Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
// Copyright Epic Games, Inc. All Rights Reserved.
# include "K2Node_BaseAsyncTask.h"
2022-08-24 22:45:13 -04:00
# include "BlueprintActionDatabaseRegistrar.h"
# include "BlueprintNodeSpawner.h"
# include "Containers/EnumAsByte.h"
# include "Containers/Set.h"
# include "CoreGlobals.h"
# include "EdGraph/EdGraph.h"
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
# include "EdGraph/EdGraphPin.h"
2022-08-24 22:45:13 -04:00
# include "EdGraph/EdGraphSchema.h"
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
# include "EdGraphSchema_K2.h"
2022-08-24 22:45:13 -04:00
# include "Engine/Blueprint.h"
# include "Engine/MemberReference.h"
# include "EngineLogs.h"
# include "HAL/PlatformCrt.h"
# include "Internationalization/Internationalization.h"
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
# include "K2Node_AddDelegate.h"
# include "K2Node_AssignmentStatement.h"
2022-08-24 22:45:13 -04:00
# include "K2Node_CallFunction.h"
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
# include "K2Node_CreateDelegate.h"
# include "K2Node_CustomEvent.h"
# include "K2Node_IfThenElse.h"
# include "K2Node_MacroInstance.h"
# include "K2Node_Self.h"
# include "K2Node_TemporaryVariable.h"
2022-08-24 22:45:13 -04:00
# include "Kismet/KismetSystemLibrary.h"
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
# include "Kismet2/BlueprintEditorUtils.h"
2022-08-24 22:45:13 -04:00
# include "Kismet2/CompilerResultsLog.h"
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
# include "KismetCompiler.h"
2022-08-24 22:45:13 -04:00
# include "Logging/LogCategory.h"
# include "Logging/LogMacros.h"
# include "Misc/AssertionMacros.h"
# include "Misc/ConfigCacheIni.h"
# include "Misc/Parse.h"
2024-06-27 20:20:20 -04:00
# include "ObjectTools.h"
2022-08-24 22:45:13 -04:00
# include "Templates/Casts.h"
# include "Trace/Detail/Channel.h"
# include "UObject/Class.h"
# include "UObject/Field.h"
# include "UObject/Object.h"
# include "UObject/UnrealNames.h"
# include "UObject/UnrealType.h"
# include "UObject/WeakObjectPtr.h"
# include "UObject/WeakObjectPtrTemplates.h"
struct FStringFormatArg ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
# define LOCTEXT_NAMESPACE "UK2Node_BaseAsyncTask"
UK2Node_BaseAsyncTask : : UK2Node_BaseAsyncTask ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
, ProxyFactoryFunctionName ( NAME_None )
, ProxyFactoryClass ( nullptr )
, ProxyClass ( nullptr )
, ProxyActivateFunctionName ( NAME_None )
, bPinTooltipsValid ( false )
{
2023-04-18 07:12:20 -04:00
OrphanedPinSaveMode = ESaveOrphanPinMode : : SaveAll ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
}
FText UK2Node_BaseAsyncTask : : GetTooltipText ( ) const
{
2023-01-18 12:53:59 -05:00
FFormatNamedArguments Args ;
2024-06-27 20:20:20 -04:00
Args . Add ( TEXT ( " FunctionTooltip " ) , FText : : FromString ( ObjectTools : : GetDefaultTooltipForFunction ( GetFactoryFunction ( ) ) ) ) ;
2023-01-18 12:53:59 -05:00
Args . Add ( TEXT ( " LatentString " ) , NSLOCTEXT ( " K2Node " , " LatentFunction " , " Latent. This node will complete at a later time. Latent nodes can only be placed in event graphs. " ) ) ;
return FText : : Format ( LOCTEXT ( " AsyncTaskTooltip " , " {FunctionTooltip} \n \n {LatentString} " ) , Args ) ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
}
FText UK2Node_BaseAsyncTask : : GetNodeTitle ( ENodeTitleType : : Type TitleType ) const
{
if ( GetFactoryFunction ( ) = = nullptr )
{
return FText ( LOCTEXT ( " UK2Node_BaseAsyncTaskGetNodeTitle " , " Async Task: Missing Function " ) ) ;
}
2024-06-27 20:20:20 -04:00
const FText FunctionToolTipText = ObjectTools : : GetUserFacingFunctionName ( GetFactoryFunction ( ) ) ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
return FunctionToolTipText ;
}
bool UK2Node_BaseAsyncTask : : IsCompatibleWithGraph ( const UEdGraph * TargetGraph ) const
{
bool bIsCompatible = false ;
// Can only place events in ubergraphs and macros (other code will help prevent macros with latents from ending up in functions), and basicasync task creates an event node:
EGraphType GraphType = TargetGraph - > GetSchema ( ) - > GetGraphType ( TargetGraph ) ;
if ( GraphType = = EGraphType : : GT_Ubergraph | | GraphType = = EGraphType : : GT_Macro )
{
bIsCompatible = true ;
}
return bIsCompatible & & Super : : IsCompatibleWithGraph ( TargetGraph ) ;
}
void UK2Node_BaseAsyncTask : : AllocateDefaultPins ( )
