Compare commits
18 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c91f5e12ce | |||
| fd71dd41ca | |||
| caa56039e7 | |||
| c1f5476f77 | |||
| 3c55f31a58 | |||
| fce06cba20 | |||
| 2b6ab16b22 | |||
| a60d4fef56 | |||
| 6aa4afbd84 | |||
| b5f465e1a3 | |||
| 80b7cd886a | |||
| f57ee4658e | |||
| af61b08fa2 | |||
| a6b5a09efa | |||
| f07eb732da | |||
| 68cb85e029 | |||
| 067d66ae16 | |||
| 4b4eae32a2 |
+10
-13
@@ -29,12 +29,13 @@ commands:
|
||||
copyright-string:
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||||
type: string
|
||||
steps:
|
||||
- run:
|
||||
- run: #Remove BOM header, then add copyright comment
|
||||
name: "Add copyright notice to source files"
|
||||
command: |
|
||||
shopt -s globstar
|
||||
for file in Source/**/*.{cpp,hpp,c,h,cs};
|
||||
do if [ -f $file ]; then
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||||
sed -i '1s/^\xEF\xBB\xBF//' $file;
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||||
sed -i '1s/^/\/\/ <<parameters.copyright-string>>\n/' $file;
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||||
echo "added copyright notice to $file";
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||||
fi;
|
||||
@@ -50,7 +51,7 @@ jobs:
|
||||
steps:
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||||
- checkout
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||||
- add-source-copyright:
|
||||
copyright-string: "Copyright AEC SYSTEMS 2022"
|
||||
copyright-string: "Copyright AEC SYSTEMS 2023"
|
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- zip-source:
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||||
target: <<parameters.target>>
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||||
outputdir: "output/unreal/<<parameters.target>>"
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||||
@@ -80,9 +81,6 @@ workflows:
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||||
marketplace-publish:
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||||
when: <<pipeline.parameters.marketplace-deploy>>
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||||
jobs:
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||||
- generate-source-zip:
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||||
name: "Generate Source Archive UE4.26"
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||||
target: "4.26"
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||||
- generate-source-zip:
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||||
name: "Generate Source Archive UE4.27"
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||||
target: "4.27"
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||||
@@ -95,16 +93,15 @@ workflows:
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||||
- generate-source-zip:
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||||
name: "Generate Source Archive UE5.2"
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||||
target: "5.2"
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||||
- hold:
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||||
type: approval
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||||
- generate-source-zip:
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name: "Generate Source Archive UE5.3"
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||||
target: "5.3"
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||||
- marketplace-deploy:
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||||
name: "Deploy to marketplace"
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||||
context: do-spaces-speckle-releases
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requires:
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||||
- "Generate Source Archive UE4.26"
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||||
- "Generate Source Archive UE4.27"
|
||||
- "Generate Source Archive UE5.0"
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||||
- "Generate Source Archive UE5.1"
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||||
- "Generate Source Archive UE5.2"
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||||
- marketplace-deploy:
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||||
name: "Deploy to marketplace"
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||||
context: do-spaces-speckle-releases
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||||
requires:
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||||
- hold
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||||
- "Generate Source Archive UE5.3"
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||||
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||||
@@ -1,7 +1,7 @@
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||||
{
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||||
"FileVersion": 3,
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||||
"Version": 1,
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||||
"VersionName": "2.15.0",
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"VersionName": "2.15.2",
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||||
"FriendlyName": "Speckle Unreal",
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"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
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"Category": "AEC",
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||||
|
||||
@@ -1,7 +1,7 @@
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||||
{
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||||
"FileVersion": 3,
|
||||
"Version": 1,
|
||||
"VersionName": "2.15.0",
|
||||
"VersionName": "2.15.2",
|
||||
"FriendlyName": "Speckle Unreal",
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||||
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
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"Category": "AEC",
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||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"Version": 1,
|
||||
"VersionName": "2.15.0",
|
||||
"VersionName": "2.15.2",
|
||||
"FriendlyName": "Speckle Unreal",
|
||||
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
|
||||
"Category": "AEC",
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||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"Version": 1,
|
||||
"VersionName": "2.15.0",
|
||||
"VersionName": "2.15.2",
|
||||
"FriendlyName": "Speckle Unreal",
|
||||
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
|
||||
"Category": "AEC",
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"Version": 1,
|
||||
"VersionName": "2.15.0",
|
||||
"VersionName": "2.15.2",
|
||||
"FriendlyName": "Speckle Unreal",
|
||||
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
|
||||
"Category": "AEC",
|
||||
@@ -14,7 +14,7 @@
|
||||
"IsBetaVersion": true,
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||||
"IsExperimentalVersion": false,
|
||||
"Installed": false,
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||||
"EngineVersion": "4.26",
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||||
"EngineVersion": "5.3",
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||||
"Modules": [
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{
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||||
"Name": "SpeckleUnreal",
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Binary file not shown.
