Files
UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptEditorPlugin/Private/ScriptBlueprintCompiler.cpp
Maciej Mroz 934d3ed529 UE-9030 Compiling a BP super class (with a child instance in the level) crashes with REINST class mismatch
All children classes are recompiled before any object is reinstanced.

#codereview Nick.Whiting, Robert.Manuszewski

[CL 2451921 by Maciej Mroz in Main branch]
2015-02-19 13:32:52 -05:00

238 lines
8.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "ScriptEditorPluginPrivatePCH.h"
#include "ScriptBlueprint.h"
#include "ScriptBlueprintGeneratedClass.h"
#include "ScriptBlueprintCompiler.h"
#include "Kismet2NameValidators.h"
#include "KismetReinstanceUtilities.h"
#include "ScriptContext.h"
#include "ScriptContextComponent.h"
///-------------------------------------------------------------
FScriptBlueprintCompiler::FScriptBlueprintCompiler(UScriptBlueprint* SourceSketch, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions, TArray<UObject*>* InObjLoaded)
: Super(SourceSketch, InMessageLog, InCompilerOptions, InObjLoaded)
, NewScriptBlueprintClass(NULL)
, ContextProperty(NULL)
{
}
FScriptBlueprintCompiler::~FScriptBlueprintCompiler()
{
}
void FScriptBlueprintCompiler::CleanAndSanitizeClass(UBlueprintGeneratedClass* ClassToClean, UObject*& OldCDO)
{
Super::CleanAndSanitizeClass(ClassToClean, OldCDO);
// Make sure our typed pointer is set
check(ClassToClean == NewClass);
NewScriptBlueprintClass = CastChecked<UScriptBlueprintGeneratedClass>((UObject*)NewClass);
ContextProperty = NULL;
}
void FScriptBlueprintCompiler::CreateClassVariablesFromBlueprint()
{
Super::CreateClassVariablesFromBlueprint();
UScriptBlueprint* Blueprint = ScriptBlueprint();
UScriptBlueprintGeneratedClass* NewScripClass = CastChecked<UScriptBlueprintGeneratedClass>(NewClass);
NewScripClass->ScriptProperties.Empty();
for (auto& Field : ScriptDefinedFields)
{
UClass* InnerType = Field.Class;
if (Field.Class->IsChildOf(UProperty::StaticClass()))
{
FString PinCategory;
if (Field.Class->IsChildOf(UStrProperty::StaticClass()))
{
PinCategory = Schema->PC_String;
}
else if (Field.Class->IsChildOf(UFloatProperty::StaticClass()))
{
PinCategory = Schema->PC_Float;
}
else if (Field.Class->IsChildOf(UIntProperty::StaticClass()))
{
PinCategory = Schema->PC_Int;
}
else if (Field.Class->IsChildOf(UBoolProperty::StaticClass()))
{
PinCategory = Schema->PC_Boolean;
}
else if (Field.Class->IsChildOf(UObjectProperty::StaticClass()))
{
PinCategory = Schema->PC_Object;
// @todo: some scripting extensions (that are strongly typed) can handle this better
InnerType = UObject::StaticClass();
}
if (!PinCategory.IsEmpty())
{
FEdGraphPinType ScriptPinType(PinCategory, TEXT(""), InnerType, false, false);
UProperty* ScriptProperty = CreateVariable(Field.Name, ScriptPinType);
if (ScriptProperty != NULL)
{
ScriptProperty->SetMetaData(TEXT("Category"), *Blueprint->GetName());
ScriptProperty->SetPropertyFlags(CPF_BlueprintVisible | CPF_Edit);
NewScripClass->ScriptProperties.Add(ScriptProperty);
}
}
}
}
CreateScriptContextProperty();
}
void FScriptBlueprintCompiler::CreateScriptContextProperty()
{
// The only case we don't need a script context is if the script class derives form UScriptPluginComponent
UClass* ContextClass = nullptr;
if (Blueprint->ParentClass->IsChildOf(AActor::StaticClass()))
{
ContextClass = UScriptContextComponent::StaticClass();
}
else if (!Blueprint->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()))
{
ContextClass = UScriptContext::StaticClass();
}
if (ContextClass)
{
FEdGraphPinType ScriptContextPinType(Schema->PC_Object, TEXT(""), ContextClass, false, false);
ContextProperty = CastChecked<UObjectProperty>(CreateVariable(TEXT("Generated_ScriptContext"), ScriptContextPinType));
ContextProperty->SetPropertyFlags(CPF_ContainsInstancedReference | CPF_InstancedReference);
}
}
void FScriptBlueprintCompiler::CreateFunctionList()
{
Super::CreateFunctionList();
if (!Blueprint->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()))
{
for (auto& Field : ScriptDefinedFields)
{
if (Field.Class->IsChildOf(UFunction::StaticClass()))
{
CreateScriptDefinedFunction(Field);
}
}
}
}
void FScriptBlueprintCompiler::CreateScriptDefinedFunction(FScriptField& Field)
{
check(ContextProperty);
UScriptBlueprint* Blueprint = ScriptBlueprint();
const FString FunctionName = Field.Name.ToString();