{
InvalidatePinTooltips ( ) ;
const UEdGraphSchema_K2 * K2Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
CreatePin ( EGPD_Input , UEdGraphSchema_K2 : : PC_Exec , UEdGraphSchema_K2 : : PN_Execute ) ;
bool bExposeProxy = false ;
bool bHideThen = false ;
FText ExposeProxyDisplayName ;
for ( const UStruct * TestStruct = ProxyClass ; TestStruct ; TestStruct = TestStruct - > GetSuperStruct ( ) )
{
bExposeProxy | = TestStruct - > HasMetaData ( TEXT ( " ExposedAsyncProxy " ) ) ;
bHideThen | = TestStruct - > HasMetaData ( TEXT ( " HideThen " ) ) ;
if ( ExposeProxyDisplayName . IsEmpty ( ) )
{
ExposeProxyDisplayName = TestStruct - > GetMetaDataText ( TEXT ( " ExposedAsyncProxy " ) ) ;
}
}
if ( ! bHideThen )
{
CreatePin ( EGPD_Output , UEdGraphSchema_K2 : : PC_Exec , UEdGraphSchema_K2 : : PN_Then ) ;
}
if ( bExposeProxy )
{
UEdGraphPin * ProxyPin = CreatePin ( EGPD_Output , UEdGraphSchema_K2 : : PC_Object , ProxyClass , FBaseAsyncTaskHelper : : GetAsyncTaskProxyName ( ) ) ;
if ( ! ExposeProxyDisplayName . IsEmpty ( ) )
{
ProxyPin - > PinFriendlyName = ExposeProxyDisplayName ;
}
}
UFunction * Function = GetFactoryFunction ( ) ;
if ( ! bHideThen & & Function )
{
for ( TFieldIterator < FProperty > PropIt ( Function ) ; PropIt & & ( PropIt - > PropertyFlags & CPF_Parm ) ; + + PropIt )
{
FProperty * Param = * PropIt ;
// invert the check for function inputs (below) and exclude the factory func's return param - the assumption is
// that the factory method will be returning the proxy object, and that other outputs should be forwarded along
// with the 'then' pin
const bool bIsFunctionOutput = Param - > HasAnyPropertyFlags ( CPF_OutParm ) & & ! Param - > HasAnyPropertyFlags ( CPF_ReferenceParm ) & & ! Param - > HasAnyPropertyFlags ( CPF_ReturnParm ) ;
if ( bIsFunctionOutput )
{
UEdGraphPin * Pin = CreatePin ( EGPD_Output , NAME_None , Param - > GetFName ( ) ) ;
K2Schema - > ConvertPropertyToPinType ( Param , /*out*/ Pin - > PinType ) ;
}
}
}
UFunction * DelegateSignatureFunction = nullptr ;
for ( TFieldIterator < FProperty > PropertyIt ( ProxyClass ) ; PropertyIt ; + + PropertyIt )
{
if ( FMulticastDelegateProperty * Property = CastField < FMulticastDelegateProperty > ( * PropertyIt ) )
{
UEdGraphPin * ExecPin = CreatePin ( EGPD_Output , UEdGraphSchema_K2 : : PC_Exec , Property - > GetFName ( ) ) ;
ExecPin - > PinToolTip = Property - > GetToolTipText ( ) . ToString ( ) ;
ExecPin - > PinFriendlyName = Property - > GetDisplayNameText ( ) ;
if ( ! DelegateSignatureFunction )
{
DelegateSignatureFunction = Property - > SignatureFunction ;
}
}
}
if ( DelegateSignatureFunction )
{
for ( TFieldIterator < FProperty > PropIt ( DelegateSignatureFunction ) ; PropIt & & ( PropIt - > PropertyFlags & CPF_Parm ) ; + + PropIt )
{
FProperty * Param = * PropIt ;
const bool bIsFunctionInput = ! Param - > HasAnyPropertyFlags ( CPF_OutParm ) | | Param - > HasAnyPropertyFlags ( CPF_ReferenceParm ) ;
if ( bIsFunctionInput )
{
UEdGraphPin * Pin = CreatePin ( EGPD_Output , NAME_None , Param - > GetFName ( ) ) ;
K2Schema - > ConvertPropertyToPinType ( Param , /*out*/ Pin - > PinType ) ;
UK2Node_CallFunction : : GeneratePinTooltipFromFunction ( * Pin , DelegateSignatureFunction ) ;
}
}
}
bool bAllPinsGood = true ;
if ( Function )
{
TSet < FName > PinsToHide ;
FBlueprintEditorUtils : : GetHiddenPinsForFunction ( GetGraph ( ) , Function , PinsToHide ) ;
for ( TFieldIterator < FProperty > PropIt ( Function ) ; PropIt & & ( PropIt - > PropertyFlags & CPF_Parm ) ; + + PropIt )
{
FProperty * Param = * PropIt ;
const bool bIsFunctionInput = ! Param - > HasAnyPropertyFlags ( CPF_OutParm ) | | Param - > HasAnyPropertyFlags ( CPF_ReferenceParm ) ;
if ( ! bIsFunctionInput )
{
// skip function output, it's internal node data
continue ;
}
UEdGraphNode : : FCreatePinParams PinParams ;
PinParams . bIsReference = Param - > HasAnyPropertyFlags ( CPF_ReferenceParm ) & & bIsFunctionInput ;
UEdGraphPin * Pin = CreatePin ( EGPD_Input , NAME_None , Param - > GetFName ( ) , PinParams ) ;
const bool bPinGood = ( Pin & & K2Schema - > ConvertPropertyToPinType ( Param , /*out*/ Pin - > PinType ) ) ;
if ( bPinGood )
{
// Check for a display name override
const FString & PinDisplayName = Param - > GetMetaData ( FBlueprintMetadata : : MD_DisplayName ) ;
if ( ! PinDisplayName . IsEmpty ( ) )
{
Pin - > PinFriendlyName = FText : : FromString ( PinDisplayName ) ;
}
//Flag pin as read only for const reference property
