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Ben Marsh b34575bc91 Fix issue where projects with disabled plugins will not cause a blueprint project to have a temporary target.cs file generated.
#rb none
#jira UE-77794
#rnx
#fyi Josh.Adams

[CL 7708354 by Ben Marsh in 4.23 branch]
2019-08-02 13:36:23 -04:00

4162 lines
143 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "GameProjectUtils.h"
#include "Misc/Guid.h"
#include "UObject/Class.h"
#include "FeaturePackContentSource.h"
#include "TemplateProjectDefs.h"
#include "HAL/PlatformFilemanager.h"
#include "Misc/MessageDialog.h"
#include "HAL/FileManager.h"
#include "Misc/CommandLine.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/App.h"
#include "Misc/EngineVersion.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SWindow.h"
#include "Framework/Application/SlateApplication.h"
#include "Components/ActorComponent.h"
#include "Components/SceneComponent.h"
#include "GameFramework/Actor.h"
#include "GameFramework/Pawn.h"
#include "Editor/EditorPerProjectUserSettings.h"
#include "ISourceControlOperation.h"
#include "SourceControlOperations.h"
#include "ISourceControlProvider.h"
#include "ISourceControlModule.h"
#include "GeneralProjectSettings.h"
#include "GameFramework/Character.h"
#include "Misc/FeedbackContext.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "GameFramework/GameModeBase.h"
#include "UnrealEdMisc.h"
#include "PluginDescriptor.h"
#include "Interfaces/IPluginManager.h"
#include "ProjectDescriptor.h"
#include "Interfaces/IProjectManager.h"
#include "GameProjectGenerationLog.h"
#include "DefaultTemplateProjectDefs.h"
#include "SNewClassDialog.h"
#include "FeaturedClasses.inl"
#include "Features/IModularFeatures.h"
#include "Interfaces/IMainFrameModule.h"
#include "AnalyticsEventAttribute.h"
#include "Interfaces/IAnalyticsProvider.h"
#include "EngineAnalytics.h"
#include "DesktopPlatformModule.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Styling/SlateIconFinder.h"
#include "SourceCodeNavigation.h"
#include "Misc/UProjectInfo.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Misc/HotReloadInterface.h"
#include "Dialogs/SOutputLogDialog.h"
#include "IAudioExtensionPlugin.h"
#include "AudioPluginUtilities.h"
#include "Sound/AudioSettings.h"
#include "Sound/SoundEffectSubmix.h"
#include "Sound/SoundEffectSource.h"
#include "Components/SynthComponent.h"
#include "PlatformInfo.h"
#include "Blueprint/BlueprintSupport.h"
#include "Settings/ProjectPackagingSettings.h"
#include "ProjectBuildMutatorFeature.h"
#if WITH_LIVE_CODING
#include "ILiveCodingModule.h"
#endif
#define LOCTEXT_NAMESPACE "GameProjectUtils"
#define MAX_PROJECT_PATH_BUFFER_SPACE 130 // Leave a reasonable buffer of additional characters to account for files created in the content directory during or after project generation
#define MAX_PROJECT_NAME_LENGTH 20 // Enforce a reasonable project name length so the path is not too long for FPlatformMisc::GetMaxPathLength()
#define MAX_CLASS_NAME_LENGTH 32 // Enforce a reasonable class name length so the path is not too long for FPlatformMisc::GetMaxPathLength()
TWeakPtr<SNotificationItem> GameProjectUtils::UpdateGameProjectNotification = NULL;
TWeakPtr<SNotificationItem> GameProjectUtils::WarningProjectNameNotification = NULL;
FString GameProjectUtils::DefaultFeaturePackExtension(TEXT(".upack"));
bool GameProjectUtils::bUseAudioMixerForAllPlatforms = false;
struct FAudioDefaultPlatformSettings
{
FString Name;
EAudioPlatform Platform;
FAudioPlatformSettings Settings;
bool bUseAudioMixer;
FAudioDefaultPlatformSettings(EAudioPlatform InPlatform)
: Platform(InPlatform)
, bUseAudioMixer(false)
{
}
};
namespace
{
TMap<FString, FAudioDefaultPlatformSettings> GetAudioPlatformProjectDefaultSettings()
{
TMap<FString, FAudioDefaultPlatformSettings> DefaultProjectSettings;
// If bUseAudioMixerForAllPlatforms is set to false, uncomment the following line to enable
// the new audio mixer on specific platform. Ex. for Windows:
// WindowsSettings.bUseAudioMixer = true;
FAudioDefaultPlatformSettings AndroidSettings(EAudioPlatform::Android);
AndroidSettings.Settings.MaxChannels = 12;
DefaultProjectSettings.Add(TEXT("Android"), AndroidSettings);
FAudioDefaultPlatformSettings IOSSettings(EAudioPlatform::IOS);
IOSSettings.Settings.MaxChannels = 16;
DefaultProjectSettings.Add(TEXT("IOS"), IOSSettings);
FAudioDefaultPlatformSettings LinuxSettings(EAudioPlatform::Linux);
LinuxSettings.Settings.MaxChannels = 16;
DefaultProjectSettings.Add(TEXT("Linux"), LinuxSettings);
FAudioDefaultPlatformSettings MacSettings(EAudioPlatform::Mac);
DefaultProjectSettings.Add(TEXT("Mac"), MacSettings);
FAudioDefaultPlatformSettings PS4Settings(EAudioPlatform::Playstation4);
DefaultProjectSettings.Add(TEXT("PS4"), PS4Settings);
FAudioDefaultPlatformSettings SwitchSettings(EAudioPlatform::Switch);
DefaultProjectSettings.Add(TEXT("Switch"), SwitchSettings);
FAudioDefaultPlatformSettings WindowsSettings(EAudioPlatform::Windows);
WindowsSettings.Settings.CallbackBufferFrameSize = 256;
WindowsSettings.Settings.NumBuffers = 7;
DefaultProjectSettings.Add(TEXT("Windows"), WindowsSettings);
FAudioDefaultPlatformSettings XBoxSettings(EAudioPlatform::XboxOne);
XBoxSettings.Settings.CallbackBufferFrameSize = 256;
XBoxSettings.Settings.NumBuffers = 7;
DefaultProjectSettings.Add(TEXT("XboxOne"), XBoxSettings);
return MoveTemp(DefaultProjectSettings);
}
} // namespace <>
FText FNewClassInfo::GetClassName() const
{
switch(ClassType)
{
case EClassType::UObject:
return BaseClass ? BaseClass->GetDisplayNameText() : FText::GetEmpty();
case EClassType::EmptyCpp:
return LOCTEXT("NoParentClass", "None");
case EClassType::SlateWidget:
return LOCTEXT("SlateWidgetParentClass", "Slate Widget");
case EClassType::SlateWidgetStyle:
return LOCTEXT("SlateWidgetStyleParentClass", "Slate Widget Style");
case EClassType::UInterface:
return LOCTEXT("UInterfaceParentClass", "Unreal Interface");
default:
break;
}
return FText::GetEmpty();
}
FText FNewClassInfo::GetClassDescription(const bool bFullDescription/* = true*/) const
{
switch(ClassType)
{
case EClassType::UObject:
{
if(BaseClass)
{
FString ClassDescription = BaseClass->GetToolTipText(/*bShortTooltip=*/!bFullDescription).ToString();
if(!bFullDescription)
{
int32 FullStopIndex = 0;
if(ClassDescription.FindChar('.', FullStopIndex))
{
// Only show the first sentence so as not to clutter up the UI with a detailed description of implementation details
ClassDescription = ClassDescription.Left(FullStopIndex + 1);
}
// Strip out any new-lines in the description
ClassDescription.ReplaceInline(TEXT("\n"), TEXT(" "));
}
return FText::FromString(ClassDescription);
}
}
break;
case EClassType::EmptyCpp:
return LOCTEXT("EmptyClassDescription", "An empty C++ class with a default constructor and destructor.");
case EClassType::SlateWidget:
return LOCTEXT("SlateWidgetClassDescription", "A custom Slate widget, deriving from SCompoundWidget.");
case EClassType::SlateWidgetStyle:
return LOCTEXT("SlateWidgetStyleClassDescription", "A custom Slate widget style, deriving from FSlateWidgetStyle, along with its associated UObject wrapper class.");
case EClassType::UInterface:
return LOCTEXT("UInterfaceClassDescription", "A UObject Interface class, to be implemented by other UObject-based classes.");
default:
break;
}
return FText::GetEmpty();
}
const FSlateBrush* FNewClassInfo::GetClassIcon() const
{
// Safe to do even if BaseClass is null, since FindIconForClass will return the default icon
return FSlateIconFinder::FindIconBrushForClass(BaseClass);
}
FString FNewClassInfo::GetClassPrefixCPP() const
{
switch(ClassType)
{
case EClassType::UObject:
return BaseClass ? BaseClass->GetPrefixCPP() : TEXT("U");
case EClassType::EmptyCpp:
return TEXT("F");
case EClassType::SlateWidget:
return TEXT("S");
case EClassType::SlateWidgetStyle:
return TEXT("F");
case EClassType::UInterface:
return TEXT("U");
default:
break;
}
return TEXT("");
}
FString FNewClassInfo::GetClassNameCPP() const
{
switch(ClassType)
{
case EClassType::UObject:
return BaseClass ? BaseClass->GetName() : TEXT("");
case EClassType::EmptyCpp:
return TEXT("");
case EClassType::SlateWidget:
return TEXT("CompoundWidget");
case EClassType::SlateWidgetStyle:
return TEXT("SlateWidgetStyle");
case EClassType::UInterface:
return TEXT("Interface");
default:
break;
}
return TEXT("");
}
FString FNewClassInfo::GetCleanClassName(const FString& ClassName) const
{
FString CleanClassName = ClassName;
switch(ClassType)
{
case EClassType::SlateWidgetStyle:
{
// Slate widget style classes always take the form FMyThingWidget, and UMyThingWidgetStyle
// if our class ends with either Widget or WidgetStyle, we need to strip those out to avoid silly looking duplicates
if(CleanClassName.EndsWith(TEXT("Style")))
{
CleanClassName = CleanClassName.LeftChop(5); // 5 for "Style"
}
if(CleanClassName.EndsWith(TEXT("Widget")))
{
CleanClassName = CleanClassName.LeftChop(6); // 6 for "Widget"
}
}
break;
default:
break;
}
return CleanClassName;
}
FString FNewClassInfo::GetFinalClassName(const FString& ClassName) const
{
const FString CleanClassName = GetCleanClassName(ClassName);
switch(ClassType)
{
case EClassType::SlateWidgetStyle:
return FString::Printf(TEXT("%sWidgetStyle"), *CleanClassName);
default:
break;
}
return CleanClassName;
}
bool FNewClassInfo::GetIncludePath(FString& OutIncludePath) const
{
switch(ClassType)
{
case EClassType::UObject:
if(BaseClass && BaseClass->HasMetaData(TEXT("IncludePath")))
{
OutIncludePath = BaseClass->GetMetaData(TEXT("IncludePath"));
return true;
}
break;
case EClassType::SlateWidget:
OutIncludePath = "Widgets/SCompoundWidget.h";
return true;
case EClassType::SlateWidgetStyle:
OutIncludePath = "Styling/SlateWidgetStyle.h";
return true;
default:
break;
}
return false;
}
FString FNewClassInfo::GetBaseClassHeaderFilename() const
{
FString IncludePath;
switch (ClassType)
{
case EClassType::UObject:
if (BaseClass)
{
FString ClassHeaderPath;
if (FSourceCodeNavigation::FindClassHeaderPath(BaseClass, ClassHeaderPath) && IFileManager::Get().FileSize(*ClassHeaderPath) != INDEX_NONE)
{
return ClassHeaderPath;
}
}
break;
case EClassType::SlateWidget:
case EClassType::SlateWidgetStyle:
GetIncludePath(IncludePath);
return FPaths::EngineDir() / TEXT("Source") / TEXT("Runtime") / TEXT("SlateCore") / TEXT("Public") / IncludePath;
default:
return FString();
}
return FString();
}
FString FNewClassInfo::GetHeaderFilename(const FString& ClassName) const
{
const FString HeaderFilename = GetFinalClassName(ClassName) + TEXT(".h");
switch(ClassType)
{
case EClassType::SlateWidget:
return TEXT("S") + HeaderFilename;
default:
break;
}
return HeaderFilename;
}
FString FNewClassInfo::GetSourceFilename(const FString& ClassName) const
{
const FString SourceFilename = GetFinalClassName(ClassName) + TEXT(".cpp");
switch(ClassType)
{
case EClassType::SlateWidget:
return TEXT("S") + SourceFilename;
default:
break;
}
return SourceFilename;
}
FString FNewClassInfo::GetHeaderTemplateFilename() const
{
switch(ClassType)
{
case EClassType::UObject:
{
if (BaseClass != nullptr)
{
if ((BaseClass == UActorComponent::StaticClass()) || (BaseClass == USceneComponent::StaticClass()))
{
return TEXT("ActorComponentClass.h.template");
}
else if (BaseClass == AActor::StaticClass())
{
return TEXT("ActorClass.h.template");
}
else if (BaseClass == APawn::StaticClass())
{
return TEXT("PawnClass.h.template");
}
else if (BaseClass == ACharacter::StaticClass())
{
return TEXT("CharacterClass.h.template");
}
else if (BaseClass == USoundEffectSourcePreset::StaticClass())
{
return TEXT("SoundEffectSourceClass.h.template");
}
else if (BaseClass == USoundEffectSubmixPreset::StaticClass())
{
return TEXT("SoundEffectSubmixClass.h.template");
}
else if (BaseClass == USynthComponent::StaticClass())
{
return TEXT("SynthComponentClass.h.template");
}
}
// Some other non-actor, non-component UObject class
return TEXT( "UObjectClass.h.template" );
}
case EClassType::EmptyCpp:
return TEXT("EmptyClass.h.template");
case EClassType::SlateWidget:
return TEXT("SlateWidget.h.template");
case EClassType::SlateWidgetStyle:
return TEXT("SlateWidgetStyle.h.template");
case EClassType::UInterface:
return TEXT("InterfaceClass.h.template");
default:
break;
}
return TEXT("");
}
FString FNewClassInfo::GetSourceTemplateFilename() const
{
switch(ClassType)
{
case EClassType::UObject:
if (BaseClass != nullptr)
{
if ((BaseClass == UActorComponent::StaticClass()) || (BaseClass == USceneComponent::StaticClass()))
{
return TEXT("ActorComponentClass.cpp.template");
}
else if (BaseClass == AActor::StaticClass())
{
return TEXT("ActorClass.cpp.template");
}
else if (BaseClass == APawn::StaticClass())
{
return TEXT("PawnClass.cpp.template");
}
else if (BaseClass == ACharacter::StaticClass())
{
return TEXT("CharacterClass.cpp.template");
}
else if (BaseClass == USoundEffectSubmixPreset::StaticClass())
{
return TEXT("SoundEffectSubmixClass.cpp.template");
}
else if (BaseClass == USoundEffectSourcePreset::StaticClass())
{
return TEXT("SoundEffectSourceClass.cpp.template");
}
else if (BaseClass == USynthComponent::StaticClass())
{
return TEXT("SynthComponentClass.cpp.template");
}
}
// Some other non-actor, non-component UObject class
return TEXT( "UObjectClass.cpp.template" );
case EClassType::EmptyCpp:
return TEXT("EmptyClass.cpp.template");
case EClassType::SlateWidget:
return TEXT("SlateWidget.cpp.template");
case EClassType::SlateWidgetStyle:
return TEXT("SlateWidgetStyle.cpp.template");
case EClassType::UInterface:
return TEXT("InterfaceClass.cpp.template");
default:
break;
}
return TEXT("");
}
bool GameProjectUtils::IsValidProjectFileForCreation(const FString& ProjectFile, FText& OutFailReason)
{
const FString BaseProjectFile = FPaths::GetBaseFilename(ProjectFile);
if ( FPaths::GetPath(ProjectFile).IsEmpty() )
{
OutFailReason = LOCTEXT( "NoProjectPath", "You must specify a path." );
return false;
}
if ( BaseProjectFile.IsEmpty() )
{
OutFailReason = LOCTEXT( "NoProjectName", "You must specify a project name." );
return false;
}
if ( BaseProjectFile.Contains(TEXT(" ")) )
{
OutFailReason = LOCTEXT( "ProjectNameContainsSpace", "Project names may not contain a space." );
return false;
}
if ( !FChar::IsAlpha(BaseProjectFile[0]) )
{
OutFailReason = LOCTEXT( "ProjectNameMustBeginWithACharacter", "Project names must begin with an alphabetic character." );
return false;
}
if ( BaseProjectFile.Len() > MAX_PROJECT_NAME_LENGTH )
{
FFormatNamedArguments Args;
Args.Add( TEXT("MaxProjectNameLength"), MAX_PROJECT_NAME_LENGTH );
OutFailReason = FText::Format( LOCTEXT( "ProjectNameTooLong", "Project names must not be longer than {MaxProjectNameLength} characters." ), Args );
return false;
}
const int32 MaxProjectPathLength = FPlatformMisc::GetMaxPathLength() - MAX_PROJECT_PATH_BUFFER_SPACE;
if ( FPaths::GetBaseFilename(ProjectFile, false).Len() > MaxProjectPathLength )
{
FFormatNamedArguments Args;
Args.Add( TEXT("MaxProjectPathLength"), MaxProjectPathLength );
OutFailReason = FText::Format( LOCTEXT( "ProjectPathTooLong", "A project's path must not be longer than {MaxProjectPathLength} characters." ), Args );
return false;
}
if ( FPaths::GetExtension(ProjectFile) != FProjectDescriptor::GetExtension() )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ProjectFileExtension"), FText::FromString( FProjectDescriptor::GetExtension() ) );
OutFailReason = FText::Format( LOCTEXT( "InvalidProjectFileExtension", "File extension is not {ProjectFileExtension}" ), Args );
return false;
}
FString IllegalNameCharacters;
if ( !NameContainsOnlyLegalCharacters(BaseProjectFile, IllegalNameCharacters) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("IllegalNameCharacters"), FText::FromString( IllegalNameCharacters ) );
OutFailReason = FText::Format( LOCTEXT( "ProjectNameContainsIllegalCharacters", "Project names may not contain the following characters: {IllegalNameCharacters}" ), Args );
return false;
}
if (NameContainsUnderscoreAndXB1Installed(BaseProjectFile))
{
OutFailReason = LOCTEXT( "ProjectNameContainsIllegalCharactersOnXB1", "Project names may not contain an underscore when the Xbox One XDK is installed." );
return false;
}
if ( !FPaths::ValidatePath(FPaths::GetPath(ProjectFile), &OutFailReason) )
{
return false;
}
if ( ProjectFileExists(ProjectFile) )
{
OutFailReason = LOCTEXT( "ProjectFileAlreadyExists", "This project file already exists." );
return false;
}
if ( FPaths::ConvertRelativePathToFull(FPaths::GetPath(ProjectFile)).StartsWith( FPaths::ConvertRelativePathToFull(FPaths::EngineDir())) )
{
OutFailReason = LOCTEXT( "ProjectFileCannotBeUnderEngineFolder", "Project cannot be saved under the Engine folder. Please choose a different directory." );
return false;
}
if ( AnyProjectFilesExistInFolder(FPaths::GetPath(ProjectFile)) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ProjectFileExtension"), FText::FromString( FProjectDescriptor::GetExtension() ) );
OutFailReason = FText::Format( LOCTEXT( "AProjectFileAlreadyExistsAtLoction", "Another .{ProjectFileExtension} file already exists in the specified folder" ), Args );
return false;
}
// Don't allow any files within target directory so we can safely delete everything on failure
TArray<FString> ExistingFiles;
IFileManager::Get().FindFiles(ExistingFiles, *(FPaths::GetPath(ProjectFile) / TEXT("*")), true, true);
if (ExistingFiles.Num() > 0)
{
OutFailReason = LOCTEXT("ProjectFileCannotBeWithExistingFiles", "Project cannot be saved in a folder with existing files. Please choose a different directory/project name.");
return false;
}
return true;
}
bool GameProjectUtils::OpenProject(const FString& ProjectFile, FText& OutFailReason)
{
if ( ProjectFile.IsEmpty() )
{
OutFailReason = LOCTEXT( "NoProjectFileSpecified", "You must specify a project file." );
return false;
}
const FString BaseProjectFile = FPaths::GetBaseFilename(ProjectFile);
if ( BaseProjectFile.Contains(TEXT(" ")) )
{
OutFailReason = LOCTEXT( "ProjectNameContainsSpace", "Project names may not contain a space." );
return false;
}
if ( !FChar::IsAlpha(BaseProjectFile[0]) )
{
OutFailReason = LOCTEXT( "ProjectNameMustBeginWithACharacter", "Project names must begin with an alphabetic character." );
return false;
}
const int32 MaxProjectPathLength = FPlatformMisc::GetMaxPathLength() - MAX_PROJECT_PATH_BUFFER_SPACE;
if ( FPaths::GetBaseFilename(ProjectFile, false).Len() > MaxProjectPathLength )
{
FFormatNamedArguments Args;
Args.Add( TEXT("MaxProjectPathLength"), MaxProjectPathLength );
OutFailReason = FText::Format( LOCTEXT( "ProjectPathTooLong", "A project's path must not be longer than {MaxProjectPathLength} characters." ), Args );
return false;
}
if ( FPaths::GetExtension(ProjectFile) != FProjectDescriptor::GetExtension() )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ProjectFileExtension"), FText::FromString( FProjectDescriptor::GetExtension() ) );
OutFailReason = FText::Format( LOCTEXT( "InvalidProjectFileExtension", "File extension is not {ProjectFileExtension}" ), Args );
return false;
}
FString IllegalNameCharacters;
if ( !NameContainsOnlyLegalCharacters(BaseProjectFile, IllegalNameCharacters) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("IllegalNameCharacters"), FText::FromString( IllegalNameCharacters ) );
OutFailReason = FText::Format( LOCTEXT( "ProjectNameContainsIllegalCharacters", "Project names may not contain the following characters: {IllegalNameCharacters}" ), Args );
return false;
}
if (NameContainsUnderscoreAndXB1Installed(BaseProjectFile))
{
OutFailReason = LOCTEXT( "ProjectNameContainsIllegalCharactersOnXB1", "Project names may not contain an underscore when the Xbox One XDK is installed." );
return false;
}
if ( !FPaths::ValidatePath(FPaths::GetPath(ProjectFile), &OutFailReason) )
{
return false;
}
if ( !ProjectFileExists(ProjectFile) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ProjectFile"), FText::FromString( ProjectFile ) );
OutFailReason = FText::Format( LOCTEXT( "ProjectFileDoesNotExist", "{ProjectFile} does not exist." ), Args );
return false;
}
FUnrealEdMisc::Get().SwitchProject(ProjectFile, false);
return true;
}
bool GameProjectUtils::OpenCodeIDE(const FString& ProjectFile, FText& OutFailReason)
{
if ( ProjectFile.IsEmpty() )
{
OutFailReason = LOCTEXT( "NoProjectFileSpecified", "You must specify a project file." );
return false;
}
// Check whether this project is a foreign project. Don't use the cached project dictionary; we may have just created a new project.
