Files
Plugin/Source/SenseGloveUtils/Private/SGUtils/SGEngineUtils.cpp
T

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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGUtils/SGEngineUtils.h"
#if WITH_EDITOR
#include "Editor.h"
#endif /* WITH_EDITOR */
#include "Engine/Engine.h"
#include "Engine/GameViewportClient.h"
#include "Engine/World.h"
#include "Subsystems/EngineSubsystem.h"
#if WITH_EDITOR
#include "Subsystems/UnrealEditorSubsystem.h"
#endif /* WITH_EDITOR */
UWorld* FSGEngineUtils::GetWorld()
{
UWorld* World{nullptr};
#if WITH_EDITOR
if (GIsEditor)
{
if (IsValid(GEditor))
{
const bool bIsPIE = GPlayInEditorID != -1;
if (!bIsPIE)
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(1)};
if (WorldContext)
{
World = WorldContext->World();
}
}
else
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(GPlayInEditorID)};
if (WorldContext)
{
World = WorldContext->World();
}
}
/// NOTE
// IsInGameThread() check is to avoid EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// "You are not on the main thread."
// !(GEditor->PlayWorld || GIsPlayInEditorWorld) check is to avoid
// EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// The Editor is currently in a play mode.
if (!IsValid(World) && IsInGameThread() && !(GEditor->PlayWorld || GIsPlayInEditorWorld))
{
UUnrealEditorSubsystem* UnrealEditorSubsystem{GEditor->GetEditorSubsystem<UUnrealEditorSubsystem>()};
if (IsValid(UnrealEditorSubsystem))
{
/// NOTE
// This is exactly UnrealEditorSubsystem->GetEditorWorld() without all the annoying warnings that
// pollutes the logs. It's safe since we've already done all the checks.
World = GEditor->GetEditorWorldContext(false).World();
}
}
}
if (!IsValid(World) && IsValid(GEngine))
{
const UGameViewportClient* Viewport{GEngine->GameViewport};
if (IsValid(Viewport))
{
World = Viewport->GetWorld();
}
}
}
else
{
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
}
#else /* WITH_EDITOR */
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
#endif /* WITH_EDITOR */
if (!IsValid(World) && IsValid(GEngine))
{
UEngineSubsystem* EngineSubsystem{GEngine->GetEngineSubsystem<UEngineSubsystem>()};
if (IsValid(EngineSubsystem))
{
World = EngineSubsystem->GetWorld();
}
}
return World;
}