Pin - > bDefaultValueIsIgnored = Param - > HasAllPropertyFlags ( CPF_ConstParm | CPF_ReferenceParm ) & & ( ! Function - > HasMetaData ( FBlueprintMetadata : : MD_AutoCreateRefTerm ) | | Pin - > PinType . IsContainer ( ) ) ;
const bool bAdvancedPin = Param - > HasAllPropertyFlags ( CPF_AdvancedDisplay ) ;
Pin - > bAdvancedView = bAdvancedPin ;
if ( bAdvancedPin & & ( ENodeAdvancedPins : : NoPins = = AdvancedPinDisplay ) )
{
AdvancedPinDisplay = ENodeAdvancedPins : : Hidden ;
}
FString ParamValue ;
if ( K2Schema - > FindFunctionParameterDefaultValue ( Function , Param , ParamValue ) )
{
K2Schema - > SetPinAutogeneratedDefaultValue ( Pin , ParamValue ) ;
}
else
{
K2Schema - > SetPinAutogeneratedDefaultValueBasedOnType ( Pin ) ;
}
if ( PinsToHide . Contains ( Pin - > PinName ) )
{
Pin - > bHidden = true ;
}
}
bAllPinsGood = bAllPinsGood & & bPinGood ;
}
}
Super : : AllocateDefaultPins ( ) ;
}
const FName UK2Node_BaseAsyncTask : : FBaseAsyncTaskHelper : : GetAsyncTaskProxyName ( )
{
static const FName Name ( TEXT ( " AsyncTaskProxy " ) ) ;
return Name ;
}
bool UK2Node_BaseAsyncTask : : FBaseAsyncTaskHelper : : ValidDataPin ( const UEdGraphPin * Pin , EEdGraphPinDirection Direction )
{
const bool bValidDataPin = Pin
& & ! Pin - > bOrphanedPin
& & ( Pin - > PinType . PinCategory ! = UEdGraphSchema_K2 : : PC_Exec ) ;
const bool bProperDirection = Pin & & ( Pin - > Direction = = Direction ) ;
return bValidDataPin & & bProperDirection ;
}
bool UK2Node_BaseAsyncTask : : FBaseAsyncTaskHelper : : CreateDelegateForNewFunction ( UEdGraphPin * DelegateInputPin , FName FunctionName , UK2Node * CurrentNode , UEdGraph * SourceGraph , FKismetCompilerContext & CompilerContext )
{
const UEdGraphSchema_K2 * Schema = CompilerContext . GetSchema ( ) ;
check ( DelegateInputPin & & Schema & & CurrentNode & & SourceGraph & & ( FunctionName ! = NAME_None ) ) ;
bool bResult = true ;
// WORKAROUND, so we can create delegate from nonexistent function by avoiding check at expanding step
// instead simply: Schema->TryCreateConnection(AddDelegateNode->GetDelegatePin(), CurrentCENode->FindPinChecked(UK2Node_CustomEvent::DelegateOutputName));
UK2Node_Self * SelfNode = CompilerContext . SpawnIntermediateNode < UK2Node_Self > ( CurrentNode , SourceGraph ) ;
SelfNode - > AllocateDefaultPins ( ) ;
UK2Node_CreateDelegate * CreateDelegateNode = CompilerContext . SpawnIntermediateNode < UK2Node_CreateDelegate > ( CurrentNode , SourceGraph ) ;
CreateDelegateNode - > AllocateDefaultPins ( ) ;
bResult & = Schema - > TryCreateConnection ( DelegateInputPin , CreateDelegateNode - > GetDelegateOutPin ( ) ) ;
bResult & = Schema - > TryCreateConnection ( SelfNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Self ) , CreateDelegateNode - > GetObjectInPin ( ) ) ;
CreateDelegateNode - > SetFunction ( FunctionName ) ;
return bResult ;
}
bool UK2Node_BaseAsyncTask : : FBaseAsyncTaskHelper : : CopyEventSignature ( UK2Node_CustomEvent * CENode , UFunction * Function , const UEdGraphSchema_K2 * Schema )
{
check ( CENode & & Function & & Schema ) ;
bool bResult = true ;
for ( TFieldIterator < FProperty > PropIt ( Function ) ; PropIt & & ( PropIt - > PropertyFlags & CPF_Parm ) ; + + PropIt )
{
const FProperty * Param = * PropIt ;
if ( ! Param - > HasAnyPropertyFlags ( CPF_OutParm ) | | Param - > HasAnyPropertyFlags ( CPF_ReferenceParm ) )
{
FEdGraphPinType PinType ;
bResult & = Schema - > ConvertPropertyToPinType ( Param , /*out*/ PinType ) ;
bResult & = ( nullptr ! = CENode - > CreateUserDefinedPin ( Param - > GetFName ( ) , PinType , EGPD_Output ) ) ;
}
}
return bResult ;
}
bool UK2Node_BaseAsyncTask : : FBaseAsyncTaskHelper : : HandleDelegateImplementation (
FMulticastDelegateProperty * CurrentProperty , const TArray < FBaseAsyncTaskHelper : : FOutputPinAndLocalVariable > & VariableOutputs ,
UEdGraphPin * ProxyObjectPin , UEdGraphPin * & InOutLastThenPin , UEdGraphPin * & OutLastActivatedThenPin ,
UK2Node * CurrentNode , UEdGraph * SourceGraph , FKismetCompilerContext & CompilerContext )
{
bool bIsErrorFree = true ;
const UEdGraphSchema_K2 * Schema = CompilerContext . GetSchema ( ) ;
check ( CurrentProperty & & ProxyObjectPin & & InOutLastThenPin & & CurrentNode & & SourceGraph & & Schema ) ;
UEdGraphPin * PinForCurrentDelegateProperty = CurrentNode - > FindPin ( CurrentProperty - > GetFName ( ) ) ;
if ( ! PinForCurrentDelegateProperty | | ( UEdGraphSchema_K2 : : PC_Exec ! = PinForCurrentDelegateProperty - > PinType . PinCategory ) )
