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/*
* Copyright (c) <2021> Side Effects Software Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. The name of Side Effects Software may not be used to endorse or
* promote products derived from this software without specific prior
* written permission.
*
* THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
* NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "IterateOverHoudiniActorsExample.h"
#include "EngineUtils.h"
#include "HoudiniAssetActor.h"
#include "HoudiniPublicAPI.h"
#include "HoudiniPublicAPIBlueprintLib.h"
#include "HoudiniPublicAPIAssetWrapper.h"
// Sets default values
AIterateOverHoudiniActorsExample::AIterateOverHoudiniActorsExample()
{
}
void AIterateOverHoudiniActorsExample::RunIterateOverHoudiniActorsExample_Implementation()
{
// Get the API instance
UHoudiniPublicAPI* const API = UHoudiniPublicAPIBlueprintLib::GetAPI();
// Ensure we have a running Houdini Engine session
if (!API->IsSessionValid())
API->CreateSession();
// Iterate over HoudiniAssetActors in the world (by default when instantiating an HDA in the world an
// AHoudiniAssetActor is spawned, which has a component that manages the instantiated HDA node in Houdini Engine.
UWorld* const OurWorld = GetWorld();
for (TActorIterator<AHoudiniAssetActor> It(OurWorld); It; ++It)
{
AHoudiniAssetActor* const HDAActor = *It;
if (!IsValid(HDAActor))
continue;
// Print the name of the actor
UE_LOG(LogTemp, Display, TEXT("HDA Actor (Name, Label): %s, %s"), *(HDAActor->GetName()), *(HDAActor->GetActorLabel()));
// Wrap it with the API
UHoudiniPublicAPIAssetWrapper* const Wrapper = UHoudiniPublicAPIAssetWrapper::CreateWrapper(this, HDAActor);
if (!IsValid(Wrapper))
continue;
// Print its parameters via the API
TMap<FName, FHoudiniParameterTuple> ParameterTuples;
if (!Wrapper->GetParameterTuples(ParameterTuples))
{
// The operation failed, log the error
FString ErrorMessage;
if (Wrapper->GetLastErrorMessage(ErrorMessage))
UE_LOG(LogTemp, Warning, TEXT("%s"), *ErrorMessage);
continue;
}
UE_LOG(LogTemp, Display, TEXT("# Parameter Tuples: %d"), ParameterTuples.Num());
for (const auto& Entry : ParameterTuples)
{
UE_LOG(LogTemp, Display, TEXT("\tParameter Tuple Name: %s"), *(Entry.Key.ToString()));
const FHoudiniParameterTuple& ParameterTuple = Entry.Value;
TArray<FString> Strings;
FString Type;
if (ParameterTuple.BoolValues.Num() > 0)
{
Type = TEXT("Bool");
for (const bool Value : ParameterTuple.BoolValues)
{
Strings.Add(Value ? TEXT("1") : TEXT("0"));
}
}
else if (ParameterTuple.FloatValues.Num() > 0)
{
Type = TEXT("Float");
for (const float Value : ParameterTuple.FloatValues)
{
Strings.Add(FString::Printf(TEXT("%.4f"), Value));
}
}
else if (ParameterTuple.Int32Values.Num() > 0)
{
Type = TEXT("Int32");
for (const int32 Value : ParameterTuple.Int32Values)
{
Strings.Add(FString::Printf(TEXT("%d"), Value));
}
}
else if (ParameterTuple.StringValues.Num() > 0)
{
Type = TEXT("String");
Strings = ParameterTuple.StringValues;
}
if (Type.Len() == 0)
{
UE_LOG(LogTemp, Display, TEXT("\t\tEmpty"));
}
else
{
UE_LOG(LogTemp, Display, TEXT("\t\t%s Values: %s"), *Type, *FString::Join(Strings, TEXT("; ")));
}
}
}
}