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@@ -6,8 +6,8 @@
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||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "LogSpeckle.h"
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#include "Interfaces/IHttpResponse.h"
|
||||
#include "Launch/Resources/Version.h"
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||||
#include "Misc/Base64.h"
|
||||
#include "Runtime/Launch/Resources/Version.h"
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||||
#include "Policies/CondensedJsonPrintPolicy.h"
|
||||
#include "Serialization/JsonSerializerMacros.h"
|
||||
#include "Serialization/JsonWriter.h"
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
|
||||
#include "Conversion/Converters/CollectionConverter.h"
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||||
|
||||
#include "Objects/Collection.h"
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||||
|
||||
UCollectionConverter::UCollectionConverter()
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||||
{
|
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SpeckleTypes.Add(UCollection::StaticClass());
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||||
|
||||
|
||||
ActorType = AActor::StaticClass();
|
||||
ActorMobility = EComponentMobility::Static;
|
||||
}
|
||||
|
||||
UObject* UCollectionConverter::ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
|
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TScriptInterface<ISpeckleConverter>& AvailableConverters )
|
||||
{
|
||||
const UCollection* p = Cast<UCollection>(SpeckleBase);
|
||||
|
||||
if(p == nullptr) return nullptr;
|
||||
|
||||
return CollectionToNative(p, World);
|
||||
}
|
||||
|
||||
AActor* UCollectionConverter::CollectionToNative(const UCollection*, UWorld* World)
|
||||
{
|
||||
AActor* MeshActor = CreateEmptyActor(World);
|
||||
|
||||
|
||||
return MeshActor;
|
||||
}
|
||||
|
||||
AActor* UCollectionConverter::CreateEmptyActor(UWorld* World, const FActorSpawnParameters& SpawnParameters)
|
||||
{
|
||||
AActor* Actor = World->SpawnActor<AActor>(ActorType, SpawnParameters);
|
||||
USceneComponent* Scene = NewObject<USceneComponent>(Actor, "Root");
|
||||
Actor->SetRootComponent(Scene);
|
||||
Scene->RegisterComponent();
|
||||
Scene->SetMobility(ActorMobility);
|
||||
return Actor;
|
||||
}
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||||
|
||||
|
||||
UBase* UCollectionConverter::ConvertToSpeckle_Implementation(const UObject* Object)
|
||||
{
|
||||
return nullptr; //TODO implement ToSpeckle function
|
||||
}
|
||||
|
||||
|
||||
UCollection* UCollectionConverter::CollectionToSpeckle(const AActor* Object)
|
||||
{
|
||||
return nullptr; //TODO implement ToSpeckle function
|
||||
}
|
||||
@@ -101,10 +101,10 @@ AActor* UStaticMeshConverter::MeshesToNativeActor(const UBase* Parent, const TAr
|
||||
FMatrix Transform = FMatrix::Identity;
|
||||
// For single mesh, we check for transform
|
||||
//TODO figure out how to handle DisplayValueElement with transform. Maybe we just grab transform from parent unconditionally? How does this affect blocks?
