// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= KismetCompilerModule.cpp =============================================================================*/ #include "KismetCompilerModule.h" #include "Stats/Stats.h" #include "UObject/GarbageCollection.h" #include "UObject/Class.h" #include "Engine/Blueprint.h" #include "Stats/StatsMisc.h" #include "Modules/ModuleManager.h" #include "UObject/UObjectIterator.h" #include "UObject/MetaData.h" #include "Animation/AnimBlueprint.h" #include "Engine/BlueprintGeneratedClass.h" #include "Kismet2/CompilerResultsLog.h" #include "KismetCompilerMisc.h" #include "KismetCompiler.h" #include "Kismet2/KismetDebugUtilities.h" #include "Kismet2/KismetReinstanceUtilities.h" #include "Kismet2/BlueprintEditorUtils.h" #include "UserDefinedStructureCompilerUtils.h" #include "Engine/UserDefinedStruct.h" #include "IMessageLogListing.h" #include "Engine/Engine.h" DEFINE_LOG_CATEGORY(LogK2Compiler); DECLARE_CYCLE_STAT(TEXT("Compile Time"), EKismetCompilerStats_CompileTime, STATGROUP_KismetCompiler); DECLARE_CYCLE_STAT(TEXT("Compile Skeleton Class"), EKismetCompilerStats_CompileSkeletonClass, STATGROUP_KismetCompiler); DECLARE_CYCLE_STAT(TEXT("Compile Generated Class"), EKismetCompilerStats_CompileGeneratedClass, STATGROUP_KismetCompiler); #define LOCTEXT_NAMESPACE "KismetCompiler" ////////////////////////////////////////////////////////////////////////// // FKismet2CompilerModule - The Kismet 2 Compiler module class FKismet2CompilerModule : public IKismetCompilerInterface { public: // Implementation of the IKismetCompilerInterface virtual void RefreshVariables(UBlueprint* Blueprint) override final; virtual void CompileStructure(class UUserDefinedStruct* Struct, FCompilerResultsLog& Results) override; virtual void RecoverCorruptedBlueprint(class UBlueprint* Blueprint) override; virtual void RemoveBlueprintGeneratedClasses(class UBlueprint* Blueprint) override; virtual TArray& GetCompilers() override { return Compilers; } virtual void GetBlueprintTypesForClass(UClass* ParentClass, UClass*& OutBlueprintClass, UClass*& OutBlueprintGeneratedClass) const override; // End implementation private: TArray Compilers; }; IMPLEMENT_MODULE( FKismet2CompilerModule, KismetCompiler ); struct FBlueprintIsBeingCompiledHelper { private: UBlueprint* Blueprint; public: FBlueprintIsBeingCompiledHelper(UBlueprint* InBlueprint) : Blueprint(InBlueprint) { check(NULL != Blueprint); check(!Blueprint->bBeingCompiled); Blueprint->bBeingCompiled = true; } ~FBlueprintIsBeingCompiledHelper() { Blueprint->bBeingCompiled = false; } }; // Compiles a blueprint. void FKismet2CompilerModule::CompileStructure(UUserDefinedStruct* Struct, FCompilerResultsLog& Results) { Results.SetSourcePath(Struct->GetPathName()); BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime); FUserDefinedStructureCompilerUtils::CompileStruct(Struct, Results, true); } extern UNREALED_API FSecondsCounterData BlueprintCompileAndLoadTimerData; void FKismet2CompilerModule::RefreshVariables(UBlueprint* Blueprint) { #if 0 // disabled because this is a costly ensure: // ensure that nothing is using this class cause that would be super bad: TArray Instances; GetObjectsOfClass(*(Blueprint->GeneratedClass), Instances); ensure(Instances.Num() == 0 || Instances.Num() == 1); #endif const UEdGraphSchema_K2* K2Schema = GetDefault(); FCompilerResultsLog