FString SolutionFolder;
FString SolutionFilenameWithoutExtension;
if( FUProjectDictionary(FPaths::RootDir()).IsForeignProject(ProjectFile) )
{
SolutionFolder = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*FPaths::GetPath(ProjectFile));
SolutionFilenameWithoutExtension = FPaths::GetBaseFilename(ProjectFile);
}
else
{
SolutionFolder = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*FPaths::RootDir());
SolutionFilenameWithoutExtension = TEXT("UE4");
}
if (!FSourceCodeNavigation::OpenProjectSolution(FPaths::Combine(SolutionFolder, SolutionFilenameWithoutExtension)))
{
FFormatNamedArguments Args;
Args.Add(TEXT("AccessorName"), FSourceCodeNavigation::GetSelectedSourceCodeIDE());
OutFailReason = FText::Format(LOCTEXT("OpenCodeIDE_FailedToOpen", "Failed to open selected source code accessor '{AccessorName}'"), Args);
return false;
}
return true;
}
void GameProjectUtils::GetStarterContentFiles(TArray<FString>& OutFilenames)
{
FString const SrcFolder = FPaths::FeaturePackDir();
FString SearchPath = TEXT("*");
SearchPath += DefaultFeaturePackExtension;
IFileManager::Get().FindFilesRecursive(OutFilenames, *SrcFolder, *SearchPath, /*Files=*/true, /*Directories=*/false);
}
bool GameProjectUtils::CreateProject(const FProjectInformation& InProjectInfo, FText& OutFailReason, FText& OutFailLog, TArray<FString>* OutCreatedFiles)
{
if ( !IsValidProjectFileForCreation(InProjectInfo.ProjectFilename, OutFailReason) )
{
return false;
}
FScopedSlowTask SlowTask(0, LOCTEXT( "CreatingProjectStatus", "Creating project..." ));
SlowTask.MakeDialog();
bool bProjectCreationSuccessful = false;
FString TemplateName;
if ( InProjectInfo.TemplateFile.IsEmpty() )
{
bProjectCreationSuccessful = GenerateProjectFromScratch(InProjectInfo, OutFailReason, OutFailLog);
TemplateName = InProjectInfo.bShouldGenerateCode ? TEXT("Basic Code") : TEXT("Blank");
}
else
{
bProjectCreationSuccessful = CreateProjectFromTemplate(InProjectInfo, OutFailReason, OutFailLog, OutCreatedFiles);
TemplateName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
}
if (!bProjectCreationSuccessful && CleanupIsEnabled())
{
// Delete the new project folder
const FString NewProjectFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
IFileManager::Get().DeleteDirectory(*NewProjectFolder, /*RequireExists=*/false, /*Tree=*/true);
if( OutCreatedFiles != nullptr )
{
OutCreatedFiles->Empty();
}
}
if( FEngineAnalytics::IsAvailable() )
{
TArray<FAnalyticsEventAttribute> EventAttributes;
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Template"), TemplateName));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("ProjectType"), InProjectInfo.bShouldGenerateCode ? TEXT("C++ Code") : TEXT("Content Only")));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Outcome"), bProjectCreationSuccessful ? TEXT("Successful") : TEXT("Failed")));
UEnum* Enum = StaticEnum<EHardwareClass::Type>();
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("HardwareClass"), Enum ? Enum->GetNameStringByValue(InProjectInfo.TargetedHardware) : FString()));
Enum = StaticEnum<EGraphicsPreset::Type>();
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("GraphicsPreset"), Enum ? Enum->GetNameStringByValue(InProjectInfo.DefaultGraphicsPerformance) : FString()));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("StarterContent"), InProjectInfo.bCopyStarterContent ? TEXT("Yes") : TEXT("No")));
EventAttributes.Emplace(TEXT("Enterprise"), InProjectInfo.bIsEnterpriseProject);
FEngineAnalytics::GetProvider().RecordEvent( TEXT( "Editor.NewProject.ProjectCreated" ), EventAttributes );
}
return bProjectCreationSuccessful;
}
void GameProjectUtils::CheckForOutOfDateGameProjectFile()
{
if ( FPaths::IsProjectFilePathSet() )
{
if (IProjectManager::Get().IsCurrentProjectDirty())
{
FText FailMessage;
TryMakeProjectFileWriteable(FPaths::GetProjectFilePath());
if (!IProjectManager::Get().SaveCurrentProjectToDisk(FailMessage))
{
FMessageDialog::Open(EAppMsgType::Ok, FailMessage);
}
}
// Check if the project file is an older version
FProjectStatus ProjectStatus;
bool bRequiresUpdate = false;
if (IProjectManager::Get().QueryStatusForCurrentProject(ProjectStatus))
{
if ( ProjectStatus.bRequiresUpdate )
{
bRequiresUpdate = true;
}
}
// Get the current project descriptor
const FProjectDescriptor* Project = IProjectManager::Get().GetCurrentProject();
// Check if there are any installed plugins that need to be added as a reference
TArray<FPluginReferenceDescriptor> NewPluginReferences = Project->Plugins;
for(TSharedRef<IPlugin>& Plugin: IPluginManager::Get().GetEnabledPlugins())
{
if(Plugin->GetDescriptor().bInstalled && Project->FindPluginReferenceIndex(Plugin->GetName()) == INDEX_NONE)
{
FPluginReferenceDescriptor PluginReference(Plugin->GetName(), true);
NewPluginReferences.Add(PluginReference);
bRequiresUpdate = true;
}
}
// Check if there are any referenced plugins that do not have a matching supported plugins list
for(FPluginReferenceDescriptor& Reference: NewPluginReferences)
{
if(Reference.bEnabled)
{
TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(Reference.Name);
if(Plugin.IsValid())
{
const FPluginDescriptor& Descriptor = Plugin->GetDescriptor();
if(Reference.MarketplaceURL != Descriptor.MarketplaceURL)
{
Reference.MarketplaceURL = Descriptor.MarketplaceURL;
bRequiresUpdate = true;
}
if(Reference.SupportedTargetPlatforms != Descriptor.SupportedTargetPlatforms)
{
Reference.SupportedTargetPlatforms = Descriptor.SupportedTargetPlatforms;
bRequiresUpdate = true;
}
}
}
}
// If we have updates pending, show the prompt
if (bRequiresUpdate)
{
FProjectDescriptorModifier ModifyProject = FProjectDescriptorModifier::CreateLambda(
[NewPluginReferences](FProjectDescriptor& Descriptor) { Descriptor.Plugins = NewPluginReferences; return true; });
FSimpleDelegate OnUpdateProjectConfirm = FSimpleDelegate::CreateLambda(
[ModifyProject]() { UpdateProject_Impl(&ModifyProject); });
const FText UpdateProjectText = LOCTEXT("UpdateProjectFilePrompt", "Project file is out of date. Would you like to update it?");
const FText UpdateProjectConfirmText = LOCTEXT("UpdateProjectFileConfirm", "Update");
const FText UpdateProjectCancelText = LOCTEXT("UpdateProjectFileCancel", "Not Now");
FNotificationInfo Info(UpdateProjectText);
Info.bFireAndForget = false;
Info.bUseLargeFont = false;
Info.bUseThrobber = false;
Info.bUseSuccessFailIcons = false;
Info.ButtonDetails.Add(FNotificationButtonInfo(UpdateProjectConfirmText, FText(), OnUpdateProjectConfirm));
Info.ButtonDetails.Add(FNotificationButtonInfo(UpdateProjectCancelText, FText(), FSimpleDelegate::CreateStatic(&GameProjectUtils::OnUpdateProjectCancel)));
if (UpdateGameProjectNotification.IsValid())
{
UpdateGameProjectNotification.Pin()->ExpireAndFadeout();
UpdateGameProjectNotification.Reset();
}
UpdateGameProjectNotification = FSlateNotificationManager::Get().AddNotification(Info);
if (UpdateGameProjectNotification.IsValid())
{
UpdateGameProjectNotification.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
}
}
void GameProjectUtils::CheckAndWarnProjectFilenameValid()
{
const FString& LoadedProjectFilePath = FPaths::IsProjectFilePathSet() ? FPaths::GetProjectFilePath() : FString();
if ( !LoadedProjectFilePath.IsEmpty() )
{
const FString BaseProjectFile = FPaths::GetBaseFilename(LoadedProjectFilePath);
if ( BaseProjectFile.Len() > MAX_PROJECT_NAME_LENGTH )
{
FFormatNamedArguments Args;
Args.Add( TEXT("MaxProjectNameLength"), MAX_PROJECT_NAME_LENGTH );
const FText WarningReason = FText::Format( LOCTEXT( "WarnProjectNameTooLong", "Project names must not be longer than {MaxProjectNameLength} characters.\nYou might have problems saving or modifying a project with a longer name." ), Args );
const FText WarningReasonOkText = LOCTEXT("WarningReasonOkText", "Ok");
FNotificationInfo Info(WarningReason);
Info.bFireAndForget = false;
Info.bUseLargeFont = false;
Info.bUseThrobber = false;
Info.bUseSuccessFailIcons = false;
Info.FadeOutDuration = 3.f;
Info.ButtonDetails.Add(FNotificationButtonInfo(WarningReasonOkText, FText(), FSimpleDelegate::CreateStatic(&GameProjectUtils::OnWarningReasonOk)));
if (WarningProjectNameNotification.IsValid())
{
WarningProjectNameNotification.Pin()->ExpireAndFadeout();
WarningProjectNameNotification.Reset();
}
WarningProjectNameNotification = FSlateNotificationManager::Get().AddNotification(Info);
if (WarningProjectNameNotification.IsValid())
{
WarningProjectNameNotification.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
}
}
void GameProjectUtils::OnWarningReasonOk()
{
if ( WarningProjectNameNotification.IsValid() )
{
WarningProjectNameNotification.Pin()->SetCompletionState(SNotificationItem::CS_None);
WarningProjectNameNotification.Pin()->ExpireAndFadeout();
WarningProjectNameNotification.Reset();
}
}
bool GameProjectUtils::UpdateStartupModuleNames(FProjectDescriptor& Descriptor, const TArray<FString>* StartupModuleNames)
{
if (StartupModuleNames == nullptr)
{
return false;
}
// Replace the modules names, if specified
Descriptor.Modules.Empty();
for (int32 Idx = 0; Idx < StartupModuleNames->Num(); Idx++)
{
Descriptor.Modules.Add(FModuleDescriptor(*(*StartupModuleNames)[Idx]));
}
ResetCurrentProjectModulesCache();
return true;
}
bool GameProjectUtils::UpdateRequiredAdditionalDependencies(FProjectDescriptor& Descriptor, TArray<FString>& RequiredDependencies, const FString& ModuleName)
{
bool bNeedsUpdate = false;
for (auto& ModuleDesc : Descriptor.Modules)
{
if (ModuleDesc.Name != *ModuleName)
{
continue;
}
for (const auto& RequiredDep : RequiredDependencies)
{
if (!ModuleDesc.AdditionalDependencies.Contains(RequiredDep))
{
ModuleDesc.AdditionalDependencies.Add(RequiredDep);
bNeedsUpdate = true;
}
}
}
return bNeedsUpdate;
}
bool GameProjectUtils::UpdateGameProject(const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason)
{
return UpdateGameProjectFile(ProjectFile, EngineIdentifier, OutFailReason);
}
void GameProjectUtils::OpenAddToProjectDialog(const FAddToProjectConfig& Config, EClassDomain InDomain)
{
// If we've been given a class then we only show the second page of the dialog, so we can make the window smaller as that page doesn't have as much content
const FVector2D WindowSize = (Config._ParentClass) ? (InDomain == EClassDomain::Blueprint) ? FVector2D(940, 480) : FVector2D(940, 380) : FVector2D(940, 540);
FText WindowTitle = Config._WindowTitle;
if (WindowTitle.IsEmpty())
{
WindowTitle = InDomain == EClassDomain::Native ? LOCTEXT("AddCodeWindowHeader_Native", "Add C++ Class") : LOCTEXT("AddCodeWindowHeader_Blueprint", "Add Blueprint Class");
}
TSharedRef<SWindow> AddCodeWindow =
SNew(SWindow)
.Title( WindowTitle )
.ClientSize( WindowSize )
.SizingRule( ESizingRule::FixedSize )
.SupportsMinimize(false) .SupportsMaximize(false);
TSharedRef<SNewClassDialog> NewClassDialog =
SNew(SNewClassDialog)
.ParentWindow(AddCodeWindow)
.Class(Config._ParentClass)
.ClassViewerFilter(Config._AllowableParents)
.ClassDomain(InDomain)
.FeaturedClasses(Config._FeaturedClasses)
.InitialPath(Config._InitialPath)
.OnAddedToProject( Config._OnAddedToProject )
.DefaultClassPrefix( Config._DefaultClassPrefix )
.DefaultClassName( Config._DefaultClassName );
AddCodeWindow->SetContent( NewClassDialog );
TSharedPtr<SWindow> ParentWindow = Config._ParentWindow;
if (!ParentWindow.IsValid())
{
static const FName MainFrameModuleName = "MainFrame";
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(MainFrameModuleName);
ParentWindow = MainFrameModule.GetParentWindow();
}
if (Config._bModal)
{
FSlateApplication::Get().AddModalWindow(AddCodeWindow, ParentWindow);
}
else if (ParentWindow.IsValid())
{
FSlateApplication::Get().AddWindowAsNativeChild(AddCodeWindow, ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(AddCodeWindow);
}
}
bool GameProjectUtils::IsValidClassNameForCreation(const FString& NewClassName, FText& OutFailReason)
{
if ( NewClassName.IsEmpty() )
{
OutFailReason = LOCTEXT( "NoClassName", "You must specify a class name." );
return false;
}
if ( NewClassName.Contains(TEXT(" ")) )
{
OutFailReason = LOCTEXT( "ClassNameContainsSpace", "Your class name may not contain a space." );
return false;
}
if ( !FChar::IsAlpha(NewClassName[0]) )
{
OutFailReason = LOCTEXT( "ClassNameMustBeginWithACharacter", "Your class name must begin with an alphabetic character." );
return false;
}
if ( NewClassName.Len() > MAX_CLASS_NAME_LENGTH )
{
OutFailReason = FText::Format( LOCTEXT( "ClassNameTooLong", "The class name must not be longer than {0} characters." ), FText::AsNumber(MAX_CLASS_NAME_LENGTH) );
return false;
}
FString IllegalNameCharacters;
if ( !NameContainsOnlyLegalCharacters(NewClassName, IllegalNameCharacters) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("IllegalNameCharacters"), FText::FromString( IllegalNameCharacters ) );
OutFailReason = FText::Format( LOCTEXT( "ClassNameContainsIllegalCharacters", "The class name may not contain the following characters: '{IllegalNameCharacters}'" ), Args );
return false;
}
return true;
}
bool GameProjectUtils::IsValidClassNameForCreation(const FString& NewClassName, const FModuleContextInfo& ModuleInfo, const TSet<FString>& DisallowedHeaderNames, FText& OutFailReason)
{
if (!IsValidClassNameForCreation(NewClassName, OutFailReason))
{
return false;
}
// Look for a duplicate class in memory
for ( TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt )
{
if ( ClassIt->GetName() == NewClassName )
{
FFormatNamedArguments Args;
Args.Add( TEXT("NewClassName"), FText::FromString( NewClassName ) );
OutFailReason = FText::Format( LOCTEXT("ClassNameAlreadyExists", "The name {NewClassName} is already used by another class."), Args );
return false;
}
}
// Look for a duplicate class on disk in their project
{
FString UnusedFoundPath;
if ( FindSourceFileInProject(NewClassName + ".h", ModuleInfo.ModuleSourcePath, UnusedFoundPath) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("NewClassName"), FText::FromString( NewClassName ) );
OutFailReason = FText::Format( LOCTEXT("ClassNameAlreadyExists", "The name {NewClassName} is already used by another class."), Args );
return false;
}
}
// See if header name clashes with an engine header
{
FString UnusedFoundPath;
if (DisallowedHeaderNames.Contains(NewClassName))
{
FFormatNamedArguments Args;
Args.Add(TEXT("NewHeaderName"), FText::FromString(NewClassName + ".h"));
OutFailReason = FText::Format(LOCTEXT("HeaderNameAlreadyExists", "The file {NewHeaderName} already exists elsewhere in the engine."), Args);
return false;
}
}
return true;
}
bool GameProjectUtils::IsValidBaseClassForCreation(const UClass* InClass, const FModuleContextInfo& InModuleInfo)
{
auto DoesClassNeedAPIExport = [&InModuleInfo](const FString& InClassModuleName) -> bool
{
return InModuleInfo.ModuleName != InClassModuleName;
};
return IsValidBaseClassForCreation_Internal(InClass, FDoesClassNeedAPIExportCallback::CreateLambda(DoesClassNeedAPIExport));
}
bool GameProjectUtils::IsValidBaseClassForCreation(const UClass* InClass, const TArray<FModuleContextInfo>& InModuleInfoArray)
{
auto DoesClassNeedAPIExport = [&InModuleInfoArray](const FString& InClassModuleName) -> bool
{
for(const FModuleContextInfo& ModuleInfo : InModuleInfoArray)
{
if(ModuleInfo.ModuleName == InClassModuleName)
{
return false;
}
}
return true;
};
return IsValidBaseClassForCreation_Internal(InClass, FDoesClassNeedAPIExportCallback::CreateLambda(DoesClassNeedAPIExport));
}
bool GameProjectUtils::IsValidBaseClassForCreation_Internal(const UClass* InClass, const FDoesClassNeedAPIExportCallback& InDoesClassNeedAPIExport)
{
// You may not make native classes based on blueprint generated classes
const bool bIsBlueprintClass = (InClass->ClassGeneratedBy != nullptr);
// UObject is special cased to be extensible since it would otherwise not be since it doesn't pass the API check (intrinsic class).
const bool bIsExplicitlyUObject = (InClass == UObject::StaticClass());
// You need API if you are not UObject itself, and you're in a module that was validated as needing API export
const FString ClassModuleName = InClass->GetOutermost()->GetName().RightChop( FString(TEXT("/Script/")).Len() );
const bool bNeedsAPI = !bIsExplicitlyUObject && InDoesClassNeedAPIExport.Execute(ClassModuleName);
// You may not make a class that is not DLL exported.
