Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/Private/PropertyNode.cpp
Matt Kuhlenschmidt 4fa92bfa50 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3106449 on 2016/08/30 by Michael.Dupuis

	#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)

Change 3133997 on 2016/09/21 by Alex.Delesky

	#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.

Change 3134132 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

Change 3134147 on 2016/09/21 by Frank.Fella

	Core - Add multitouch support to windows.

Change 3134349 on 2016/09/21 by Michael.Dupuis

	#jira UE-36151 Update the title bar to display the branch also

Change 3134355 on 2016/09/21 by Michael.Dupuis

	#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file

Change 3134447 on 2016/09/21 by Alexis.Matte

	#jira UE-36064
	The SpriteComponent is now properly reused when duplicating a light.

Change 3134451 on 2016/09/21 by Alexis.Matte

	#jira UE-22782
	Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true

Change 3134457 on 2016/09/21 by Jamie.Dale

	FInternationalization::Leetify now deals with escape sequences correctly.

	This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.

Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt

	Cleaned up some of the UI for the new material slot workflow (part 1)

Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix crash clicking OK to the import mesh dialog in persona when a path is not selected.  The OK button is now disabled until a valid path is selected

Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt

	Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade

Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix static analysis warnings in this file

Change 3134939 on 2016/09/21 by Nick.Darnell

	Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it.  Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data.  Improving the filter for automation window so it lets you put in a path, and find it that way.  Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.

Change 3134941 on 2016/09/21 by Nick.Darnell

	Automation - Functional tests now support warnings as errors on a per test basis.  Continued itteration on screenshot comparison.

Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt

	Fixed size of material slots in persona details panel

Change 3135076 on 2016/09/21 by Nick.Darnell

	Automation - Adding a missing file.

Change 3135584 on 2016/09/22 by Gareth.Martin

	Removed unused ULandscapeInfo::BeginDestroy
	Slight cleanup to FLandscapeEditDataInterface::DeleteLayer

Change 3135585 on 2016/09/22 by Gareth.Martin

	New Count algo
	Const'd Copy/Accumulate/Transform

Change 3135599 on 2016/09/22 by Gareth.Martin

	Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
	#jira UE-35709

Change 3135724 on 2016/09/22 by Michael.Dupuis

	#jira UE-32662 Remove old migration code that was causing this side effect

Change 3135726 on 2016/09/22 by Nick.Darnell

	Slate - Removing the SLATE_PRE_MULTIPLY macro.

Change 3135730 on 2016/09/22 by Nick.Darnell

	UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.

Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure any handles to the backbuffer are released before the backbuffer is resized

	https://jira.it.epicgames.net/browse/UE-30488

Change 3135810 on 2016/09/22 by Ben.Marsh

	Build: Compile tools before running automated tests.

Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure you can unpause after toggling play/pause with a keyboard shortcut.  We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
	https://jira.it.epicgames.net/browse/UE-36276

Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt

	Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material.  The construction script was running before all the material had been set on all components.

Change 3136318 on 2016/09/22 by Alex.Delesky

	#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus

Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt

	Fix crash restarting a mission in Odin

Change 3136741 on 2016/09/22 by Cody.Albert

	Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget

	#jira UE-36322

Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt

	Added guard against slate rendering with deleted materials.  In this will now be caught with a looged with the deleted material name.

Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt

	Removed the pooled draw elements stuff which is not used

Change 3137791 on 2016/09/23 by Nick.Darnell

	MediaPlayer - Removing .png from one of the style files, as that's not required.  Was causing warnings to be logged on load.

Change 3137793 on 2016/09/23 by Nick.Darnell

	Localization - Adjusting some log statements to say with instead of w/

Change 3137796 on 2016/09/23 by Nick.Darnell

	Slate - Adding missing and replacing corrupted style files in the editor.

Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level

Change 3137876 on 2016/09/23 by Jamie.Dale

	Added allocation tagging to MProf2

	This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).

	#jira UETOOL-950

Change 3137982 on 2016/09/23 by Gareth.Martin

	Added Invoke() support to CopyIf

Change 3137983 on 2016/09/23 by Gareth.Martin

	Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
	- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
	Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code

Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed Child Actor Template properties not visible after changing Child Actor Class

Change 3138079 on 2016/09/23 by Jamie.Dale

	Fixing some Clang warnings

Change 3138087 on 2016/09/23 by Jamie.Dale

	Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize

	GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).

	Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.

	#jira UETOOL-952

Change 3138127 on 2016/09/23 by Gareth.Martin

	Fixed crash when merging levels containing landscape
	#jira UE-36267

Change 3138821 on 2016/09/23 by Stephan.Jiang

	Fixes "Select all input node" doesn't work properly on output node.

	#jira UE-36335

Change 3138915 on 2016/09/23 by Stephan.Jiang

	Disable "select all linked nodes" for output nodes in material editor

Change 3139341 on 2016/09/25 by Nick.Darnell

	Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.

Change 3139342 on 2016/09/25 by Nick.Darnell

	Landscape - Fixing some compiler errors on mac.

Change 3139345 on 2016/09/25 by Nick.Darnell

	Automation - Spelling and cleanup.

Change 3139346 on 2016/09/25 by Nick.Darnell

	Engine - Changing a check to an ensure, there's no reason to crash if this happens.

Change 3139347 on 2016/09/25 by Nick.Darnell

	Automation  - Making EFunctionalTestResult a BlueprintType

Change 3139348 on 2016/09/25 by Nick.Darnell

	Automation - Adding another test map.

Change 3139676 on 2016/09/26 by Michael.Dupuis

	#jira UE-32335 If we are a config object simply permit the transaction for undo/redo

Change 3139702 on 2016/09/26 by Nick.Darnell

	UMG - Making GetLocalHitLocation on UWidgetComponent virtual.

Change 3139760 on 2016/09/26 by Alexis.Matte

	Make sure we remove override materials from the list when the mesh point by the component has less materials.
	#jira UE-28845

Change 3139761 on 2016/09/26 by Alex.Delesky

	Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.

	#jira none

Change 3139843 on 2016/09/26 by Alex.Delesky

	#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.

Change 3139880 on 2016/09/26 by Frank.Fella

	QAGame - Update multitouch test with less crashy assets?

Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix selections having the potential to be out of sync after undo/redo

Change 3139928 on 2016/09/26 by Nick.Darnell

	Automation - tweaking the test maps some more.

Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix false positive with the test for vaild materials being rendered by slate.

Change 3140912 on 2016/09/26 by Frank.Fella

	Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.

Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt

	PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)

Change 3141223 on 2016/09/27 by Jamie.Dale

	Updated UTextProperty::Identical to no longer compare display strings all the time

	It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.

	#jira UE-36456

Change 3141242 on 2016/09/27 by Richard.TalbotWatkin

	Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
	#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
	Duplicated CL 3139370 from //UE4/Release-4.13
	Duplicated CL 3139878 from //UE4/Release-4.13

Change 3141323 on 2016/09/27 by Michael.Dupuis

	#jira UE-35081 Enable bDisplayEngineVersionInBadge by default

Change 3141798 on 2016/09/27 by tim.gautier

	Added UMG_DisplayWidget

Change 3143038 on 2016/09/28 by Jamie.Dale

	Added extra context to FTableRowBase::OnPostDataImport

	It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).

Change 3143039 on 2016/09/28 by Jamie.Dale

	Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity

	Only texts which have the same display string pointer can have the same identity, so this is a much faster check.

Change 3143098 on 2016/09/28 by Gareth.Martin

	Fixed crash when loading duplicated landscape levels
	#jira UE-34890

Change 3143300 on 2016/09/28 by Gareth.Martin

	Fixed crash when duplicating a level containing a landscape through the content browser
	#jira UE-34890

Change 3143389 on 2016/09/28 by Jamie.Dale

	LastResort is no longer staged in shipping builds

	You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).