{
FText ErrorMessage = FText : : Format ( LOCTEXT ( " WrongDelegateProperty " , " BaseAsyncTask: Cannot find execution pin for delegate " ) , FText : : FromString ( CurrentProperty - > GetName ( ) ) ) ;
CompilerContext . MessageLog . Error ( * ErrorMessage . ToString ( ) , CurrentNode ) ;
return false ;
}
2023-08-24 20:56:35 -04:00
UK2Node_CustomEvent * CurrentCENode = CompilerContext . SpawnIntermediateNode < UK2Node_CustomEvent > ( CurrentNode , SourceGraph ) ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
{
2023-08-24 20:56:35 -04:00
UK2Node_AddDelegate * AddDelegateNode = CompilerContext . SpawnIntermediateNode < UK2Node_AddDelegate > ( CurrentNode , SourceGraph ) ;
AddDelegateNode - > SetFromProperty ( CurrentProperty , false , CurrentProperty - > GetOwnerClass ( ) ) ;
AddDelegateNode - > AllocateDefaultPins ( ) ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
bIsErrorFree & = Schema - > TryCreateConnection ( AddDelegateNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Self ) , ProxyObjectPin ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( InOutLastThenPin , AddDelegateNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Execute ) ) ;
InOutLastThenPin = AddDelegateNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Then ) ;
CurrentCENode - > CustomFunctionName = * FString : : Printf ( TEXT ( " %s_%s " ) , * CurrentProperty - > GetName ( ) , * CompilerContext . GetGuid ( CurrentNode ) ) ;
CurrentCENode - > AllocateDefaultPins ( ) ;
bIsErrorFree & = FBaseAsyncTaskHelper : : CreateDelegateForNewFunction ( AddDelegateNode - > GetDelegatePin ( ) , CurrentCENode - > GetFunctionName ( ) , CurrentNode , SourceGraph , CompilerContext ) ;
bIsErrorFree & = FBaseAsyncTaskHelper : : CopyEventSignature ( CurrentCENode , AddDelegateNode - > GetDelegateSignature ( ) , Schema ) ;
}
OutLastActivatedThenPin = CurrentCENode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Then ) ;
for ( const FBaseAsyncTaskHelper : : FOutputPinAndLocalVariable & OutputPair : VariableOutputs ) // CREATE CHAIN OF ASSIGMENTS
{
UEdGraphPin * PinWithData = CurrentCENode - > FindPin ( OutputPair . OutputPin - > PinName ) ;
if ( PinWithData = = nullptr )
{
/*FText ErrorMessage = FText::Format(LOCTEXT("MissingDataPin", "ICE: Pin @@ was expecting a data output pin named {0} on @@ (each delegate must have the same signature)"), FText::FromString(OutputPair.OutputPin->PinName));
CompilerContext . MessageLog . Error ( * ErrorMessage . ToString ( ) , OutputPair . OutputPin , CurrentCENode ) ;
return false ; */
continue ;
}
UK2Node_AssignmentStatement * AssignNode = CompilerContext . SpawnIntermediateNode < UK2Node_AssignmentStatement > ( CurrentNode , SourceGraph ) ;
AssignNode - > AllocateDefaultPins ( ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( OutLastActivatedThenPin , AssignNode - > GetExecPin ( ) ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( OutputPair . TempVar - > GetVariablePin ( ) , AssignNode - > GetVariablePin ( ) ) ;
AssignNode - > NotifyPinConnectionListChanged ( AssignNode - > GetVariablePin ( ) ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( AssignNode - > GetValuePin ( ) , PinWithData ) ;
AssignNode - > NotifyPinConnectionListChanged ( AssignNode - > GetValuePin ( ) ) ;
OutLastActivatedThenPin = AssignNode - > GetThenPin ( ) ;
}
bIsErrorFree & = CompilerContext . MovePinLinksToIntermediate ( * PinForCurrentDelegateProperty , * OutLastActivatedThenPin ) . CanSafeConnect ( ) ;
return bIsErrorFree ;
}
bool UK2Node_BaseAsyncTask : : ExpandDefaultToSelfPin ( FKismetCompilerContext & CompilerContext , UEdGraph * SourceGraph , UK2Node_CallFunction * IntermediateProxyNode )
{
if ( SourceGraph & & IntermediateProxyNode )
{
// Connect a self reference pin if there is a TScriptInterface default to self
if ( const UFunction * TargetFunc = IntermediateProxyNode - > GetTargetFunction ( ) )
{
const FString & MetaData = TargetFunc - > GetMetaData ( FBlueprintMetadata : : MD_DefaultToSelf ) ;
if ( ! MetaData . IsEmpty ( ) )
{
// Find the default to self value pin
if ( UEdGraphPin * DefaultToSelfPin = IntermediateProxyNode - > FindPinChecked ( MetaData , EGPD_Input ) )
{
// If it has no links then spawn a new self node here
if ( DefaultToSelfPin - > PinType . PinCategory = = UEdGraphSchema_K2 : : PC_Interface & & DefaultToSelfPin - > LinkedTo . Num ( ) = = 0 )
{
const UEdGraphSchema_K2 * Schema = CompilerContext . GetSchema ( ) ;
