2016-01-07 08:17:16 -05:00
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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2014-07-03 03:22:03 -04:00
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "ScriptBlueprintCompiler.h"
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#include "ScriptBlueprint.h"
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#include "ScriptBlueprintGeneratedClass.h"
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#include "Kismet2NameValidators.h"
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#include "KismetReinstanceUtilities.h"
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#include "ScriptContext.h"
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#include "ScriptContextComponent.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "K2Node_FunctionEntry.h"
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#include "K2Node_VariableGet.h"
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#include "K2Node_CallFunction.h"
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#include "GameFramework/Actor.h"
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#include "ScriptPluginComponent.h"
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///-------------------------------------------------------------
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FScriptBlueprintCompiler::FScriptBlueprintCompiler(UScriptBlueprint* SourceSketch, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions, TArray<UObject*>* InObjLoaded)
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: Super(SourceSketch, InMessageLog, InCompilerOptions, InObjLoaded)
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, NewScriptBlueprintClass(NULL)
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, ContextProperty(NULL)
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{
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}
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FScriptBlueprintCompiler::~FScriptBlueprintCompiler()
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{
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}
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void FScriptBlueprintCompiler::CleanAndSanitizeClass(UBlueprintGeneratedClass* ClassToClean, UObject*& OldCDO)
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{
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Super::CleanAndSanitizeClass(ClassToClean, OldCDO);
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// Make sure our typed pointer is set
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check(ClassToClean == NewClass);
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NewScriptBlueprintClass = CastChecked<UScriptBlueprintGeneratedClass>((UObject*)NewClass);
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ContextProperty = NULL;
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}
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void FScriptBlueprintCompiler::CreateClassVariablesFromBlueprint()
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{
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Super::CreateClassVariablesFromBlueprint();
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2016-05-10 16:00:39 -04:00
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UScriptBlueprint* ScriptBP = ScriptBlueprint();
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UScriptBlueprintGeneratedClass* NewScripClass = CastChecked<UScriptBlueprintGeneratedClass>(NewClass);
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NewScripClass->ScriptProperties.Empty();
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for (auto& Field : ScriptDefinedFields)
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{
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UClass* InnerType = Field.Class;
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if (Field.Class->IsChildOf(UProperty::StaticClass()))
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{
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FString PinCategory;
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if (Field.Class->IsChildOf(UStrProperty::StaticClass()))
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{
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PinCategory = Schema->PC_String;
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}
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else if (Field.Class->IsChildOf(UFloatProperty::StaticClass()))
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{
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PinCategory = Schema->PC_Float;
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}
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else if (Field.Class->IsChildOf(UIntProperty::StaticClass()))
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{
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PinCategory = Schema->PC_Int;
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}
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else if (Field.Class->IsChildOf(UBoolProperty::StaticClass()))
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{
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PinCategory = Schema->PC_Boolean;
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}
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else if (Field.Class->IsChildOf(UObjectProperty::StaticClass()))
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{
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PinCategory = Schema->PC_Object;
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// @todo: some scripting extensions (that are strongly typed) can handle this better
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InnerType = UObject::StaticClass();
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}
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if (!PinCategory.IsEmpty())
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{
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FEdGraphPinType ScriptPinType(PinCategory, TEXT(""), InnerType, false, false);
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UProperty* ScriptProperty = CreateVariable(Field.Name, ScriptPinType);
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if (ScriptProperty != NULL)
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{
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ScriptProperty->SetMetaData(TEXT("Category"), *ScriptBP->GetName());
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ScriptProperty->SetPropertyFlags(CPF_BlueprintVisible | CPF_Edit);
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NewScripClass->ScriptProperties.Add(ScriptProperty);
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}
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}
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}
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}
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CreateScriptContextProperty();
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}
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void FScriptBlueprintCompiler::CreateScriptContextProperty()
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{
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// The only case we don't need a script context is if the script class derives form UScriptPluginComponent
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UClass* ContextClass = nullptr;
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if (Blueprint->ParentClass->IsChildOf(AActor::StaticClass()))
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{
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ContextClass = UScriptContextComponent::StaticClass();
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}
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else if (!Blueprint->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()))
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{
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ContextClass = UScriptContext::StaticClass();
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}