	This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.

Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed this file

Change 3143717 on 2016/09/28 by Michael.Dupuis

	Fixed lowercase

Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming.  The viewport is rendered once and the render target is passed to slate instead of the entire viewport

Change 3143820 on 2016/09/28 by Alexis.Matte

	Use the PersonaToolikit to get the mesh

Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt

	Added guard for UE-36499

Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt

	Fix constructor init order

Change 3144821 on 2016/09/29 by Jamie.Dale

	Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize

	If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.

Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt

	Added a commandlet to allow command line importing of any asset type the engine supports.
	- Intermediate checkin

Change 3144875 on 2016/09/29 by Nick.Darnell

	Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.

Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt

	Disable auto-applying of scalability settings
	The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.

Change 3145274 on 2016/09/29 by Jamie.Dale

	New asset menu no longer has a scrollbar on most displays

Change 3146004 on 2016/09/29 by Matt.Barnes

	Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.

Change 3146377 on 2016/09/30 by Gareth.Martin

	Fixed landscape rendering errors after using the "change component size" tool
	- also affected initial import of a landscape+weightmaps
	#jira UE-34518

Change 3146455 on 2016/09/30 by Jamie.Dale

	Fixing more menus that had scrollbars due to only being able to use half the vertical resolution

Change 3146466 on 2016/09/30 by Gareth.Martin

	Fixed not being able to erase foliage attached to BSP
	#jira UE-36297

Change 3146471 on 2016/09/30 by Jamie.Dale

	Can no longer localize sequences via the Content Browser

Change 3146569 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

Change 3147116 on 2016/09/30 by Michael.Dupuis

	#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)

Change 3148091 on 2016/10/01 by Matt.Barnes

	Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively

Change 3148714 on 2016/10/03 by Nick.Darnell

	PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)

	#jira UE-35568

Change 3148793 on 2016/10/03 by Nick.Darnell

	Automation - TPS for SM_Cornellbox

Change 3148801 on 2016/10/03 by Nick.Darnell

	PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)

	#jira UE-36711

Change 3148805 on 2016/10/03 by Nick.Darnell

	PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)

	#jira UE-36715

Change 3148813 on 2016/10/03 by Nick.Darnell

	UMG - The retainer now contains the SVirtualWindow directly in the hierarchy.  This should now make it possible to reliably focus elements inside the retainer widget.

Change 3148855 on 2016/10/03 by Gareth.Martin

	Fixed performance regression when importing landscape heightmaps
	#jira UE-36659

Change 3149482 on 2016/10/03 by Cody.Albert

	Added link to Support landing page to Help menu

	#jira UE-36603

Change 3149520 on 2016/10/03 by tim.gautier

	Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.

Change 3149945 on 2016/10/04 by Gareth.Martin

	Fixed invisible landscape components when using tessellation on landscape material
	#jira UE-35494

Change 3149951 on 2016/10/04 by Gareth.Martin

	Reduced material update log spam when creating and editing landscapes
	- Some will remain, landscape fundementally manipulates a lot of material instances
	#jira UE-34440

Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt

	Fix not crashing when trying to clear objects which have a specific class filter in the property settings
	https://jira.it.epicgames.net/browse/UE-36692

Change 3150614 on 2016/10/04 by Nick.Darnell

	Git - Disabling some logging in non-debug builds of the git source control plugin.

Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt

	Fix loc warnings in these files (duplicate loc keys)

Change 3151679 on 2016/10/05 by Nick.Darnell

	Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.

