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579 lines
19 KiB
C++
579 lines
19 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "HotReloadClassReinstancer.h"
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#include "Serialization/MemoryWriter.h"
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#include "UObject/UObjectHash.h"
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#include "UObject/UObjectIterator.h"
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#include "UObject/Package.h"
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#include "Serialization/ArchiveReplaceObjectRef.h"
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#if WITH_ENGINE
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#include "Engine/Blueprint.h"
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#include "Engine/BlueprintGeneratedClass.h"
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#endif
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#if WITH_ENGINE
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void FHotReloadClassReinstancer::SetupNewClassReinstancing(UClass* InNewClass, UClass* InOldClass)
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{
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// Set base class members to valid values
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ClassToReinstance = InNewClass;
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DuplicatedClass = InOldClass;
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OriginalCDO = InOldClass->GetDefaultObject();
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bHasReinstanced = false;
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bSkipGarbageCollection = false;
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bNeedsReinstancing = true;
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NewClass = InNewClass;
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// Collect the original CDO property values
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SerializeCDOProperties(InOldClass->GetDefaultObject(), OriginalCDOProperties);
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// Collect the property values of the new CDO
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SerializeCDOProperties(InNewClass->GetDefaultObject(), ReconstructedCDOProperties);
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SaveClassFieldMapping(InOldClass);
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ObjectsThatShouldUseOldStuff.Add(InOldClass); //CDO of REINST_ class can be used as archetype
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TArray<UClass*> ChildrenOfClass;
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GetDerivedClasses(InOldClass, ChildrenOfClass);
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for (auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt)
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{
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UClass* ChildClass = *ClassIt;
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UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
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if (ChildBP && !ChildBP->HasAnyFlags(RF_BeingRegenerated))
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{
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// If this is a direct child, change the parent and relink so the property chain is valid for reinstancing
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if (!ChildBP->HasAnyFlags(RF_NeedLoad))
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{
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if (ChildClass->GetSuperClass() == InOldClass)
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{
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ReparentChild(ChildBP);
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}
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Children.AddUnique(ChildBP);
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if (ChildBP->ParentClass == InOldClass)
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{
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ChildBP->ParentClass = NewClass;
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}
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}
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else
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{
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// If this is a child that caused the load of their parent, relink to the REINST class so that we can still serialize in the CDO, but do not add to later processing
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ReparentChild(ChildClass);
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}
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}
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}
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// Finally, remove the old class from Root so that it can get GC'd and mark it as CLASS_NewerVersionExists
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InOldClass->RemoveFromRoot();
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InOldClass->ClassFlags |= CLASS_NewerVersionExists;
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}
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void FHotReloadClassReinstancer::SerializeCDOProperties(UObject* InObject, FHotReloadClassReinstancer::FCDOPropertyData& OutData)
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{
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// Creates a mem-comparable CDO data
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class FCDOWriter : public FMemoryWriter
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{
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/** Objects already visited by this archive */
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TSet<UObject*>& VisitedObjects;
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/** Output property data */
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FCDOPropertyData& PropertyData;
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/** Current subobject being serialized */
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FName SubobjectName;
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public:
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/** Serializes all script properties of the provided DefaultObject */
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FCDOWriter(FCDOPropertyData& InOutData, UObject* DefaultObject, TSet<UObject*>& InVisitedObjects, FName InSubobjectName = NAME_None)
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: FMemoryWriter(InOutData.Bytes, /* bIsPersistent = */ false, /* bSetOffset = */ true)
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, VisitedObjects(InVisitedObjects)
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, PropertyData(InOutData)
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, SubobjectName(InSubobjectName)
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{
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// Disable delta serialization, we want to serialize everything
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ArNoDelta = true;
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DefaultObject->SerializeScriptProperties(*this);
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}
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virtual void Serialize(void* Data, int64 Num) override
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{
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// Collect serialized properties so we can later update their values on instances if they change
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auto SerializedProperty = GetSerializedProperty();
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if (SerializedProperty != nullptr)
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{
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FCDOProperty& PropertyInfo = PropertyData.Properties.FindOrAdd(SerializedProperty->GetFName());