UK2Node_Self * SelfNode = CompilerContext . SpawnIntermediateNode < UK2Node_Self > ( this , SourceGraph ) ;
SelfNode - > AllocateDefaultPins ( ) ;
UEdGraphPin * SelfPin = SelfNode - > FindPinChecked ( UEdGraphSchema_K2 : : PSC_Self ) ;
// Make a connection from this intermediate self pin to here
return Schema - > TryCreateConnection ( DefaultToSelfPin , SelfPin ) ;
}
}
}
}
}
return true ;
}
void UK2Node_BaseAsyncTask : : ExpandNode ( FKismetCompilerContext & CompilerContext , UEdGraph * SourceGraph )
{
Super : : ExpandNode ( CompilerContext , SourceGraph ) ;
const UEdGraphSchema_K2 * Schema = CompilerContext . GetSchema ( ) ;
check ( SourceGraph & & Schema ) ;
bool bIsErrorFree = true ;
// Create a call to factory the proxy object
UK2Node_CallFunction * const CallCreateProxyObjectNode = CompilerContext . SpawnIntermediateNode < UK2Node_CallFunction > ( this , SourceGraph ) ;
CallCreateProxyObjectNode - > FunctionReference . SetExternalMember ( ProxyFactoryFunctionName , ProxyFactoryClass ) ;
CallCreateProxyObjectNode - > AllocateDefaultPins ( ) ;
if ( CallCreateProxyObjectNode - > GetTargetFunction ( ) = = nullptr )
{
const FText ClassName = ProxyFactoryClass ? FText : : FromString ( ProxyFactoryClass - > GetName ( ) ) : LOCTEXT ( " MissingClassString " , " Unknown Class " ) ;
const FString FormattedMessage = FText : : Format (
LOCTEXT ( " AsyncTaskErrorFmt " , " BaseAsyncTask: Missing function {0} from class {1} for async task @@ " ) ,
FText : : FromString ( ProxyFactoryFunctionName . GetPlainNameString ( ) ) ,
ClassName
) . ToString ( ) ;
CompilerContext . MessageLog . Error ( * FormattedMessage , this ) ;
return ;
}
bIsErrorFree & = CompilerContext . MovePinLinksToIntermediate ( * FindPinChecked ( UEdGraphSchema_K2 : : PN_Execute ) , * CallCreateProxyObjectNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Execute ) ) . CanSafeConnect ( ) ;
for ( UEdGraphPin * CurrentPin : Pins )
{
if ( FBaseAsyncTaskHelper : : ValidDataPin ( CurrentPin , EGPD_Input ) )
{
UEdGraphPin * DestPin = CallCreateProxyObjectNode - > FindPin ( CurrentPin - > PinName ) ; // match function inputs, to pass data to function from CallFunction node
bIsErrorFree & = DestPin & & CompilerContext . MovePinLinksToIntermediate ( * CurrentPin , * DestPin ) . CanSafeConnect ( ) ;
}
}
UEdGraphPin * const ProxyObjectPin = CallCreateProxyObjectNode - > GetReturnValuePin ( ) ;
check ( ProxyObjectPin ) ;
UEdGraphPin * OutputAsyncTaskProxy = FindPin ( FBaseAsyncTaskHelper : : GetAsyncTaskProxyName ( ) ) ;
bIsErrorFree & = ! OutputAsyncTaskProxy | | CompilerContext . MovePinLinksToIntermediate ( * OutputAsyncTaskProxy , * ProxyObjectPin ) . CanSafeConnect ( ) ;
bIsErrorFree & = ExpandDefaultToSelfPin ( CompilerContext , SourceGraph , CallCreateProxyObjectNode ) ;
// GATHER OUTPUT PARAMETERS AND PAIR THEM WITH LOCAL VARIABLES
TArray < FBaseAsyncTaskHelper : : FOutputPinAndLocalVariable > VariableOutputs ;
bool bPassedFactoryOutputs = false ;
for ( UEdGraphPin * CurrentPin : Pins )
{
if ( ( OutputAsyncTaskProxy ! = CurrentPin ) & & FBaseAsyncTaskHelper : : ValidDataPin ( CurrentPin , EGPD_Output ) )
{
if ( ! bPassedFactoryOutputs )
{
UEdGraphPin * DestPin = CallCreateProxyObjectNode - > FindPin ( CurrentPin - > PinName ) ;
bIsErrorFree & = DestPin & & CompilerContext . MovePinLinksToIntermediate ( * CurrentPin , * DestPin ) . CanSafeConnect ( ) ;
}
else
{
const FEdGraphPinType & PinType = CurrentPin - > PinType ;
UK2Node_TemporaryVariable * TempVarOutput = CompilerContext . SpawnInternalVariable (
this , PinType . PinCategory , PinType . PinSubCategory , PinType . PinSubCategoryObject . Get ( ) , PinType . ContainerType , PinType . PinValueType ) ;
bIsErrorFree & = TempVarOutput - > GetVariablePin ( ) & & CompilerContext . MovePinLinksToIntermediate ( * CurrentPin , * TempVarOutput - > GetVariablePin ( ) ) . CanSafeConnect ( ) ;
VariableOutputs . Add ( FBaseAsyncTaskHelper : : FOutputPinAndLocalVariable ( CurrentPin , TempVarOutput ) ) ;
}
}
else if ( ! bPassedFactoryOutputs & & CurrentPin & & CurrentPin - > Direction = = EGPD_Output )
{
// the first exec that isn't the node's then pin is the start of the asyc delegate pins
// once we hit this point, we've iterated beyond all outputs for the factory function
bPassedFactoryOutputs = ( CurrentPin - > PinType . PinCategory = = UEdGraphSchema_K2 : : PC_Exec ) & & ( CurrentPin - > PinName ! = UEdGraphSchema_K2 : : PN_Then ) ;
}
}