Change 3151722 on 2016/10/05 by Gareth.Martin

	Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration

Change 3151816 on 2016/10/05 by Gareth.Martin

	Fixed more breakage to Landscape caused by Dev-VREditor from main integration

[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00

3099 lines
98 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "PropertyEditorPrivatePCH.h"
#include "ObjectPropertyNode.h"
#include "CategoryPropertyNode.h"
#include "ScopedTransaction.h"
#include "PropertyRestriction.h"
#include "Editor/UnrealEd/Public/Kismet2/StructureEditorUtils.h"
#include "Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h"
#include "Engine/UserDefinedStruct.h"
#include "Misc/ScopeExit.h"
#include "PropertyHandleImpl.h"
#include "EditorSupportDelegates.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#define LOCTEXT_NAMESPACE "PropertyNode"
FPropertySettings& FPropertySettings::Get()
{
static FPropertySettings Settings;
return Settings;
}
FPropertySettings::FPropertySettings()
: bShowFriendlyPropertyNames( true )
, bExpandDistributions( false )
, bShowHiddenProperties(false)
{
GConfig->GetBool(TEXT("PropertySettings"), TEXT("ShowHiddenProperties"), bShowHiddenProperties, GEditorPerProjectIni);
GConfig->GetBool(TEXT("PropertySettings"), TEXT("ShowFriendlyPropertyNames"), bShowFriendlyPropertyNames, GEditorPerProjectIni);
GConfig->GetBool(TEXT("PropertySettings"), TEXT("ExpandDistributions"), bExpandDistributions, GEditorPerProjectIni);
}
DEFINE_LOG_CATEGORY(LogPropertyNode);
static FObjectPropertyNode* NotifyFindObjectItemParent(FPropertyNode* InNode)
{
FObjectPropertyNode* Result = NULL;
check(InNode);
FPropertyNode* ParentNode = InNode->GetParentNode();
if (ParentNode)
{
Result = ParentNode->FindObjectItemParent();
}
return Result;
}
FPropertyNode::FPropertyNode(void)
: ParentNode(NULL)
, Property(NULL)
, ArrayOffset(0)
, ArrayIndex(-1)
, MaxChildDepthAllowed(FPropertyNodeConstants::NoDepthRestrictions)
, PropertyNodeFlags (EPropertyNodeFlags::NoFlags)
, bRebuildChildrenRequested( false )
, PropertyPath(TEXT(""))
, bIsEditConst(false)
, bUpdateEditConstState(true)
, bDiffersFromDefault(false)
, bUpdateDiffersFromDefault(true)
{
}
FPropertyNode::~FPropertyNode(void)
{
DestroyTree();
}
void FPropertyNode::InitNode( const FPropertyNodeInitParams& InitParams )
{
//Dismantle the previous tree
DestroyTree();
//tree hierarchy
check(InitParams.ParentNode.Get() != this);
ParentNode = InitParams.ParentNode.Get();
ParentNodeWeakPtr = InitParams.ParentNode;
if (ParentNode)
{
//default to parents max child depth
MaxChildDepthAllowed = ParentNode->MaxChildDepthAllowed;
//if limitless or has hit the full limit
if (MaxChildDepthAllowed > 0)
{
--MaxChildDepthAllowed;
}
}
//Property Data
Property = InitParams.Property;
ArrayOffset = InitParams.ArrayOffset;
ArrayIndex = InitParams.ArrayIndex;
// Property is advanced if it is marked advanced or the entire class is advanced and the property not marked as simple
bool bAdvanced = Property.IsValid() ? ( Property->HasAnyPropertyFlags(CPF_AdvancedDisplay) || ( !Property->HasAnyPropertyFlags( CPF_SimpleDisplay ) && Property->GetOwnerClass() && Property->GetOwnerClass()->HasAnyClassFlags( CLASS_AdvancedDisplay ) ) ): false;
PropertyNodeFlags = EPropertyNodeFlags::NoFlags;
//default to copying from the parent
if (ParentNode)
{
SetNodeFlags(EPropertyNodeFlags::ShowCategories, !!ParentNode->HasNodeFlags(EPropertyNodeFlags::ShowCategories));
// We are advanced if our parent is advanced or our property is marked as advanced
SetNodeFlags(EPropertyNodeFlags::IsAdvanced, ParentNode->HasNodeFlags(EPropertyNodeFlags::IsAdvanced) || bAdvanced );
}
else
{
SetNodeFlags(EPropertyNodeFlags::ShowCategories, InitParams.bCreateCategoryNodes );
}
SetNodeFlags(EPropertyNodeFlags::ShouldShowHiddenProperties, InitParams.bForceHiddenPropertyVisibility);
SetNodeFlags(EPropertyNodeFlags::ShouldShowDisableEditOnInstance, InitParams.bCreateDisableEditOnInstanceNodes);
//Custom code run prior to setting property flags
//needs to happen after the above SetNodeFlags calls so that ObjectPropertyNode can properly respond to CollapseCategories
InitBeforeNodeFlags();
bool bIsEditInlineNew = false;
bool bShowInnerObjectProperties = false;
if ( !Property.IsValid() )
{
// Disable all flags if no property is bound.
SetNodeFlags(EPropertyNodeFlags::SingleSelectOnly | EPropertyNodeFlags::EditInlineNew | EPropertyNodeFlags::ShowInnerObjectProperties, false);
}
else
{
const bool GotReadAddresses = GetReadAddressUncached( *this, false, nullptr, false );
const bool bSingleSelectOnly = GetReadAddressUncached( *this, true, nullptr);
SetNodeFlags(EPropertyNodeFlags::SingleSelectOnly, bSingleSelectOnly);
UProperty* MyProperty = Property.Get();
const bool bIsObjectOrInterface = Cast<UObjectPropertyBase>(MyProperty) || Cast<UInterfaceProperty>(MyProperty);
// true if the property can be expanded into the property window; that is, instead of seeing
// a pointer to the object, you see the object's properties.
static const FName Name_EditInline("EditInline");
static const FName Name_ShowInnerProperties("ShowInnerProperties");
bIsEditInlineNew = bIsObjectOrInterface && GotReadAddresses && MyProperty->HasMetaData(Name_EditInline);
bShowInnerObjectProperties = bIsObjectOrInterface && MyProperty->HasMetaData(Name_ShowInnerProperties);
if(bIsEditInlineNew)
{
SetNodeFlags(EPropertyNodeFlags::EditInlineNew, true);
}
else if(bShowInnerObjectProperties)
{
SetNodeFlags(EPropertyNodeFlags::ShowInnerObjectProperties, true);
}
//Get the property max child depth
static const FName Name_MaxPropertyDepth("MaxPropertyDepth");
if (Property->HasMetaData(Name_MaxPropertyDepth))
{
int32 NewMaxChildDepthAllowed = Property->GetINTMetaData(Name_MaxPropertyDepth);
//Ensure new depth is valid. Otherwise just let the parent specified value stand
if (NewMaxChildDepthAllowed > 0)
{
//if there is already a limit on the depth allowed, take the minimum of the allowable depths
if (MaxChildDepthAllowed >= 0)
{
MaxChildDepthAllowed = FMath::Min(MaxChildDepthAllowed, NewMaxChildDepthAllowed);
}
else
{
//no current limit, go ahead and take the new limit
MaxChildDepthAllowed = NewMaxChildDepthAllowed;
}
}
}
}
InitExpansionFlags();
UProperty* MyProperty = Property.Get();
bool bRequiresValidation = bIsEditInlineNew || bShowInnerObjectProperties || ( MyProperty && (MyProperty->IsA<UArrayProperty>() || MyProperty->IsA<USetProperty>() || MyProperty->IsA<UMapProperty>() ));
// We require validation if our parent also needs validation (if an array parent was resized all the addresses of children are invalid)
bRequiresValidation |= (GetParentNode() && GetParentNode()->HasNodeFlags( EPropertyNodeFlags::RequiresValidation ) != 0);
SetNodeFlags( EPropertyNodeFlags::RequiresValidation, bRequiresValidation );
if ( InitParams.bAllowChildren )
{
RebuildChildren();
}
PropertyPath = FPropertyNode::CreatePropertyPath(this->AsShared())->ToString();
}
/**
* Used for rebuilding a sub portion of the tree
*/
void FPropertyNode::RebuildChildren()
{
CachedReadAddresses.Reset();
bool bDestroySelf = false;
DestroyTree(bDestroySelf);
if (MaxChildDepthAllowed != 0)
{
//the case where we don't want init child nodes is when an Item has children that we don't want to display
//the other option would be to make each node "Read only" under that item.
//The example is a material assigned to a static mesh.