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if (PropertyInfo.Property == nullptr)
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{
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PropertyInfo.Property = SerializedProperty;
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PropertyInfo.SubobjectName = SubobjectName;
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PropertyInfo.SerializedValueOffset = Tell();
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PropertyInfo.SerializedValueSize = Num;
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PropertyData.Properties.Add(SerializedProperty->GetFName(), PropertyInfo);
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}
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else
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{
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PropertyInfo.SerializedValueSize += Num;
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}
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}
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FMemoryWriter::Serialize(Data, Num);
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}
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/** Serializes an object. Only name and class for normal references, deep serialization for DSOs */
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virtual FArchive& operator<<(class UObject*& InObj) override
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{
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FArchive& Ar = *this;
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if (InObj)
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{
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FName ClassName = InObj->GetClass()->GetFName();
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FName ObjectName = InObj->GetFName();
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Ar << ClassName;
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Ar << ObjectName;
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if (!VisitedObjects.Contains(InObj))
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{
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VisitedObjects.Add(InObj);
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if (Ar.GetSerializedProperty() && Ar.GetSerializedProperty()->ContainsInstancedObjectProperty())
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{
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// Serialize all DSO properties too
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FCDOWriter DefaultSubobjectWriter(PropertyData, InObj, VisitedObjects, InObj->GetFName());
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Seek(PropertyData.Bytes.Num());
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}
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}
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}
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else
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{
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FName UnusedName = NAME_None;
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Ar << UnusedName;
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Ar << UnusedName;
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}
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return *this;
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}
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/** Serializes an FName as its index and number */
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virtual FArchive& operator<<(FName& InName) override
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{
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FArchive& Ar = *this;
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NAME_INDEX ComparisonIndex = InName.GetComparisonIndex();
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NAME_INDEX DisplayIndex = InName.GetDisplayIndex();
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int32 Number = InName.GetNumber();
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Ar << ComparisonIndex;
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Ar << DisplayIndex;
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Ar << Number;
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return Ar;
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}
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virtual FArchive& operator<<(FLazyObjectPtr& LazyObjectPtr) override
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{
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FArchive& Ar = *this;
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auto UniqueID = LazyObjectPtr.GetUniqueID();
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Ar << UniqueID;
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return *this;
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}
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virtual FArchive& operator<<(FAssetPtr& AssetPtr) override
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{
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FArchive& Ar = *this;
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auto UniqueID = AssetPtr.GetUniqueID();
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Ar << UniqueID;
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return Ar;
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}
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virtual FArchive& operator<<(FStringAssetReference& Value) override
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{
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FArchive& Ar = *this;
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FString Path = Value.ToString();
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Ar << Path;
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if (IsLoading())
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{
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Value.SetPath(MoveTemp(Path));
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}
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return Ar;
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}
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FArchive& operator<<(FWeakObjectPtr& WeakObjectPtr) override
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{
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WeakObjectPtr.Serialize(*this);
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return *this;
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}
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/** Archive name, for debugging */
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virtual FString GetArchiveName() const override { return TEXT("FCDOWriter"); }
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};
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TSet<UObject*> VisitedObjects;
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VisitedObjects.Add(InObject);
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FCDOWriter Ar(OutData, InObject, VisitedObjects);
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}
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void FHotReloadClassReinstancer::ReconstructClassDefaultObject(UClass* InClass, UObject* InOuter, FName InName, EObjectFlags InFlags)
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{
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// Get the parent CDO
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UClass* ParentClass = InClass->GetSuperClass();
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UObject* ParentDefaultObject = NULL;
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if (ParentClass != NULL)
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{
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ParentDefaultObject = ParentClass->GetDefaultObject(); // Force the default object to be constructed if it isn't already
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}