|
||||
if(Parent == SpeckleMeshes[0])
|
||||
{
|
||||
Transform = SpeckleMeshes[0]->Transform;
|
||||
}
|
||||
// if(Parent == SpeckleMeshes[0])
|
||||
// {
|
||||
// Transform = SpeckleMeshes[0]->Transform;
|
||||
// }
|
||||
|
||||
AActor* Actor = CreateEmptyActor(World, USpeckleObjectUtils::CreateTransform(Transform));
|
||||
TInlineComponentArray<UStaticMeshComponent*> Components;
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "API/SpeckleSerializer.h"
|
||||
#include "Conversion/Converters/AggregateConverter.h"
|
||||
#include "Conversion/Converters/BlockConverter.h"
|
||||
#include "Conversion/Converters/CollectionConverter.h"
|
||||
#include "Conversion/Converters/PointCloudConverter.h"
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||||
#include "Conversion/Converters/StaticMeshConverter.h"
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||||
#include "Conversion/Converters/MaterialConverter.h"
|
||||
@@ -22,6 +23,7 @@ USpeckleConverterComponent::USpeckleConverterComponent()
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||||
static ConstructorHelpers::FObjectFinder<UPointCloudConverter> PointCloudConverter(TEXT("PointCloudConverter'/SpeckleUnreal/Converters/DefaultPointCloudConverter.DefaultPointCloudConverter'"));
|
||||
static ConstructorHelpers::FObjectFinder<UBlockConverter> BlockConverter(TEXT("BlockConverter'/SpeckleUnreal/Converters/DefaultBlockConverter.DefaultBlockConverter'"));
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialConverter> MaterialConverter(TEXT("MaterialConverter'/SpeckleUnreal/Converters/DefaultMaterialConverter.DefaultMaterialConverter'"));
|
||||
static ConstructorHelpers::FObjectFinder<UCollectionConverter> CollectionConverter(TEXT("CollectionConverter'/SpeckleUnreal/Converters/DefaultCollectionConverter.DefaultCollectionConverter'"));
|
||||
static ConstructorHelpers::FObjectFinder<UObject> CameraConverter(TEXT("CameraConverter'/SpeckleUnreal/Converters/DefaultCameraConverter.DefaultCameraConverter'"));
|
||||
//static ConstructorHelpers::FObjectFinder<ULightConverter> LightConverter(TEXT("LightConverter'/SpeckleUnreal/Converters/DefaultLightConverter.DefaultLightConverter'"));
|
||||
|
||||
@@ -31,6 +33,7 @@ USpeckleConverterComponent::USpeckleConverterComponent()
|
||||
SpeckleConverter->SpeckleConverters.Add(PointCloudConverter.Object);
|
||||
SpeckleConverter->SpeckleConverters.Add(BlockConverter.Object);
|
||||
SpeckleConverter->SpeckleConverters.Add(MaterialConverter.Object);
|
||||
SpeckleConverter->SpeckleConverters.Add(CollectionConverter.Object);
|
||||
SpeckleConverter->SpeckleConverters.Add(CameraConverter.Object);
|
||||
//SpeckleConverter->SpeckleConverters.Add(LightConverter.Object);
|
||||
|
||||
@@ -41,8 +44,19 @@ AActor* USpeckleConverterComponent::RecursivelyConvertToNative(AActor* AOwner, c
|
||||
const TScriptInterface<ITransport>& LocalTransport, bool DisplayProgressBar, TArray<AActor*>& OutActors)
|
||||
{
|
||||
float ObjectsToConvert{};
|
||||
Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
|
||||
|
||||
if(Base->TotalChildrenCount > 0)
|
||||
{
|
||||
ObjectsToConvert = Base->TotalChildrenCount;
|
||||
}
|
||||
else
|
||||
{
|
||||
Base->TryGetDynamicNumber("totalChildrenCount", ObjectsToConvert);
|
||||
}
|
||||
if(ObjectsToConvert <= 1)
|
||||
{
|
||||
ObjectsToConvert = 99999; //A large number
|
||||
}
|
||||
|
||||
// Progress bar
|
||||
FScopedSlowTask Progress(ObjectsToConvert + 2,
|
||||
LOCTEXT("SpeckleConvertoNative","Converting Speckle Objects to Native"), DisplayProgressBar);
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
|
||||
#include "Objects/Collection.h"
|
||||
|
||||
|
||||
|
||||
|
||||
bool UCollection::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport)
|
||||
{
|
||||
if(!Super::Parse(Obj, ReadTransport)) return false;
|
||||
|
||||
// Parse Name property
|
||||
if(!Obj->TryGetStringField("name", Name)) return false;
|
||||
//DynamicProperties.Remove("name"); //Don't remove from dynamic, as we pick this up to name the actor
|
||||
|
||||
// Parse collectionType
|
||||
if(!Obj->TryGetStringField("collectionType", CollectionType)) return false;
|
||||
DynamicProperties.Remove("collectionType");
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -31,12 +31,12 @@ bool UMesh::Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITra
|
||||
|
||||
for (size_t i = 0, j = 0; i < NumberOfVertices; i++, j += 3)
|
||||
{
|
||||
Vertices.Add(Transform.InverseTransformPosition(FVector
|
||||
Vertices.Add(FVector
|
||||
(
|
||||
ObjectVertices[j].Get()->AsNumber(),
|
||||
-ObjectVertices[j + 1].Get()->AsNumber(),
|
||||
ObjectVertices[j + 2].Get()->AsNumber()
|
||||
) * ScaleFactor ));
|
||||
) * ScaleFactor );
|
||||
}
|
||||
DynamicProperties.Remove("vertices");
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
|
||||
|
||||
#include "Objects/Other/RevitInstance.h"
|
||||
#include "LogSpeckle.h"
|
||||
|
||||
|
||||