// MinimalAPI classes aren't compatible with the DLL export macro, but can still be used as a valid base
const bool bHasAPI = InClass->HasAnyClassFlags(CLASS_RequiredAPI) || InClass->HasAnyClassFlags(CLASS_MinimalAPI);
// @todo should we support interfaces?
const bool bIsInterface = InClass->IsChildOf(UInterface::StaticClass());
return !bIsBlueprintClass && (!bNeedsAPI || bHasAPI) && !bIsInterface;
}
GameProjectUtils::EAddCodeToProjectResult GameProjectUtils::AddCodeToProject(const FString& NewClassName, const FString& NewClassPath, const FModuleContextInfo& ModuleInfo, const FNewClassInfo ParentClassInfo, const TSet<FString>& DisallowedHeaderNames, FString& OutHeaderFilePath, FString& OutCppFilePath, FText& OutFailReason)
{
const EAddCodeToProjectResult Result = AddCodeToProject_Internal(NewClassName, NewClassPath, ModuleInfo, ParentClassInfo, DisallowedHeaderNames, OutHeaderFilePath, OutCppFilePath, OutFailReason);
if( FEngineAnalytics::IsAvailable() )
{
const FString ParentClassName = ParentClassInfo.GetClassNameCPP();
TArray<FAnalyticsEventAttribute> EventAttributes;
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("ParentClass"), ParentClassName.IsEmpty() ? TEXT("None") : ParentClassName));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Outcome"), Result == EAddCodeToProjectResult::Succeeded ? TEXT("Successful") : TEXT("Failed")));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("FailureReason"), OutFailReason.ToString()));
EventAttributes.Emplace(TEXT("Enterprise"), IProjectManager::Get().IsEnterpriseProject());
FEngineAnalytics::GetProvider().RecordEvent( TEXT( "Editor.AddCodeToProject.CodeAdded" ), EventAttributes );
}
return Result;
}
UTemplateProjectDefs* GameProjectUtils::LoadTemplateDefs(const FString& ProjectDirectory)
{
UTemplateProjectDefs* TemplateDefs = NULL;
const FString TemplateDefsIniFilename = ProjectDirectory / TEXT("Config") / GetTemplateDefsFilename();
if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*TemplateDefsIniFilename) )
{
UClass* ClassToConstruct = UDefaultTemplateProjectDefs::StaticClass();
// see if template uses a custom project defs object
FString ClassName;
const bool bFoundValue = GConfig->GetString(*UTemplateProjectDefs::StaticClass()->GetPathName(), TEXT("TemplateProjectDefsClass"), ClassName, TemplateDefsIniFilename);
if (bFoundValue && ClassName.Len() > 0)
{
UClass* OverrideClass = FindObject<UClass>(ANY_PACKAGE, *ClassName, false);
if (nullptr != OverrideClass)
{
ClassToConstruct = OverrideClass;
}
else
{
UE_LOG(LogGameProjectGeneration, Error, TEXT("Failed to find template project defs class '%s', using default."), *ClassName);
}
}
TemplateDefs = NewObject<UTemplateProjectDefs>(GetTransientPackage(), ClassToConstruct);
TemplateDefs->LoadConfig(UTemplateProjectDefs::StaticClass(), *TemplateDefsIniFilename);
}
return TemplateDefs;
}
bool GameProjectUtils::GenerateProjectFromScratch(const FProjectInformation& InProjectInfo, FText& OutFailReason, FText& OutFailLog)
{
FScopedSlowTask SlowTask(5);
const FString NewProjectFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString NewProjectName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
TArray<FString> CreatedFiles;
SlowTask.EnterProgressFrame();
ResetCurrentProjectModulesCache();
// Generate config files
if (!GenerateConfigFiles(InProjectInfo, CreatedFiles, OutFailReason))
{
return false;
}
// Insert any required feature packs (EG starter content) into ini file. These will be imported automatically when the editor is first run
if(!InsertFeaturePacksIntoINIFile(InProjectInfo, OutFailReason))
{
return false;
}
// Make the Content folder
const FString ContentFolder = NewProjectFolder / TEXT("Content");
if ( !IFileManager::Get().MakeDirectory(*ContentFolder) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ContentFolder"), FText::FromString( ContentFolder ) );
OutFailReason = FText::Format( LOCTEXT("FailedToCreateContentFolder", "Failed to create the content folder {ContentFolder}"), Args );
return false;
}
SlowTask.EnterProgressFrame();
TArray<FString> StartupModuleNames;
if ( InProjectInfo.bShouldGenerateCode )
{
FScopedSlowTask LocalScope(2);
LocalScope.EnterProgressFrame();
// Generate basic source code files
if ( !GenerateBasicSourceCode(NewProjectFolder / TEXT("Source"), NewProjectName, NewProjectFolder, StartupModuleNames, CreatedFiles, OutFailReason) )
{
return false;
}
LocalScope.EnterProgressFrame();
// Generate game framework source code files
if ( !GenerateGameFrameworkSourceCode(NewProjectFolder / TEXT("Source"), NewProjectName, CreatedFiles, OutFailReason) )
{
return false;
}
}
SlowTask.EnterProgressFrame();
// Generate the project file
{
// Set up the descriptor
FProjectDescriptor Descriptor;
for(int32 Idx = 0; Idx < StartupModuleNames.Num(); Idx++)
{
Descriptor.Modules.Add(FModuleDescriptor(*StartupModuleNames[Idx]));
}
Descriptor.bIsEnterpriseProject = InProjectInfo.bIsEnterpriseProject;
// Try to save it
FText LocalFailReason;
if(!Descriptor.Save(InProjectInfo.ProjectFilename, LocalFailReason))
{
OutFailReason = LocalFailReason;
return false;
}
CreatedFiles.Add(InProjectInfo.ProjectFilename);
// Set the engine identifier for it. Do this after saving, so it can be correctly detected as foreign or non-foreign.
if(!SetEngineAssociationForForeignProject(InProjectInfo.ProjectFilename, OutFailReason))
{
return false;
}
}
SlowTask.EnterProgressFrame();
if ( InProjectInfo.bShouldGenerateCode )
{
// Generate project files
if ( !GenerateCodeProjectFiles(InProjectInfo.ProjectFilename, OutFailReason, OutFailLog) )
{
return false;
}
}
SlowTask.EnterProgressFrame();
UE_LOG(LogGameProjectGeneration, Log, TEXT("Created new project with %d files (plus project files)"), CreatedFiles.Num());
return true;
}
bool GameProjectUtils::CreateProjectFromTemplate(const FProjectInformation& InProjectInfo, FText& OutFailReason, FText& OutFailLog,TArray<FString>* OutCreatedFiles)
{
FScopedSlowTask SlowTask(10);
const FString ProjectName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
const FString TemplateName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
const FString SrcFolder = FPaths::GetPath(InProjectInfo.TemplateFile);
const FString DestFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
if ( !FPlatformFileManager::Get().GetPlatformFile().FileExists(*InProjectInfo.TemplateFile) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("TemplateFile"), FText::FromString( InProjectInfo.TemplateFile ) );
OutFailReason = FText::Format( LOCTEXT("InvalidTemplate_MissingProject", "Template project \"{TemplateFile}\" does not exist."), Args );
return false;
}
SlowTask.EnterProgressFrame();
UTemplateProjectDefs* TemplateDefs = LoadTemplateDefs(SrcFolder);
if ( TemplateDefs == NULL )
{
FFormatNamedArguments Args;
Args.Add( TEXT("TemplateFile"), FText::FromString( FPaths::GetBaseFilename(InProjectInfo.TemplateFile) ) );
Args.Add( TEXT("TemplateDefinesFile"), FText::FromString( GetTemplateDefsFilename() ) );
OutFailReason = FText::Format( LOCTEXT("InvalidTemplate_MissingDefs", "Template project \"{TemplateFile}\" does not have definitions file: '{TemplateDefinesFile}'."), Args );
return false;
}
SlowTask.EnterProgressFrame();
// Fix up the replacement strings using the specified project name
TemplateDefs->FixupStrings(TemplateName, ProjectName);
// Form a list of all extensions we care about
TSet<FString> ReplacementsInFilesExtensions;
for ( const FTemplateReplacement& Replacement : TemplateDefs->ReplacementsInFiles )
{
ReplacementsInFilesExtensions.Append(Replacement.Extensions);
}
// Keep a list of created files so we can delete them if project creation fails
TArray<FString> CreatedFiles;
SlowTask.EnterProgressFrame();
// Discover and copy all files in the src folder to the destination, excluding a few files and folders
TArray<FString> FilesToCopy;
TArray<FString> FilesThatNeedContentsReplaced;
TMap<FString, FString> ClassRenames;
IFileManager::Get().FindFilesRecursive(FilesToCopy, *SrcFolder, TEXT("*"), /*Files=*/true, /*Directories=*/false);
SlowTask.EnterProgressFrame();
{
// Open a new feedback scope for the loop so we can report how far through the copy we are
FScopedSlowTask InnerSlowTask(FilesToCopy.Num());
for ( const FString& SrcFilename : FilesToCopy )
{
// Update the progress
FFormatNamedArguments Args;
Args.Add( TEXT("SrcFilename"), FText::FromString( FPaths::GetCleanFilename(SrcFilename) ) );
InnerSlowTask.EnterProgressFrame(1, FText::Format( LOCTEXT( "CreatingProjectStatus_CopyingFile", "Copying File {SrcFilename}..." ), Args ));
// Get the file path, relative to the src folder
const FString SrcFileSubpath = SrcFilename.RightChop(SrcFolder.Len() + 1);
// Skip any files that were configured to be ignored
if ( TemplateDefs->FilesToIgnore.Contains(SrcFileSubpath) )
{
// This file was marked as "ignored"
continue;
}
// Skip any folders that were configured to be ignored
if ( const FString* IgnoredFolder = TemplateDefs->FoldersToIgnore.FindByPredicate([&SrcFileSubpath](const FString& Ignore){ return SrcFileSubpath.StartsWith(Ignore + TEXT("/")); }) )
{
// This folder was marked as "ignored"
UE_LOG(LogGameProjectGeneration, Verbose, TEXT("'%s': Skipping as it is in an ignored folder '%s'"), *SrcFilename, **IgnoredFolder);
continue;
}
// Retarget any folders that were chosen to be renamed by choosing a new destination subpath now
FString DestFileSubpathWithoutFilename = FPaths::GetPath(SrcFileSubpath) + TEXT("/");
for ( const FTemplateFolderRename& FolderRename : TemplateDefs->FolderRenames )
{
if ( SrcFileSubpath.StartsWith(FolderRename.From + TEXT("/")) )
{
// This was a file in a renamed folder. Retarget to the new location
DestFileSubpathWithoutFilename = FolderRename.To / DestFileSubpathWithoutFilename.RightChop( FolderRename.From.Len() );
UE_LOG(LogGameProjectGeneration, Verbose, TEXT("'%s': Moving to '%s' as it matched folder rename ('%s'->'%s')"), *SrcFilename, *DestFileSubpathWithoutFilename, *FolderRename.From, *FolderRename.To);
}
}
// Retarget any files that were chosen to have parts of their names replaced here
FString DestBaseFilename = FPaths::GetBaseFilename(SrcFileSubpath);
const FString FileExtension = FPaths::GetExtension(SrcFileSubpath);
for ( const FTemplateReplacement& Replacement : TemplateDefs->FilenameReplacements )
{
if ( Replacement.Extensions.Contains( FileExtension ) )
{
// This file matched a filename replacement extension, apply it now
FString LastDestBaseFilename = DestBaseFilename;
DestBaseFilename = DestBaseFilename.Replace(*Replacement.From, *Replacement.To, Replacement.bCaseSensitive ? ESearchCase::CaseSensitive : ESearchCase::IgnoreCase);
if (LastDestBaseFilename != DestBaseFilename)
{
UE_LOG(LogGameProjectGeneration, Verbose, TEXT("'%s': Renaming to '%s/%s' as it matched file rename ('%s'->'%s')"), *SrcFilename, *DestFileSubpathWithoutFilename, *DestBaseFilename, *Replacement.From, *Replacement.To);
}
}
}
// Perform the copy
const FString DestFilename = DestFolder / DestFileSubpathWithoutFilename + DestBaseFilename + TEXT(".") + FileExtension;
if ( IFileManager::Get().Copy(*DestFilename, *SrcFilename) == COPY_OK )
{
CreatedFiles.Add(DestFilename);
if ( ReplacementsInFilesExtensions.Contains(FileExtension) )
{
FilesThatNeedContentsReplaced.Add(DestFilename);
}
// Allow project template to extract class renames from this file copy
if (FPaths::GetBaseFilename(SrcFilename) != FPaths::GetBaseFilename(DestFilename)
&& TemplateDefs->IsClassRename(DestFilename, SrcFilename, FileExtension))
{
// Looks like a UObject file!
ClassRenames.Add(FPaths::GetBaseFilename(SrcFilename), FPaths::GetBaseFilename(DestFilename));
}
}
else
{
FFormatNamedArguments FailArgs;
FailArgs.Add(TEXT("SrcFilename"), FText::FromString(SrcFilename));
FailArgs.Add(TEXT("DestFilename"), FText::FromString(DestFilename));
OutFailReason = FText::Format(LOCTEXT("FailedToCopyFile", "Failed to copy \"{SrcFilename}\" to \"{DestFilename}\"."), FailArgs);
return false;
}
}
}
SlowTask.EnterProgressFrame();
{
// Open a new feedback scope for the loop so we can report how far through the process we are
FScopedSlowTask InnerSlowTask(FilesThatNeedContentsReplaced.Num());
// Open all files with the specified extensions and replace text
for ( const FString& FileToFix : FilesThatNeedContentsReplaced )
{
InnerSlowTask.EnterProgressFrame();
bool bSuccessfullyProcessed = false;
FString FileContents;
if ( FFileHelper::LoadFileToString(FileContents, *FileToFix) )
{
for ( const FTemplateReplacement& Replacement : TemplateDefs->ReplacementsInFiles )
{
if ( Replacement.Extensions.Contains( FPaths::GetExtension(FileToFix) ) )
{
FileContents = FileContents.Replace(*Replacement.From, *Replacement.To, Replacement.bCaseSensitive ? ESearchCase::CaseSensitive : ESearchCase::IgnoreCase);
}
}
if ( FFileHelper::SaveStringToFile(FileContents, *FileToFix) )
{
bSuccessfullyProcessed = true;
}
}
if ( !bSuccessfullyProcessed )
{
FFormatNamedArguments Args;
Args.Add( TEXT("FileToFix"), FText::FromString( FileToFix ) );
OutFailReason = FText::Format( LOCTEXT("FailedToFixUpFile", "Failed to process file \"{FileToFix}\"."), Args );
return false;
}
}
}
SlowTask.EnterProgressFrame();
const FString ProjectConfigPath = DestFolder / TEXT("Config");
// Write out the hardware class target settings chosen for this project
{
const FString DefaultEngineIniFilename = ProjectConfigPath / TEXT("DefaultEngine.ini");
FString FileContents;
// Load the existing file - if it doesn't exist we create it
FFileHelper::LoadFileToString(FileContents, *DefaultEngineIniFilename);
FileContents += LINE_TERMINATOR;
FileContents += GetHardwareConfigString(InProjectInfo);
if ( !WriteOutputFile(DefaultEngineIniFilename, FileContents, OutFailReason) )
{
return false;
}
}
// Fixup specific ini values
TArray<FTemplateConfigValue> ConfigValuesToSet;
TemplateDefs->AddConfigValues(ConfigValuesToSet, TemplateName, ProjectName, InProjectInfo.bShouldGenerateCode);
ConfigValuesToSet.Emplace(TEXT("DefaultGame.ini"), TEXT("/Script/EngineSettings.GeneralProjectSettings"), TEXT("ProjectID"), FGuid::NewGuid().ToString(), /*InShouldReplaceExistingValue=*/true);
// Add all classname fixups
for ( const TPair<FString, FString>& Rename : ClassRenames )
{
const FString ClassRedirectString = FString::Printf(TEXT("(OldClassName=\"%s\",NewClassName=\"%s\")"), *Rename.Key, *Rename.Value);
ConfigValuesToSet.Emplace(TEXT("DefaultEngine.ini"), TEXT("/Script/Engine.Engine"), TEXT("+ActiveClassRedirects"), *ClassRedirectString, /*InShouldReplaceExistingValue=*/false);
}
// Fix all specified config values
for ( const FTemplateConfigValue& ConfigValue : ConfigValuesToSet )
{
const FString IniFilename = ProjectConfigPath / ConfigValue.ConfigFile;
bool bSuccessfullyProcessed = false;
TArray<FString> FileLines;
if ( FFileHelper::LoadANSITextFileToStrings(*IniFilename, &IFileManager::Get(), FileLines) )
{
FString FileOutput;
const FString TargetSection = ConfigValue.ConfigSection;
FString CurSection;
bool bFoundTargetKey = false;
for ( const FString& LineIn : FileLines )
{
FString Line = LineIn;
Line.TrimStartAndEndInline();
bool bShouldExcludeLineFromOutput = false;
// If we not yet found the target key parse each line looking for it
if ( !bFoundTargetKey )
{
// Check for an empty line. No work needs to be done on these lines
if ( Line.Len() == 0 )
{
}
// Comment lines start with ";". Skip these lines entirely.