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// Re-create
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InClass->ClassDefaultObject = StaticAllocateObject(InClass, InOuter, InName, InFlags, EInternalObjectFlags::None, false);
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check(InClass->ClassDefaultObject);
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const bool bShouldInitializeProperties = false;
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const bool bCopyTransientsFromClassDefaults = false;
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(*InClass->ClassConstructor)(FObjectInitializer(InClass->ClassDefaultObject, ParentDefaultObject, bCopyTransientsFromClassDefaults, bShouldInitializeProperties));
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}
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void FHotReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing(UClass* InOldClass)
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{
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// Set base class members to valid values
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ClassToReinstance = InOldClass;
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DuplicatedClass = InOldClass;
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OriginalCDO = InOldClass->GetDefaultObject();
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bHasReinstanced = false;
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bSkipGarbageCollection = false;
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bNeedsReinstancing = false;
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NewClass = InOldClass; // The class doesn't change in this case
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// Collect the original property values
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SerializeCDOProperties(InOldClass->GetDefaultObject(), OriginalCDOProperties);
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// Remember all the basic info about the object before we rename it
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EObjectFlags CDOFlags = OriginalCDO->GetFlags();
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UObject* CDOOuter = OriginalCDO->GetOuter();
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FName CDOName = OriginalCDO->GetFName();
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// Rename original CDO, so we can store this one as OverridenArchetypeForCDO
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// and create new one with the same name and outer.
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OriginalCDO->Rename(
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*MakeUniqueObjectName(
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GetTransientPackage(),
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OriginalCDO->GetClass(),
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*FString::Printf(TEXT("BPGC_ARCH_FOR_CDO_%s"), *InOldClass->GetName())
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).ToString(),
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GetTransientPackage(),
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REN_DoNotDirty | REN_DontCreateRedirectors | REN_NonTransactional | REN_SkipGeneratedClasses | REN_ForceNoResetLoaders);
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// Re-create the CDO, re-running its constructor
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ReconstructClassDefaultObject(InOldClass, CDOOuter, CDOName, CDOFlags);
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ReconstructedCDOsMap.Add(OriginalCDO, InOldClass->GetDefaultObject());
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// Collect the property values after re-constructing the CDO
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SerializeCDOProperties(InOldClass->GetDefaultObject(), ReconstructedCDOProperties);
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// We only want to re-instance the old class if its CDO's values have changed or any of its DSOs' property values have changed
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if (DefaultPropertiesHaveChanged())
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{
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bNeedsReinstancing = true;
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SaveClassFieldMapping(InOldClass);
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TArray<UClass*> ChildrenOfClass;
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GetDerivedClasses(InOldClass, ChildrenOfClass);
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for (auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt)
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{
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UClass* ChildClass = *ClassIt;
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UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
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if (ChildBP && !ChildBP->HasAnyFlags(RF_BeingRegenerated))
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{
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if (!ChildBP->HasAnyFlags(RF_NeedLoad))
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{
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Children.AddUnique(ChildBP);
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auto BPGC = Cast<UBlueprintGeneratedClass>(ChildBP->GeneratedClass);
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auto CurrentCDO = BPGC ? BPGC->GetDefaultObject(false) : nullptr;
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if (CurrentCDO && (OriginalCDO == CurrentCDO->GetArchetype()))
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{
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BPGC->OverridenArchetypeForCDO = OriginalCDO;
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}
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}
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}
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}
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}
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}
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FHotReloadClassReinstancer::FHotReloadClassReinstancer(UClass* InNewClass, UClass* InOldClass, const TMap<UClass*, UClass*>& InOldToNewClassesMap, TMap<UObject*, UObject*>& OutReconstructedCDOsMap, TSet<UBlueprint*>& InBPSetToRecompile, TSet<UBlueprint*>& InBPSetToRecompileBytecodeOnly)
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: NewClass(nullptr)
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, bNeedsReinstancing(false)
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, CopyOfPreviousCDO(nullptr)
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, ReconstructedCDOsMap(OutReconstructedCDOsMap)
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, BPSetToRecompile(InBPSetToRecompile)
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, BPSetToRecompileBytecodeOnly(InBPSetToRecompileBytecodeOnly)
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, OldToNewClassesMap(InOldToNewClassesMap)
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{
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ensure(InOldClass);
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ensure(!HotReloadedOldClass && !HotReloadedNewClass);
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HotReloadedOldClass = InOldClass;
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HotReloadedNewClass = InNewClass ? InNewClass : InOldClass;
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for (const TPair<UClass*, UClass*>& OldToNewClass : OldToNewClassesMap)
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{
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ObjectsThatShouldUseOldStuff.Add(OldToNewClass.Key);
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}
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// If InNewClass is NULL, then the old class has not changed after hot-reload.