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if (ContextClass)
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{
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FEdGraphPinType ScriptContextPinType(Schema->PC_Object, TEXT(""), ContextClass, false, false);
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ContextProperty = CastChecked<UObjectProperty>(CreateVariable(TEXT("Generated_ScriptContext"), ScriptContextPinType));
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ContextProperty->SetPropertyFlags(CPF_ContainsInstancedReference | CPF_InstancedReference);
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}
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}
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void FScriptBlueprintCompiler::CreateFunctionList()
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{
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Super::CreateFunctionList();
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if (!Blueprint->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()))
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{
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for (auto& Field : ScriptDefinedFields)
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{
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if (Field.Class->IsChildOf(UFunction::StaticClass()))
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{
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CreateScriptDefinedFunction(Field);
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}
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}
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}
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}
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void FScriptBlueprintCompiler::CreateScriptDefinedFunction(FScriptField& Field)
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{
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check(ContextProperty);
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UScriptBlueprint* ScriptBP = ScriptBlueprint();
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const FString FunctionName = Field.Name.ToString();
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// Create Blueprint Graph which consists of 3 nodes: 'Entry', 'Get Script Context' and 'Call Function'
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// @todo: once we figure out how to get parameter lists for functions we can add suport for that here
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2016-05-10 16:00:39 -04:00
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UEdGraph* ScriptFunctionGraph = NewObject<UEdGraph>(ScriptBP, *FString::Printf(TEXT("%s_Graph"), *FunctionName));
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ScriptFunctionGraph->Schema = UEdGraphSchema_K2::StaticClass();
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ScriptFunctionGraph->SetFlags(RF_Transient);
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FKismetFunctionContext* FunctionContext = CreateFunctionContext();
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FunctionContext->SourceGraph = ScriptFunctionGraph;
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FunctionContext->bCreateDebugData = false;
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UK2Node_FunctionEntry* EntryNode = SpawnIntermediateNode<UK2Node_FunctionEntry>(NULL, ScriptFunctionGraph);
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EntryNode->CustomGeneratedFunctionName = Field.Name;
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EntryNode->AllocateDefaultPins();
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UK2Node_VariableGet* GetVariableNode = SpawnIntermediateNode<UK2Node_VariableGet>(NULL, ScriptFunctionGraph);
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GetVariableNode->VariableReference.SetSelfMember(ContextProperty->GetFName());
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GetVariableNode->AllocateDefaultPins();
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UK2Node_CallFunction* CallFunctionNode = SpawnIntermediateNode<UK2Node_CallFunction>(NULL, ScriptFunctionGraph);
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CallFunctionNode->FunctionReference.SetExternalMember(TEXT("CallScriptFunction"), ContextProperty->PropertyClass);
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CallFunctionNode->AllocateDefaultPins();
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UEdGraphPin* FunctionNamePin = CallFunctionNode->FindPinChecked(TEXT("FunctionName"));
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FunctionNamePin->DefaultValue = FunctionName;
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// Link nodes together
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UEdGraphPin* ExecPin = Schema->FindExecutionPin(*EntryNode, EGPD_Output);
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UEdGraphPin* GetVariableOutPin = GetVariableNode->FindPinChecked(ContextProperty->GetName());
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UEdGraphPin* CallFunctionPin = Schema->FindExecutionPin(*CallFunctionNode, EGPD_Input);
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UEdGraphPin* FunctionTargetPin = CallFunctionNode->FindPinChecked(TEXT("self"));
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ExecPin->MakeLinkTo(CallFunctionPin);
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GetVariableOutPin->MakeLinkTo(FunctionTargetPin);
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}
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void FScriptBlueprintCompiler::FinishCompilingClass(UClass* Class)
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{
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UScriptBlueprint* ScriptBP = ScriptBlueprint();
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UScriptBlueprintGeneratedClass* ScriptClass = CastChecked<UScriptBlueprintGeneratedClass>(Class);
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ScriptClass->SourceCode = ScriptBP->SourceCode;
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ScriptClass->ByteCode = ScriptBP->ByteCode;
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// Allow Blueprint Components to be used in Blueprints
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if (ScriptBP->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()) && Class != ScriptBP->SkeletonGeneratedClass)
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{
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Class->SetMetaData(TEXT("BlueprintSpawnableComponent"), TEXT("true"));
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}
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Super::FinishCompilingClass(Class);
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// Ff context property has been created, create a DSO and set it on the CDO
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if (ContextProperty)
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{
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UObject* CDO = Class->GetDefaultObject();
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UObject* ContextDefaultSubobject = NewObject<UObject>(CDO, ContextProperty->PropertyClass, "ScriptContext", RF_DefaultSubObject | RF_Public);
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ContextProperty->SetObjectPropertyValue(ContextProperty->ContainerPtrToValuePtr<UObject*>(CDO), ContextDefaultSubobject);
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}
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2014-07-03 03:22:03 -04:00
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}
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void FScriptBlueprintCompiler::Compile()
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{
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ScriptBlueprint()->UpdateSourceCodeIfChanged();
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3173153 on 2016/10/25 by Graeme.Thornton
Pak signing changes
- Integrated into EDL loader
- Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.
