Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Private/ParserClass.cpp
Mike Beach 134cb04d27 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2716841 on 2015/10/05 by Mike.Beach

	(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).

	#codereview Maciej.Mroz

Change 2719089 on 2015/10/07 by Maciej.Mroz

	ToValidCPPIdentifierChars handles propertly '?' char.

	#codereview Dan.Oconnor

Change 2719361 on 2015/10/07 by Maciej.Mroz

	Generated native code for AnimBPGC - some preliminary changes.

	Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
	Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"

	The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.

	#codereview Lina.Halper, Thomas.Sarkanen

Change 2719383 on 2015/10/07 by Maciej.Mroz

	Debug-only code removed

Change 2720528 on 2015/10/07 by Dan.Oconnor

	Fix for determinsitc cooking of async tasks and load asset nodes
	#codereview Mike.Beach, Maciej.Mroz

Change 2721273 on 2015/10/08 by Maciej.Mroz

	Blueprint Compiler Cpp Backend
	- Anim Blueprints can be converted
	- Various fixes/improvements

Change 2721310 on 2015/10/08 by Maciej.Mroz

	refactor (cl#2719361) - no "auto" keyword

Change 2721727 on 2015/10/08 by Mike.Beach

	(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.

	    - Refactored the conversion manifest (using a map over an array)
	    - Centralized destination paths into a helper struct (for the manifest)
	    - Generating an Editor module that automatically hooks into the cook process when enabled
	    - Loading and applying native replacments for the cook

Change 2723276 on 2015/10/09 by Michael.Schoell

	Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.

	#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
	#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736

Change 2724345 on 2015/10/11 by Ben.Cosh

	Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
	#UEBP-21 - Profiling data capture and storage
	#UEBP-13 - Performance capture landing page
	#Branch UE4
	#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine

Change 2724613 on 2015/10/12 by Ben.Cosh

	Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
	#Branch UE4
	#Proj BlueprintProfiler

	#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.

Change 2724723 on 2015/10/12 by Maciej.Mroz

	Constructor of a dynamic class creates CDO.

	#codereview Robert.Manuszewski

Change 2725108 on 2015/10/12 by Mike.Beach

	[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.

Change 2726358 on 2015/10/13 by Maciej.Mroz

	UDataTable is properly saved even if its RowStruct is null.

	https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html

Change 2727395 on 2015/10/13 by Mike.Beach

	(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
	    * Using stubs for replacements (rather than loading dynamic replacement).
	    * Giving the cook commandlet more control (so a conversion could be ran directly).
	    * Now logging replacements by old object path (to account for UPackage replacement queries).
	    * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).

	#codereview Maciej.Mroz

Change 2727484 on 2015/10/13 by Mike.Beach

	[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.

Change 2727527 on 2015/10/13 by Mike.Beach

	Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.

Change 2727702 on 2015/10/13 by Dan.Oconnor

	Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)

Change 2727968 on 2015/10/14 by Maciej.Mroz

	Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in  ConstructorHelpers::FClassFinder from being obsolete.
	FindOrLoadClass behaves now like FindOrLoadObject.

	#codereview Robert.Manuszewski, Nick.Whiting

Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00

127 lines
2.9 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "UnrealHeaderTool.h"
#include "ParserClass.h"
#include "Classes.h"
#include "ClassMaps.h"
FString FClass::GetNameWithPrefix(EEnforceInterfacePrefix::Type EnforceInterfacePrefix) const
{
const TCHAR* Prefix = 0;
if (HasAnyClassFlags(CLASS_Interface))
{
// Grab the expected prefix for interfaces (U on the first one, I on the second one)
switch (EnforceInterfacePrefix)
{
case EEnforceInterfacePrefix::None:
// For old-style files: "I" for interfaces, unless it's the actual "Interface" class, which gets "U"
if (GetFName() == NAME_Interface)
{
Prefix = TEXT("U");
}
else
{
Prefix = TEXT("I");
}
break;
case EEnforceInterfacePrefix::I:
Prefix = TEXT("I");
break;
case EEnforceInterfacePrefix::U:
Prefix = TEXT("U");
break;
default:
check(false);
}
}
else
{
// Get the expected class name with prefix
Prefix = GetPrefixCPP();
}
return FString::Printf(TEXT("%s%s"), Prefix, *GetName());
}
FClass* FClass::GetSuperClass() const
{
return static_cast<FClass*>(static_cast<const UClass*>(this)->GetSuperClass());
}
FClass* FClass::GetClassWithin() const
{
return (FClass*)ClassWithin;
}
TArray<FClass*> FClass::GetInterfaceTypes() const
{
TArray<FClass*> Result;
for (auto& i : Interfaces)
{
Result.Add((FClass*)i.Class);
}
return Result;
}
void FClass::GetHideCategories(TArray<FString>& OutHideCategories) const
{
static const FName NAME_HideCategories(TEXT("HideCategories"));
if (HasMetaData(NAME_HideCategories))
{
const FString& HideCategories = GetMetaData(NAME_HideCategories);
HideCategories.ParseIntoArray(OutHideCategories, TEXT(" "), true);
}
}
void FClass::GetShowCategories(TArray<FString>& OutShowCategories) const
{
static const FName NAME_ShowCategories(TEXT("ShowCategories"));
if (HasMetaData(NAME_ShowCategories))
{
const FString& ShowCategories = GetMetaData(NAME_ShowCategories);
ShowCategories.ParseIntoArray(OutShowCategories, TEXT(" "), true);
}
}
bool FClass::IsDynamic(const UField* Field)
{
static const FName NAME_ReplaceConverted(TEXT("ReplaceConverted"));
return Field->HasMetaData(NAME_ReplaceConverted);
}
bool FClass::IsOwnedByDynamicType(const UField* Field)
{
for (const UField* OuterField = Cast<const UField>(Field->GetOuter()); OuterField; OuterField = Cast<const UField>(OuterField->GetOuter()))
{
if (IsDynamic(OuterField))
{
return true;
}
}
return false;
}
FString FClass::GetTypePackageName(const UField* Field)
{
static const FName NAME_ReplaceConverted(TEXT("ReplaceConverted"));
FString PackageName = Field->GetMetaData(NAME_ReplaceConverted);
if (PackageName.Len())
{
int32 ObjectDotIndex = INDEX_NONE;
// Strip the object name
if (PackageName.FindChar(TEXT('.'), ObjectDotIndex))
{
PackageName = PackageName.Mid(0, ObjectDotIndex);
}
}
else
{
PackageName = Field->GetOutermost()->GetName();
}
return PackageName;
}