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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]
218 lines
7.4 KiB
C++
218 lines
7.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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GenerateAssetManifestCommandlet.cpp: Commandlet for generating a filtered
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list of assets from the asset registry (intended use is for replacing
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assets with cooked version)
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=============================================================================*/
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#include "Commandlets/GenerateAssetManifestCommandlet.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "HAL/FileManager.h"
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#include "Misc/Paths.h"
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#include "AssetRegistry/ARFilter.h"
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#include "Engine/World.h"
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#include "Misc/FileHelper.h"
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DEFINE_LOG_CATEGORY_STATIC(LogGenerateAssetManifestCommandlet, Log, All);
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UGenerateAssetManifestCommandlet::UGenerateAssetManifestCommandlet(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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int32 UGenerateAssetManifestCommandlet::Main(const FString& InParams)
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{
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// Parse command line.
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TArray<FString> Tokens;
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TArray<FString> Switches;
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UCommandlet::ParseCommandLine(*InParams, Tokens, Switches);
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// Support standard and BuildGraph style delimeters
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static const TCHAR* ParamDelims[] =
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{
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TEXT(";"),
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TEXT("+"),
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};
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const FString ManifestFileSwitch = TEXT("ManifestFile=");
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const FString IncludedPathsSwitch = TEXT("IncludedPaths=");
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const FString IncludedClassesSwitch = TEXT("IncludedClasses=");
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const FString ExcludedPathsSwitch = TEXT("ExcludedPaths=");
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const FString ExcludedClassesSwitch = TEXT("ExcludedClasses=");
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const FString ClassBasePathsSwitch = TEXT("ClassBasePaths=");
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FString ManifestFile;
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TArray<FString> IncludedPaths;
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TArray<FString> IncludedClasses;
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TArray<FString> ExcludedPaths;
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TArray<FString> ExcludedClasses;
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TArray<FString> ClassBasePaths;
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// Parse parameters
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for (int32 SwitchIdx = 0; SwitchIdx < Switches.Num(); ++SwitchIdx)
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{
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const FString& Switch = Switches[SwitchIdx];
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FString SwitchValue;
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if (FParse::Value(*Switch, *ManifestFileSwitch, SwitchValue))
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{
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ManifestFile = SwitchValue;
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}
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else if (FParse::Value(*Switch, *IncludedPathsSwitch, SwitchValue))
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{
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SwitchValue.ParseIntoArray(IncludedPaths, ParamDelims, 2);
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}
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else if (FParse::Value(*Switch, *IncludedClassesSwitch, SwitchValue))
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{
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SwitchValue.ParseIntoArray(IncludedClasses, ParamDelims, 2);
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}
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else if (FParse::Value(*Switch, *ExcludedPathsSwitch, SwitchValue))
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{
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SwitchValue.ParseIntoArray(ExcludedPaths, ParamDelims, 2);
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}
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else if (FParse::Value(*Switch, *ExcludedClassesSwitch, SwitchValue))
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{
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SwitchValue.ParseIntoArray(ExcludedClasses, ParamDelims, 2);
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}
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else if (FParse::Value(*Switch, *ClassBasePathsSwitch, SwitchValue))
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{
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SwitchValue.ParseIntoArray(ClassBasePaths, ParamDelims, 2);
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}
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}
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// Check that output file path is specified
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if (ManifestFile.IsEmpty())
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Error, TEXT("Please specify a valid location for -ManifestFile on the commandline"));
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return 1;
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}
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// by default only look for classes within the game project
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if (ClassBasePaths.Num() == 0)
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{
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ClassBasePaths.Add(TEXT("/Game"));
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}
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TArray<FName> ClassPackagePaths;
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for (FString BasePath : ClassBasePaths)
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{
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ClassPackagePaths.Add(*BasePath);
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}
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// Load the asset registry module
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
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// Update Registry Module
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UE_LOG(LogGenerateAssetManifestCommandlet, Display, TEXT("Searching Asset Registry"));
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AssetRegistryModule.Get().SearchAllAssets(true);
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TArray<FAssetData> FinalAssetList;
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// Get assets from paths and classes that we want to include
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if (IncludedPaths.Num() > 0)
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Display, TEXT("Getting Assets from specified paths"));
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FARFilter Filter;