else if ( Line.StartsWith(TEXT(";")) )
{
}
// If this is a section line, update the section
else if ( Line.StartsWith(TEXT("[")) )
{
// If we are entering a new section and we have not yet found our key in the target section, add it to the end of the section
if ( CurSection == TargetSection )
{
FileOutput += ConfigValue.ConfigKey + TEXT("=") + ConfigValue.ConfigValue + LINE_TERMINATOR + LINE_TERMINATOR;
bFoundTargetKey = true;
}
// Update the current section
CurSection = Line.Mid(1, Line.Len() - 2);
}
// This is possibly an actual key/value pair
else if ( CurSection == TargetSection )
{
// Key value pairs contain an equals sign
const int32 EqualsIdx = Line.Find(TEXT("="));
if ( EqualsIdx != INDEX_NONE )
{
// Determine the key and see if it is the target key
const FString Key = Line.Left(EqualsIdx);
if ( Key == ConfigValue.ConfigKey )
{
// Found the target key, add it to the output and skip the current line if the target value is supposed to replace
FileOutput += ConfigValue.ConfigKey + TEXT("=") + ConfigValue.ConfigValue + LINE_TERMINATOR;
bShouldExcludeLineFromOutput = ConfigValue.bShouldReplaceExistingValue;
bFoundTargetKey = true;
}
}
}
}
// Unless we replaced the key, add this line to the output
if ( !bShouldExcludeLineFromOutput )
{
FileOutput += Line;
if ( &LineIn != &FileLines.Last() )
{
// Add a line terminator on every line except the last
FileOutput += LINE_TERMINATOR;
}
}
}
// If the key did not exist, add it here
if ( !bFoundTargetKey )
{
// If we did not end in the correct section, add the section to the bottom of the file
if ( CurSection != TargetSection )
{
FileOutput += LINE_TERMINATOR;
FileOutput += LINE_TERMINATOR;
FileOutput += FString::Printf(TEXT("[%s]"), *TargetSection) + LINE_TERMINATOR;
}
// Add the key/value here
FileOutput += ConfigValue.ConfigKey + TEXT("=") + ConfigValue.ConfigValue + LINE_TERMINATOR;
}
if ( FFileHelper::SaveStringToFile(FileOutput, *IniFilename) )
{
bSuccessfullyProcessed = true;
}
}
if ( !bSuccessfullyProcessed )
{
OutFailReason = LOCTEXT("FailedToFixUpDefaultEngine", "Failed to process file DefaultEngine.ini");
return false;
}
}
// Insert any required feature packs (EG starter content) into ini file. These will be imported automatically when the editor is first run
if(!InsertFeaturePacksIntoINIFile(InProjectInfo, OutFailReason))
{
return false;
}
if( !AddSharedContentToProject(InProjectInfo, CreatedFiles, OutFailReason ) )
{
return false;
}
if (!TemplateDefs->PreGenerateProject(DestFolder, SrcFolder, InProjectInfo.ProjectFilename, InProjectInfo.TemplateFile, InProjectInfo.bShouldGenerateCode, OutFailReason))
{
return false;
}
SlowTask.EnterProgressFrame();
// Generate the project file
{
// Load the source project
FProjectDescriptor Project;
if(!Project.Load(InProjectInfo.TemplateFile, OutFailReason))
{
return false;
}
// Update it to current
Project.EngineAssociation.Empty();
Project.EpicSampleNameHash = 0;
Project.bIsEnterpriseProject = InProjectInfo.bIsEnterpriseProject; // Force the enterprise flag to the value that was requested in the ProjectInfo.
// Fix up module names
const FString BaseSourceName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
const FString BaseNewName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
for ( FModuleDescriptor& ModuleInfo : Project.Modules )
{
ModuleInfo.Name = FName(*ModuleInfo.Name.ToString().Replace(*BaseSourceName, *BaseNewName));
}
// Save it to disk
if(!Project.Save(InProjectInfo.ProjectFilename, OutFailReason))
{
return false;
}
// Set the engine identifier if it's a foreign project. Do this after saving, so it can be correctly detected as foreign.
if(!SetEngineAssociationForForeignProject(InProjectInfo.ProjectFilename, OutFailReason))
{
return false;
}
// Add it to the list of created files
CreatedFiles.Add(InProjectInfo.ProjectFilename);
}
SlowTask.EnterProgressFrame();
SlowTask.EnterProgressFrame();
if ( InProjectInfo.bShouldGenerateCode )
{
// Generate project files
if ( !GenerateCodeProjectFiles(InProjectInfo.ProjectFilename, OutFailReason, OutFailLog) )
{
return false;
}
}
SlowTask.EnterProgressFrame();
if (!TemplateDefs->PostGenerateProject(DestFolder, SrcFolder, InProjectInfo.ProjectFilename, InProjectInfo.TemplateFile, InProjectInfo.bShouldGenerateCode, OutFailReason))
{
return false;
}
if( OutCreatedFiles != nullptr )
{
OutCreatedFiles->Append(CreatedFiles);
}
return true;
}
bool GameProjectUtils::SetEngineAssociationForForeignProject(const FString& ProjectFileName, FText& OutFailReason)
{
if(FUProjectDictionary(FPaths::RootDir()).IsForeignProject(ProjectFileName))
{
if(!FDesktopPlatformModule::Get()->SetEngineIdentifierForProject(ProjectFileName, FDesktopPlatformModule::Get()->GetCurrentEngineIdentifier()))
{
OutFailReason = LOCTEXT("FailedToSetEngineIdentifier", "Couldn't set engine identifier for project");
return false;
}
}
return true;
}
FString GameProjectUtils::GetTemplateDefsFilename()
{
return TEXT("TemplateDefs.ini");
}
bool GameProjectUtils::NameContainsOnlyLegalCharacters(const FString& TestName, FString& OutIllegalCharacters)
{
bool bContainsIllegalCharacters = false;
// Only allow alphanumeric characters in the project name
bool bFoundAlphaNumericChar = false;
for ( int32 CharIdx = 0 ; CharIdx < TestName.Len() ; ++CharIdx )
{
const FString& Char = TestName.Mid( CharIdx, 1 );
if ( !FChar::IsAlnum(Char[0]) && Char != TEXT("_") )
{
if ( !OutIllegalCharacters.Contains( Char ) )
{
OutIllegalCharacters += Char;
}
bContainsIllegalCharacters = true;
}
}
return !bContainsIllegalCharacters;
}
bool GameProjectUtils::NameContainsUnderscoreAndXB1Installed(const FString& TestName)
{
// disabled for now so people with the SDK installed can use the editor
return false;
bool bContainsIllegalCharacters = false;
// Only allow alphanumeric characters in the project name
for ( int32 CharIdx = 0 ; CharIdx < TestName.Len() ; ++CharIdx )
{
const FString& Char = TestName.Mid( CharIdx, 1 );
if ( Char == TEXT("_") )
{
const ITargetPlatform* Platform = GetTargetPlatformManager()->FindTargetPlatform(TEXT("XboxOne"));
if (Platform)
{
FString NotInstalledDocLink;
if (Platform->IsSdkInstalled(true, NotInstalledDocLink))
{
bContainsIllegalCharacters = true;
}
}
}
}
return bContainsIllegalCharacters;
}
bool GameProjectUtils::ProjectFileExists(const FString& ProjectFile)
{
return FPlatformFileManager::Get().GetPlatformFile().FileExists(*ProjectFile);
}
bool GameProjectUtils::AnyProjectFilesExistInFolder(const FString& Path)
{
TArray<FString> ExistingFiles;
const FString Wildcard = FString::Printf(TEXT("%s/*.%s"), *Path, *FProjectDescriptor::GetExtension());
IFileManager::Get().FindFiles(ExistingFiles, *Wildcard, /*Files=*/true, /*Directories=*/false);
return ExistingFiles.Num() > 0;
}
bool GameProjectUtils::CleanupIsEnabled()
{
// Clean up files when running Rocket (unless otherwise specified on the command line)
return FParse::Param(FCommandLine::Get(), TEXT("norocketcleanup")) == false;
}
void GameProjectUtils::DeleteCreatedFiles(const FString& RootFolder, const TArray<FString>& CreatedFiles)
{
if (CleanupIsEnabled())
{
for ( auto FileToDeleteIt = CreatedFiles.CreateConstIterator(); FileToDeleteIt; ++FileToDeleteIt )
{
IFileManager::Get().Delete(**FileToDeleteIt);
}
// If the project folder is empty after deleting all the files we created, delete the directory as well
TArray<FString> RemainingFiles;
IFileManager::Get().FindFilesRecursive(RemainingFiles, *RootFolder, TEXT("*.*"), /*Files=*/true, /*Directories=*/false);
if ( RemainingFiles.Num() == 0 )
{
IFileManager::Get().DeleteDirectory(*RootFolder, /*RequireExists=*/false, /*Tree=*/true);
}
}
}
FString GameProjectUtils::GetHardwareConfigString(const FProjectInformation& InProjectInfo)
{
FString HardwareTargeting;
FString TargetHardwareAsString;
UEnum::GetValueAsString(TEXT("/Script/HardwareTargeting.EHardwareClass"), InProjectInfo.TargetedHardware, /*out*/ TargetHardwareAsString);
FString GraphicsPresetAsString;
UEnum::GetValueAsString(TEXT("/Script/HardwareTargeting.EGraphicsPreset"), InProjectInfo.DefaultGraphicsPerformance, /*out*/ GraphicsPresetAsString);
HardwareTargeting += TEXT("[/Script/HardwareTargeting.HardwareTargetingSettings]") LINE_TERMINATOR;
HardwareTargeting += FString::Printf(TEXT("TargetedHardwareClass=%s") LINE_TERMINATOR, *TargetHardwareAsString);
HardwareTargeting += FString::Printf(TEXT("DefaultGraphicsPerformance=%s") LINE_TERMINATOR, *GraphicsPresetAsString);
HardwareTargeting += LINE_TERMINATOR;
return HardwareTargeting;
}
bool GameProjectUtils::GenerateConfigFiles(const FProjectInformation& InProjectInfo, TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
const FString NewProjectFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString NewProjectName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
FString ProjectConfigPath = NewProjectFolder / TEXT("Config");
// DefaultEngine.ini
{
const FString DefaultEngineIniFilename = ProjectConfigPath / TEXT("DefaultEngine.ini");
FString FileContents;
FileContents += TEXT("[URL]") LINE_TERMINATOR;
FileContents += GetHardwareConfigString(InProjectInfo);
FileContents += LINE_TERMINATOR;
if(bUseAudioMixerForAllPlatforms)
{
FileContents += TEXT("[Audio]") LINE_TERMINATOR;
FileContents += TEXT("UseAudioMixer=True") LINE_TERMINATOR;
FileContents += LINE_TERMINATOR;
}
if (InProjectInfo.bForceExtendedLuminanceRange)
{
FileContents += TEXT("[/Script/Engine.RendererSettings]") LINE_TERMINATOR;
FileContents += TEXT("r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True") LINE_TERMINATOR;
FileContents += LINE_TERMINATOR;
}
if (InProjectInfo.bCopyStarterContent)
{
FString SpecificEditorStartupMap;
FString SpecificGameDefaultMap;
// If we have starter content packs available, specify starter map
if( IsStarterContentAvailableForNewProjects() == true )
{
if (InProjectInfo.TargetedHardware == EHardwareClass::Mobile)
{
SpecificEditorStartupMap = TEXT("/Game/MobileStarterContent/Maps/Minimal_Default");
SpecificGameDefaultMap = TEXT("/Game/MobileStarterContent/Maps/Minimal_Default");
}
else
{
SpecificEditorStartupMap = TEXT("/Game/StarterContent/Maps/Minimal_Default");
SpecificGameDefaultMap = TEXT("/Game/StarterContent/Maps/Minimal_Default");
}
}
// Write out the settings for startup map and game default map
FileContents += TEXT("[/Script/EngineSettings.GameMapsSettings]") LINE_TERMINATOR;
FileContents += FString::Printf(TEXT("EditorStartupMap=%s") LINE_TERMINATOR, *SpecificEditorStartupMap);
FileContents += FString::Printf(TEXT("GameDefaultMap=%s") LINE_TERMINATOR, *SpecificGameDefaultMap);
if (InProjectInfo.bShouldGenerateCode)
{
FileContents += FString::Printf(TEXT("GlobalDefaultGameMode=\"/Script/%s.%sGameMode\"") LINE_TERMINATOR, *NewProjectName, *NewProjectName);
}
}
if (WriteOutputFile(DefaultEngineIniFilename, FileContents, OutFailReason))
{
OutCreatedFiles.Add(DefaultEngineIniFilename);
}
else
{
return false;
}
}
// DefaultEditor.ini
{
const FString DefaultEditorIniFilename = ProjectConfigPath / TEXT("DefaultEditor.ini");
FString FileContents;
if (WriteOutputFile(DefaultEditorIniFilename, FileContents, OutFailReason))
{
OutCreatedFiles.Add(DefaultEditorIniFilename);
}
else
{
return false;
}
}
// DefaultGame.ini
{
const FString DefaultGameIniFilename = ProjectConfigPath / TEXT("DefaultGame.ini");
FString FileContents;
FileContents += TEXT("[/Script/EngineSettings.GeneralProjectSettings]") LINE_TERMINATOR;
FileContents += TEXT("ProjectID=") + FGuid::NewGuid().ToString() + LINE_TERMINATOR;
if (WriteOutputFile(DefaultGameIniFilename, FileContents, OutFailReason))
{
OutCreatedFiles.Add(DefaultGameIniFilename);
}
else
{
return false;
}
}
// Platforms inis:
{
if (!GeneratePlatformConfigFiles(InProjectInfo, OutFailReason))
{
return false;
}
}
return true;
}
bool GameProjectUtils::GeneratePlatformConfigFiles(const FProjectInformation& InProjectInfo, FText& OutFailReason)
{
TMap<FString, FAudioDefaultPlatformSettings> ProjectDefaults = GetAudioPlatformProjectDefaultSettings();
static const FAudioPlatformSettings DefaultSettings;
for (TPair<FString, FAudioDefaultPlatformSettings>& SettingsPair : ProjectDefaults)
{
FString FileContents;
if (bUseAudioMixerForAllPlatforms || SettingsPair.Value.bUseAudioMixer)
{
FileContents += TEXT("[Audio]") LINE_TERMINATOR;
FileContents += TEXT("UseAudioMixer=True") LINE_TERMINATOR;
FileContents += LINE_TERMINATOR;
}
const FString& PlatformName = SettingsPair.Key;
const FAudioPlatformSettings& PlatformSettings = SettingsPair.Value.Settings;
FileContents += TEXT("[") + FString(AudioPluginUtilities::GetPlatformConfigSection(SettingsPair.Value.Platform)) + TEXT("]") + LINE_TERMINATOR;
if (DefaultSettings.SampleRate == PlatformSettings.SampleRate)
{
FileContents += TEXT(";");
}
FileContents += TEXT("AudioSampleRate=") + FString::Printf(TEXT("%d"), PlatformSettings.SampleRate) + LINE_TERMINATOR;
if (DefaultSettings.MaxChannels == PlatformSettings.MaxChannels)
{
FileContents += TEXT(";");
}
FileContents += TEXT("AudioMaxChannels=") + FString::Printf(TEXT("%d"), PlatformSettings.MaxChannels) + LINE_TERMINATOR;
if (DefaultSettings.CallbackBufferFrameSize == PlatformSettings.CallbackBufferFrameSize)
{
FileContents += TEXT(";");
}
FileContents += TEXT("AudioCallbackBufferFrameSize=") + FString::Printf(TEXT("%d"), PlatformSettings.CallbackBufferFrameSize) + LINE_TERMINATOR;
if (DefaultSettings.NumBuffers == PlatformSettings.NumBuffers)
{
FileContents += TEXT(";");
}
FileContents += TEXT("AudioNumBuffersToEnqueue=") + FString::Printf(TEXT("%d"), PlatformSettings.NumBuffers) + LINE_TERMINATOR;
if (DefaultSettings.NumSourceWorkers == PlatformSettings.NumSourceWorkers)
{
FileContents += TEXT(";");
}
FileContents += TEXT("AudioNumSourceWorkers=") + FString::Printf(TEXT("%d"), PlatformSettings.NumSourceWorkers) + LINE_TERMINATOR;
FileContents += LINE_TERMINATOR;
const FString NewProjectFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString ProjectConfigPath = NewProjectFolder / TEXT("Config");
const FString PlatformEngineIniFilename = ProjectConfigPath / PlatformName / PlatformName + TEXT("Engine.ini");
if (!WriteOutputFile(PlatformEngineIniFilename, FileContents, OutFailReason))
{
return false;
}
}
return true;
}
bool GameProjectUtils::GenerateBasicSourceCode(TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
TArray<FString> StartupModuleNames;
if (GameProjectUtils::GenerateBasicSourceCode(FPaths::GameSourceDir().LeftChop(1), FApp::GetProjectName(), FPaths::ProjectDir(), StartupModuleNames, OutCreatedFiles, OutFailReason))
{
GameProjectUtils::UpdateProject(
FProjectDescriptorModifier::CreateLambda(
[&StartupModuleNames](FProjectDescriptor& Descriptor)
{
return UpdateStartupModuleNames(Descriptor, &StartupModuleNames);
}));
return true;
}
return false;
}
bool GameProjectUtils::GenerateBasicSourceCode(const FString& NewProjectSourcePath, const FString& NewProjectName, const FString& NewProjectRoot, TArray<FString>& OutGeneratedStartupModuleNames, TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
const FString GameModulePath = NewProjectSourcePath / NewProjectName;
const FString EditorName = NewProjectName + TEXT("Editor");
// MyGame.Build.cs
{
const FString NewBuildFilename = GameModulePath / NewProjectName + TEXT(".Build.cs");
TArray<FString> PublicDependencyModuleNames;
PublicDependencyModuleNames.Add(TEXT("Core"));
PublicDependencyModuleNames.Add(TEXT("CoreUObject"));
PublicDependencyModuleNames.Add(TEXT("Engine"));
PublicDependencyModuleNames.Add(TEXT("InputCore"));
TArray<FString> PrivateDependencyModuleNames;
if ( GenerateGameModuleBuildFile(NewBuildFilename, NewProjectName, PublicDependencyModuleNames, PrivateDependencyModuleNames, OutFailReason) )
{
OutGeneratedStartupModuleNames.Add(NewProjectName);
OutCreatedFiles.Add(NewBuildFilename);
}
else
{
return false;
}
}
// MyGame.Target.cs
{
const FString NewTargetFilename = NewProjectSourcePath / NewProjectName + TEXT(".Target.cs");
TArray<FString> ExtraModuleNames;
ExtraModuleNames.Add( NewProjectName );
if ( GenerateGameModuleTargetFile(NewTargetFilename, NewProjectName, ExtraModuleNames, OutFailReason) )
{
OutCreatedFiles.Add(NewTargetFilename);
}
else
{
return false;
}
}
// MyGameEditor.Target.cs
{
const FString NewTargetFilename = NewProjectSourcePath / EditorName + TEXT(".Target.cs");
// Include the MyGame module...