// FOR EACH DELEGATE DEFINE EVENT, CONNECT IT TO DELEGATE AND IMPLEMENT A CHAIN OF ASSIGMENTS
UEdGraphPin * LastThenPin = CallCreateProxyObjectNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Then ) ;
UK2Node_CallFunction * IsValidFuncNode = CompilerContext . SpawnIntermediateNode < UK2Node_CallFunction > ( this , SourceGraph ) ;
const FName IsValidFuncName = GET_FUNCTION_NAME_CHECKED ( UKismetSystemLibrary , IsValid ) ;
IsValidFuncNode - > FunctionReference . SetExternalMember ( IsValidFuncName , UKismetSystemLibrary : : StaticClass ( ) ) ;
IsValidFuncNode - > AllocateDefaultPins ( ) ;
UEdGraphPin * IsValidInputPin = IsValidFuncNode - > FindPinChecked ( TEXT ( " Object " ) ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( ProxyObjectPin , IsValidInputPin ) ;
UK2Node_IfThenElse * ValidateProxyNode = CompilerContext . SpawnIntermediateNode < UK2Node_IfThenElse > ( this , SourceGraph ) ;
ValidateProxyNode - > AllocateDefaultPins ( ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( IsValidFuncNode - > GetReturnValuePin ( ) , ValidateProxyNode - > GetConditionPin ( ) ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( LastThenPin , ValidateProxyNode - > GetExecPin ( ) ) ;
LastThenPin = ValidateProxyNode - > GetThenPin ( ) ;
bIsErrorFree & = HandleDelegates ( VariableOutputs , ProxyObjectPin , LastThenPin , SourceGraph , CompilerContext ) ;
if ( CallCreateProxyObjectNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Then ) = = LastThenPin )
{
CompilerContext . MessageLog . Error ( * LOCTEXT ( " MissingDelegateProperties " , " BaseAsyncTask: Proxy has no delegates defined. @@ " ) . ToString ( ) , this ) ;
return ;
}
// Create a call to activate the proxy object if necessary
if ( ProxyActivateFunctionName ! = NAME_None )
{
UK2Node_CallFunction * const CallActivateProxyObjectNode = CompilerContext . SpawnIntermediateNode < UK2Node_CallFunction > ( this , SourceGraph ) ;
CallActivateProxyObjectNode - > FunctionReference . SetExternalMember ( ProxyActivateFunctionName , ProxyClass ) ;
CallActivateProxyObjectNode - > AllocateDefaultPins ( ) ;
// Hook up the self connection
UEdGraphPin * ActivateCallSelfPin = Schema - > FindSelfPin ( * CallActivateProxyObjectNode , EGPD_Input ) ;
check ( ActivateCallSelfPin ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( ProxyObjectPin , ActivateCallSelfPin ) ;
// Hook the activate node up in the exec chain
UEdGraphPin * ActivateExecPin = CallActivateProxyObjectNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Execute ) ;
UEdGraphPin * ActivateThenPin = CallActivateProxyObjectNode - > FindPinChecked ( UEdGraphSchema_K2 : : PN_Then ) ;
bIsErrorFree & = Schema - > TryCreateConnection ( LastThenPin , ActivateExecPin ) ;
LastThenPin = ActivateThenPin ;
}
// Move the connections from the original node then pin to the last internal then pin
UEdGraphPin * OriginalThenPin = FindPin ( UEdGraphSchema_K2 : : PN_Then ) ;
if ( OriginalThenPin )
{
bIsErrorFree & = CompilerContext . MovePinLinksToIntermediate ( * OriginalThenPin , * LastThenPin ) . CanSafeConnect ( ) ;
}
bIsErrorFree & = CompilerContext . CopyPinLinksToIntermediate ( * LastThenPin , * ValidateProxyNode - > GetElsePin ( ) ) . CanSafeConnect ( ) ;
if ( ! bIsErrorFree )
{
CompilerContext . MessageLog . Error ( * LOCTEXT ( " InternalConnectionError " , " BaseAsyncTask: Internal connection error. @@ " ) . ToString ( ) , this ) ;
}
// Make sure we caught everything
BreakAllNodeLinks ( ) ;
}
bool UK2Node_BaseAsyncTask : : HandleDelegates ( const TArray < FBaseAsyncTaskHelper : : FOutputPinAndLocalVariable > & VariableOutputs , UEdGraphPin * ProxyObjectPin , UEdGraphPin * & InOutLastThenPin , UEdGraph * SourceGraph , FKismetCompilerContext & CompilerContext )
{
bool bIsErrorFree = true ;
for ( TFieldIterator < FMulticastDelegateProperty > PropertyIt ( ProxyClass ) ; PropertyIt & & bIsErrorFree ; + + PropertyIt )
{
UEdGraphPin * LastActivatedThenPin = nullptr ;
bIsErrorFree & = FBaseAsyncTaskHelper : : HandleDelegateImplementation ( * PropertyIt , VariableOutputs , ProxyObjectPin , InOutLastThenPin , LastActivatedThenPin , this , SourceGraph , CompilerContext ) ;
}
return bIsErrorFree ;
}
bool UK2Node_BaseAsyncTask : : HasExternalDependencies ( TArray < class UStruct * > * OptionalOutput ) const
{
const UBlueprint * SourceBlueprint = GetBlueprint ( ) ;
2023-05-16 10:52:49 -04:00
const bool bProxyFactoryResult = ( ProxyFactoryClass ! = NULL ) & & ( ProxyFactoryClass - > ClassGeneratedBy . Get ( ) ! = SourceBlueprint ) ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