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Filter.bIncludeOnlyOnDiskAssets = true;
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Filter.bRecursivePaths = true;
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for (const FString& IncludedPath : IncludedPaths)
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{
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Filter.PackagePaths.AddUnique(*IncludedPath);
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}
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TArray<FAssetData> AssetList;
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AssetRegistryModule.Get().GetAssets(Filter, AssetList);
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for (FAssetData& Asset : AssetList)
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{
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FinalAssetList.AddUnique(Asset);
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}
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}
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if (IncludedClasses.Num() > 0)
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Display, TEXT("Getting Assets of specified classes"));
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FARFilter Filter;
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Filter.bIncludeOnlyOnDiskAssets = true;
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Filter.PackagePaths = ClassPackagePaths;
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Filter.bRecursivePaths = true;
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for (const FString& IncludedClass : IncludedClasses)
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{
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FTopLevelAssetPath IncludedClassPathName = UClass::TryConvertShortTypeNameToPathName<UStruct>(IncludedClass, ELogVerbosity::Error, TEXT("UGenerateAssetManifestCommandlet::Main"));
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if (IncludedClassPathName.IsNull())
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Error, TEXT("Failed to convert short class name \"%s\" to path name. Please use class path names for IncludedClasses."), *IncludedClass);
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}
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else
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{
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Filter.ClassPaths.AddUnique(IncludedClassPathName);
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}
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}
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TArray<FAssetData> AssetList;
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AssetRegistryModule.Get().GetAssets(Filter, AssetList);
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for (FAssetData& Asset : AssetList)
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{
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FinalAssetList.AddUnique(Asset);
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}
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}
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// Run through paths and classes that should be excluded
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if (FinalAssetList.Num() > 0 && ExcludedPaths.Num() > 0)
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Display, TEXT("Excluding Assets from specified paths"));
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FARFilter Filter;
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Filter.bIncludeOnlyOnDiskAssets = true;
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Filter.bRecursivePaths = true;
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for (const FString& ExcludedPath : ExcludedPaths)
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{
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Filter.PackagePaths.AddUnique(*ExcludedPath);
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}
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TArray<FAssetData> AssetList;
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AssetRegistryModule.Get().GetAssets(Filter, AssetList);
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FinalAssetList.RemoveAll([&AssetList](const FAssetData& Asset) {return AssetList.Contains(Asset); });
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}
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if (FinalAssetList.Num() > 0 && ExcludedClasses.Num() > 0)
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Display, TEXT("Excluding Assets of specified classes"));
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FARFilter Filter;
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Filter.bIncludeOnlyOnDiskAssets = true;
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Filter.PackagePaths = ClassPackagePaths;
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Filter.bRecursivePaths = true;
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for (const FString& ExcludedClass : ExcludedClasses)
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{
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FTopLevelAssetPath ExcludedClassPathName = UClass::TryConvertShortTypeNameToPathName<UStruct>(ExcludedClass, ELogVerbosity::Error, TEXT("UGenerateAssetManifestCommandlet::Main"));
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if (ExcludedClassPathName.IsNull())
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Error, TEXT("Failed to convert short class name \"%s\" to path name. Please use class path names for ExcludedClasses."), *ExcludedClass);
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}
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else
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{
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Filter.ClassPaths.AddUnique(ExcludedClassPathName);
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}
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}
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TArray<FAssetData> AssetList;
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AssetRegistryModule.Get().GetAssets(Filter, AssetList);
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FinalAssetList.RemoveAll([&AssetList](const FAssetData& Asset) {return AssetList.Contains(Asset); });
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}
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FString FinalFileList;
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if (FinalAssetList.Num() > 0)
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Display, TEXT("Converting Package Names to File Paths"));
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for (FAssetData& RemovedAsset : FinalAssetList)
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{
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FString ActualFile;
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if (FPackageName::DoesPackageExist(RemovedAsset.PackageName.ToString(), &ActualFile))
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{
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ActualFile = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*ActualFile);
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FinalFileList += FString::Printf(TEXT("%s") LINE_TERMINATOR, *ActualFile);
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}
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}
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if (!FFileHelper::SaveStringToFile(FinalFileList, *ManifestFile))
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{
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UE_LOG(LogGenerateAssetManifestCommandlet, Error, TEXT("Failed to save output file '%s'"), *ManifestFile);
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return 1;
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}
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}
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return 0;
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}
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