TArray<FString> ExtraModuleNames;
ExtraModuleNames.Add(NewProjectName);
if ( GenerateEditorModuleTargetFile(NewTargetFilename, EditorName, ExtraModuleNames, OutFailReason) )
{
OutCreatedFiles.Add(NewTargetFilename);
}
else
{
return false;
}
}
// MyGame.h
{
const FString NewHeaderFilename = GameModulePath / NewProjectName + TEXT(".h");
TArray<FString> PublicHeaderIncludes;
if ( GenerateGameModuleHeaderFile(NewHeaderFilename, PublicHeaderIncludes, OutFailReason) )
{
OutCreatedFiles.Add(NewHeaderFilename);
}
else
{
return false;
}
}
// MyGame.cpp
{
const FString NewCPPFilename = GameModulePath / NewProjectName + TEXT(".cpp");
if ( GenerateGameModuleCPPFile(NewCPPFilename, NewProjectName, NewProjectName, OutFailReason) )
{
OutCreatedFiles.Add(NewCPPFilename);
}
else
{
return false;
}
}
return true;
}
bool GameProjectUtils::GenerateGameFrameworkSourceCode(const FString& NewProjectSourcePath, const FString& NewProjectName, TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
const FString GameModulePath = NewProjectSourcePath / NewProjectName;
// Used to override the code generation validation since the module we're creating isn't the same as the project we currently have loaded
FModuleContextInfo NewModuleInfo;
NewModuleInfo.ModuleName = NewProjectName;
NewModuleInfo.ModuleType = EHostType::Runtime;
NewModuleInfo.ModuleSourcePath = FPaths::ConvertRelativePathToFull(GameModulePath / ""); // Ensure trailing /
// MyGameGameMode.h
{
const UClass* BaseClass = AGameModeBase::StaticClass();
const FString NewClassName = NewProjectName + BaseClass->GetName();
const FString NewHeaderFilename = GameModulePath / NewClassName + TEXT(".h");
FString UnusedSyncLocation;
if ( GenerateClassHeaderFile(NewHeaderFilename, NewClassName, FNewClassInfo(BaseClass), TArray<FString>(), TEXT(""), TEXT(""), UnusedSyncLocation, NewModuleInfo, false, OutFailReason) )
{
OutCreatedFiles.Add(NewHeaderFilename);
}
else
{
return false;
}
}
// MyGameGameMode.cpp
{
const UClass* BaseClass = AGameModeBase::StaticClass();
const FString NewClassName = NewProjectName + BaseClass->GetName();
const FString NewCPPFilename = GameModulePath / NewClassName + TEXT(".cpp");
TArray<FString> PropertyOverrides;
TArray<FString> AdditionalIncludes;
FString UnusedSyncLocation;
if ( GenerateClassCPPFile(NewCPPFilename, NewClassName, FNewClassInfo(BaseClass), AdditionalIncludes, PropertyOverrides, TEXT(""), UnusedSyncLocation, NewModuleInfo, OutFailReason) )
{
OutCreatedFiles.Add(NewCPPFilename);
}
else
{
return false;
}
}
return true;
}
bool GameProjectUtils::BuildCodeProject(const FString& ProjectFilename)
{
// Build the project while capturing the log output. Passing GWarn to CompileGameProject will allow Slate to display the progress bar.
FStringOutputDevice OutputLog;
OutputLog.SetAutoEmitLineTerminator(true);
GLog->AddOutputDevice(&OutputLog);
bool bCompileSucceeded = FDesktopPlatformModule::Get()->CompileGameProject(FPaths::RootDir(), ProjectFilename, GWarn);
GLog->RemoveOutputDevice(&OutputLog);
// Try to compile the modules
if(!bCompileSucceeded)
{
FText DevEnvName = FSourceCodeNavigation::GetSelectedSourceCodeIDE();
TArray<FText> CompileFailedButtons;
int32 OpenIDEButton = CompileFailedButtons.Add(FText::Format(LOCTEXT("CompileFailedOpenIDE", "Open with {0}"), DevEnvName));
CompileFailedButtons.Add(LOCTEXT("CompileFailedCancel", "Cancel"));
FText LogText = FText::FromString(OutputLog.Replace(LINE_TERMINATOR, TEXT("\n")).TrimEnd());
int32 CompileFailedChoice = SOutputLogDialog::Open(LOCTEXT("CompileFailedTitle", "Compile Failed"), FText::Format(LOCTEXT("CompileFailedHeader", "The project could not be compiled. Would you like to open it in {0}?"), DevEnvName), LogText, FText::GetEmpty(), CompileFailedButtons);
FText FailReason;
if(CompileFailedChoice == OpenIDEButton && !GameProjectUtils::OpenCodeIDE(ProjectFilename, FailReason))
{
FMessageDialog::Open(EAppMsgType::Ok, FailReason);
}
}
return bCompileSucceeded;
}
bool GameProjectUtils::GenerateCodeProjectFiles(const FString& ProjectFilename, FText& OutFailReason, FText& OutFailLog)
{
FStringOutputDevice OutputLog;
OutputLog.SetAutoEmitLineTerminator(true);
GLog->AddOutputDevice(&OutputLog);
bool bHaveProjectFiles = FDesktopPlatformModule::Get()->GenerateProjectFiles(FPaths::RootDir(), ProjectFilename, GWarn);
GLog->RemoveOutputDevice(&OutputLog);
if ( !bHaveProjectFiles )
{
OutFailReason = LOCTEXT("ErrorWhileGeneratingProjectFiles", "An error occurred while trying to generate project files.");
OutFailLog = FText::FromString(OutputLog);
return false;
}
return true;
}
bool GameProjectUtils::IsStarterContentAvailableForNewProjects()
{
TArray<FString> StarterContentFiles;
GetStarterContentFiles(StarterContentFiles);
bool bHasStaterContent = StarterContentFiles.FindByPredicate([&](const FString& Str){ return Str.Contains("StarterContent"); }) != nullptr;
return bHasStaterContent;
}
int32 FindSpecificBuildFiles(const TCHAR* Path, TMap<FString, FString>& BuildFiles)
{
class FBuildFileVistor : public IPlatformFile::FDirectoryVisitor
{
public:
TMap<FString, FString>& BuildFiles;
int32& NumBuildFilesFound;
FString CheckFilename;
bool bSawAnyBuildFile;
FBuildFileVistor(TMap<FString, FString>& InBuildFiles, int32& InNumBuildFilesFound) :
BuildFiles(InBuildFiles),
NumBuildFilesFound(InNumBuildFilesFound),
bSawAnyBuildFile(false)
{
}
virtual bool Visit(const TCHAR* FilenameOrDirectory, bool bIsDirectory)
{
if (bIsDirectory)
{
return true;
}
static const FString BuildFileSuffix(TEXT(".Build.cs"));
CheckFilename = FilenameOrDirectory;
if (!CheckFilename.EndsWith(BuildFileSuffix))
{
return true;
}
bSawAnyBuildFile = true;
CheckFilename = FPaths::GetCleanFilename(CheckFilename);
FString* Found = BuildFiles.Find(CheckFilename);
if (Found && Found->Len() == 0)
{
*Found = FilenameOrDirectory;
++NumBuildFilesFound;
}
return false;
}
};
class FBuildDirectoryVistor : public IPlatformFile::FDirectoryVisitor
{
public:
FBuildFileVistor FileVisitor;
FString CheckDirectory;
FBuildDirectoryVistor(TMap<FString, FString>& InBuildFiles, int32& InNumBuildFilesFound) :
FileVisitor(InBuildFiles, InNumBuildFilesFound)
{
}
virtual bool Visit(const TCHAR* FilenameOrDirectory, bool bIsDirectory)
{
if (bIsDirectory)
{
static const FString Dot(TEXT("."));
CheckDirectory = FPaths::GetCleanFilename(FilenameOrDirectory);
if (!CheckDirectory.StartsWith(Dot) && CheckDirectory != TEXT("Public") && CheckDirectory != TEXT("Private"))
{
return ScanDirectory(FilenameOrDirectory);
}
}
return true;
}
bool ScanDirectory(const TCHAR* FilenameOrDirectory)
{
// Iterate files only the first time
FileVisitor.bSawAnyBuildFile = false;
IFileManager::Get().IterateDirectory(FilenameOrDirectory, FileVisitor);
if (!FileVisitor.bSawAnyBuildFile && FileVisitor.NumBuildFilesFound < FileVisitor.BuildFiles.Num())
{
// Iterate directories only the second time
IFileManager::Get().IterateDirectory(FilenameOrDirectory, *this);
}
return FileVisitor.NumBuildFilesFound < FileVisitor.BuildFiles.Num();
}
};
int32 NumBuildFilesFound = 0;
FBuildDirectoryVistor DirectoryVisitor(BuildFiles, NumBuildFilesFound);
DirectoryVisitor.ScanDirectory(Path);
return NumBuildFilesFound;
}
void GameProjectUtils::ResetCurrentProjectModulesCache()
{
IProjectManager::Get().GetCurrentProjectModuleContextInfos().Reset();
}
const TArray<FModuleContextInfo>& GameProjectUtils::GetCurrentProjectModules()
{
const FProjectDescriptor* const CurrentProject = IProjectManager::Get().GetCurrentProject();
check(CurrentProject);
TArray<FModuleContextInfo>& RetModuleInfos = IProjectManager::Get().GetCurrentProjectModuleContextInfos();
if (RetModuleInfos.Num() > 0)
{
return RetModuleInfos;
}
RetModuleInfos.Reset(CurrentProject->Modules.Num() + 1);
if (!GameProjectUtils::ProjectHasCodeFiles() || CurrentProject->Modules.Num() == 0)
{
// If this project doesn't currently have any code in it, we need to add a dummy entry for the game
// so that we can still use the class wizard (this module will be created once we add a class)
FModuleContextInfo ModuleInfo;
ModuleInfo.ModuleName = FApp::GetProjectName();
ModuleInfo.ModuleType = EHostType::Runtime;
ModuleInfo.ModuleSourcePath = FPaths::ConvertRelativePathToFull(FPaths::GameSourceDir() / ModuleInfo.ModuleName / ""); // Ensure trailing /
RetModuleInfos.Emplace(ModuleInfo);
}
TMap<FString, FString> BuildFilePathsByName;
BuildFilePathsByName.Reserve(CurrentProject->Modules.Num());
for (const FModuleDescriptor& ModuleDesc : CurrentProject->Modules)
{
BuildFilePathsByName.Add(ModuleDesc.Name.ToString() + TEXT(".Build.cs"));
}
FindSpecificBuildFiles(*FPaths::GameSourceDir(), BuildFilePathsByName);
// Resolve out the paths for each module and add the cut-down into to our output array
for (const FModuleDescriptor& ModuleDesc : CurrentProject->Modules)
{
FModuleContextInfo ModuleInfo;
ModuleInfo.ModuleName = ModuleDesc.Name.ToString();
ModuleInfo.ModuleType = ModuleDesc.Type;
// Try and find the .Build.cs file for this module within our currently loaded project's Source directory
FString* FullPath = BuildFilePathsByName.Find(ModuleInfo.ModuleName + TEXT(".Build.cs"));
if (!FullPath)
{
continue;
}
// Chop the .Build.cs file off the end of the path
ModuleInfo.ModuleSourcePath = FPaths::GetPath(*FullPath);
ModuleInfo.ModuleSourcePath = FPaths::ConvertRelativePathToFull(ModuleInfo.ModuleSourcePath / ""); // Ensure trailing /
RetModuleInfos.Emplace(ModuleInfo);
}
return RetModuleInfos;
}
TArray<FModuleContextInfo> GameProjectUtils::GetCurrentProjectPluginModules()
{
const FProjectDescriptor* const CurrentProject = IProjectManager::Get().GetCurrentProject();
check(CurrentProject);
TArray<FModuleContextInfo> RetModuleInfos;
if (!GameProjectUtils::ProjectHasCodeFiles() || CurrentProject->Modules.Num() == 0)
{
// Don't get plugins if the game project has no source tree.
return RetModuleInfos;
}
// Resolve out the paths for each module and add the cut-down into to our output array
for (const auto& Plugin : IPluginManager::Get().GetDiscoveredPlugins())
{
// Only get plugins that are a part of the game project
if (Plugin->GetLoadedFrom() == EPluginLoadedFrom::Project)
{
for (const auto& PluginModule : Plugin->GetDescriptor().Modules)
{
FModuleContextInfo ModuleInfo;
ModuleInfo.ModuleName = PluginModule.Name.ToString();
ModuleInfo.ModuleType = PluginModule.Type;
// Try and find the .Build.cs file for this module within the plugin source tree
FString TmpPath;
if (!FindSourceFileInProject(ModuleInfo.ModuleName + ".Build.cs", Plugin->GetBaseDir(), TmpPath))
{
continue;
}
// Chop the .Build.cs file off the end of the path
ModuleInfo.ModuleSourcePath = FPaths::GetPath(TmpPath);
ModuleInfo.ModuleSourcePath = FPaths::ConvertRelativePathToFull(ModuleInfo.ModuleSourcePath / ""); // Ensure trailing /
RetModuleInfos.Emplace(ModuleInfo);
}
}
}
return RetModuleInfos;
}
bool GameProjectUtils::IsValidSourcePath(const FString& InPath, const FModuleContextInfo& ModuleInfo, FText* const OutFailReason)
{
const FString AbsoluteInPath = FPaths::ConvertRelativePathToFull(InPath) / ""; // Ensure trailing /
// Validate the path contains no invalid characters
if(!FPaths::ValidatePath(AbsoluteInPath, OutFailReason))
{
return false;
}
if(!AbsoluteInPath.StartsWith(ModuleInfo.ModuleSourcePath))
{
if(OutFailReason)
{
FFormatNamedArguments Args;
Args.Add(TEXT("ModuleName"), FText::FromString(ModuleInfo.ModuleName));
Args.Add(TEXT("RootSourcePath"), FText::FromString(ModuleInfo.ModuleSourcePath));
*OutFailReason = FText::Format( LOCTEXT("SourcePathInvalidForModule", "All source code for '{ModuleName}' must exist within '{RootSourcePath}'"), Args );
}
return false;
}
return true;
}
bool GameProjectUtils::CalculateSourcePaths(const FString& InPath, const FModuleContextInfo& ModuleInfo, FString& OutHeaderPath, FString& OutSourcePath, FText* const OutFailReason)
{
const FString AbsoluteInPath = FPaths::ConvertRelativePathToFull(InPath) / ""; // Ensure trailing /
OutHeaderPath = AbsoluteInPath;
OutSourcePath = AbsoluteInPath;
EClassLocation ClassPathLocation = EClassLocation::UserDefined;
if(!GetClassLocation(InPath, ModuleInfo, ClassPathLocation, OutFailReason))
{
return false;
}
const FString RootPath = ModuleInfo.ModuleSourcePath;
const FString PublicPath = RootPath / "Public" / ""; // Ensure trailing /
const FString PrivatePath = RootPath / "Private" / ""; // Ensure trailing /
const FString ClassesPath = RootPath / "Classes" / ""; // Ensure trailing /
// The root path must exist; we will allow the creation of sub-folders, but not the module root!