MessageLog; bool bMissingProperty = false; TArray MissingVariables; for (int32 VarIndex = 0; VarIndex < Blueprint->NewVariables.Num(); ++VarIndex) { FProperty* ExistingVariable = Blueprint->GeneratedClass->FindPropertyByName(Blueprint->NewVariables[VarIndex].VarName); if( ExistingVariable == nullptr || ExistingVariable->GetOwner() != Blueprint->GeneratedClass) { MissingVariables.Add(VarIndex); } } if(MissingVariables.Num() != 0) { UObject* OldCDO = Blueprint->GeneratedClass->ClassDefaultObject; auto Reinstancer = FBlueprintCompileReinstancer::Create(*Blueprint->GeneratedClass); ensure(OldCDO->GetClass() != *Blueprint->GeneratedClass); // move old cdo aside: if(OldCDO) { OldCDO->Rename(NULL, GetTransientPackage(), REN_DontCreateRedirectors | REN_NonTransactional | REN_ForceNoResetLoaders); } Blueprint->GeneratedClass->ClassDefaultObject = nullptr; // add missing properties: for( int32 MissingVarIndex : MissingVariables) { FProperty* NewProperty = FKismetCompilerUtilities::CreatePropertyOnScope( Blueprint->GeneratedClass, Blueprint->NewVariables[MissingVarIndex].VarName, Blueprint->NewVariables[MissingVarIndex].VarType, Blueprint->GeneratedClass, CPF_None, K2Schema, MessageLog); if(NewProperty) { NewProperty->PropertyLinkNext = Blueprint->GeneratedClass->PropertyLink; Blueprint->GeneratedClass->PropertyLink = NewProperty; } } Blueprint->GeneratedClass->Bind(); Blueprint->GeneratedClass->StaticLink(true); // regenerate CDO: Blueprint->GeneratedClass->GetDefaultObject(); // cpfuo: UEngine::FCopyPropertiesForUnrelatedObjectsParams Params; Params.bNotifyObjectReplacement = true; UEngine::CopyPropertiesForUnrelatedObjects(OldCDO, Blueprint->GeneratedClass->ClassDefaultObject, Params); } } // Recover a corrupted blueprint void FKismet2CompilerModule::RecoverCorruptedBlueprint(class UBlueprint* Blueprint) { UPackage* Package = Blueprint->GetOutermost(); // Get rid of any stale classes for (FThreadSafeObjectIterator ObjIt; ObjIt; ++ObjIt) { UObject* TestObject = *ObjIt; if (TestObject->GetOuter() == Package) { // This object is in the blueprint package; is it expected? if (UClass* TestClass = Cast(TestObject)) { if ((TestClass != Blueprint->SkeletonGeneratedClass) && (TestClass != Blueprint->GeneratedClass)) { // Unexpected UClass FKismetCompilerUtilities::ConsignToOblivion(TestClass, false); } } } } CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS ); } void FKismet2CompilerModule::RemoveBlueprintGeneratedClasses(class UBlueprint* Blueprint) { if (Blueprint != NULL) { if (Blueprint->GeneratedClass != NULL) { FKismetCompilerUtilities::ConsignToOblivion(Blueprint->GeneratedClass, Blueprint->bIsRegeneratingOnLoad); Blueprint->GeneratedClass = NULL; } if (Blueprint->SkeletonGeneratedClass != NULL) { FKismetCompilerUtilities::ConsignToOblivion(Blueprint->SkeletonGeneratedClass, Blueprint->bIsRegeneratingOnLoad); Blueprint->SkeletonGeneratedClass = NULL; } } } void FKismet2CompilerModule::GetBlueprintTypesForClass(UClass* ParentClass, UClass*& OutBlueprintClass, UClass*& OutBlueprintGeneratedClass) const { for ( IBlueprintCompiler* Compiler : Compilers ) { if ( Compiler->GetBlueprintTypesForClass(ParentClass, OutBlueprintClass, OutBlueprintGeneratedClass) ) { return; } } OutBlueprintClass = UBlueprint::StaticClass(); OutBlueprintGeneratedClass = UBlueprintGeneratedClass::StaticClass(); } #undef LOCTEXT_NAMESPACE