@@ -215,7 +215,7 @@ void UReceiveSelectionComponent::UpdateStreams()
|
||||
if(!IsAccountValid || bManualMode) return;
|
||||
|
||||
const FString LogName(__FUNCTION__);
|
||||
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{user{id streams(limit: %d){items{id name}}}}\"}"), Limit);
|
||||
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{activeUser{id streams(limit: %d){items{id name}}}}\"}"), Limit);
|
||||
|
||||
//Response Handling
|
||||
auto OnComplete = [&](const FString& ResponseJson)
|
||||
@@ -253,7 +253,7 @@ void UReceiveSelectionComponent::UpdateStreams()
|
||||
FErrorDelegate ErrorDelegate;
|
||||
ErrorDelegate.BindStatic(LogError, LogName);
|
||||
|
||||
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "user", Payload, LogName, CompleteDelegate, ErrorDelegate);
|
||||
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "activeUser", Payload, LogName, CompleteDelegate, ErrorDelegate);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "LogSpeckle.h"
|
||||
#include "Mixpanel.h"
|
||||
#include "Runtime/Launch/Resources/Version.h"
|
||||
#include "JsonObjectConverter.h"
|
||||
#include "HttpModule.h"
|
||||
#include "Interfaces/IHttpRequest.h"
|
||||
@@ -79,7 +80,12 @@ void UServerTransport::CopyObjectAndChildren(const FString& ObjectId,
|
||||
Request->SetHeader("apollographql-client-version", SPECKLE_CONNECTOR_VERSION);
|
||||
|
||||
// Response Callback
|
||||
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
|
||||
#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3
|
||||
auto ResponseHandler = [=, this](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
|
||||
#else
|
||||
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
|
||||
#endif
|
||||
|
||||
{
|
||||
if(!bWasSuccessful)
|
||||
{
|
||||
@@ -163,7 +169,11 @@ void UServerTransport::FetchChildren(TScriptInterface<ITransport> TargetTranspor
|
||||
}
|
||||
|
||||
// Response Callback
|
||||
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
|
||||
#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3
|
||||
auto ResponseHandler = [=, this](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
|
||||
#else
|
||||
auto ResponseHandler = [=](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) mutable
|
||||
#endif
|
||||
{
|
||||
// Request Fail
|
||||
if(!bWasSuccessful)
|
||||
|
||||
@@ -32,6 +32,9 @@ struct FSpeckleUser
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
|
||||
FString Avatar;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
|
||||
bool Verified = false;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
|
||||
FString Role;
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Conversion/SpeckleConverter.h"
|
||||
#include "Engine/EngineTypes.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
#include "CollectionConverter.generated.h"
|
||||
|
||||
class UCollection;
|
||||
|
||||
|
||||
/**
|
||||
* Converts Speckle Mesh objects into native actors with a procedural mesh component.
|
||||
*
|
||||
* Compared with the StaticMeshConverter, this converter has some serious limitations
|
||||
* - Cannot convert displayValues,
|
||||
* - N-gon faces will be ignored,
|
||||
* - Meshes are transient, and won't persist on level reload
|
||||
*/
|
||||
UCLASS()
|
||||
class SPECKLEUNREAL_API UCollectionConverter : public UObject, public ISpeckleConverter
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
CONVERTS_SPECKLE_TYPES()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
|
||||
TSubclassOf<AActor> ActorType;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="ToNative")
|
||||
TEnumAsByte<EComponentMobility::Type> ActorMobility;
|
||||
|
||||
// Sets default values for this actor's properties
|
||||
UCollectionConverter();
|
||||
|
||||
virtual UObject* ConvertToNative_Implementation(const UBase* SpeckleBase, UWorld* World,
|
||||
TScriptInterface<ISpeckleConverter>& AvailableConverters) override;
|
||||
|
||||
virtual UBase* ConvertToSpeckle_Implementation(const UObject* Object) override;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="ToNative")
|
||||
virtual AActor* CollectionToNative(const UCollection* SpeckleCollection, UWorld* World);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="ToNative")
|
||||
virtual UCollection* CollectionToSpeckle(const AActor* Object);
|
||||
|
||||
virtual AActor* CreateEmptyActor(UWorld* World, const FActorSpawnParameters& SpawnParameters = FActorSpawnParameters());
|
||||
|
||||
};
|
||||
@@ -9,7 +9,7 @@
|
||||
#include "SpeckleConverter.generated.h"
|
||||
|
||||
|
||||
UINTERFACE()
|
||||
UINTERFACE(BlueprintType)
|
||||
class SPECKLEUNREAL_API USpeckleConverter : public UInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
@@ -34,6 +34,7 @@ public:
|
||||
UObject* ConvertToNative(const UBase* SpeckleBase, UWorld* World, UPARAM(ref) TScriptInterface<ISpeckleConverter>& AvailableConverters);
|
||||
|
||||
/// Tries to convert a given Actor or Component into a Speckle Base
|
||||
/// NOT IMPLEMENTED!!!