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// However, we still need to check for changes to its constructor code (CDO values).
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if (InNewClass)
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{
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SetupNewClassReinstancing(InNewClass, InOldClass);
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TMap<UObject*, UObject*> ClassRedirects;
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ClassRedirects.Add(InOldClass, InNewClass);
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for (TObjectIterator<UBlueprint> BlueprintIt; BlueprintIt; ++BlueprintIt)
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{
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FArchiveReplaceObjectRef<UObject> ReplaceObjectArch(*BlueprintIt, ClassRedirects, false, true, true);
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if (ReplaceObjectArch.GetCount())
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{
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EnlistDependentBlueprintToRecompile(*BlueprintIt, false);
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}
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}
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}
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else
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{
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RecreateCDOAndSetupOldClassReinstancing(InOldClass);
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}
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}
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FHotReloadClassReinstancer::~FHotReloadClassReinstancer()
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{
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// Make sure the base class does not remove the DuplicatedClass from root, we not always want it.
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// For example when we're just reconstructing CDOs. Other cases are handled by HotReloadClassReinstancer.
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DuplicatedClass = nullptr;
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ensure(HotReloadedOldClass);
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HotReloadedOldClass = nullptr;
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HotReloadedNewClass = nullptr;
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}
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/** Helper for finding subobject in an array. Usually there's not that many subobjects on a class to justify a TMap */
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FORCEINLINE static UObject* FindDefaultSubobject(TArray<UObject*>& InDefaultSubobjects, FName SubobjectName)
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{
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for (auto Subobject : InDefaultSubobjects)
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{
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if (Subobject->GetFName() == SubobjectName)
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{
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return Subobject;
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}
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}
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return nullptr;
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}
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void FHotReloadClassReinstancer::UpdateDefaultProperties()
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{
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struct FPropertyToUpdate
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{
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UProperty* Property;
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FName SubobjectName;
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uint8* OldSerializedValuePtr;
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uint8* NewValuePtr;
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int64 OldSerializedSize;
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};
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/** Memory writer archive that supports UObject values the same way as FCDOWriter. */
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class FPropertyValueMemoryWriter : public FMemoryWriter
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{
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public:
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FPropertyValueMemoryWriter(TArray<uint8>& OutData)
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: FMemoryWriter(OutData)
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{}
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virtual FArchive& operator<<(class UObject*& InObj) override
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{
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FArchive& Ar = *this;
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if (InObj)
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{
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FName ClassName = InObj->GetClass()->GetFName();
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FName ObjectName = InObj->GetFName();
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Ar << ClassName;
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Ar << ObjectName;
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}
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else
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{
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FName UnusedName = NAME_None;
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Ar << UnusedName;