// We ignore this check if the project doesn't already have source code in it, as the module folder won't yet have been created
const bool bHasCodeFiles = GameProjectUtils::ProjectHasCodeFiles();
if(!IFileManager::Get().DirectoryExists(*RootPath) && bHasCodeFiles)
{
if(OutFailReason)
{
FFormatNamedArguments Args;
Args.Add(TEXT("ModuleSourcePath"), FText::FromString(RootPath));
*OutFailReason = FText::Format(LOCTEXT("SourcePathMissingModuleRoot", "The specified module path does not exist on disk: {ModuleSourcePath}"), Args);
}
return false;
}
// The rules for placing header files are as follows:
// 1) If InPath is the source root, and GetClassLocation has said the class header should be in the Public folder, put it in the Public folder
// 2) Otherwise, just place the header at InPath (the default set above)
if(AbsoluteInPath == RootPath)
{
OutHeaderPath = (ClassPathLocation == EClassLocation::Public) ? PublicPath : AbsoluteInPath;
}
// The rules for placing source files are as follows:
// 1) If InPath is the source root, and GetClassLocation has said the class header should be in the Public folder, put the source file in the Private folder
// 2) If InPath is contained within the Public or Classes folder of this module, place it in the equivalent path in the Private folder
// 3) Otherwise, just place the source file at InPath (the default set above)
if(AbsoluteInPath == RootPath)
{
OutSourcePath = (ClassPathLocation == EClassLocation::Public) ? PrivatePath : AbsoluteInPath;
}
else if(ClassPathLocation == EClassLocation::Public)
{
OutSourcePath = AbsoluteInPath.Replace(*PublicPath, *PrivatePath);
}
else if(ClassPathLocation == EClassLocation::Classes)
{
OutSourcePath = AbsoluteInPath.Replace(*ClassesPath, *PrivatePath);
}
return !OutHeaderPath.IsEmpty() && !OutSourcePath.IsEmpty();
}
bool GameProjectUtils::GetClassLocation(const FString& InPath, const FModuleContextInfo& ModuleInfo, EClassLocation& OutClassLocation, FText* const OutFailReason)
{
const FString AbsoluteInPath = FPaths::ConvertRelativePathToFull(InPath) / ""; // Ensure trailing /
OutClassLocation = EClassLocation::UserDefined;
if(!IsValidSourcePath(InPath, ModuleInfo, OutFailReason))
{
return false;
}
const FString RootPath = ModuleInfo.ModuleSourcePath;
const FString PublicPath = RootPath / "Public" / ""; // Ensure trailing /
const FString PrivatePath = RootPath / "Private" / ""; // Ensure trailing /
const FString ClassesPath = RootPath / "Classes" / ""; // Ensure trailing /
// If either the Public or Private path exists, and we're in the root, force the header/source file to use one of these folders
const bool bPublicPathExists = IFileManager::Get().DirectoryExists(*PublicPath);
const bool bPrivatePathExists = IFileManager::Get().DirectoryExists(*PrivatePath);
const bool bForceInternalPath = AbsoluteInPath == RootPath && (bPublicPathExists || bPrivatePathExists);
if(AbsoluteInPath == RootPath)
{
OutClassLocation = (bPublicPathExists || bForceInternalPath) ? EClassLocation::Public : EClassLocation::UserDefined;
}
else if(AbsoluteInPath.StartsWith(PublicPath))
{
OutClassLocation = EClassLocation::Public;
}
else if(AbsoluteInPath.StartsWith(PrivatePath))
{
OutClassLocation = EClassLocation::Private;
}
else if(AbsoluteInPath.StartsWith(ClassesPath))
{
OutClassLocation = EClassLocation::Classes;
}
else
{
OutClassLocation = EClassLocation::UserDefined;
}
return true;
}
GameProjectUtils::EProjectDuplicateResult GameProjectUtils::DuplicateProjectForUpgrade( const FString& InProjectFile, FString& OutNewProjectFile )
{
IPlatformFile &PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
// Get the directory part of the project name
FString OldDirectoryName = FPaths::GetPath(InProjectFile);
FPaths::NormalizeDirectoryName(OldDirectoryName);
FString NewDirectoryName = OldDirectoryName;
// Strip off any previous version number from the project name
for(int32 LastSpace; NewDirectoryName.FindLastChar(' ', LastSpace); )
{
const TCHAR *End = *NewDirectoryName + LastSpace + 1;
if(End[0] != '4' || End[1] != '.' || !FChar::IsDigit(End[2]))
{
break;
}
End += 3;
while(FChar::IsDigit(*End))
{
End++;
}
if(*End != 0)
{
break;
}
NewDirectoryName = NewDirectoryName.Left(LastSpace).TrimEnd();
}
// Append the new version number
NewDirectoryName += FString::Printf(TEXT(" %s"), *FEngineVersion::Current().ToString(EVersionComponent::Minor));
// Find a directory name that doesn't exist
FString BaseDirectoryName = NewDirectoryName;
for(int32 Idx = 2; IFileManager::Get().DirectoryExists(*NewDirectoryName); Idx++)
{
NewDirectoryName = FString::Printf(TEXT("%s - %d"), *BaseDirectoryName, Idx);
}
// Recursively find all the files we need to copy, excluding those that are within the directories listed in SourceDirectoriesToSkip
struct FGatherFilesToCopyHelper
{
public:
FGatherFilesToCopyHelper(FString InRootSourceDirectory)
: RootSourceDirectory(MoveTemp(InRootSourceDirectory))
{
static const FString RelativeDirectoriesToSkip[] = {
TEXT("Binaries"),
TEXT("DerivedDataCache"),
TEXT("Intermediate"),
TEXT("Saved/Autosaves"),
TEXT("Saved/Backup"),
TEXT("Saved/Config"),
TEXT("Saved/Cooked"),
TEXT("Saved/HardwareSurvey"),
TEXT("Saved/Logs"),
TEXT("Saved/StagedBuilds"),
};
SourceDirectoriesToSkip.Reserve(ARRAY_COUNT(RelativeDirectoriesToSkip));
for (const FString& RelativeDirectoryToSkip : RelativeDirectoriesToSkip)
{
SourceDirectoriesToSkip.Emplace(RootSourceDirectory / RelativeDirectoryToSkip);
}
}
void GatherFilesToCopy(TArray<FString>& OutSourceDirectories, TArray<FString>& OutSourceFiles)
{
GatherFilesToCopy(RootSourceDirectory, OutSourceDirectories, OutSourceFiles);
}
private:
void GatherFilesToCopy(const FString& InSourceDirectoryPath, TArray<FString>& OutSourceDirectories, TArray<FString>& OutSourceFiles)
{
const FString SourceDirectorySearchWildcard = InSourceDirectoryPath / TEXT("*");
OutSourceDirectories.Emplace(InSourceDirectoryPath);
TArray<FString> SourceFilenames;
IFileManager::Get().FindFiles(SourceFilenames, *SourceDirectorySearchWildcard, true, false);
OutSourceFiles.Reserve(OutSourceFiles.Num() + SourceFilenames.Num());
for (const FString& SourceFilename : SourceFilenames)
{
OutSourceFiles.Emplace(InSourceDirectoryPath / SourceFilename);
}
TArray<FString> SourceSubDirectoryNames;
IFileManager::Get().FindFiles(SourceSubDirectoryNames, *SourceDirectorySearchWildcard, false, true);
for (const FString& SourceSubDirectoryName : SourceSubDirectoryNames)
{
const FString SourceSubDirectoryPath = InSourceDirectoryPath / SourceSubDirectoryName;
if (!SourceDirectoriesToSkip.Contains(SourceSubDirectoryPath))
{
GatherFilesToCopy(SourceSubDirectoryPath, OutSourceDirectories, OutSourceFiles);
}
}
}
FString RootSourceDirectory;
TArray<FString> SourceDirectoriesToSkip;
};
TArray<FString> SourceDirectories;
TArray<FString> SourceFiles;
FGatherFilesToCopyHelper(OldDirectoryName).GatherFilesToCopy(SourceDirectories, SourceFiles);
// Copy everything
bool bCopySucceeded = true;
bool bUserCanceled = false;
GWarn->BeginSlowTask(LOCTEXT("CreatingCopyOfProject", "Creating copy of project..."), true, true);
for(int32 Idx = 0; Idx < SourceDirectories.Num() && bCopySucceeded; Idx++)
{
FString TargetDirectory = NewDirectoryName + SourceDirectories[Idx].Mid(OldDirectoryName.Len());
bUserCanceled = GWarn->ReceivedUserCancel();
bCopySucceeded = !bUserCanceled && PlatformFile.CreateDirectory(*TargetDirectory);
GWarn->UpdateProgress(Idx + 1, SourceDirectories.Num() + SourceFiles.Num());
}
for(int32 Idx = 0; Idx < SourceFiles.Num() && bCopySucceeded; Idx++)
{
FString TargetFile = NewDirectoryName + SourceFiles[Idx].Mid(OldDirectoryName.Len());
bUserCanceled = GWarn->ReceivedUserCancel();
bCopySucceeded = !bUserCanceled && PlatformFile.CopyFile(*TargetFile, *SourceFiles[Idx]);
GWarn->UpdateProgress(SourceDirectories.Num() + Idx + 1, SourceDirectories.Num() + SourceFiles.Num());
}
GWarn->EndSlowTask();
// Wipe the directory if the user canceled or we couldn't update
if(!bCopySucceeded)
{
PlatformFile.DeleteDirectoryRecursively(*NewDirectoryName);
if(bUserCanceled)
{
return EProjectDuplicateResult::UserCanceled;
}
else
{
return EProjectDuplicateResult::Failed;
}
}
// Otherwise fixup the output project filename
OutNewProjectFile = NewDirectoryName / FPaths::GetCleanFilename(InProjectFile);
return EProjectDuplicateResult::Succeeded;
}
void GameProjectUtils::UpdateSupportedTargetPlatforms(const FName& InPlatformName, const bool bIsSupported)
{
const FString& ProjectFilename = FPaths::GetProjectFilePath();
if(!ProjectFilename.IsEmpty())
{
// First attempt to check out the file if SCC is enabled
if(ISourceControlModule::Get().IsEnabled())
{
FText UnusedFailReason;
CheckoutGameProjectFile(ProjectFilename, UnusedFailReason);
}
// Second make sure the file is writable
if(FPlatformFileManager::Get().GetPlatformFile().IsReadOnly(*ProjectFilename))
{
FPlatformFileManager::Get().GetPlatformFile().SetReadOnly(*ProjectFilename, false);
}
IProjectManager::Get().UpdateSupportedTargetPlatformsForCurrentProject(InPlatformName, bIsSupported);
}
}
void GameProjectUtils::ClearSupportedTargetPlatforms()
{
const FString& ProjectFilename = FPaths::GetProjectFilePath();
if(!ProjectFilename.IsEmpty())
{
// First attempt to check out the file if SCC is enabled
if(ISourceControlModule::Get().IsEnabled())
{
FText UnusedFailReason;
CheckoutGameProjectFile(ProjectFilename, UnusedFailReason);
}
// Second make sure the file is writable
if(FPlatformFileManager::Get().GetPlatformFile().IsReadOnly(*ProjectFilename))
{
FPlatformFileManager::Get().GetPlatformFile().SetReadOnly(*ProjectFilename, false);
}
IProjectManager::Get().ClearSupportedTargetPlatformsForCurrentProject();
}
}
void GameProjectUtils::UpdateAdditionalPluginDirectory(const FString& InDir, const bool bAddOrRemove)
{
const FString& ProjectFilename = FPaths::GetProjectFilePath();
if (!ProjectFilename.IsEmpty())
{
// First attempt to check out the file if SCC is enabled
if (ISourceControlModule::Get().IsEnabled())
{
FText UnusedFailReason;
CheckoutGameProjectFile(ProjectFilename, UnusedFailReason);
}
// Second make sure the file is writable
if (FPlatformFileManager::Get().GetPlatformFile().IsReadOnly(*ProjectFilename))
{
FPlatformFileManager::Get().GetPlatformFile().SetReadOnly(*ProjectFilename, false);
}
IProjectManager::Get().UpdateAdditionalPluginDirectory(InDir, bAddOrRemove);
}
}
bool GameProjectUtils::ReadTemplateFile(const FString& TemplateFileName, FString& OutFileContents, FText& OutFailReason)
{
const FString FullFileName = FPaths::EngineContentDir() / TEXT("Editor") / TEXT("Templates") / TemplateFileName;
if ( FFileHelper::LoadFileToString(OutFileContents, *FullFileName) )
{
return true;
}
FFormatNamedArguments Args;
Args.Add( TEXT("FullFileName"), FText::FromString( FullFileName ) );
OutFailReason = FText::Format( LOCTEXT("FailedToReadTemplateFile", "Failed to read template file \"{FullFileName}\""), Args );
return false;
}
bool GameProjectUtils::WriteOutputFile(const FString& OutputFilename, const FString& OutputFileContents, FText& OutFailReason)
{
if ( FFileHelper::SaveStringToFile(OutputFileContents, *OutputFilename ) )
{
return true;
}
FFormatNamedArguments Args;
Args.Add( TEXT("OutputFilename"), FText::FromString( OutputFilename ) );
OutFailReason = FText::Format( LOCTEXT("FailedToWriteOutputFile", "Failed to write output file \"{OutputFilename}\". Perhaps the file is Read-Only?"), Args );
return false;
}
FString GameProjectUtils::MakeCopyrightLine()
{
const FString CopyrightNotice = GetDefault<UGeneralProjectSettings>()->CopyrightNotice;
if (!CopyrightNotice.IsEmpty())
{
return FString(TEXT("// ")) + CopyrightNotice;
}
else
{
return FString();
}
}
FString GameProjectUtils::MakeCommaDelimitedList(const TArray<FString>& InList, bool bPlaceQuotesAroundEveryElement)
{
FString ReturnString;
for ( auto ListIt = InList.CreateConstIterator(); ListIt; ++ListIt )
{
FString ElementStr;
if ( bPlaceQuotesAroundEveryElement )
{
ElementStr = FString::Printf( TEXT("\"%s\""), **ListIt);
}
else
{
ElementStr = *ListIt;
}
if ( ReturnString.Len() > 0 )
{
// If this is not the first item in the list, prepend with a comma
ElementStr = FString::Printf(TEXT(", %s"), *ElementStr);
}
ReturnString += ElementStr;
}
return ReturnString;
}
FString GameProjectUtils::MakeIncludeList(const TArray<FString>& InList)
{
FString ReturnString;
for ( auto ListIt = InList.CreateConstIterator(); ListIt; ++ListIt )
{
ReturnString += FString::Printf( TEXT("#include \"%s\"") LINE_TERMINATOR, **ListIt);
}
return ReturnString;
}
FString GameProjectUtils::DetermineModuleIncludePath(const FModuleContextInfo& ModuleInfo, const FString& FileRelativeTo)
{
FString ModuleIncludePath;
if(FindSourceFileInProject(ModuleInfo.ModuleName + ".h", ModuleInfo.ModuleSourcePath, ModuleIncludePath))
{
// Work out where the module header is;
// if it's Public then we can include it without any path since all Public and Classes folders are on the include path
// if it's located elsewhere, then we'll need to include it relative to the module source root as we can't guarantee
// that other folders are on the include paths
EClassLocation ModuleLocation;
if(GetClassLocation(ModuleIncludePath, ModuleInfo, ModuleLocation))
{
if(ModuleLocation == EClassLocation::Public || ModuleLocation == EClassLocation::Classes)
{
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
else
{
// If the path to our new class is the same as the path to the module, we can include it directly
const FString ModulePath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ModuleIncludePath));
const FString ClassPath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(FileRelativeTo));
if(ModulePath == ClassPath)
{
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
else
{
// Updates ModuleIncludePath internally
if(!FPaths::MakePathRelativeTo(ModuleIncludePath, *ModuleInfo.ModuleSourcePath))
{
// Failed; just assume we can include it without any relative path
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
}
}
}
else
{
// Failed; just assume we can include it without any relative path
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
}
else
{
// This could potentially fail when generating new projects if the module file hasn't yet been created; just assume we can include it without any relative path
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
return ModuleIncludePath;
}
/**
* Generates UObject class constructor definition with property overrides.
*
* @param Out String to assign generated constructor to.
* @param PrefixedClassName Prefixed class name for which we generate the constructor.
* @param PropertyOverridesStr String with property overrides in the constructor.
* @param OutFailReason Template read function failure reason.
*
* @returns True on success. False otherwise.
*/
bool GenerateConstructorDefinition(FString& Out, const FString& PrefixedClassName, const FString& PropertyOverridesStr, FText& OutFailReason)
{
FString Template;
if (!GameProjectUtils::ReadTemplateFile(TEXT("UObjectClassConstructorDefinition.template"), Template, OutFailReason))
{
return false;
}
Out = Template.Replace(TEXT("%PREFIXED_CLASS_NAME%"), *PrefixedClassName, ESearchCase::CaseSensitive);
Out = Out.Replace(TEXT("%PROPERTY_OVERRIDES%"), *PropertyOverridesStr, ESearchCase::CaseSensitive);
return true;
}
/**
* Generates UObject class constructor declaration.
*
* @param Out String to assign generated constructor to.
* @param PrefixedClassName Prefixed class name for which we generate the constructor.
* @param OutFailReason Template read function failure reason.
*
* @returns True on success. False otherwise.
*/
bool GenerateConstructorDeclaration(FString& Out, const FString& PrefixedClassName, FText& OutFailReason)
{
FString Template;
if (!GameProjectUtils::ReadTemplateFile(TEXT("UObjectClassConstructorDeclaration.template"), Template, OutFailReason))
{
return false;
}
Out = Template.Replace(TEXT("%PREFIXED_CLASS_NAME%"), *PrefixedClassName, ESearchCase::CaseSensitive);
return true;
}
bool GameProjectUtils::GenerateClassHeaderFile(const FString& NewHeaderFileName, const FString UnPrefixedClassName, const FNewClassInfo ParentClassInfo, const TArray<FString>& ClassSpecifierList, const FString& ClassProperties, const FString& ClassFunctionDeclarations, FString& OutSyncLocation, const FModuleContextInfo& ModuleInfo, bool bDeclareConstructor, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(ParentClassInfo.GetHeaderTemplateFilename(), Template, OutFailReason) )
{
return false;
}
const FString ClassPrefix = ParentClassInfo.GetClassPrefixCPP();
const FString PrefixedClassName = ClassPrefix + UnPrefixedClassName;
const FString PrefixedBaseClassName = ClassPrefix + ParentClassInfo.GetClassNameCPP();
FString BaseClassIncludeDirective;
FString BaseClassIncludePath;
if(ParentClassInfo.GetIncludePath(BaseClassIncludePath))
{
BaseClassIncludeDirective = FString::Printf(TEXT("#include \"%s\""), *BaseClassIncludePath);
}
FString ModuleAPIMacro;
{
EClassLocation ClassPathLocation = EClassLocation::UserDefined;
if ( GetClassLocation(NewHeaderFileName, ModuleInfo, ClassPathLocation) )
{
// If this class isn't Private, make sure and include the API macro so it can be linked within other modules
if ( ClassPathLocation != EClassLocation::Private )
{
ModuleAPIMacro = ModuleInfo.ModuleName.ToUpper() + "_API "; // include a trailing space for the template formatting
}
}
}
FString EventualConstructorDeclaration;
if (bDeclareConstructor)
{
if (!GenerateConstructorDeclaration(EventualConstructorDeclaration, PrefixedClassName, OutFailReason))
{
return false;
}
}
// Not all of these will exist in every class template
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%UNPREFIXED_CLASS_NAME%"), *UnPrefixedClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%CLASS_MODULE_API_MACRO%"), *ModuleAPIMacro, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%UCLASS_SPECIFIER_LIST%"), *MakeCommaDelimitedList(ClassSpecifierList, false), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PREFIXED_CLASS_NAME%"), *PrefixedClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PREFIXED_BASE_CLASS_NAME%"), *PrefixedBaseClassName, ESearchCase::CaseSensitive);