if (HasNodeFlags(EPropertyNodeFlags::CanBeExpanded) && (ChildNodes.Num() == 0))
{
InitChildNodes();
}
}
//see if they support some kind of edit condition
if (Property.IsValid() && Property->GetBoolMetaData(TEXT("FullyExpand")))
{
bool bExpand = true;
bool bRecurse = true;
}
// Children have been rebuilt, clear any pending rebuild requests
bRebuildChildrenRequested = false;
// Notify any listener that children have been rebuilt
OnRebuildChildren.ExecuteIfBound();
}
void FPropertyNode::AddChildNode(TSharedPtr<FPropertyNode> InNode)
{
ChildNodes.Add(InNode);
}
void FPropertyNode::ClearCachedReadAddresses( bool bRecursive )
{
CachedReadAddresses.Reset();
if( bRecursive )
{
for( int32 ChildIndex = 0; ChildIndex < ChildNodes.Num(); ++ChildIndex )
{
ChildNodes[ChildIndex]->ClearCachedReadAddresses( bRecursive );
}
}
}
// Follows the chain of items upwards until it finds the object window that houses this item.
FComplexPropertyNode* FPropertyNode::FindComplexParent()
{
FPropertyNode* Cur = this;
FComplexPropertyNode* Found = NULL;
while( true )
{
Found = Cur->AsComplexNode();
if( Found )
{
break;
}
Cur = Cur->GetParentNode();
if( !Cur )
{
// There is a break in the parent chain
break;
}
}
return Found;
}
// Follows the chain of items upwards until it finds the object window that houses this item.
const FComplexPropertyNode* FPropertyNode::FindComplexParent() const
{
const FPropertyNode* Cur = this;
const FComplexPropertyNode* Found = NULL;
while( true )
{
Found = Cur->AsComplexNode();
if( Found )
{
break;
}
Cur = Cur->GetParentNode();
if( !Cur )
{
// There is a break in the parent chain
break;
}
}
return Found;
}
class FObjectPropertyNode* FPropertyNode::FindObjectItemParent()
{
auto ComplexParent = FindComplexParent();
return ComplexParent ? ComplexParent->AsObjectNode() : NULL;
}
const class FObjectPropertyNode* FPropertyNode::FindObjectItemParent() const
{
const auto ComplexParent = FindComplexParent();
return ComplexParent ? ComplexParent->AsObjectNode() : NULL;
}
/**
* Follows the top-most object window that contains this property window item.
*/
FObjectPropertyNode* FPropertyNode::FindRootObjectItemParent()
{
// not every type of change to property values triggers a proper refresh of the hierarchy, so find the topmost container window and trigger a refresh manually.
FObjectPropertyNode* TopmostObjectItem=NULL;
FObjectPropertyNode* NextObjectItem = FindObjectItemParent();
while ( NextObjectItem != NULL )
{
TopmostObjectItem = NextObjectItem;
FPropertyNode* NextObjectParent = NextObjectItem->GetParentNode();
if ( NextObjectParent != NULL )
{
NextObjectItem = NextObjectParent->FindObjectItemParent();
}
else
{
break;
}
}
return TopmostObjectItem;
}
bool FPropertyNode::DoesChildPropertyRequireValidation(UProperty* InChildProp)
{
return InChildProp != nullptr && (Cast<UObjectProperty>(InChildProp) != nullptr || Cast<UStructProperty>(InChildProp) != nullptr);
}
/**
* Used to see if any data has been destroyed from under the property tree. Should only be called by PropertyWindow::OnIdle
*/
EPropertyDataValidationResult FPropertyNode::EnsureDataIsValid()
{
bool bValidateChildren = !HasNodeFlags(EPropertyNodeFlags::SkipChildValidation);
bool bValidateChildrenKeyNodes = false; // by default, we don't check this, since it's just for Map properties
// The root must always be validated
if( GetParentNode() == NULL || HasNodeFlags(EPropertyNodeFlags::RequiresValidation) != 0 )
{
CachedReadAddresses.Reset();
//Figure out if an array mismatch can be ignored
bool bIgnoreAllMismatch = false;
//make sure that force depth-limited trees don't cause a refresh
bIgnoreAllMismatch |= (MaxChildDepthAllowed==0);
//check my property
if (Property.IsValid())
{
UProperty* MyProperty = Property.Get();
//verify that the number of container children is correct
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(MyProperty);
USetProperty* SetProperty = Cast<USetProperty>(MyProperty);
UMapProperty* MapProperty = Cast<UMapProperty>(MyProperty);
//default to unknown array length
int32 NumArrayChildren = -1;
//assume all arrays have the same length
bool bArraysHaveEqualNum = true;
//assume all arrays match the number of property window children
bool bArraysMatchChildNum = true;
bool bArrayHasNewItem = false;
UProperty* ContainerElementProperty = nullptr;
if (ArrayProperty)
{
ContainerElementProperty = ArrayProperty->Inner;
}
else if (SetProperty)
{
ContainerElementProperty = SetProperty->ElementProp;
}
else if (MapProperty)
{
// Need to attempt to validate both the key and value properties...
bValidateChildrenKeyNodes = DoesChildPropertyRequireValidation(MapProperty->KeyProp);
ContainerElementProperty = MapProperty->ValueProp;
}
bValidateChildren = DoesChildPropertyRequireValidation(ContainerElementProperty);
//verify that the number of object children are the same too
UObjectPropertyBase* ObjectProperty = Cast<UObjectPropertyBase>(MyProperty);
//check to see, if this an object property, whether the contents are NULL or not.
//This is the check to see if an object property was changed from NULL to non-NULL, or vice versa, from non-property window code.
bool bObjectPropertyNull = true;
//Edit inline properties can change underneath the window
bool bIgnoreChangingChildren = !(HasNodeFlags(EPropertyNodeFlags::EditInlineNew) || HasNodeFlags(EPropertyNodeFlags::ShowInnerObjectProperties)) ;
//ignore this node if the consistency check should happen for the children
bool bIgnoreStaticArray = (Property->ArrayDim > 1) && (ArrayIndex == -1);
//if this node can't possibly have children (or causes a circular reference loop) then ignore this as a object property
if (bIgnoreChangingChildren || bIgnoreStaticArray || HasNodeFlags(EPropertyNodeFlags::NoChildrenDueToCircularReference))
{
//this will bypass object property consistency checks
ObjectProperty = NULL;
}
FReadAddressList ReadAddresses;
const bool bSuccess = GetReadAddress( ReadAddresses );
//make sure we got the addresses correctly
if (!bSuccess)
{
UE_LOG( LogPropertyNode, Verbose, TEXT("Object is invalid %s"), *Property->GetName() );
return EPropertyDataValidationResult::ObjectInvalid;
}
// If an object property with ShowInnerProperties changed object values out from under the property
bool bShowInnerObjectPropertiesObjectChanged = false;
//check for null, if we find one, there is a problem.
for (int32 Scan = 0; Scan < ReadAddresses.Num(); ++Scan)
{
uint8* Addr = ReadAddresses.GetAddress(Scan);
//make sure the data still exists
if (Addr==NULL)
{
UE_LOG( LogPropertyNode, Verbose, TEXT("Object is invalid %s"), *Property->GetName() );
return EPropertyDataValidationResult::ObjectInvalid;
}
if( ArrayProperty && !bIgnoreAllMismatch)
{
//ensure that array structures have the proper number of children
int32 ArrayNum = FScriptArrayHelper::Num(Addr);
//if first child
if (NumArrayChildren == -1)
{
NumArrayChildren = ArrayNum;
}
bArrayHasNewItem = GetNumChildNodes() < ArrayNum;
//make sure multiple arrays match
bArraysHaveEqualNum = bArraysHaveEqualNum && (NumArrayChildren == ArrayNum);
//make sure the array matches the number of property node children
bArraysMatchChildNum = bArraysMatchChildNum && (GetNumChildNodes() == ArrayNum);
}
if (SetProperty && !bIgnoreAllMismatch)
{
// like arrays, ensure that set structures have the proper number of children
int32 SetNum = FScriptSetHelper::Num(Addr);
if (NumArrayChildren == -1)
{
NumArrayChildren = SetNum;