if ( bProxyFactoryResult & & OptionalOutput )
{
OptionalOutput - > AddUnique ( ProxyFactoryClass ) ;
}
2023-05-16 10:52:49 -04:00
const bool bProxyResult = ( ProxyClass ! = NULL ) & & ( ProxyClass - > ClassGeneratedBy . Get ( ) ! = SourceBlueprint ) ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
if ( bProxyResult & & OptionalOutput )
{
OptionalOutput - > AddUnique ( ProxyClass ) ;
}
const bool bSuperResult = Super : : HasExternalDependencies ( OptionalOutput ) ;
return bProxyFactoryResult | | bProxyResult | | bSuperResult ;
}
FName UK2Node_BaseAsyncTask : : GetCornerIcon ( ) const
{
return TEXT ( " Graph.Latent.LatentIcon " ) ;
}
2023-01-18 12:53:59 -05:00
FText UK2Node_BaseAsyncTask : : GetToolTipHeading ( ) const
{
return LOCTEXT ( " LatentFunc " , " Latent " ) ;
}
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
FText UK2Node_BaseAsyncTask : : GetMenuCategory ( ) const
{
UFunction * TargetFunction = GetFactoryFunction ( ) ;
return UK2Node_CallFunction : : GetDefaultCategoryForFunction ( TargetFunction , FText : : GetEmpty ( ) ) ;
}
void UK2Node_BaseAsyncTask : : GetMenuActions ( FBlueprintActionDatabaseRegistrar & ActionRegistrar ) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass * ActionKey = GetClass ( ) ;
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if ( ActionRegistrar . IsOpenForRegistration ( ActionKey ) )
{
UBlueprintNodeSpawner * NodeSpawner = UBlueprintNodeSpawner : : Create ( GetClass ( ) ) ;
check ( NodeSpawner ! = nullptr ) ;
ActionRegistrar . AddBlueprintAction ( ActionKey , NodeSpawner ) ;
}
}
UFunction * UK2Node_BaseAsyncTask : : GetFactoryFunction ( ) const
{
if ( ProxyFactoryClass = = nullptr )
{
UE_LOG ( LogBlueprint , Error , TEXT ( " ProxyFactoryClass null in %s. Was a class deleted or saved on a non promoted build? " ) , * GetFullName ( ) ) ;
return nullptr ;
}
FMemberReference FunctionReference ;
FunctionReference . SetExternalMember ( ProxyFactoryFunctionName , ProxyFactoryClass ) ;
UFunction * FactoryFunction = FunctionReference . ResolveMember < UFunction > ( GetBlueprint ( ) ) ;
if ( FactoryFunction = = nullptr )
{
FactoryFunction = ProxyFactoryClass - > FindFunctionByName ( ProxyFactoryFunctionName ) ;
UE_CLOG ( FactoryFunction = = nullptr , LogBlueprint , Error , TEXT ( " FactoryFunction %s null in %s. Was a class deleted or saved on a non promoted build? " ) , * ProxyFactoryFunctionName . ToString ( ) , * GetFullName ( ) ) ;
}
return FactoryFunction ;
}
void UK2Node_BaseAsyncTask : : GetRedirectPinNames ( const UEdGraphPin & Pin , TArray < FString > & RedirectPinNames ) const
{
TMap < FString , FStringFormatArg > Args ;
if ( ProxyClass )
{
Args . Add ( TEXT ( " ProxyClass " ) , ProxyClass - > GetName ( ) ) ;
Args . Add ( TEXT ( " ProxyClassSeparator " ) , TEXT ( " . " ) ) ;
}
else
{
Args . Add ( TEXT ( " ProxyClass " ) , TEXT ( " " ) ) ;
Args . Add ( TEXT ( " ProxyClassSeparator " ) , TEXT ( " " ) ) ;
}
if ( ProxyFactoryFunctionName ! = NAME_None )
{
Args . Add ( TEXT ( " ProxyFactoryFunction " ) , ProxyFactoryFunctionName . ToString ( ) ) ;
Args . Add ( TEXT ( " ProxyFactoryFunctionSeparator " ) , TEXT ( " . " ) ) ;
}
else
{
Args . Add ( TEXT ( " ProxyFactoryFunction " ) , TEXT ( " " ) ) ;
Args . Add ( TEXT ( " ProxyFactoryFunctionSeparator " ) , TEXT ( " " ) ) ;
}
Args . Add ( TEXT ( " PinName " ) , Pin . PinName . ToString ( ) ) ;
FString FullPinName ;
FullPinName = FString : : Format ( TEXT ( " {ProxyClass}{ProxyClassSeparator}{ProxyFactoryFunction}{ProxyFactoryFunctionSeparator}{PinName} " ) , Args ) ;
RedirectPinNames . Add ( FullPinName ) ;
}
void UK2Node_BaseAsyncTask : : ValidateNodeDuringCompilation ( class FCompilerResultsLog & MessageLog ) const
{
Super : : ValidateNodeDuringCompilation ( MessageLog ) ;
if ( UObject const * SourceObject = MessageLog . FindSourceObject ( this ) )
{
// Lets check if it's a result of macro expansion, to give a helpful error
if ( UK2Node_MacroInstance const * MacroInstance = Cast < UK2Node_MacroInstance > ( SourceObject ) )
{
// Since it's not possible to check the graph's type, just check if this is a ubergraph using the schema's name for it
if ( ! ( GetGraph ( ) - > HasAnyFlags ( RF_Transient ) & & GetGraph ( ) - > GetName ( ) . StartsWith ( UEdGraphSchema_K2 : : FN_ExecuteUbergraphBase . ToString ( ) ) ) )
{