Change 3173531 on 2016/10/25 by Steven.Hutton
Removing unused j query packages.
Change 3174743 on 2016/10/26 by Gil.Gribb
UE4 - fixed COTF with EDL
Change 3177896 on 2016/10/28 by Steve.Robb
TSharedPtr and TSharedRef aliasing constructors.
Removal of static_asserts for TSharedPtr<UObject>.
Change 3180343 on 2016/10/31 by Steve.Robb
Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.
Change 3181382 on 2016/11/01 by Steve.Robb
Visual Studio debugger visualizers for delegates.
Change 3182738 on 2016/11/02 by Graeme.Thornton
Re-enable signed archive reader so non-pakpreacher based reads still get signature checked
Change 3183420 on 2016/11/02 by Steve.Robb
Fix to TIsZeroConstructType for TScriptDelegate.
Change 3184872 on 2016/11/03 by Robert.Manuszewski
Fixing memory stomps in SSL certificate initialization (found with mallocstomp)
Change 3184873 on 2016/11/03 by Robert.Manuszewski
Adding thread safety checks to async loading code
Change 3185535 on 2016/11/03 by Ben.Zeigler
Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.
Change 3186636 on 2016/11/04 by Graeme.Thornton
AES encryption integrated into EDL system
Pak signing and AES encryption now configurable by ini files rather than magical text files
Change 3186637 on 2016/11/04 by Graeme.Thornton
Configured pak signing and encryption in ShooterGame for reference
Change 3186639 on 2016/11/04 by Graeme.Thornton
Encryption changes for Orion
* Move pak signing keys into new INI format
* Add AES key and enable INI file encryption
Change 3186661 on 2016/11/04 by Graeme.Thornton
Change unrealpak command line params to accept AES key as a separete parameter
Change 3186670 on 2016/11/04 by Robert.Manuszewski
Adding a null check before using a package pointer in Linker code
#jira UE-38237
Change 3186775 on 2016/11/04 by Graeme.Thornton
Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
- PS4 and Mac fixes. Other platforms might need fixing too!
Change 3186823 on 2016/11/04 by Graeme.Thornton
Fixed an incorrect size check in the EDL pak signing code
Change 3186925 on 2016/11/04 by Graeme.Thornton
Allow UnrealPak to read encryption settings from project ini files
Change 3189885 on 2016/11/08 by Graeme.Thornton
Static analysis warning fix
Change 3190015 on 2016/11/08 by Robert.Manuszewski
Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread
Change 3190253 on 2016/11/08 by Chris.Wood
Improved MDD performance for on the CR server.
[UE-37566] - Improve MDD performance on CR server
Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.
Change 3192993 on 2016/11/10 by Robert.Manuszewski
Thread Heartbeat will no longer report the same hang multiple times.
Change 3193111 on 2016/11/10 by Robert.Manuszewski
Minor change in the condition that detects the same hangs - allow the same callstacks from different threads
Change 3193168 on 2016/11/10 by Steve.Robb
TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.
Change 3193171 on 2016/11/10 by Steve.Robb
Easier debugging of FPendingRegistrantInfo map.