}
bArrayHasNewItem = GetNumChildNodes() < SetNum;
bArraysHaveEqualNum = bArraysHaveEqualNum && (NumArrayChildren == SetNum);
bArraysMatchChildNum = bArraysMatchChildNum && (GetNumChildNodes() == SetNum);
}
if (MapProperty && !bIgnoreAllMismatch)
{
int32 MapNum = FScriptMapHelper::Num(Addr);
if (NumArrayChildren == -1)
{
NumArrayChildren = MapNum;
}
bArrayHasNewItem = GetNumChildNodes() < MapNum;
bArraysHaveEqualNum = bArraysHaveEqualNum && (NumArrayChildren == MapNum);
bArraysMatchChildNum = bArraysMatchChildNum && (GetNumChildNodes() == MapNum);
}
if (ObjectProperty && !bIgnoreAllMismatch)
{
UObject* Obj = ObjectProperty->GetObjectPropertyValue(Addr);
if (!bShowInnerObjectPropertiesObjectChanged && HasNodeFlags(EPropertyNodeFlags::ShowInnerObjectProperties) && ChildNodes.Num() == 1)
{
bool bChildObjectFound = false;
// should never have more than one node (0 is ok if the object property is null)
check(ChildNodes.Num() == 1);
bool bNeedRebuild = false;
FObjectPropertyNode* ChildObjectNode = ChildNodes[0]->AsObjectNode();
for(int32 ObjectIndex = 0; ObjectIndex < ChildObjectNode->GetNumObjects(); ++ObjectIndex)
{
if(Obj == ChildObjectNode->GetUObject(ObjectIndex))
{
bChildObjectFound = true;
break;
}
}
bShowInnerObjectPropertiesObjectChanged = !bChildObjectFound;
}
if (Obj != NULL)
{
bObjectPropertyNull = false;
break;
}
}
}
//if all arrays match each other but they do NOT match the property structure, cause a rebuild
if (bArraysHaveEqualNum && !bArraysMatchChildNum)
{
RebuildChildren();
if( bArrayHasNewItem && ChildNodes.Num() )
{
TSharedPtr<FPropertyNode> LastChildNode = ChildNodes.Last();
// Don't expand huge children
if( LastChildNode->GetNumChildNodes() > 0 && LastChildNode->GetNumChildNodes() < 10 )
{
// Expand the last item for convenience since generally the user will want to edit the new value they added.
LastChildNode->SetNodeFlags(EPropertyNodeFlags::Expanded, true);
}
}
return EPropertyDataValidationResult::ArraySizeChanged;
}
if(bShowInnerObjectPropertiesObjectChanged)
{
RebuildChildren();
return EPropertyDataValidationResult::EditInlineNewValueChanged;
}
const bool bHasChildren = (GetNumChildNodes() != 0);
// If the object property is not null and has no children, its children need to be rebuilt
// If the object property is null and this node has children, the node needs to be rebuilt
if (!HasNodeFlags(EPropertyNodeFlags::ShowInnerObjectProperties) && ObjectProperty && ((!bObjectPropertyNull && !bHasChildren) || (bObjectPropertyNull && bHasChildren)))
{
RebuildChildren();
return EPropertyDataValidationResult::PropertiesChanged;
}
}
}
if( bRebuildChildrenRequested )
{
RebuildChildren();
// If this property is editinline and not edit const then its editinline new and we can optimize some of the refreshing in some cases. Otherwise we need to refresh all properties in the view
return HasNodeFlags(EPropertyNodeFlags::ShowInnerObjectProperties) || (HasNodeFlags(EPropertyNodeFlags::EditInlineNew) && !IsEditConst()) ? EPropertyDataValidationResult::EditInlineNewValueChanged : EPropertyDataValidationResult::PropertiesChanged;
}
EPropertyDataValidationResult FinalResult = EPropertyDataValidationResult::DataValid;
// Validate children and/or their key nodes.
if (bValidateChildren || bValidateChildrenKeyNodes)
{
for (int32 Scan = 0; Scan < ChildNodes.Num(); ++Scan)
{
TSharedPtr<FPropertyNode>& ChildNode = ChildNodes[Scan];
check(ChildNode.IsValid());
if (bValidateChildren)
{
EPropertyDataValidationResult ChildDataResult = ChildNode->EnsureDataIsValid();
if (FinalResult == EPropertyDataValidationResult::DataValid && ChildDataResult != EPropertyDataValidationResult::DataValid)
{
FinalResult = ChildDataResult;
}
}
// If the child property has a key node that needs validation, validate it here
TSharedPtr<FPropertyNode>& ChildKeyNode = ChildNode->GetPropertyKeyNode();
if (bValidateChildrenKeyNodes && ChildKeyNode.IsValid())
{
EPropertyDataValidationResult ChildDataResult = ChildKeyNode->EnsureDataIsValid();
if (FinalResult == EPropertyDataValidationResult::DataValid && ChildDataResult != EPropertyDataValidationResult::DataValid)
{
FinalResult = ChildDataResult;
}
}
}
}
return FinalResult;
}
/**
* Sets the flags used by the window and the root node
* @param InFlags - flags to turn on or off
* @param InOnOff - whether to toggle the bits on or off
*/
void FPropertyNode::SetNodeFlags (const EPropertyNodeFlags::Type InFlags, const bool InOnOff)
{
if (InOnOff)
{
PropertyNodeFlags |= InFlags;
}
else
{
PropertyNodeFlags &= (~InFlags);
}
}
bool FPropertyNode::GetChildNode(const int32 ChildArrayIndex, TSharedPtr<FPropertyNode>& OutChildNode)
{
OutChildNode = nullptr;
for (auto Child = ChildNodes.CreateIterator(); Child; ++Child)
{
if (Child->IsValid() && (*Child)->ArrayIndex == ChildArrayIndex)
{
OutChildNode = *Child;
return true;
}
}
return false;
}
bool FPropertyNode::GetChildNode(const int32 ChildArrayIndex, TSharedPtr<FPropertyNode>& OutChildNode) const
{
OutChildNode = nullptr;
for (auto Child = ChildNodes.CreateConstIterator(); Child; ++Child)
{
if (Child->IsValid() && (*Child)->ArrayIndex == ChildArrayIndex)
{
OutChildNode = *Child;
return true;
}
}
return false;
}
TSharedPtr<FPropertyNode> FPropertyNode::FindChildPropertyNode( const FName InPropertyName, bool bRecurse )
{
// Search Children
for(int32 ChildIndex=0; ChildIndex<ChildNodes.Num(); ChildIndex++)
{
TSharedPtr<FPropertyNode>& ChildNode = ChildNodes[ChildIndex];
if( ChildNode->GetProperty() && ChildNode->GetProperty()->GetFName() == InPropertyName )
{
return ChildNode;
}
else if( bRecurse )
{
TSharedPtr<FPropertyNode> PropertyNode = ChildNode->FindChildPropertyNode(InPropertyName, bRecurse );
if( PropertyNode.IsValid() )
{
return PropertyNode;
}
}
}
// Return nullptr if not found...
return nullptr;
}
/** @return whether this window's property is constant (can't be edited by the user) */
bool FPropertyNode::IsEditConst() const
{
if( bUpdateEditConstState )
{
// Ask the objects whether this property can be changed
const FObjectPropertyNode* ObjectPropertyNode = FindObjectItemParent();
bIsEditConst = (HasNodeFlags(EPropertyNodeFlags::IsReadOnly) != 0);
if(!bIsEditConst && Property != nullptr && ObjectPropertyNode)
{
bIsEditConst = (Property->PropertyFlags & CPF_EditConst) ? true : false;
if(!bIsEditConst)
{
// travel up the chain to see if this property's owner struct is editconst - if it is, so is this property
FPropertyNode* NextParent = ParentNode;
while(NextParent != nullptr && Cast<UStructProperty>(NextParent->GetProperty()) != NULL)
{
if(NextParent->IsEditConst())
{
bIsEditConst = true;
break;
}
NextParent = NextParent->ParentNode;
}
}
if(!bIsEditConst)
{
for(TPropObjectConstIterator CurObjectIt(ObjectPropertyNode->ObjectConstIterator()); CurObjectIt; ++CurObjectIt)
{
const TWeakObjectPtr<UObject> CurObject = *CurObjectIt;
if(CurObject.IsValid())
{
if(!CurObject->CanEditChange(Property.Get()))
{
// At least one of the objects didn't like the idea of this property being changed.
bIsEditConst = true;
break;
}
}
}
}
}
bUpdateEditConstState = false;
}
return bIsEditConst;
}
/**
* Appends my path, including an array index (where appropriate)
*/
bool FPropertyNode::GetQualifiedName( FString& PathPlusIndex, const bool bWithArrayIndex, const FPropertyNode* StopParent, bool bIgnoreCategories ) const
{
bool bAddedAnything = false;
if( ParentNodeWeakPtr.IsValid() && StopParent != ParentNode )