MessageLog . Error ( * LOCTEXT ( " AsyncTaskInFunctionFromMacro " , " @@ is being used in Function '@@' resulting from expansion of Macro '@@' " ) . ToString ( ) , this , GetGraph ( ) , MacroInstance ) ;
}
}
}
}
TMap < FName , FAsyncTaskPinRedirectMapInfo > UK2Node_BaseAsyncTask : : AsyncTaskPinRedirectMap ;
bool UK2Node_BaseAsyncTask : : bAsyncTaskPinRedirectMapInitialized = false ;
UK2Node : : ERedirectType UK2Node_BaseAsyncTask : : DoPinsMatchForReconstruction ( const UEdGraphPin * NewPin , int32 NewPinIndex , const UEdGraphPin * OldPin , int32 OldPinIndex ) const
{
if ( GConfig & & ProxyClass )
{
// Initialize remap table from INI
if ( ! bAsyncTaskPinRedirectMapInitialized )
{
bAsyncTaskPinRedirectMapInitialized = true ;
2023-09-15 13:39:02 -04:00
const FConfigSection * PackageRedirects = GConfig - > GetSection ( TEXT ( " /Script/Engine.Engine " ) , false , GEngineIni ) ;
for ( FConfigSection : : TConstIterator It ( * PackageRedirects ) ; It ; + + It )
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
{
if ( It . Key ( ) = = TEXT ( " K2AsyncTaskPinRedirects " ) )
{
FString ProxyClassString ;
FString OldPinString ;
FString NewPinString ;
FParse : : Value ( * It . Value ( ) . GetValue ( ) , TEXT ( " ProxyClassName= " ) , ProxyClassString ) ;
FParse : : Value ( * It . Value ( ) . GetValue ( ) , TEXT ( " OldPinName= " ) , OldPinString ) ;
FParse : : Value ( * It . Value ( ) . GetValue ( ) , TEXT ( " NewPinName= " ) , NewPinString ) ;
UClass * RedirectProxyClass = UClass : : TryFindTypeSlow < UClass > ( ProxyClassString ) ;
if ( RedirectProxyClass )
{
FAsyncTaskPinRedirectMapInfo & PinRedirectInfo = AsyncTaskPinRedirectMap . FindOrAdd ( * OldPinString ) ;
TArray < UClass * > & ProxyClassArray = PinRedirectInfo . OldPinToProxyClassMap . FindOrAdd ( * NewPinString ) ;
ProxyClassArray . AddUnique ( RedirectProxyClass ) ;
}
}
}
}
// See if these pins need to be remapped.
if ( FAsyncTaskPinRedirectMapInfo * PinRedirectInfo = AsyncTaskPinRedirectMap . Find ( OldPin - > PinName ) )
{
if ( TArray < UClass * > * ProxyClassArray = PinRedirectInfo - > OldPinToProxyClassMap . Find ( NewPin - > PinName ) )
{
for ( UClass * RedirectedProxyClass : * ProxyClassArray )
{
if ( ProxyClass - > IsChildOf ( RedirectedProxyClass ) )
{
return UK2Node : : ERedirectType_Name ;
}
}
}
}
}
return Super : : DoPinsMatchForReconstruction ( NewPin , NewPinIndex , OldPin , OldPinIndex ) ;
}
void UK2Node_BaseAsyncTask : : GeneratePinTooltip ( UEdGraphPin & Pin ) const
{
ensure ( Pin . GetOwningNode ( ) = = this ) ;
UEdGraphSchema const * Schema = GetSchema ( ) ;
check ( Schema ) ;
UEdGraphSchema_K2 const * const K2Schema = Cast < const UEdGraphSchema_K2 > ( Schema ) ;
if ( K2Schema = = nullptr )
{
Schema - > ConstructBasicPinTooltip ( Pin , FText : : GetEmpty ( ) , Pin . PinToolTip ) ;
return ;
}
// get the class function object associated with this node
// Slight change from UK2Node_CallFunction (where this code is copied from)
// We're getting the Factory function instead of GetTargetFunction
UFunction * Function = GetFactoryFunction ( ) ;
if ( Function = = nullptr )
{
Schema - > ConstructBasicPinTooltip ( Pin , FText : : GetEmpty ( ) , Pin . PinToolTip ) ;
return ;
}
UK2Node_CallFunction : : GeneratePinTooltipFromFunction ( Pin , Function ) ;
}
void UK2Node_BaseAsyncTask : : GetPinHoverText ( const UEdGraphPin & Pin , FString & HoverTextOut ) const
{
if ( ! bPinTooltipsValid )
{
for ( UEdGraphPin * P : Pins )
{
if ( P - > Direction = = EGPD_Input )
{
P - > PinToolTip . Reset ( ) ;
GeneratePinTooltip ( * P ) ;
}
}
bPinTooltipsValid = true ;
}
return UK2Node : : GetPinHoverText ( Pin , HoverTextOut ) ;
}
FString UK2Node_BaseAsyncTask : : GetPinMetaData ( FName InPinName , FName InKey )
{
FString MetaData = Super : : GetPinMetaData ( InPinName , InKey ) ;
// If there's no metadata directly on the pin then check for metadata on the function
if ( MetaData . IsEmpty ( ) )
{
if ( UFunction * Function = GetFactoryFunction ( ) )
{
// Find the corresponding property for the pin and search that first
if ( FProperty * Property = Function - > FindPropertyByName ( InPinName ) )
{
MetaData = Property - > GetMetaData ( InKey ) ;
}
// Also look for metadata like DefaultToSelf on the function itself
if ( MetaData . IsEmpty ( ) )
{
MetaData = Function - > GetMetaData ( InKey ) ;
if ( MetaData ! = InPinName . ToString ( ) )
{
// Only return if the value matches the pin name as we don't want general function metadata
MetaData . Empty ( ) ;
}
}
}
}
return MetaData ;
}
# undef LOCTEXT_NAMESPACE