Change 3193188 on 2016/11/10 by Steve.Robb
TAutoPointer deprecated.
Change 3193796 on 2016/11/10 by Graeme.Thornton
Fix pak creation failure when no pak signing keys are supplied
Change 3194524 on 2016/11/11 by Graeme.Thornton
Another static analysis warning fix
Change 3195119 on 2016/11/11 by Steve.Robb
TAutoPtr deprecated.
Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
Some large headers moved into .cpp files.
Change 3196582 on 2016/11/14 by Gil.Gribb
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3196878 on 2016/11/14 by Steve.Robb
TScopedPointer deprecated.
Change 3198061 on 2016/11/15 by Steve.Robb
Class array is no longer regenerated when saving UClasses.
Change 3198065 on 2016/11/15 by Robert.Manuszewski
Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.
Change 3198199 on 2016/11/15 by Robert.Manuszewski
Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.
Change 3199954 on 2016/11/16 by Graeme.Thornton
Removing USING_SIGNED_CONTENT
Change 3200221 on 2016/11/16 by Chris.Wood
CrashReportProcess code cleanup - removing unused using directives
Change 3200232 on 2016/11/16 by Chris.Wood
Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives
InvalidCrashReports now saved to S3 instead of local folder
Removed option tosync MinidumpDiagnostics from Perforce
Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
Added improved logging to Slack with option to monitor MDD performance
Added hourly log folders to MDD logs
Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)
Change 3200382 on 2016/11/16 by Robert.Manuszewski
Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).
Change 3200562 on 2016/11/16 by Gil.Gribb
UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.
Change 3201093 on 2016/11/16 by Ben.Zeigler
#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.
Change 3201736 on 2016/11/17 by Steve.Robb
Strtoi64 platform and TCString functions.
#fyi robert.manuszewski
Change 3201938 on 2016/11/17 by Ben.Woodhouse
Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.
Commandline:
p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp
#fyi robert.manuszewski
Change 3203757 on 2016/11/18 by Robert.Manuszewski
Removing debug code from async loading code.
Change 3203927 on 2016/11/18 by Robert.Manuszewski
Fixing comments in the async loading code.
Change 3204851 on 2016/11/18 by Steve.Robb
Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.
Change 3204854 on 2016/11/18 by Steve.Robb
UEnumProperty.
Change 3205027 on 2016/11/18 by Ben.Zeigler
Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
Add Get() to TSubclassOf so it matches our other wrappers
Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf
Change 3206334 on 2016/11/21 by Ben.Zeigler
#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
Cook finishes but game is still crashing in some cases, so I might adjust this after other testing
Change 3206353 on 2016/11/21 by Ben.Zeigler
Fix EnumProperty to handle EDL preload dependencies properly
Change 3206625 on 2016/11/21 by Ben.Zeigler
Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient
Change 3206937 on 2016/11/21 by Ben.Zeigler
#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
Correctly save enum tag for enum properties, it was being set but not serialized
Change 3207002 on 2016/11/21 by Ben.Zeigler
#jira UE-38799
Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
We should generally outlaw non-transient objects with transient outers, it does not do what people expect.
Change 3207032 on 2016/11/21 by Ben.Zeigler
#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do
[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
|
|
|
ScriptContext.Reset(FScriptContextBase::CreateContext(ScriptBlueprint()->SourceCode, NULL, NULL));
|
2014-07-03 03:22:03 -04:00
|
|
|
bool Result = true;
|
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3173153 on 2016/10/25 by Graeme.Thornton
Pak signing changes
- Integrated into EDL loader
- Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.
Change 3173531 on 2016/10/25 by Steven.Hutton
Removing unused j query packages.
Change 3174743 on 2016/10/26 by Gil.Gribb
UE4 - fixed COTF with EDL
Change 3177896 on 2016/10/28 by Steve.Robb
TSharedPtr and TSharedRef aliasing constructors.
Removal of static_asserts for TSharedPtr<UObject>.
Change 3180343 on 2016/10/31 by Steve.Robb
Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.
Change 3181382 on 2016/11/01 by Steve.Robb
Visual Studio debugger visualizers for delegates.