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Ar << UnusedName;
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}
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return *this;
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}
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virtual FArchive& operator<<(FName& InName) override
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{
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FArchive& Ar = *this;
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NAME_INDEX ComparisonIndex = InName.GetComparisonIndex();
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NAME_INDEX DisplayIndex = InName.GetDisplayIndex();
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int32 Number = InName.GetNumber();
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Ar << ComparisonIndex;
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Ar << DisplayIndex;
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Ar << Number;
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return Ar;
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}
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virtual FArchive& operator<<(FLazyObjectPtr& LazyObjectPtr) override
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{
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FArchive& Ar = *this;
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auto UniqueID = LazyObjectPtr.GetUniqueID();
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Ar << UniqueID;
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return *this;
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}
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virtual FArchive& operator<<(FAssetPtr& AssetPtr) override
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{
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FArchive& Ar = *this;
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auto UniqueID = AssetPtr.GetUniqueID();
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Ar << UniqueID;
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return Ar;
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}
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virtual FArchive& operator<<(FStringAssetReference& Value) override
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{
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FArchive& Ar = *this;
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FString Path = Value.ToString();
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Ar << Path;
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if (IsLoading())
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{
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Value.SetPath(MoveTemp(Path));
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}
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return Ar;
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}
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FArchive& operator<<(FWeakObjectPtr& WeakObjectPtr) override
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{
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WeakObjectPtr.Serialize(*this);
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return *this;
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}
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};
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// Collect default subobjects to update their properties too
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const int32 DefaultSubobjectArrayCapacity = 16;
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TArray<UObject*> DefaultSubobjectArray;
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DefaultSubobjectArray.Empty(DefaultSubobjectArrayCapacity);
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NewClass->GetDefaultObject()->CollectDefaultSubobjects(DefaultSubobjectArray);
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TArray<FPropertyToUpdate> PropertiesToUpdate;
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// Collect all properties that have actually changed
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for (auto& Pair : ReconstructedCDOProperties.Properties)
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{
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auto OldPropertyInfo = OriginalCDOProperties.Properties.Find(Pair.Key);
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if (OldPropertyInfo)
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{
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auto& NewPropertyInfo = Pair.Value;
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uint8* OldSerializedValuePtr = OriginalCDOProperties.Bytes.GetData() + OldPropertyInfo->SerializedValueOffset;
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uint8* NewSerializedValuePtr = ReconstructedCDOProperties.Bytes.GetData() + NewPropertyInfo.SerializedValueOffset;
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if (OldPropertyInfo->SerializedValueSize != NewPropertyInfo.SerializedValueSize ||
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FMemory::Memcmp(OldSerializedValuePtr, NewSerializedValuePtr, OldPropertyInfo->SerializedValueSize) != 0)
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{
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// Property value has changed so add it to the list of properties that need updating on instances
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FPropertyToUpdate PropertyToUpdate;
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PropertyToUpdate.Property = NewPropertyInfo.Property;
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PropertyToUpdate.NewValuePtr = nullptr;