{
bAddedAnything = ParentNode->GetQualifiedName(PathPlusIndex, bWithArrayIndex, StopParent, bIgnoreCategories);
if( bAddedAnything )
{
PathPlusIndex += TEXT(".");
}
}
if( Property.IsValid() )
{
bAddedAnything = true;
Property->AppendName(PathPlusIndex);
}
if ( bWithArrayIndex && (ArrayIndex != INDEX_NONE) )
{
bAddedAnything = true;
PathPlusIndex += TEXT("[");
PathPlusIndex.AppendInt(ArrayIndex);
PathPlusIndex += TEXT("]");
}
return bAddedAnything;
}
bool FPropertyNode::GetReadAddressUncached( FPropertyNode& InPropertyNode,
bool InRequiresSingleSelection,
FReadAddressListData* OutAddresses,
bool bComparePropertyContents,
bool bObjectForceCompare,
bool bArrayPropertiesCanDifferInSize ) const
{
if (ParentNodeWeakPtr.IsValid())
{
return ParentNode->GetReadAddressUncached( InPropertyNode, InRequiresSingleSelection, OutAddresses, bComparePropertyContents, bObjectForceCompare, bArrayPropertiesCanDifferInSize );
}
return false;
}
bool FPropertyNode::GetReadAddressUncached( FPropertyNode& InPropertyNode, FReadAddressListData& OutAddresses ) const
{
if (ParentNodeWeakPtr.IsValid())
{
return ParentNode->GetReadAddressUncached( InPropertyNode, OutAddresses );
}
return false;
}
bool FPropertyNode::GetReadAddress(bool InRequiresSingleSelection,
FReadAddressList& OutAddresses,
bool bComparePropertyContents,
bool bObjectForceCompare,
bool bArrayPropertiesCanDifferInSize)
{
// @todo PropertyEditor Nodes which require validation cannot be cached
if( CachedReadAddresses.Num() && !CachedReadAddresses.bRequiresCache && !HasNodeFlags(EPropertyNodeFlags::RequiresValidation) )
{
OutAddresses.ReadAddressListData = &CachedReadAddresses;
return CachedReadAddresses.bAllValuesTheSame;
}
CachedReadAddresses.Reset();
bool bAllValuesTheSame = false;
if (ParentNodeWeakPtr.IsValid())
{
bAllValuesTheSame = GetReadAddressUncached( *this, InRequiresSingleSelection, &CachedReadAddresses, bComparePropertyContents, bObjectForceCompare, bArrayPropertiesCanDifferInSize );
OutAddresses.ReadAddressListData = &CachedReadAddresses;
CachedReadAddresses.bAllValuesTheSame = bAllValuesTheSame;
CachedReadAddresses.bRequiresCache = false;
}
return bAllValuesTheSame;
}
/**
* fills in the OutAddresses array with the addresses of all of the available objects.
* @param InItem The property to get objects from.
* @param OutAddresses Storage array for all of the objects' addresses.
*/
bool FPropertyNode::GetReadAddress( FReadAddressList& OutAddresses )
{
// @todo PropertyEditor Nodes which require validation cannot be cached
if( CachedReadAddresses.Num() && !HasNodeFlags(EPropertyNodeFlags::RequiresValidation) )
{
OutAddresses.ReadAddressListData = &CachedReadAddresses;
return true;
}
CachedReadAddresses.Reset();
bool bSuccess = false;
if (ParentNodeWeakPtr.IsValid())
{
bSuccess = GetReadAddressUncached( *this, CachedReadAddresses );
if( bSuccess )
{
OutAddresses.ReadAddressListData = &CachedReadAddresses;
}
CachedReadAddresses.bRequiresCache = false;
}
return bSuccess;
}
/**
* Calculates the memory address for the data associated with this item's property. This is typically the value of a UProperty or a UObject address.
*
* @param StartAddress the location to use as the starting point for the calculation; typically the address of the object that contains this property.
*
* @return a pointer to a UProperty value or UObject. (For dynamic arrays, you'd cast this value to an FArray*)
*/
uint8* FPropertyNode::GetValueBaseAddress( uint8* StartAddress )
{
uint8* Result = NULL;
if ( ParentNodeWeakPtr.IsValid() )
{
Result = ParentNode->GetValueAddress(StartAddress);
}
return Result;
}
/**
* Calculates the memory address for the data associated with this item's value. For most properties, identical to GetValueBaseAddress. For items corresponding
* to dynamic array elements, the pointer returned will be the location for that element's data.
*
* @param StartAddress the location to use as the starting point for the calculation; typically the address of the object that contains this property.
*
* @return a pointer to a UProperty value or UObject. (For dynamic arrays, you'd cast this value to whatever type is the Inner for the dynamic array)
*/
uint8* FPropertyNode::GetValueAddress( uint8* StartAddress )
{
return GetValueBaseAddress( StartAddress );
}
/*-----------------------------------------------------------------------------
FPropertyItemValueDataTrackerSlate
-----------------------------------------------------------------------------*/
/**
* Calculates and stores the address for both the current and default value of
* the associated property and the owning object.
*/
class FPropertyItemValueDataTrackerSlate
{
public:
/**
* A union which allows a single address to be represented as a pointer to a uint8
* or a pointer to a UObject.
*/
union FPropertyValueRoot
{
UObject* OwnerObject;
uint8* ValueAddress;
};
void Reset(FPropertyNode* InPropertyNode, UObject* InOwnerObject)
{
OwnerObject = InOwnerObject;
PropertyNode = InPropertyNode;
bHasDefaultValue = false;
InnerInitialize();
}
void InnerInitialize()
{
{
PropertyValueRoot.OwnerObject = NULL;
PropertyDefaultValueRoot.OwnerObject = NULL;
PropertyValueAddress = NULL;
PropertyValueBaseAddress = NULL;
PropertyDefaultBaseAddress = NULL;
PropertyDefaultAddress = NULL;
}
PropertyValueRoot.OwnerObject = OwnerObject.Get();
check(PropertyNode);
UProperty* Property = PropertyNode->GetProperty();
check(Property);
check(PropertyValueRoot.OwnerObject);
FPropertyNode* ParentNode = PropertyNode->GetParentNode();
// if the object specified is a class object, transfer to the CDO instead
if ( Cast<UClass>(PropertyValueRoot.OwnerObject) != NULL )
{
PropertyValueRoot.OwnerObject = Cast<UClass>(PropertyValueRoot.OwnerObject)->GetDefaultObject();
}
UArrayProperty* ArrayProp = Cast<UArrayProperty>(Property);
UArrayProperty* OuterArrayProp = Cast<UArrayProperty>(Property->GetOuter());
USetProperty* SetProp = Cast<USetProperty>(Property);
USetProperty* OuterSetProp = Cast<USetProperty>(Property->GetOuter());
UMapProperty* MapProp = Cast<UMapProperty>(Property);
UMapProperty* OuterMapProp = Cast<UMapProperty>(Property->GetOuter());
// calculate the values for the current object
{
PropertyValueBaseAddress = (OuterArrayProp == NULL && OuterSetProp == NULL && OuterMapProp == NULL)
? PropertyNode->GetValueBaseAddress(PropertyValueRoot.ValueAddress)
: ParentNode->GetValueBaseAddress(PropertyValueRoot.ValueAddress);
PropertyValueAddress = PropertyNode->GetValueAddress(PropertyValueRoot.ValueAddress);
}
if( IsValidTracker() )
{
bHasDefaultValue = Private_HasDefaultValue();
// calculate the values for the default object
if ( bHasDefaultValue )
{
PropertyDefaultValueRoot.OwnerObject = PropertyValueRoot.OwnerObject ? PropertyValueRoot.OwnerObject->GetArchetype() : NULL;
PropertyDefaultBaseAddress = (OuterArrayProp == NULL && OuterSetProp == NULL && OuterMapProp == NULL)
? PropertyNode->GetValueBaseAddress(PropertyDefaultValueRoot.ValueAddress)
: ParentNode->GetValueBaseAddress(PropertyDefaultValueRoot.ValueAddress);
PropertyDefaultAddress = PropertyNode->GetValueAddress(PropertyDefaultValueRoot.ValueAddress);
//////////////////////////
// If this is a container property, we must take special measures to use the base address of the property's value; for instance,
// the array property's PropertyDefaultBaseAddress points to an FScriptArray*, while PropertyDefaultAddress points to the
