stays the same size however far the map is zoomed out. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
float SizePx = 7.f;
};
/**
* The map's registry: which definition this level has a map from, and what is on it.
*
* A world subsystem because a map belongs to a map. Markers are registered by whoever owns the thing being
* marked - an actor in BeginPlay, unregistering in EndPlay - rather than found by the map, because a widget
* that ran GetAllActorsOfClass to draw itself would be exactly the world search the conventions forbid.
*
* The local player's own body is deliberately NOT a registered marker: it moves every frame, and a registry
* entry rewritten every frame is a registry being used as a variable. The widget asks for it instead.
*/
UCLASS()
class SALTY_API UWorldMapSubsystem : public UWorldSubsystem
{
GENERATED_BODY()
public:
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
virtual void Deinitialize() override;
/**
* The definition whose Level is this world, loading it the first time it is asked for. Null when this level
* has no map, which is the normal answer in L_Gym and is not an error.
*/
UFUNCTION(BlueprintCallable, Category = "World Map")
const UWorldMapDefinition* GetDefinition() const;
/** Adds a marker and returns its handle. Keep the handle; it is the only way to move or remove it. */
UFUNCTION(BlueprintCallable, Category = "World Map")
FGuid AddMarker(const FWorldMapMarker& Marker);
/** Replaces a marker wholesale. False when the handle is not one of ours. */
UFUNCTION(BlueprintCallable, Category = "World Map")
bool UpdateMarker(const FGuid& Handle, const FWorldMapMarker& Marker);
UFUNCTION(BlueprintCallable, Category = "World Map")
bool RemoveMarker(const FGuid& Handle);
const TMap<FGuid, FWorldMapMarker>& GetMarkers() const { return Markers; }
/**
* Where the local player is, as a marker, or false when there is no local body to speak of - a dedicated
* server, or a client before possession. The heading is the control rotation rather than the body's, because
* on a map a player expects the arrow to point where they are looking.
*/
UFUNCTION(BlueprintCallable, Category = "World Map")
bool GetLocalPlayerMarker(FWorldMapMarker& OutMarker) const;
/**
* Emits world_map_opened. Every way of opening the map calls this - the console command today, a HUD key
* when there is one - so the count is of maps opened and not of the ways of opening them.
*/
UFUNCTION(BlueprintCallable, Category = "World Map")
void NoteMapOpened(FName LayerId, float MetresPerPixel, const FString& OpenedBy);
/** Raised when a marker is added, moved or removed. The widget subscribes; it never polls. */
DECLARE_MULTICAST_DELEGATE(FOnWorldMapMarkersChanged);
FOnWorldMapMarkersChanged OnMarkersChanged;
private:
/** Every WorldMap definition whose Level is this world. Searched once; the answer, including none, sticks. */
void ResolveDefinition() const;
UPROPERTY(Transient)
mutable TObjectPtr<const UWorldMapDefinition> Definition;
mutable bool bResolved = false;
TMap<FGuid, FWorldMapMarker> Markers;
};