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PropertyToUpdate.SubobjectName = NewPropertyInfo.SubobjectName;
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if (NewPropertyInfo.Property->GetOuter() == NewClass)
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{
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PropertyToUpdate.NewValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(NewClass->GetDefaultObject());
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}
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else if (NewPropertyInfo.SubobjectName != NAME_None)
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{
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UObject* DefaultSubobjectPtr = FindDefaultSubobject(DefaultSubobjectArray, NewPropertyInfo.SubobjectName);
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if (DefaultSubobjectPtr && NewPropertyInfo.Property->GetOuter() == DefaultSubobjectPtr->GetClass())
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{
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PropertyToUpdate.NewValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(DefaultSubobjectPtr);
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}
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}
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if (PropertyToUpdate.NewValuePtr)
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{
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PropertyToUpdate.OldSerializedValuePtr = OldSerializedValuePtr;
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PropertyToUpdate.OldSerializedSize = OldPropertyInfo->SerializedValueSize;
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PropertiesToUpdate.Add(PropertyToUpdate);
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}
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}
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}
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}
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if (PropertiesToUpdate.Num())
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{
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TArray<uint8> CurrentValueSerializedData;
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// Update properties on all existing instances of the class
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for (FObjectIterator It(NewClass); It; ++It)
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{
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UObject* ObjectPtr = *It;
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DefaultSubobjectArray.Empty(DefaultSubobjectArrayCapacity);
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ObjectPtr->CollectDefaultSubobjects(DefaultSubobjectArray);
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for (auto& PropertyToUpdate : PropertiesToUpdate)
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{
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uint8* InstanceValuePtr = nullptr;
|
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if (PropertyToUpdate.SubobjectName == NAME_None)
|
|
{
|
|
InstanceValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(ObjectPtr);
|
|
}
|
|
else
|
|
{
|
|
UObject* DefaultSubobjectPtr = FindDefaultSubobject(DefaultSubobjectArray, PropertyToUpdate.SubobjectName);
|
|
if (DefaultSubobjectPtr && PropertyToUpdate.Property->GetOuter() == DefaultSubobjectPtr->GetClass())
|
|
{
|
|
InstanceValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(DefaultSubobjectPtr);
|
|
}
|
|
}
|
|
|
|
if (InstanceValuePtr)
|
|
{
|
|
// Serialize current value to a byte array as we don't have the previous CDO to compare against, we only have its serialized property data
|
|
CurrentValueSerializedData.Empty(CurrentValueSerializedData.Num() + CurrentValueSerializedData.GetSlack());
|
|
FPropertyValueMemoryWriter CurrentValueWriter(CurrentValueSerializedData);
|
|
PropertyToUpdate.Property->SerializeItem(CurrentValueWriter, InstanceValuePtr);
|
|
|
|
// Update only when the current value on the instance is identical to the original CDO
|
|
if (CurrentValueSerializedData.Num() == PropertyToUpdate.OldSerializedSize &&
|
|
FMemory::Memcmp(CurrentValueSerializedData.GetData(), PropertyToUpdate.OldSerializedValuePtr, CurrentValueSerializedData.Num()) == 0)
|
|
{
|
|
// Update with the new value
|
|
PropertyToUpdate.Property->CopyCompleteValue(InstanceValuePtr, PropertyToUpdate.NewValuePtr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadClassReinstancer::ReinstanceObjectsAndUpdateDefaults()
|
|
{
|
|
ReinstanceObjects(true);
|
|
UpdateDefaultProperties();
|
|
}
|
|
|
|
void FHotReloadClassReinstancer::AddReferencedObjects(FReferenceCollector& Collector)
|
|
{
|
|
FBlueprintCompileReinstancer::AddReferencedObjects(Collector);
|
|
Collector.AllowEliminatingReferences(false);
|
|
Collector.AddReferencedObject(CopyOfPreviousCDO);
|
|
Collector.AllowEliminatingReferences(true);
|
|
}
|
|
|
|
void FHotReloadClassReinstancer::EnlistDependentBlueprintToRecompile(UBlueprint* BP, bool bBytecodeOnly)
|
|
{
|
|
if (IsValid(BP))
|
|
{
|
|
if (bBytecodeOnly)
|
|
{
|
|
if (!BPSetToRecompile.Contains(BP) && !BPSetToRecompileBytecodeOnly.Contains(BP))
|
|
{
|
|
BPSetToRecompileBytecodeOnly.Add(BP);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!BPSetToRecompile.Contains(BP))
|
|
{
|
|
if (BPSetToRecompileBytecodeOnly.Contains(BP))
|
|
{
|
|
BPSetToRecompileBytecodeOnly.Remove(BP);
|
|
}
|
|
|
|
BPSetToRecompile.Add(BP);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadClassReinstancer::BlueprintWasRecompiled(UBlueprint* BP, bool bBytecodeOnly)
|
|
{
|
|
BPSetToRecompile.Remove(BP);
|
|
BPSetToRecompileBytecodeOnly.Remove(BP);
|
|
|
|
FBlueprintCompileReinstancer::BlueprintWasRecompiled(BP, bBytecodeOnly);
|
|
}
|
|
|
|
#endif
|