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This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
159 lines
4.1 KiB
C++
159 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "UnloadedBlueprintData.h"
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#include "Engine/BlueprintGeneratedClass.h"
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FUnloadedBlueprintData::FUnloadedBlueprintData(TWeakPtr<FClassViewerNode> InClassViewerNode)
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: ClassViewerNode(InClassViewerNode)
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{
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}
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bool FUnloadedBlueprintData::HasAnyClassFlags( uint32 InFlagsToCheck ) const
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{
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return (ClassFlags & InFlagsToCheck) != 0;
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}
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bool FUnloadedBlueprintData::HasAllClassFlags( uint32 InFlagsToCheck ) const
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{
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return ((ClassFlags & InFlagsToCheck) == InFlagsToCheck);
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}
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void FUnloadedBlueprintData::SetClassFlags(uint32 InFlags)
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{
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ClassFlags = InFlags;
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}
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bool FUnloadedBlueprintData::IsChildOf(const UClass* InClass) const
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{
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TSharedPtr<FClassViewerNode> CurrentNode = ClassViewerNode.Pin()->GetParentNode();
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// Keep going through parents till you find an invalid.
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while (CurrentNode.IsValid())
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{
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if (CurrentNode->Class.Get() == InClass)
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{
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return true;
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}
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CurrentNode = CurrentNode->GetParentNode();
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}
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return false;
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}
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bool FUnloadedBlueprintData::ImplementsInterface(const UClass* InInterface) const
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{
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FString InterfacePath = InInterface->GetPathName();
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// Does this blueprint implement the interface directly?
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for (const FString& DirectlyImplementedInterface : ImplementedInterfaces)
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{
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if (DirectlyImplementedInterface == InterfacePath)
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{
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return true;
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}
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}
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// If not, does a parent class implement the interface?
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TSharedPtr<FClassViewerNode> CurrentNode = ClassViewerNode.Pin()->GetParentNode();
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while (CurrentNode.IsValid())
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{
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if (CurrentNode->Class.IsValid() && CurrentNode->Class->ImplementsInterface(InInterface))
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{
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return true;
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}
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else if (CurrentNode->UnloadedBlueprintData.IsValid() && CurrentNode->UnloadedBlueprintData->ImplementsInterface(InInterface))
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{
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return true;
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}
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CurrentNode = CurrentNode->GetParentNode();
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}
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return false;
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}
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bool FUnloadedBlueprintData::IsA(const UClass* InClass) const
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{
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// Unloaded blueprints will always return true for IsA(UBlueprintGeneratedClass::StaticClass). With that in mind, even though we do not have the exact class, we can use that knowledge as a basis for a check.
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return ((UObject*)UBlueprintGeneratedClass::StaticClass())->IsA(InClass);
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}
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const UClass* FUnloadedBlueprintData::GetClassWithin() const
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{
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TSharedPtr<FClassViewerNode> CurrentNode = ClassViewerNode.Pin()->GetParentNode();
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while (CurrentNode.IsValid())
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{
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// The class field will be invalid for unloaded classes.
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// However, it should be valid once we've hit a loaded class or a Native class.
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// Assuming BP cannot change ClassWithin data, this should be safe.
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if (CurrentNode->Class.IsValid())
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{
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return CurrentNode->Class->ClassWithin;
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}
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CurrentNode = CurrentNode->GetParentNode();
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}
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return nullptr;
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}
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const UClass* FUnloadedBlueprintData::GetNativeParent() const
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{
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TSharedPtr<FClassViewerNode> CurrentNode = ClassViewerNode.Pin()->GetParentNode();
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while (CurrentNode.IsValid())
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{
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// The class field will be invalid for unloaded classes.
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// However, it should be valid once we've hit a loaded class or a Native class.
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// Assuming BP cannot change ClassWithin data, this should be safe.
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if (CurrentNode->Class.IsValid() && CurrentNode->Class->HasAnyClassFlags(CLASS_Native))
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{
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return CurrentNode->Class.Get();
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}
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CurrentNode = CurrentNode->GetParentNode();
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}
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return nullptr;
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}
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TSharedPtr<FString> FUnloadedBlueprintData::GetClassName() const
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{
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if (ClassViewerNode.IsValid())
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{
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return ClassViewerNode.Pin()->GetClassName();
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}
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return TSharedPtr<FString>();
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}
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FName FUnloadedBlueprintData::GetClassPath() const
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{
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if (ClassViewerNode.IsValid())
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{
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return FName(*ClassViewerNode.Pin()->ClassPath.ToString());
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}
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return FName();
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}
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FTopLevelAssetPath FUnloadedBlueprintData::GetClassPathName() const
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{
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if (ClassViewerNode.IsValid())
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{
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return ClassViewerNode.Pin()->ClassPath;
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}
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return FTopLevelAssetPath();
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}
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const TWeakPtr<FClassViewerNode>& FUnloadedBlueprintData::GetClassViewerNode() const
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{
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return ClassViewerNode;
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}
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void FUnloadedBlueprintData::AddImplementedInterface(const FString& InterfaceName)
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{
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ImplementedInterfaces.Add(InterfaceName);
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}
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