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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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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 "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "K2Node_Composite.h"
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#include "K2Node_MathExpression.generated.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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class FBlueprintActionDatabaseRegistrar;
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class INameValidatorInterface;
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/**
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* This node type acts like a collapsed node, a single node that represents
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* a larger sub-network of nodes (contained within a sub-graph). This node will
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* take the math expression it was named with, and attempt to convert it into a
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* series of math nodes. If it is unsuccessful, then it generates a series of
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* actionable errors.
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*/
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UCLASS()
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class BLUEPRINTGRAPH_API UK2Node_MathExpression : public UK2Node_Composite
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{
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GENERATED_UCLASS_BODY()
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public:
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// The math expression to evaluate
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UPROPERTY(EditAnywhere, Category = Expression)
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FString Expression;
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UPROPERTY()
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bool bMadeAfterRotChange;
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public:
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//~ Begin UObject Interface
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virtual void Serialize(FArchive& Ar) override;
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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//~ End UObject Interface
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//~ Begin UEdGraphNode Interface
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virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
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virtual void OnRenameNode(const FString& NewName) override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual void PostPlacedNewNode() override;
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virtual void ReconstructNode() override;
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virtual void FindDiffs(class UEdGraphNode* OtherNode, struct FDiffResults& Results ) override;
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virtual bool ShouldMergeChildGraphs() const override { return ShouldExpandInsteadCompile(); }
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//~ End UEdGraphNode Interface
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//~ Begin UK2Node Interface
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual bool IsNodePure() const { return !ShouldExpandInsteadCompile(); }
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//~ End UK2Node Interface
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//~ Begin UK2Node_EditablePinBase Interface
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virtual bool CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage) override { return false; }
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//~ End UK2Node_EditablePinBase Interface
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private:
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/* Returns true, when the node can/should not be optimized.*/
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bool ShouldExpandInsteadCompile() const;
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/**
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* Clears this node's sub-graph, and then takes the supplied string and
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* parses, and converts it into a series of new graph nodes.
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*
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* @param NewExpression The new string we wish to replace the current "Expression".
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*/
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void RebuildExpression(FString NewExpression);
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/**
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* Clears the cached expression string, deletes all generated node, clears
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* input pins, and resets the parser and graph generator (priming this node
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* for a new expression).
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*/
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void ClearExpression();
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/** Sanitizes an expression for display, removing outermost parentheses */
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FString SanitizeDisplayExpression(FString InExpression) const;
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/** Helper function to build the node's full title */
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FText GetFullTitle(FText InExpression) const;
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private:
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/** Cached so we don't have to regenerate it when the graph is recompiled */
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TSharedPtr<class FCompilerResultsLog> CachedMessageLog;
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTextCache CachedNodeTitle;
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/** Constructing the display string for a Math Expression is costly, so we cache it */
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FNodeTextCache CachedDisplayExpression;
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};
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