// FScriptArray's Data pointer.
if ( ArrayProp != NULL || SetProp != NULL || MapProp != NULL )
{
PropertyValueAddress = PropertyValueBaseAddress;
PropertyDefaultAddress = PropertyDefaultBaseAddress;
}
}
}
}
/**
* Constructor
*
* @param InPropItem the property window item this struct will hold values for
* @param InOwnerObject the object which contains the property value
*/
FPropertyItemValueDataTrackerSlate( FPropertyNode* InPropertyNode, UObject* InOwnerObject )
: OwnerObject( InOwnerObject )
, PropertyNode(InPropertyNode)
, bHasDefaultValue(false)
{
InnerInitialize();
}
/**
* @return Whether or not this tracker has a valid address to a property and object
*/
bool IsValidTracker() const
{
return PropertyValueBaseAddress != 0 && OwnerObject.IsValid();
}
/**
* @return a pointer to the subobject root (outer-most non-subobject) of the owning object.
*/
UObject* GetTopLevelObject()
{
check(PropertyNode);
FObjectPropertyNode* RootNode = PropertyNode->FindRootObjectItemParent();
check(RootNode);
TArray<UObject*> RootObjects;
for ( TPropObjectIterator Itor( RootNode->ObjectIterator() ) ; Itor ; ++Itor )
{
TWeakObjectPtr<UObject> Object = *Itor;
if( Object.IsValid() )
{
RootObjects.Add(Object.Get());
}
}
UObject* Result;
for ( Result = PropertyValueRoot.OwnerObject; Result; Result = Result->GetOuter() )
{
if ( RootObjects.Contains(Result) )
{
break;
}
}
if( !Result )
{
// The result is not contained in the root so it is the top level object
Result = PropertyValueRoot.OwnerObject;
}
return Result;
}
/**
* Whether or not we have a default value
*/
bool HasDefaultValue() const { return bHasDefaultValue; }
/**
* @return The property node we are inspecting
*/
FPropertyNode* GetPropertyNode() const { return PropertyNode; }
/**
* @return The address of the property's value.
*/
uint8* GetPropertyValueAddress() const { return PropertyValueAddress; }
/**
* @return The base address of the property's default value.
*/
uint8* GetPropertyDefaultBaseAddress() const { return PropertyDefaultBaseAddress; }
/**
* @return The address of the property's default value.
*/
uint8* GetPropertyDefaultAddress() const { return PropertyDefaultAddress; }
/**
* @return The address of the owning object's archetype
*/
FPropertyValueRoot GetPropertyValueRoot() const { return PropertyValueRoot; }
private:
/**
* Determines whether the property bound to this struct exists in the owning object's archetype.
*
* @return true if this property exists in the owning object's archetype; false if the archetype is e.g. a
* CDO for a base class and this property is declared in the owning object's class.
*/
bool Private_HasDefaultValue() const
{
bool bResult = false;
if( IsValidTracker() )
{
check(PropertyValueBaseAddress);
check(PropertyValueRoot.OwnerObject);
UObject* ParentDefault = PropertyValueRoot.OwnerObject->GetArchetype();
check(ParentDefault);
if (PropertyValueRoot.OwnerObject->GetClass() == ParentDefault->GetClass())
{
// if the archetype is of the same class, then we must have a default
bResult = true;
}
else
{
// Find the member property which contains this item's property
FPropertyNode* MemberPropertyNode = PropertyNode;
for ( ;MemberPropertyNode != NULL; MemberPropertyNode = MemberPropertyNode->GetParentNode() )
{
UProperty* MemberProperty = MemberPropertyNode->GetProperty();
if ( MemberProperty != NULL )
{
if ( Cast<UClass>(MemberProperty->GetOuter()) != NULL )
{
break;
}
}
}
if ( MemberPropertyNode != NULL && MemberPropertyNode->GetProperty())
{
// we check to see that this property is in the defaults class
bResult = MemberPropertyNode->GetProperty()->IsInContainer(ParentDefault->GetClass());
}
}
}
return bResult;
}
private:
TWeakObjectPtr<UObject> OwnerObject;
/** The property node we are inspecting */
FPropertyNode* PropertyNode;
/** The address of the owning object */
FPropertyValueRoot PropertyValueRoot;
/**
* The address of the owning object's archetype
*/
FPropertyValueRoot PropertyDefaultValueRoot;
/**
* The address of this property's value.
*/
uint8* PropertyValueAddress;
/**
* The base address of this property's value. i.e. for dynamic arrays, the location of the FScriptArray which
* contains the array property's value
*/
uint8* PropertyValueBaseAddress;
/**
* The base address of this property's default value (see other comments for PropertyValueBaseAddress)
*/
uint8* PropertyDefaultBaseAddress;
/**
* The address of this property's default value.
*/
uint8* PropertyDefaultAddress;
/** Whether or not we have a default value */
bool bHasDefaultValue;
};
/* ==========================================================================================================
FPropertyItemComponentCollector
Given a property and the address for that property's data, searches for references to components and
keeps a list of any that are found.
========================================================================================================== */
/**
* Given a property and the address for that property's data, searches for references to components and keeps a list of any that are found.
*/
struct FPropertyItemComponentCollector
{
/** contains the property to search along with the value address to use */
const FPropertyItemValueDataTrackerSlate& ValueTracker;
/** holds the list of instanced objects found */
TArray<UObject*> Components;
/** Whether or not we have an edit inline new */
bool bContainsEditInlineNew;
/** Constructor */
FPropertyItemComponentCollector( const FPropertyItemValueDataTrackerSlate& InValueTracker )
: ValueTracker(InValueTracker)
, bContainsEditInlineNew( false )
{
check(ValueTracker.GetPropertyNode());
FPropertyNode* PropertyNode = ValueTracker.GetPropertyNode();
check(PropertyNode);
UProperty* Prop = PropertyNode->GetProperty();
if ( PropertyNode->GetArrayIndex() == INDEX_NONE )
{
// either the associated property is not an array property, or it's the header for the property (meaning the entire array)
for ( int32 ArrayIndex = 0; ArrayIndex < Prop->ArrayDim; ArrayIndex++ )
{
ProcessProperty(Prop, ValueTracker.GetPropertyValueAddress() + ArrayIndex * Prop->ElementSize);
}
}
else
{
// single element of either a dynamic or static array
ProcessProperty(Prop, ValueTracker.GetPropertyValueAddress());
}
}
/**
* Routes the processing to the appropriate method depending on the type of property.
*
* @param Property the property to process
* @param PropertyValueAddress the address of the property's value
*/
void ProcessProperty( UProperty* Property, uint8* PropertyValueAddress )
{
if ( Property != NULL )
{
bContainsEditInlineNew |= Property->HasMetaData(TEXT("EditInline")) && ((Property->PropertyFlags & CPF_EditConst) == 0);
if ( ProcessObjectProperty(Cast<UObjectPropertyBase>(Property), PropertyValueAddress) )
{
return;
}
if ( ProcessStructProperty(Cast<UStructProperty>(Property), PropertyValueAddress) )
{
return;
}
if ( ProcessInterfaceProperty(Cast<UInterfaceProperty>(Property), PropertyValueAddress) )
{
return;
}
if ( ProcessDelegateProperty(Cast<UDelegateProperty>(Property), PropertyValueAddress) )
{
return;
}
if ( ProcessMulticastDelegateProperty(Cast<UMulticastDelegateProperty>(Property), PropertyValueAddress) )
{
return;
}
if ( ProcessArrayProperty(Cast<UArrayProperty>(Property), PropertyValueAddress) )
{
return;
}
if ( ProcessSetProperty(Cast<USetProperty>(Property), PropertyValueAddress) )
{
return;
}
if ( ProcessMapProperty(Cast<UMapProperty>(Property), PropertyValueAddress) )