// Create Blueprint Graph which consists of 3 nodes: 'Entry', 'Get Script Context' and 'Call Function'
// @todo: once we figure out how to get parameter lists for functions we can add suport for that here
UEdGraph* ScriptFunctionGraph = NewObject<UEdGraph>(Blueprint, *FString::Printf(TEXT("%s_Graph"), *FunctionName));
ScriptFunctionGraph->Schema = UEdGraphSchema_K2::StaticClass();
ScriptFunctionGraph->SetFlags(RF_Transient);
FKismetFunctionContext* FunctionContext = CreateFunctionContext();
FunctionContext->SourceGraph = ScriptFunctionGraph;
FunctionContext->bCreateDebugData = false;
UK2Node_FunctionEntry* EntryNode = SpawnIntermediateNode<UK2Node_FunctionEntry>(NULL, ScriptFunctionGraph);
EntryNode->CustomGeneratedFunctionName = Field.Name;
EntryNode->AllocateDefaultPins();
UK2Node_VariableGet* GetVariableNode = SpawnIntermediateNode<UK2Node_VariableGet>(NULL, ScriptFunctionGraph);
GetVariableNode->VariableReference.SetSelfMember(ContextProperty->GetFName());
GetVariableNode->AllocateDefaultPins();
UK2Node_CallFunction* CallFunctionNode = SpawnIntermediateNode<UK2Node_CallFunction>(NULL, ScriptFunctionGraph);
CallFunctionNode->FunctionReference.SetExternalMember(TEXT("CallScriptFunction"), ContextProperty->PropertyClass);
CallFunctionNode->AllocateDefaultPins();
UEdGraphPin* FunctionNamePin = CallFunctionNode->FindPinChecked(TEXT("FunctionName"));
FunctionNamePin->DefaultValue = FunctionName;
// Link nodes together
UEdGraphPin* ExecPin = Schema->FindExecutionPin(*EntryNode, EGPD_Output);
UEdGraphPin* GetVariableOutPin = GetVariableNode->FindPinChecked(ContextProperty->GetName());
UEdGraphPin* CallFunctionPin = Schema->FindExecutionPin(*CallFunctionNode, EGPD_Input);
UEdGraphPin* FunctionTargetPin = CallFunctionNode->FindPinChecked(TEXT("self"));
ExecPin->MakeLinkTo(CallFunctionPin);
GetVariableOutPin->MakeLinkTo(FunctionTargetPin);
}
void FScriptBlueprintCompiler::FinishCompilingClass(UClass* Class)
{
UScriptBlueprint* Blueprint = ScriptBlueprint();
UScriptBlueprintGeneratedClass* ScriptClass = CastChecked<UScriptBlueprintGeneratedClass>(Class);
ScriptClass->SourceCode = Blueprint->SourceCode;
ScriptClass->ByteCode = Blueprint->ByteCode;
// Allow Blueprint Components to be used in Blueprints
if (Blueprint->ParentClass->IsChildOf(UScriptPluginComponent::StaticClass()) && Class != Blueprint->SkeletonGeneratedClass)
{
Class->SetMetaData(TEXT("BlueprintSpawnableComponent"), TEXT("true"));
}
Super::FinishCompilingClass(Class);
// Ff context property has been created, create a DSO and set it on the CDO
if (ContextProperty)
{
UObject* CDO = Class->GetDefaultObject();
UObject* ContextDefaultSubobject = NewObject<UObject>(CDO, ContextProperty->PropertyClass, "ScriptContext", RF_DefaultSubObject | RF_Public);
ContextProperty->SetObjectPropertyValue(ContextProperty->ContainerPtrToValuePtr<UObject*>(CDO), ContextDefaultSubobject);
}
}
void FScriptBlueprintCompiler::Compile()
{
ScriptBlueprint()->UpdateSourceCodeIfChanged();
ScriptContext = FScriptContextBase::CreateContext(ScriptBlueprint()->SourceCode, NULL, NULL);
bool Result = true;
if (ScriptContext.IsValid())
{
ScriptDefinedFields.Empty();
ScriptContext->GetScriptDefinedFields(ScriptDefinedFields);
}
ContextProperty = NULL;
Super::Compile();
}
void FScriptBlueprintCompiler::EnsureProperGeneratedClass(UClass*& TargetUClass)
{
if ( TargetUClass && !( (UObject*)TargetUClass )->IsA(UScriptBlueprintGeneratedClass::StaticClass()) )
{
FKismetCompilerUtilities::ConsignToOblivion(TargetUClass, Blueprint->bIsRegeneratingOnLoad);
TargetUClass = NULL;
}
}
void FScriptBlueprintCompiler::SpawnNewClass(const FString& NewClassName)
{
NewScriptBlueprintClass = FindObject<UScriptBlueprintGeneratedClass>(Blueprint->GetOutermost(), *NewClassName);
if ( NewScriptBlueprintClass == NULL )
{
NewScriptBlueprintClass = NewObject<UScriptBlueprintGeneratedClass>(Blueprint->GetOutermost(), FName(*NewClassName), RF_Public | RF_Transactional);
}
else
{
// Already existed, but wasn't linked in the Blueprint yet due to load ordering issues
FBlueprintCompileReinstancer::Create(NewScriptBlueprintClass);
}
NewClass = NewScriptBlueprintClass;
}
bool FScriptBlueprintCompiler::ValidateGeneratedClass(UBlueprintGeneratedClass* Class)
{
bool SuperResult = Super::ValidateGeneratedClass(Class);
bool Result = UScriptBlueprint::ValidateGeneratedClass(Class);
return SuperResult && Result;
}