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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#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; }
};