// Special case where where the wildcard starts with a tab and ends with a new line
const bool bLeadingTab = true;
const bool bTrailingNewLine = true;
FinalOutput = ReplaceWildcard(FinalOutput, TEXT("%EVENTUAL_CONSTRUCTOR_DECLARATION%"), *EventualConstructorDeclaration, bLeadingTab, bTrailingNewLine);
FinalOutput = ReplaceWildcard(FinalOutput, TEXT("%CLASS_PROPERTIES%"), *ClassProperties, bLeadingTab, bTrailingNewLine);
FinalOutput = ReplaceWildcard(FinalOutput, TEXT("%CLASS_FUNCTION_DECLARATIONS%"), *ClassFunctionDeclarations, bLeadingTab, bTrailingNewLine);
if (BaseClassIncludeDirective.Len() == 0)
{
FinalOutput = FinalOutput.Replace(TEXT("%BASE_CLASS_INCLUDE_DIRECTIVE%") LINE_TERMINATOR, TEXT(""), ESearchCase::CaseSensitive);
}
FinalOutput = FinalOutput.Replace(TEXT("%BASE_CLASS_INCLUDE_DIRECTIVE%"), *BaseClassIncludeDirective, ESearchCase::CaseSensitive);
HarvestCursorSyncLocation( FinalOutput, OutSyncLocation );
return WriteOutputFile(NewHeaderFileName, FinalOutput, OutFailReason);
}
static bool TryParseIncludeDirective(const FString& Text, int StartPos, int EndPos, FString& IncludePath)
{
// Check if the line starts with a # character
int Pos = StartPos;
while (Pos < EndPos && FChar::IsWhitespace(Text[Pos]))
{
Pos++;
}
if (Pos == EndPos || Text[Pos++] != '#')
{
return false;
}
while (Pos < EndPos && FChar::IsWhitespace(Text[Pos]))
{
Pos++;
}
// Check it's an include directive
const TCHAR* IncludeText = TEXT("include");
for (int Idx = 0; IncludeText[Idx] != 0; Idx++)
{
if (Pos == EndPos || Text[Pos] != IncludeText[Idx])
{
return false;
}
Pos++;
}
while (Pos < EndPos && FChar::IsWhitespace(Text[Pos]))
{
Pos++;
}
// Parse out the quoted include path
if (Pos == EndPos || Text[Pos++] != '"')
{
return false;
}
int IncludePathPos = Pos;
while (Pos < EndPos && Text[Pos] != '"')
{
Pos++;
}
IncludePath = Text.Mid(IncludePathPos, Pos - IncludePathPos);
return true;
}
static bool IsUsingOldStylePch(FString BaseDir)
{
// Find all the cpp files under the base directory
TArray<FString> Files;
IFileManager::Get().FindFilesRecursive(Files, *BaseDir, TEXT("*.cpp"), true, false, false);
// Parse the first include directive for up to 16 include paths
TArray<FString> FirstIncludedFiles;
for (int Idx = 0; Idx < Files.Num() && Idx < 16; Idx++)
{
FString Text;
FFileHelper::LoadFileToString(Text, *Files[Idx]);
int LinePos = 0;
while(LinePos < Text.Len())
{
int EndOfLinePos = LinePos;
while (EndOfLinePos < Text.Len() && Text[EndOfLinePos] != '\n')
{
EndOfLinePos++;
}
FString IncludePath;
if (TryParseIncludeDirective(Text, LinePos, EndOfLinePos, IncludePath))
{
FirstIncludedFiles.AddUnique(FPaths::GetCleanFilename(IncludePath));
break;
}
LinePos = EndOfLinePos + 1;
}
}
return FirstIncludedFiles.Num() == 1 && Files.Num() > 1;
}
bool GameProjectUtils::GenerateClassCPPFile(const FString& NewCPPFileName, const FString UnPrefixedClassName, const FNewClassInfo ParentClassInfo, const TArray<FString>& AdditionalIncludes, const TArray<FString>& PropertyOverrides, const FString& AdditionalMemberDefinitions, FString& OutSyncLocation, const FModuleContextInfo& ModuleInfo, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(ParentClassInfo.GetSourceTemplateFilename(), Template, OutFailReason) )
{
return false;
}
const FString ClassPrefix = ParentClassInfo.GetClassPrefixCPP();
const FString PrefixedClassName = ClassPrefix + UnPrefixedClassName;
const FString PrefixedBaseClassName = ClassPrefix + ParentClassInfo.GetClassNameCPP();
EClassLocation ClassPathLocation = EClassLocation::UserDefined;
if ( !GetClassLocation(NewCPPFileName, ModuleInfo, ClassPathLocation, &OutFailReason) )
{
return false;
}
FString AdditionalIncludesStr;
for (int32 IncludeIdx = 0; IncludeIdx < AdditionalIncludes.Num(); ++IncludeIdx)
{
if (IncludeIdx > 0)
{
AdditionalIncludesStr += LINE_TERMINATOR;
}
AdditionalIncludesStr += FString::Printf(TEXT("#include \"%s\""), *AdditionalIncludes[IncludeIdx]);
}
FString PropertyOverridesStr;
for ( int32 OverrideIdx = 0; OverrideIdx < PropertyOverrides.Num(); ++OverrideIdx )
{
if ( OverrideIdx > 0 )
{
PropertyOverridesStr += LINE_TERMINATOR;
}
PropertyOverridesStr += TEXT("\t");
PropertyOverridesStr += *PropertyOverrides[OverrideIdx];
}
// Calculate the correct include path for the module header
FString PchIncludeDirective;
if (IsUsingOldStylePch(ModuleInfo.ModuleSourcePath))
{
const FString ModuleIncludePath = DetermineModuleIncludePath(ModuleInfo, NewCPPFileName);
if (ModuleIncludePath.Len() > 0)
{
PchIncludeDirective = FString::Printf(TEXT("#include \"%s\""), *ModuleIncludePath);
}
}
FString EventualConstructorDefinition;
if (PropertyOverrides.Num() != 0)
{
if (!GenerateConstructorDefinition(EventualConstructorDefinition, PrefixedClassName, PropertyOverridesStr, OutFailReason))
{
return false;
}
}
// Not all of these will exist in every class template
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%UNPREFIXED_CLASS_NAME%"), *UnPrefixedClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PREFIXED_CLASS_NAME%"), *PrefixedClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleInfo.ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PCH_INCLUDE_DIRECTIVE%"), *PchIncludeDirective, ESearchCase::CaseSensitive);
// Special case where where the wildcard ends with a new line
const bool bLeadingTab = false;
const bool bTrailingNewLine = true;
FinalOutput = ReplaceWildcard(FinalOutput, TEXT("%ADDITIONAL_INCLUDE_DIRECTIVES%"), *AdditionalIncludesStr, bLeadingTab, bTrailingNewLine);
FinalOutput = ReplaceWildcard(FinalOutput, TEXT("%EVENTUAL_CONSTRUCTOR_DEFINITION%"), *EventualConstructorDefinition, bLeadingTab, bTrailingNewLine);
FinalOutput = ReplaceWildcard(FinalOutput, TEXT("%ADDITIONAL_MEMBER_DEFINITIONS%"), *AdditionalMemberDefinitions, bLeadingTab, bTrailingNewLine);
HarvestCursorSyncLocation( FinalOutput, OutSyncLocation );
return WriteOutputFile(NewCPPFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateGameModuleBuildFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& PublicDependencyModuleNames, const TArray<FString>& PrivateDependencyModuleNames, FText& OutFailReason)
{
FString Template;
if (!ReadTemplateFile(TEXT("GameModule.Build.cs.template"), Template, OutFailReason))
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PUBLIC_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PublicDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PRIVATE_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PrivateDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
ResetCurrentProjectModulesCache();
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GeneratePluginModuleBuildFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& PublicDependencyModuleNames, const TArray<FString>& PrivateDependencyModuleNames, FText& OutFailReason, bool bUseExplicitOrSharedPCHs/* = true*/)
{
FString Template;
if ( !ReadTemplateFile(TEXT("PluginModule.Build.cs.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PUBLIC_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PublicDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PRIVATE_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PrivateDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
const FString PCHUsage = bUseExplicitOrSharedPCHs ? TEXT("UseExplicitOrSharedPCHs") : TEXT("UseSharedPCHs");
FinalOutput = FinalOutput.Replace(TEXT("%PCH_USAGE%"), *PCHUsage, ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateGameModuleTargetFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& ExtraModuleNames, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("Stub.Target.cs.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%EXTRA_MODULE_NAMES%"), *MakeCommaDelimitedList(ExtraModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%TARGET_TYPE%"), TEXT("Game"), ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateEditorModuleBuildFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& PublicDependencyModuleNames, const TArray<FString>& PrivateDependencyModuleNames, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("EditorModule.Build.cs.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PUBLIC_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PublicDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PRIVATE_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PrivateDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
ResetCurrentProjectModulesCache();
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateEditorModuleTargetFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& ExtraModuleNames, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("Stub.Target.cs.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%EXTRA_MODULE_NAMES%"), *MakeCommaDelimitedList(ExtraModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%TARGET_TYPE%"), TEXT("Editor"), ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateGameModuleCPPFile(const FString& NewBuildFileName, const FString& ModuleName, const FString& GameName, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("GameModule.cpp.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%GAME_NAME%"), *GameName, ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateGameModuleHeaderFile(const FString& NewBuildFileName, const TArray<FString>& PublicHeaderIncludes, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("GameModule.h.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PUBLIC_HEADER_INCLUDES%"), *MakeIncludeList(PublicHeaderIncludes), ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GeneratePluginModuleCPPFile(const FString& CPPFileName, const FString& ModuleName, const FString& StartupSourceCode, FText& OutFailReason)
{
FString Template;
if (!ReadTemplateFile(TEXT("PluginModule.cpp.template"), Template, OutFailReason))
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_STARTUP_CODE%"), *StartupSourceCode, ESearchCase::CaseSensitive);
return WriteOutputFile(CPPFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GeneratePluginModuleHeaderFile(const FString& HeaderFileName, const TArray<FString>& PublicHeaderIncludes, FText& OutFailReason)
{
FString Template;
if (!ReadTemplateFile(TEXT("PluginModule.h.template"), Template, OutFailReason))
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PUBLIC_HEADER_INCLUDES%"), *MakeIncludeList(PublicHeaderIncludes), ESearchCase::CaseSensitive);
return WriteOutputFile(HeaderFileName, FinalOutput, OutFailReason);
}
FString GameProjectUtils::ReplaceWildcard(const FString& Input, const FString& From, const FString& To, bool bLeadingTab, bool bTrailingNewLine)
{
FString Result = Input;
FString WildCard = bLeadingTab ? TEXT("\t") : TEXT("");
WildCard.Append(From);
if (bTrailingNewLine)
{
WildCard.Append(LINE_TERMINATOR);
}
int32 NumReplacements = Result.ReplaceInline(*WildCard, *To, ESearchCase::CaseSensitive);
// if replacement fails, try again using just the plain wildcard without tab and/or new line
if (NumReplacements == 0)
{
Result = Result.Replace(*From, *To, ESearchCase::CaseSensitive);
}
return Result;
}
void GameProjectUtils::OnUpdateProjectConfirm()
{
UpdateProject();
}
void GameProjectUtils::UpdateProject(const FProjectDescriptorModifier& Modifier)
{
UpdateProject_Impl(&Modifier);
}
void GameProjectUtils::UpdateProject()
{
UpdateProject_Impl(nullptr);
}
void GameProjectUtils::UpdateProject_Impl(const FProjectDescriptorModifier* Modifier)
{
const FString& ProjectFilename = FPaths::GetProjectFilePath();
const FString& ShortFilename = FPaths::GetCleanFilename(ProjectFilename);
FText FailReason;
FText UpdateMessage;
SNotificationItem::ECompletionState NewCompletionState;
if (UpdateGameProjectFile_Impl(ProjectFilename, FDesktopPlatformModule::Get()->GetCurrentEngineIdentifier(), Modifier, FailReason))
{
// The project was updated successfully.
FFormatNamedArguments Args;
Args.Add( TEXT("ShortFilename"), FText::FromString( ShortFilename ) );
UpdateMessage = FText::Format( LOCTEXT("ProjectFileUpdateComplete", "{ShortFilename} was successfully updated."), Args );
NewCompletionState = SNotificationItem::CS_Success;
}
else
{
// The user chose to update, but the update failed. Notify the user.
FFormatNamedArguments Args;
Args.Add( TEXT("ShortFilename"), FText::FromString( ShortFilename ) );
Args.Add( TEXT("FailReason"), FailReason );
UpdateMessage = FText::Format( LOCTEXT("ProjectFileUpdateFailed", "{ShortFilename} failed to update. {FailReason}"), Args );
NewCompletionState = SNotificationItem::CS_Fail;
}
if ( UpdateGameProjectNotification.IsValid() )
{
UpdateGameProjectNotification.Pin()->SetCompletionState(NewCompletionState);
UpdateGameProjectNotification.Pin()->SetText(UpdateMessage);
UpdateGameProjectNotification.Pin()->ExpireAndFadeout();
UpdateGameProjectNotification.Reset();
}
}
void GameProjectUtils::UpdateProject(const TArray<FString>* StartupModuleNames)
{
UpdateProject(
FProjectDescriptorModifier::CreateLambda(
[StartupModuleNames](FProjectDescriptor& Desc)
{
if (StartupModuleNames != nullptr)
{
return UpdateStartupModuleNames(Desc, StartupModuleNames);
}
return false;
}));
}
void GameProjectUtils::OnUpdateProjectCancel()
{
if ( UpdateGameProjectNotification.IsValid() )
{
UpdateGameProjectNotification.Pin()->SetCompletionState(SNotificationItem::CS_None);
UpdateGameProjectNotification.Pin()->ExpireAndFadeout();
UpdateGameProjectNotification.Reset();
}
}
void GameProjectUtils::TryMakeProjectFileWriteable(const FString& ProjectFile)
{
// First attempt to check out the file if SCC is enabled
if ( ISourceControlModule::Get().IsEnabled() )
{
FText FailReason;
GameProjectUtils::CheckoutGameProjectFile(ProjectFile, FailReason);
}
// Check if it's writable
if(FPlatformFileManager::Get().GetPlatformFile().IsReadOnly(*ProjectFile))
{
FText ShouldMakeProjectWriteable = LOCTEXT("ShouldMakeProjectWriteable_Message", "'{ProjectFilename}' is read-only and cannot be updated. Would you like to make it writeable?");
FFormatNamedArguments Arguments;
Arguments.Add( TEXT("ProjectFilename"), FText::FromString(ProjectFile));
if(FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(ShouldMakeProjectWriteable, Arguments)) == EAppReturnType::Yes)
{
FPlatformFileManager::Get().GetPlatformFile().SetReadOnly(*ProjectFile, false);
}
}
}
bool GameProjectUtils::UpdateGameProjectFile(const FString& ProjectFile, const FString& EngineIdentifier, const FProjectDescriptorModifier& Modifier, FText& OutFailReason)
{
return UpdateGameProjectFile_Impl(ProjectFile, EngineIdentifier, &Modifier, OutFailReason);
}
bool GameProjectUtils::UpdateGameProjectFile(const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason)
{
return UpdateGameProjectFile_Impl(ProjectFile, EngineIdentifier, nullptr, OutFailReason);
}
bool GameProjectUtils::UpdateGameProjectFile_Impl(const FString& ProjectFile, const FString& EngineIdentifier, const FProjectDescriptorModifier* Modifier, FText& OutFailReason)
{
// Make sure we can write to the project file
TryMakeProjectFileWriteable(ProjectFile);
// Load the descriptor
FProjectDescriptor Descriptor;
if(Descriptor.Load(ProjectFile, OutFailReason))
{
if (Modifier && Modifier->IsBound() && !Modifier->Execute(Descriptor))
{
// If modifier returns false it means that we want to drop changes.
return true;
}
// Update file on disk
return Descriptor.Save(ProjectFile, OutFailReason) && FDesktopPlatformModule::Get()->SetEngineIdentifierForProject(ProjectFile, EngineIdentifier);
}
return false;
}
bool GameProjectUtils::UpdateGameProjectFile(const FString& ProjectFilename, const FString& EngineIdentifier, const TArray<FString>* StartupModuleNames, FText& OutFailReason)
{
return UpdateGameProjectFile(ProjectFilename, EngineIdentifier,
FProjectDescriptorModifier::CreateLambda(
[StartupModuleNames](FProjectDescriptor& Desc)
{
if (StartupModuleNames != nullptr)
{
return UpdateStartupModuleNames(Desc, StartupModuleNames);
}
return false;
}
), OutFailReason);
}
bool GameProjectUtils::CheckoutGameProjectFile(const FString& ProjectFilename, FText& OutFailReason)
{
if ( !ensure(ProjectFilename.Len()) )
{
OutFailReason = LOCTEXT("NoProjectFilename", "The project filename was not specified.");
return false;
}
if ( !ISourceControlModule::Get().IsEnabled() )
{
OutFailReason = LOCTEXT("SCCDisabled", "Source control is not enabled. Enable source control in the preferences menu.");
return false;
}
FString AbsoluteFilename = FPaths::ConvertRelativePathToFull(ProjectFilename);
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
TArray<FString> FilesToBeCheckedOut;
FilesToBeCheckedOut.Add(AbsoluteFilename);
bool bSuccessfullyCheckedOut = false;
OutFailReason = LOCTEXT("SCCStateInvalid", "Could not determine source control state.");
if(SourceControlState.IsValid())
{
if(SourceControlState->IsCheckedOut() || SourceControlState->IsAdded() || !SourceControlState->IsSourceControlled())
{
// Already checked out or opened for add... or not in the depot at all
bSuccessfullyCheckedOut = true;
}
else if(SourceControlState->CanCheckout() || SourceControlState->IsCheckedOutOther())
{
bSuccessfullyCheckedOut = (SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), FilesToBeCheckedOut) == ECommandResult::Succeeded);
if (!bSuccessfullyCheckedOut)
{
OutFailReason = LOCTEXT("SCCCheckoutFailed", "Failed to check out the project file.");
}
}
else if(!SourceControlState->IsCurrent())
{
OutFailReason = LOCTEXT("SCCNotCurrent", "The project file is not at head revision.");
}
}
return bSuccessfullyCheckedOut;
}
FString GameProjectUtils::GetDefaultProjectTemplateFilename()
{
return TEXT("");
}
void FindCodeFiles(const TCHAR* BaseDirectory, TArray<FString>& FileNames, int32 MaxNumFileNames)
{
struct FDirectoryVisitor : public IPlatformFile::FDirectoryVisitor
{
TArray<FString>& FileNames;
int32 MaxNumFileNames;
FDirectoryVisitor(TArray<FString>& InFileNames, int32 InMaxNumFileNames)
: FileNames(InFileNames)
, MaxNumFileNames(InMaxNumFileNames)
{
}
virtual bool Visit(const TCHAR* FilenameOrDirectory, bool bIsDirectory) override
{
if(bIsDirectory)
{
FString CleanDirectoryName(FPaths::GetCleanFilename(FilenameOrDirectory));
if(!CleanDirectoryName.StartsWith(TEXT(".")))