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="ToSpeckle")
|
||||
UBase* ConvertToSpeckle(const UObject* Object);
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ struct FSlowTask;
|
||||
/**
|
||||
* An Actor Component for encapsulating recursive conversion of Speckle Objects
|
||||
*/
|
||||
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent))
|
||||
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent), HideCategories=(Activation, Collision, Cooking, Tags))
|
||||
class SPECKLEUNREAL_API USpeckleConverterComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@@ -33,7 +33,7 @@ public:
|
||||
FString Id;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
|
||||
int64 TotalChildrenCount;
|
||||
int64 TotalChildrenCount = 0;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="Speckle|Objects")
|
||||
FString ApplicationId;
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Objects/Base.h"
|
||||
|
||||
#include "Collection.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class SPECKLEUNREAL_API UCollection : public UBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
|
||||
FString Name;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, Category="Speckle|Objects")
|
||||
FString CollectionType;
|
||||
|
||||
UCollection() : UBase(TEXT("Speckle.Core.Models.Collection")) {}
|
||||
|
||||
virtual bool Parse(const TSharedPtr<FJsonObject> Obj, const TScriptInterface<ITransport> ReadTransport) override;
|
||||
};
|
||||
@@ -1,4 +1,4 @@
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
* Either by Stream Id + Object Id (Object selection mode)
|
||||
* Or by Stream + Branch + Commit (Commit selection mode)
|
||||
*/
|
||||
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent))
|
||||
UCLASS(ClassGroup=(Speckle), meta=(BlueprintSpawnableComponent), HideCategories=(Activation, Collision, Cooking, Tags))
|
||||
class SPECKLEUNREAL_API UReceiveSelectionComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
@@ -126,7 +126,7 @@ protected: //Internal logic for branch/stream/commit fetching and selection
|
||||
#pragma endregion
|
||||
|
||||
#pragma region Branch
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Branch", GetOptions=GetBranchOptions, EditCondition="IsStreamValid && !bManualMode", NoResetToDefault))
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Branch", GetOptions=GetBranchOptions, EditCondition="IsAccountValid && !bManualMode", NoResetToDefault))
|
||||
FString SelectedBranchText;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
|
||||
@@ -150,7 +150,7 @@ protected: //Internal logic for branch/stream/commit fetching and selection
|
||||
#pragma endregion
|
||||
|
||||
#pragma region Commit
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Commit", GetOptions=GetCommitOptions, EditCondition="IsCommitValid && !bManualMode", NoResetToDefault))
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Transient, Category="Speckle", meta=(DisplayName="Commit", GetOptions=GetCommitOptions, EditCondition="IsAccountValid && !bManualMode", NoResetToDefault))
|
||||
FString SelectedCommitText;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Transient, Category="Speckle")
|
||||
|
||||
@@ -13,7 +13,7 @@ class FJsonObject;
|
||||
/**
|
||||
* An Actor to handle the receiving of Speckle objects into a level
|
||||
*/
|
||||
UCLASS(ClassGroup=(Speckle), AutoCollapseCategories=("Speckle|Conversion"), BlueprintType)
|
||||
UCLASS(ClassGroup=(Speckle), AutoCollapseCategories=("Speckle|Conversion"), BlueprintType, HideCategories = (Collision, Rendering, Replication, HLOD, Physics, Networking, Input, Actor))
|
||||
class SPECKLEUNREAL_API ASpeckleUnrealManager : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@@ -15,7 +15,7 @@ public class SpeckleUnreal : ModuleRules
|
||||
//
|
||||
// bUseUnity = false;
|
||||
|
||||
PublicDefinitions.Add("SPECKLE_CONNECTOR_VERSION=\"2.15.0\"");
|
||||
PublicDefinitions.Add("SPECKLE_CONNECTOR_VERSION=\"2.15.2\"");
|
||||
|
||||
PublicIncludePaths.AddRange(
|
||||
new string[] {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"Version": 1,
|
||||
"VersionName": "2.15.0",
|
||||
"VersionName": "2.15.2",
|
||||
"FriendlyName": "Speckle Unreal",
|
||||
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
|
||||
"Category": "AEC",
|
||||
|
||||
Reference in New Issue
Block a user