| 19 | TArray<UUserDefinedEnum*> FAssetGenerator::UserDefinedEnums; |
| 20 | |
| 21 | void FAssetGenerator::Generator() |
| 22 | { |
| 23 | if (const auto UnrealCSharpEditorSetting = FUnrealCSharpFunctionLibrary::GetMutableDefaultSafe< |
| 24 | UUnrealCSharpEditorSetting>()) |
| 25 | { |
| 26 | if (UnrealCSharpEditorSetting->IsGenerateAsset()) |
| 27 | { |
| 28 | const auto& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>( |
| 29 | TEXT("AssetRegistry")); |
| 30 | |
| 31 | TArray<FName> AssetPaths; |
| 32 | |
| 33 | for (const auto& [Path] : UnrealCSharpEditorSetting->GetSupportedAssetPath()) |
| 34 | { |
| 35 | AssetPaths.Add(*Path); |
| 36 | } |
| 37 | |
| 38 | TArray<FAssetData> OutAssetData; |
| 39 | |
| 40 | AssetRegistryModule.Get().GetAssetsByPaths(AssetPaths, OutAssetData, true); |
| 41 | |
| 42 | for (const auto& AssetData : OutAssetData) |
| 43 | { |
| 44 | Generator(AssetData, true); |
| 45 | } |
| 46 | |
| 47 | for (const auto& UserDefinedEnum : UserDefinedEnums) |
| 48 | { |
| 49 | FEnumGenerator::Generator(UserDefinedEnum); |
| 50 | } |
| 51 | |
| 52 | UserDefinedEnums.Empty(); |
| 53 | } |
| 54 | } |
| 55 | } |
| 56 | |
| 57 | void FAssetGenerator::Generator(const FAssetData& InAssetData, const bool bDelayedGeneratorUserDefinedEnum) |
| 58 | { |