Change 3182738 on 2016/11/02 by Graeme.Thornton
Re-enable signed archive reader so non-pakpreacher based reads still get signature checked
Change 3183420 on 2016/11/02 by Steve.Robb
Fix to TIsZeroConstructType for TScriptDelegate.
Change 3184872 on 2016/11/03 by Robert.Manuszewski
Fixing memory stomps in SSL certificate initialization (found with mallocstomp)
Change 3184873 on 2016/11/03 by Robert.Manuszewski
Adding thread safety checks to async loading code
Change 3185535 on 2016/11/03 by Ben.Zeigler
Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.
Change 3186636 on 2016/11/04 by Graeme.Thornton
AES encryption integrated into EDL system
Pak signing and AES encryption now configurable by ini files rather than magical text files
Change 3186637 on 2016/11/04 by Graeme.Thornton
Configured pak signing and encryption in ShooterGame for reference
Change 3186639 on 2016/11/04 by Graeme.Thornton
Encryption changes for Orion
* Move pak signing keys into new INI format
* Add AES key and enable INI file encryption
Change 3186661 on 2016/11/04 by Graeme.Thornton
Change unrealpak command line params to accept AES key as a separete parameter
Change 3186670 on 2016/11/04 by Robert.Manuszewski
Adding a null check before using a package pointer in Linker code
#jira UE-38237
Change 3186775 on 2016/11/04 by Graeme.Thornton
Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
- PS4 and Mac fixes. Other platforms might need fixing too!
Change 3186823 on 2016/11/04 by Graeme.Thornton
Fixed an incorrect size check in the EDL pak signing code
Change 3186925 on 2016/11/04 by Graeme.Thornton
Allow UnrealPak to read encryption settings from project ini files
Change 3189885 on 2016/11/08 by Graeme.Thornton
Static analysis warning fix
Change 3190015 on 2016/11/08 by Robert.Manuszewski
Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread
Change 3190253 on 2016/11/08 by Chris.Wood
Improved MDD performance for on the CR server.
[UE-37566] - Improve MDD performance on CR server
Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.
Change 3192993 on 2016/11/10 by Robert.Manuszewski
Thread Heartbeat will no longer report the same hang multiple times.
Change 3193111 on 2016/11/10 by Robert.Manuszewski
Minor change in the condition that detects the same hangs - allow the same callstacks from different threads
Change 3193168 on 2016/11/10 by Steve.Robb
TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.
Change 3193171 on 2016/11/10 by Steve.Robb
Easier debugging of FPendingRegistrantInfo map.
Change 3193188 on 2016/11/10 by Steve.Robb
TAutoPointer deprecated.
Change 3193796 on 2016/11/10 by Graeme.Thornton
Fix pak creation failure when no pak signing keys are supplied
Change 3194524 on 2016/11/11 by Graeme.Thornton
Another static analysis warning fix
Change 3195119 on 2016/11/11 by Steve.Robb
TAutoPtr deprecated.
Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
Some large headers moved into .cpp files.
Change 3196582 on 2016/11/14 by Gil.Gribb
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3196878 on 2016/11/14 by Steve.Robb
TScopedPointer deprecated.
Change 3198061 on 2016/11/15 by Steve.Robb
Class array is no longer regenerated when saving UClasses.
Change 3198065 on 2016/11/15 by Robert.Manuszewski
Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.
Change 3198199 on 2016/11/15 by Robert.Manuszewski
Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.
Change 3199954 on 2016/11/16 by Graeme.Thornton
Removing USING_SIGNED_CONTENT
Change 3200221 on 2016/11/16 by Chris.Wood
CrashReportProcess code cleanup - removing unused using directives
Change 3200232 on 2016/11/16 by Chris.Wood
Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives
InvalidCrashReports now saved to S3 instead of local folder
Removed option tosync MinidumpDiagnostics from Perforce
Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
Added improved logging to Slack with option to monitor MDD performance
Added hourly log folders to MDD logs
Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)
Change 3200382 on 2016/11/16 by Robert.Manuszewski
Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).
Change 3200562 on 2016/11/16 by Gil.Gribb
UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.
Change 3201093 on 2016/11/16 by Ben.Zeigler
#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.