{
FindCodeFiles(FilenameOrDirectory, FileNames, MaxNumFileNames);
}
}
else
{
FString FileName(FilenameOrDirectory);
if(FileName.EndsWith(TEXT(".h")) || FileName.EndsWith(".cpp"))
{
FileNames.Add(FileName);
}
}
return (FileNames.Num() < MaxNumFileNames);
}
};
// Enumerate the contents of the current directory
FDirectoryVisitor Visitor(FileNames, MaxNumFileNames);
FPlatformFileManager::Get().GetPlatformFile().IterateDirectory(BaseDirectory, Visitor);
}
void GameProjectUtils::GetProjectCodeFilenames(TArray<FString>& OutProjectCodeFilenames)
{
FindCodeFiles(*FPaths::GameSourceDir(), OutProjectCodeFilenames, INT_MAX);
}
int32 GameProjectUtils::GetProjectCodeFileCount()
{
TArray<FString> Filenames;
GetProjectCodeFilenames(Filenames);
return Filenames.Num();
}
void GameProjectUtils::GetProjectSourceDirectoryInfo(int32& OutNumCodeFiles, int64& OutDirectorySize)
{
TArray<FString> Filenames;
GetProjectCodeFilenames(Filenames);
OutNumCodeFiles = Filenames.Num();
OutDirectorySize = 0;
for (const auto& filename : Filenames)
{
OutDirectorySize += IFileManager::Get().FileSize(*filename);
}
}
bool GameProjectUtils::ProjectHasCodeFiles()
{
TArray<FString> FileNames;
FindCodeFiles(*FPaths::GameSourceDir(), FileNames, 1);
return FileNames.Num() > 0;
}
PROJECTS_API bool HasDefaultPluginSettings(const FString& Platform);
bool GameProjectUtils::ProjectRequiresBuild(const FName InPlatformInfoName)
{
// early out on projects with code files
if (ProjectHasCodeFiles())
{
return true;
}
bool bRequiresBuild = false;
if (!FApp::IsEngineInstalled())
{
// check to see if the default build settings have changed
bRequiresBuild |= !HasDefaultBuildSettings(InPlatformInfoName);
}
// check to see if any plugins beyond the defaults have been enabled
const PlatformInfo::FPlatformInfo* PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
FName PlatformName = (PlatformInfo != nullptr) ? PlatformInfo->UBTTargetId : InPlatformInfoName;
bRequiresBuild |= !HasDefaultPluginSettings(PlatformName.ToString());
// check to see if Blueprint nativization is enabled in the Project settings
bRequiresBuild |= GetDefault<UProjectPackagingSettings>()->BlueprintNativizationMethod != EProjectPackagingBlueprintNativizationMethod::Disabled;
// check to see if any projectmutator modular features are available
for (FProjectBuildMutatorFeature* Feature : IModularFeatures::Get().GetModularFeatureImplementations<FProjectBuildMutatorFeature>(FProjectBuildMutatorFeature::GetFeatureName()))
{
bRequiresBuild |= Feature->RequiresProjectBuild(InPlatformInfoName);
}
return bRequiresBuild;
}
bool GameProjectUtils::DoProjectSettingsMatchDefault(const FString& InPlatformName, const FString& InSection, const TArray<FString>* InBoolKeys, const TArray<FString>* InIntKeys, const TArray<FString>* InStringKeys)
{
FConfigFile ProjIni;
FConfigFile DefaultIni;
FConfigCacheIni::LoadLocalIniFile(ProjIni, TEXT("Engine"), true, *InPlatformName, true);
FConfigCacheIni::LoadExternalIniFile(DefaultIni, TEXT("Engine"), *FPaths::EngineConfigDir(), *FPaths::EngineConfigDir(), true, NULL, true);
if (InBoolKeys != NULL)
{
for (int Index = 0; Index < InBoolKeys->Num(); ++Index)
{
FString Default(TEXT("False")), Project(TEXT("False"));
DefaultIni.GetString(*InSection, *((*InBoolKeys)[Index]), Default);
ProjIni.GetString(*InSection, *((*InBoolKeys)[Index]), Project);
if (Default.Compare(Project, ESearchCase::IgnoreCase))
{
return false;
}
}
}
if (InIntKeys != NULL)
{
for (int Index = 0; Index < InIntKeys->Num(); ++Index)
{
int64 Default(0), Project(0);
DefaultIni.GetInt64(*InSection, *((*InIntKeys)[Index]), Default);
ProjIni.GetInt64(*InSection, *((*InIntKeys)[Index]), Project);
if (Default != Project)
{
return false;
}
}
}
if (InStringKeys != NULL)
{
for (int Index = 0; Index < InStringKeys->Num(); ++Index)
{
FString Default(TEXT("False")), Project(TEXT("False"));
DefaultIni.GetString(*InSection, *((*InStringKeys)[Index]), Default);
ProjIni.GetString(*InSection, *((*InStringKeys)[Index]), Project);
if (Default.Compare(Project, ESearchCase::IgnoreCase))
{
return false;
}
}
}
return true;
}
bool GameProjectUtils::HasDefaultBuildSettings(const FName InPlatformInfoName)
{
// first check default build settings for all platforms
TArray<FString> BoolKeys, IntKeys, StringKeys, BuildKeys;
BuildKeys.Add(TEXT("bCompileApex")); BuildKeys.Add(TEXT("bCompileICU"));
BuildKeys.Add(TEXT("bCompileSimplygon")); BuildKeys.Add(TEXT("bCompileSimplygonSSF"));
BuildKeys.Add(TEXT("bCompileRecast")); BuildKeys.Add(TEXT("bCompileSpeedTree"));
BuildKeys.Add(TEXT("bCompileWithPluginSupport")); BuildKeys.Add(TEXT("bCompilePhysXVehicle")); BuildKeys.Add(TEXT("bCompileFreeType"));
BuildKeys.Add(TEXT("bCompileForSize")); BuildKeys.Add(TEXT("bCompileCEF3")); BuildKeys.Add(TEXT("bCompileCustomSQLitePlatform"));
const PlatformInfo::FPlatformInfo* const PlatInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatInfo);
if (!DoProjectSettingsMatchDefault(PlatInfo->TargetPlatformName.ToString(), TEXT("/Script/BuildSettings.BuildSettings"), &BuildKeys))
{
return false;
}
if (PlatInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::Installed)
{
const ITargetPlatform* const Platform = GetTargetPlatformManager()->FindTargetPlatform(PlatInfo->TargetPlatformName.ToString());
if (Platform)
{
FString PlatformSection;
Platform->GetBuildProjectSettingKeys(PlatformSection, BoolKeys, IntKeys, StringKeys);
return DoProjectSettingsMatchDefault(PlatInfo->TargetPlatformName.ToString(), PlatformSection, &BoolKeys, &IntKeys, &StringKeys);
}
}
return true;
}
TArray<FString> GameProjectUtils::GetRequiredAdditionalDependencies(const FNewClassInfo& ClassInfo)
{
TArray<FString> Out;
switch (ClassInfo.ClassType)
{
case FNewClassInfo::EClassType::SlateWidget:
case FNewClassInfo::EClassType::SlateWidgetStyle:
Out.Reserve(2);
Out.Add(TEXT("Slate"));
Out.Add(TEXT("SlateCore"));
break;
case FNewClassInfo::EClassType::UObject:
auto ClassPackageName = ClassInfo.BaseClass->GetOutermost()->GetFName().ToString();
checkf(ClassPackageName.StartsWith(TEXT("/Script/")), TEXT("Class outermost should start with /Script/"));
Out.Add(ClassPackageName.Mid(8)); // Skip the /Script/ prefix.
break;
}
return Out;
}
GameProjectUtils::EAddCodeToProjectResult GameProjectUtils::AddCodeToProject_Internal(const FString& NewClassName, const FString& NewClassPath, const FModuleContextInfo& ModuleInfo, const FNewClassInfo ParentClassInfo, const TSet<FString>& DisallowedHeaderNames, FString& OutHeaderFilePath, FString& OutCppFilePath, FText& OutFailReason)
{
if ( !ParentClassInfo.IsSet() )
{
OutFailReason = LOCTEXT("MissingParentClass", "You must specify a parent class");
return EAddCodeToProjectResult::InvalidInput;
}
const FString CleanClassName = ParentClassInfo.GetCleanClassName(NewClassName);
const FString FinalClassName = ParentClassInfo.GetFinalClassName(NewClassName);
if (!IsValidClassNameForCreation(FinalClassName, ModuleInfo, DisallowedHeaderNames, OutFailReason))
{
return EAddCodeToProjectResult::InvalidInput;
}
if ( !FApp::HasProjectName() )
{
OutFailReason = LOCTEXT("AddCodeToProject_NoGameName", "You can not add code because you have not loaded a project.");
return EAddCodeToProjectResult::FailedToAddCode;
}
FString NewHeaderPath;
FString NewCppPath;
if ( !CalculateSourcePaths(NewClassPath, ModuleInfo, NewHeaderPath, NewCppPath, &OutFailReason) )
{
return EAddCodeToProjectResult::FailedToAddCode;
}
FScopedSlowTask SlowTask( 7, LOCTEXT( "AddingCodeToProject", "Adding code to project..." ) );
SlowTask.MakeDialog();
SlowTask.EnterProgressFrame();
auto RequiredDependencies = GetRequiredAdditionalDependencies(ParentClassInfo);
RequiredDependencies.Remove(ModuleInfo.ModuleName);
// Update project file if needed.
auto bUpdateProjectModules = false;
// If the project does not already contain code, add the primary game module
TArray<FString> CreatedFiles;
TArray<FString> StartupModuleNames;
const bool bProjectHadCodeFiles = ProjectHasCodeFiles();
if (!bProjectHadCodeFiles)
{
// We always add the basic source code to the root directory, not the potential sub-directory provided by NewClassPath
const FString SourceDir = FPaths::GameSourceDir().LeftChop(1); // Trim the trailing /
// Assuming the game name is the same as the primary game module name
const FString GameModuleName = FApp::GetProjectName();
if ( GenerateBasicSourceCode(SourceDir, GameModuleName, FPaths::ProjectDir(), StartupModuleNames, CreatedFiles, OutFailReason) )
{
bUpdateProjectModules = true;
}
else
{
DeleteCreatedFiles(SourceDir, CreatedFiles);
return EAddCodeToProjectResult::FailedToAddCode;
}
}
if (RequiredDependencies.Num() > 0 || bUpdateProjectModules)
{
UpdateProject(
FProjectDescriptorModifier::CreateLambda(
[&StartupModuleNames, &RequiredDependencies, &ModuleInfo, bUpdateProjectModules](FProjectDescriptor& Descriptor)
{
bool bNeedsUpdate = false;
bNeedsUpdate |= UpdateStartupModuleNames(Descriptor, bUpdateProjectModules ? &StartupModuleNames : nullptr);
bNeedsUpdate |= UpdateRequiredAdditionalDependencies(Descriptor, RequiredDependencies, ModuleInfo.ModuleName);
return bNeedsUpdate;
}));
}
SlowTask.EnterProgressFrame();
// Class Header File
const FString NewHeaderFilename = NewHeaderPath / ParentClassInfo.GetHeaderFilename(NewClassName);
{
FString UnusedSyncLocation;
TArray<FString> ClassSpecifiers;
// Set UCLASS() specifiers based on parent class type. Currently, only UInterface uses this.
if (ParentClassInfo.ClassType == FNewClassInfo::EClassType::UInterface)
{
ClassSpecifiers.Add(TEXT("MinimalAPI"));
}
if ( GenerateClassHeaderFile(NewHeaderFilename, CleanClassName, ParentClassInfo, ClassSpecifiers, TEXT(""), TEXT(""), UnusedSyncLocation, ModuleInfo, false, OutFailReason) )
{
CreatedFiles.Add(NewHeaderFilename);
}
else
{
DeleteCreatedFiles(NewHeaderPath, CreatedFiles);
return EAddCodeToProjectResult::FailedToAddCode;
}
}
SlowTask.EnterProgressFrame();
// Class CPP file
const FString NewCppFilename = NewCppPath / ParentClassInfo.GetSourceFilename(NewClassName);
{
FString UnusedSyncLocation;
if ( GenerateClassCPPFile(NewCppFilename, CleanClassName, ParentClassInfo, TArray<FString>(), TArray<FString>(), TEXT(""), UnusedSyncLocation, ModuleInfo, OutFailReason) )
{
CreatedFiles.Add(NewCppFilename);
}
else
{
DeleteCreatedFiles(NewCppPath, CreatedFiles);
return EAddCodeToProjectResult::FailedToAddCode;
}
}
SlowTask.EnterProgressFrame();
TArray<FString> CreatedFilesForExternalAppRead;
CreatedFilesForExternalAppRead.Reserve(CreatedFiles.Num());
for (const FString& CreatedFile : CreatedFiles)
{
CreatedFilesForExternalAppRead.Add( IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*CreatedFile) );
}
bool bGenerateProjectFiles = true;
// First see if we can avoid a full generation by adding the new files to an already open project
if ( bProjectHadCodeFiles && FSourceCodeNavigation::AddSourceFiles(CreatedFilesForExternalAppRead) )
{
// We managed the gather, so we can skip running the full generate
bGenerateProjectFiles = false;
}
if ( bGenerateProjectFiles )
{
// Generate project files if we happen to be using a project file.
if ( !FDesktopPlatformModule::Get()->GenerateProjectFiles(FPaths::RootDir(), FPaths::GetProjectFilePath(), GWarn) )
{
OutFailReason = LOCTEXT("FailedToGenerateProjectFiles", "Failed to generate project files.");
return EAddCodeToProjectResult::FailedToHotReload;
}
}
SlowTask.EnterProgressFrame();
// Mark the files for add in SCC
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
if ( ISourceControlModule::Get().IsEnabled() && SourceControlProvider.IsAvailable() )
{
SourceControlProvider.Execute(ISourceControlOperation::Create<FMarkForAdd>(), CreatedFilesForExternalAppRead);
}
SlowTask.EnterProgressFrame( 1.0f, LOCTEXT("CompilingCPlusPlusCode", "Compiling new C++ code. Please wait..."));
OutHeaderFilePath = NewHeaderFilename;
OutCppFilePath = NewCppFilename;
#if WITH_LIVE_CODING
ILiveCodingModule* LiveCoding = FModuleManager::GetModulePtr<ILiveCodingModule>(LIVE_CODING_MODULE_NAME);
if (LiveCoding != nullptr && LiveCoding->IsEnabledForSession())
{
OutFailReason = LOCTEXT("FailedToCompileLiveCodingEnabled", "Adding classes dynamically is not allowed with Live Coding enabled.");
return EAddCodeToProjectResult::FailedToHotReload;
}
#endif
if (!bProjectHadCodeFiles)
{
// This is the first time we add code to this project so compile its game DLL
const FString GameModuleName = FApp::GetProjectName();
check(ModuleInfo.ModuleName == GameModuleName);
IHotReloadInterface& HotReloadSupport = FModuleManager::LoadModuleChecked<IHotReloadInterface>("HotReload");
const bool bReloadAfterCompiling = true;
const bool bForceCodeProject = true;
const bool bFailIfGeneratedCodeChanges = false;
if (!HotReloadSupport.RecompileModule(*GameModuleName, bReloadAfterCompiling, *GWarn, bFailIfGeneratedCodeChanges, bForceCodeProject))
{
OutFailReason = LOCTEXT("FailedToCompileNewGameModule", "Failed to compile newly created game module.");
return EAddCodeToProjectResult::FailedToHotReload;
}
// Notify that we've created a brand new module
FSourceCodeNavigation::AccessOnNewModuleAdded().Broadcast(*GameModuleName);
}
else if (GetDefault<UEditorPerProjectUserSettings>()->bAutomaticallyHotReloadNewClasses)
{
FModuleStatus ModuleStatus;
const FName ModuleFName = *ModuleInfo.ModuleName;
if (ensure(FModuleManager::Get().QueryModule(ModuleFName, ModuleStatus)))
{
// Compile the module that the class was added to so that the newly added class with appear in the Content Browser
TArray<UPackage*> PackagesToRebind;
if (ModuleStatus.bIsLoaded)
{
const bool bIsHotReloadable = FModuleManager::Get().DoesLoadedModuleHaveUObjects(ModuleFName);
if (bIsHotReloadable)
{
// Is there a UPackage with the same name as this module?
const FString PotentialPackageName = FString(TEXT("/Script/")) + ModuleInfo.ModuleName;
UPackage* Package = FindPackage(nullptr, *PotentialPackageName);
if (Package)
{
PackagesToRebind.Add(Package);
}
}
}
IHotReloadInterface& HotReloadSupport = FModuleManager::LoadModuleChecked<IHotReloadInterface>("HotReload");
if (PackagesToRebind.Num() > 0)
{
// Perform a hot reload
ECompilationResult::Type CompilationResult = HotReloadSupport.RebindPackages( PackagesToRebind, EHotReloadFlags::WaitForCompletion, *GWarn );
if( CompilationResult != ECompilationResult::Succeeded && CompilationResult != ECompilationResult::UpToDate )
{
OutFailReason = FText::Format(LOCTEXT("FailedToHotReloadModuleFmt", "Failed to automatically hot reload the '{0}' module."), FText::FromString(ModuleInfo.ModuleName));
return EAddCodeToProjectResult::FailedToHotReload;
}
}
else
{
// Perform a regular unload, then reload
const bool bReloadAfterRecompile = true;
const bool bForceCodeProject = false;
const bool bFailIfGeneratedCodeChanges = true;
if (!HotReloadSupport.RecompileModule(ModuleFName, bReloadAfterRecompile, *GWarn, bFailIfGeneratedCodeChanges, bForceCodeProject))
{
OutFailReason = FText::Format(LOCTEXT("FailedToCompileModuleFmt", "Failed to automatically compile the '{0}' module."), FText::FromString(ModuleInfo.ModuleName));
return EAddCodeToProjectResult::FailedToHotReload;
}
}
}
}
return EAddCodeToProjectResult::Succeeded;
}
bool GameProjectUtils::FindSourceFileInProject(const FString& InFilename, const FString& InSearchPath, FString& OutPath)
{
TArray<FString> Filenames;
IFileManager::Get().FindFilesRecursive(Filenames, *InSearchPath, *InFilename, true, false, false);
if(Filenames.Num())
{
// Assume it's the first match (we should really only find a single file with a given name within a project anyway)
OutPath = Filenames[0];
return true;
}
return false;
}
void GameProjectUtils::HarvestCursorSyncLocation( FString& FinalOutput, FString& OutSyncLocation )
{
OutSyncLocation.Empty();
// Determine the cursor focus location if this file will by synced after creation
TArray<FString> Lines;
FinalOutput.ParseIntoArray( Lines, TEXT( "\n" ), false );
for( int32 LineIdx = 0; LineIdx < Lines.Num(); ++LineIdx )
{
const FString& Line = Lines[ LineIdx ];
int32 CharLoc = Line.Find( TEXT( "%CURSORFOCUSLOCATION%" ) );
if( CharLoc != INDEX_NONE )
{
// Found the sync marker
OutSyncLocation = FString::Printf( TEXT( "%d:%d" ), LineIdx + 1, CharLoc + 1 );
break;
}
}
// If we did not find the sync location, just sync to the top of the file
if( OutSyncLocation.IsEmpty() )
{
OutSyncLocation = TEXT( "1:1" );
}
// Now remove the cursor focus marker
FinalOutput = FinalOutput.Replace(TEXT("%CURSORFOCUSLOCATION%"), TEXT(""), ESearchCase::CaseSensitive);
}
bool GameProjectUtils::InsertFeaturePacksIntoINIFile(const FProjectInformation& InProjectInfo, FText& OutFailReason)
{
const FString ProjectName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
const FString TemplateName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
const FString SrcFolder = FPaths::GetPath(InProjectInfo.TemplateFile);
const FString DestFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString ProjectConfigPath = DestFolder / TEXT("Config");
const FString IniFilename = ProjectConfigPath / TEXT("DefaultGame.ini");
TArray<FString> PackList;
// First the starter content
if (InProjectInfo.bCopyStarterContent)
{
FString StarterPack;
if (InProjectInfo.TargetedHardware == EHardwareClass::Mobile)
{
StarterPack = TEXT("InsertPack=(PackSource=\"MobileStarterContent") + DefaultFeaturePackExtension + TEXT("\",PackName=\"StarterContent\")");
}
else
{
StarterPack = TEXT("InsertPack=(PackSource=\"StarterContent") + DefaultFeaturePackExtension + TEXT("\",PackName=\"StarterContent\")");
}
PackList.Add(StarterPack);
}
if (PackList.Num() != 0)
{
FString FileOutput;
if(FPaths::FileExists(IniFilename) && !FFileHelper::LoadFileToString(FileOutput, *IniFilename))
{
OutFailReason = LOCTEXT("FailedToReadIni", "Could not read INI file to insert feature packs");
return false;
}
FileOutput += LINE_TERMINATOR;
FileOutput += TEXT("[StartupActions]");
FileOutput += LINE_TERMINATOR;
FileOutput += TEXT("bAddPacks=True");
FileOutput += LINE_TERMINATOR;
for (int32 iLine = 0; iLine < PackList.Num(); ++iLine)
{
FileOutput += PackList[iLine] + LINE_TERMINATOR;
}
if (!FFileHelper::SaveStringToFile(FileOutput, *IniFilename))
{
OutFailReason = LOCTEXT("FailedToWriteIni", "Could not write INI file to insert feature packs");
return false;
}
}
return true;
}
bool GameProjectUtils::AddSharedContentToProject(const FProjectInformation &InProjectInfo, TArray<FString> &CreatedFiles, FText& OutFailReason)
{
//const FString TemplateName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
const FString SrcFolder = FPaths::GetPath(InProjectInfo.TemplateFile);
const FString DestFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString ProjectConfigPath = DestFolder / TEXT("Config");
const FString IniFilename = ProjectConfigPath / TEXT("DefaultGame.ini");
// Now any packs specified in the template def.
UTemplateProjectDefs* TemplateDefs = LoadTemplateDefs(SrcFolder);
if (TemplateDefs != NULL)
{
EFeaturePackDetailLevel RequiredDetail = EFeaturePackDetailLevel::High;
if (InProjectInfo.TargetedHardware == EHardwareClass::Mobile)
{
RequiredDetail = EFeaturePackDetailLevel::Standard;
}
TUniquePtr<FFeaturePackContentSource> TempFeaturePack = MakeUnique<FFeaturePackContentSource>();
bool bCopied = TempFeaturePack->InsertAdditionalResources(TemplateDefs->SharedContentPacks,RequiredDetail, DestFolder,CreatedFiles);
if( bCopied == false )
{
FFormatNamedArguments Args;
Args.Add(TEXT("TemplateName"), FText::FromString(SrcFolder));
OutFailReason = FText::Format(LOCTEXT("SharedResourceError", "Error adding shared resources for '{TemplateName}'."), Args);
return false;
}
}
return true;
}
#undef LOCTEXT_NAMESPACE