Change 3201736 on 2016/11/17 by Steve.Robb
Strtoi64 platform and TCString functions.
#fyi robert.manuszewski
Change 3201938 on 2016/11/17 by Ben.Woodhouse
Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.
Commandline:
p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp
#fyi robert.manuszewski
Change 3203757 on 2016/11/18 by Robert.Manuszewski
Removing debug code from async loading code.
Change 3203927 on 2016/11/18 by Robert.Manuszewski
Fixing comments in the async loading code.
Change 3204851 on 2016/11/18 by Steve.Robb
Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.
Change 3204854 on 2016/11/18 by Steve.Robb
UEnumProperty.
Change 3205027 on 2016/11/18 by Ben.Zeigler
Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
Add Get() to TSubclassOf so it matches our other wrappers
Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf
Change 3206334 on 2016/11/21 by Ben.Zeigler
#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
Cook finishes but game is still crashing in some cases, so I might adjust this after other testing
Change 3206353 on 2016/11/21 by Ben.Zeigler
Fix EnumProperty to handle EDL preload dependencies properly
Change 3206625 on 2016/11/21 by Ben.Zeigler
Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient
Change 3206937 on 2016/11/21 by Ben.Zeigler
#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
Correctly save enum tag for enum properties, it was being set but not serialized
Change 3207002 on 2016/11/21 by Ben.Zeigler
#jira UE-38799
Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
We should generally outlaw non-transient objects with transient outers, it does not do what people expect.
Change 3207032 on 2016/11/21 by Ben.Zeigler
#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do
[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
|
|
|
if (ScriptContext)
|
2014-07-03 03:22:03 -04:00
|
|
|
{
|
|
|
|
|
ScriptDefinedFields.Empty();
|
|
|
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ScriptContext->GetScriptDefinedFields(ScriptDefinedFields);
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|
|
|
|
}
|
2014-07-11 10:19:48 -04:00
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ContextProperty = NULL;
|
2014-07-03 03:22:03 -04:00
|
|
|
|
|
|
|
|
Super::Compile();
|
|
|
|
|
}
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|
|
|
|
|
|
|
|
|
void FScriptBlueprintCompiler::EnsureProperGeneratedClass(UClass*& TargetUClass)
|
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|
|
|
{
|
|
|
|
|
if ( TargetUClass && !( (UObject*)TargetUClass )->IsA(UScriptBlueprintGeneratedClass::StaticClass()) )
|
|
|
|
|
{
|
|
|
|
|
FKismetCompilerUtilities::ConsignToOblivion(TargetUClass, Blueprint->bIsRegeneratingOnLoad);
|
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|
TargetUClass = NULL;
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|
|
|
}
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}
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void FScriptBlueprintCompiler::SpawnNewClass(const FString& NewClassName)
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|
|
|
{
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|
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|
NewScriptBlueprintClass = FindObject<UScriptBlueprintGeneratedClass>(Blueprint->GetOutermost(), *NewClassName);
|
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|
|
|
|
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|
|
if ( NewScriptBlueprintClass == NULL )
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|
{
|
2015-02-03 05:40:57 -05:00
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|
NewScriptBlueprintClass = NewObject<UScriptBlueprintGeneratedClass>(Blueprint->GetOutermost(), FName(*NewClassName), RF_Public | RF_Transactional);
|
2014-07-03 03:22:03 -04:00
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|
|
}
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|
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|
else
|
|
|
|
|
{
|
|
|
|
|
// Already existed, but wasn't linked in the Blueprint yet due to load ordering issues
|
2015-02-19 13:32:52 -05:00
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|
FBlueprintCompileReinstancer::Create(NewScriptBlueprintClass);
|
2014-07-03 03:22:03 -04:00
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}
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|
NewClass = NewScriptBlueprintClass;
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}
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bool FScriptBlueprintCompiler::ValidateGeneratedClass(UBlueprintGeneratedClass* Class)
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|
|
|
{
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|
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|
bool SuperResult = Super::ValidateGeneratedClass(Class);
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bool Result = UScriptBlueprint::ValidateGeneratedClass(Class);
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|
return SuperResult && Result;
|
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|
}
|