{
return;
}
}
}
private:
/**
* UArrayProperty version - invokes ProcessProperty on the array's Inner member for each element in the array.
*
* @param ArrayProp the property to process
* @param PropertyValueAddress the address of the property's value
*
* @return true if the property was handled by this method
*/
bool ProcessArrayProperty( UArrayProperty* ArrayProp, uint8* PropertyValueAddress )
{
bool bResult = false;
if ( ArrayProp != NULL )
{
FScriptArray* ArrayValuePtr = ArrayProp->GetPropertyValuePtr(PropertyValueAddress);
uint8* ArrayValue = (uint8*)ArrayValuePtr->GetData();
for ( int32 ArrayIndex = 0; ArrayIndex < ArrayValuePtr->Num(); ArrayIndex++ )
{
ProcessProperty(ArrayProp->Inner, ArrayValue + ArrayIndex * ArrayProp->Inner->ElementSize);
}
bResult = true;
}
return bResult;
}
/**
* USetProperty version - invokes ProcessProperty on the each item in the set
*
* @param SetProp the property to process
* @param PropertyValueAddress the address of the property's value
*
* @return true if the property was handled by this method
*/
bool ProcessSetProperty( USetProperty* SetProp, uint8* PropertyValueAddress )
{
bool bResult = false;
if (SetProp != NULL)
{
FScriptSet* SetValuePtr = SetProp->GetPropertyValuePtr(PropertyValueAddress);
FScriptSetLayout SetLayout = SetValuePtr->GetScriptLayout(SetProp->ElementProp->ElementSize, SetProp->ElementProp->GetMinAlignment());
int32 ItemsLeft = SetValuePtr->Num();
for (int32 Index = 0; ItemsLeft > 0; ++Index)
{
if (SetValuePtr->IsValidIndex(Index))
{
--ItemsLeft;
ProcessProperty(SetProp->ElementProp, (uint8*)SetValuePtr->GetData(Index, SetLayout));
}
}
bResult = true;
}
return bResult;
}
/**
* UMapProperty version - invokes ProcessProperty on each item in the map
*
* @param MapProp the property to process
* @param PropertyValueAddress the address of the property's value
*
* @return true if the property was handled by this method
*/
bool ProcessMapProperty( UMapProperty* MapProp, uint8* PropertyValueAddress )
{
bool bResult = false;
if (MapProp != NULL)
{
FScriptMap* MapValuePtr = MapProp->GetPropertyValuePtr(PropertyValueAddress);
FScriptMapLayout MapLayout = MapValuePtr->GetScriptLayout(MapProp->KeyProp->ElementSize, MapProp->KeyProp->GetMinAlignment(), MapProp->ValueProp->ElementSize, MapProp->ValueProp->GetMinAlignment());
int32 ItemsLeft = MapValuePtr->Num();
for (int32 Index = 0; ItemsLeft > 0; ++Index)
{
if (MapValuePtr->IsValidIndex(Index))
{
--ItemsLeft;
uint8* Data = (uint8*)MapValuePtr->GetData(Index, MapLayout);
ProcessProperty(MapProp->KeyProp, MapProp->KeyProp->ContainerPtrToValuePtr<uint8>(Data));
ProcessProperty(MapProp->ValueProp, MapProp->ValueProp->ContainerPtrToValuePtr<uint8>(Data));
}
}
bResult = true;
}
return bResult;
}
/**
* UStructProperty version - invokes ProcessProperty on each property in the struct
*
* @param StructProp the property to process
* @param PropertyValueAddress the address of the property's value
*
* @return true if the property was handled by this method
*/
bool ProcessStructProperty( UStructProperty* StructProp, uint8* PropertyValueAddress )
{
bool bResult = false;
if ( StructProp != NULL )
{
for ( UProperty* Prop = StructProp->Struct->PropertyLink; Prop; Prop = Prop->PropertyLinkNext )
{
for ( int32 ArrayIndex = 0; ArrayIndex < Prop->ArrayDim; ArrayIndex++ )
{
ProcessProperty(Prop, Prop->ContainerPtrToValuePtr<uint8>(PropertyValueAddress, ArrayIndex));
}
}
bResult = true;
}
return bResult;
}
/**
* UObjectProperty version - if the object located at the specified address is instanced, adds the component the list.
*
* @param ObjectProp the property to process
* @param PropertyValueAddress the address of the property's value
*
* @return true if the property was handled by this method
*/
bool ProcessObjectProperty( UObjectPropertyBase* ObjectProp, uint8* PropertyValueAddress )
{
bool bResult = false;
if ( ObjectProp != NULL )
{
UObject* ObjValue = ObjectProp->GetObjectPropertyValue(PropertyValueAddress);
if (ObjectProp->PropertyFlags & CPF_InstancedReference)
{
Components.AddUnique(ObjValue);
}
bResult = true;
}
return bResult;
}
/**
* UInterfaceProperty version - if the FScriptInterface located at the specified address contains a reference to an instance, add the component to the list.
*
* @param InterfaceProp the property to process
* @param PropertyValueAddress the address of the property's value
*
* @return true if the property was handled by this method
*/
bool ProcessInterfaceProperty( UInterfaceProperty* InterfaceProp, uint8* PropertyValueAddress )
{
bool bResult = false;
if ( InterfaceProp != NULL )
{
FScriptInterface* InterfaceValue = InterfaceProp->GetPropertyValuePtr(PropertyValueAddress);
UObject* InterfaceObj = InterfaceValue->GetObject();
if (InterfaceObj && InterfaceObj->IsDefaultSubobject())
{
Components.AddUnique(InterfaceValue->GetObject());
}
bResult = true;
}
return bResult;
}
/**
* UDelegateProperty version - if the FScriptDelegate located at the specified address contains a reference to an instance, add the component to the list.
*
* @param DelegateProp the property to process
* @param PropertyValueAddress the address of the property's value
*
* @return true if the property was handled by this method
*/
bool ProcessDelegateProperty( UDelegateProperty* DelegateProp, uint8* PropertyValueAddress )
{
bool bResult = false;
if ( DelegateProp != NULL )
{
FScriptDelegate* DelegateValue = DelegateProp->GetPropertyValuePtr(PropertyValueAddress);
if (DelegateValue->GetUObject() && DelegateValue->GetUObject()->IsDefaultSubobject())
{
Components.AddUnique(DelegateValue->GetUObject());
}
bResult = true;
}
return bResult;
}
/**
* UMulticastDelegateProperty version - if the FMulticastScriptDelegate located at the specified address contains a reference to an instance, add the component to the list.
*
* @param MulticastDelegateProp the property to process
* @param PropertyValueAddress the address of the property's value
*
* @return true if the property was handled by this method
*/
bool ProcessMulticastDelegateProperty( UMulticastDelegateProperty* MulticastDelegateProp, uint8* PropertyValueAddress )
{
bool bResult = false;
if ( MulticastDelegateProp != NULL )
{
FMulticastScriptDelegate* MulticastDelegateValue = MulticastDelegateProp->GetPropertyValuePtr(PropertyValueAddress);
TArray<UObject*> AllObjects = MulticastDelegateValue->GetAllObjects();
for( TArray<UObject*>::TConstIterator CurObjectIt( AllObjects ); CurObjectIt; ++CurObjectIt )
{
if ((*CurObjectIt)->IsDefaultSubobject())
{
Components.AddUnique((*CurObjectIt));
}
}
bResult = true;
}
return bResult;
}
};
bool FPropertyNode::GetDiffersFromDefaultForObject( FPropertyItemValueDataTrackerSlate& ValueTracker, UProperty* InProperty )
{
check( InProperty );
bool bDiffersFromDefaultForObject = false;
if ( ValueTracker.IsValidTracker() && ValueTracker.HasDefaultValue() && GetParentNode() != NULL )
{
//////////////////////////
// Check the property against its default.
// If the property is an object property, we have to take special measures.
UArrayProperty* OuterArrayProperty = Cast<UArrayProperty>(InProperty->GetOuter());
USetProperty* OuterSetProperty = Cast<USetProperty>(InProperty->GetOuter());
UMapProperty* OuterMapProperty = Cast<UMapProperty>(InProperty->GetOuter());
if ( OuterArrayProperty != NULL )
{
// make sure we're not trying to compare against an element that doesn't exist
if ( ValueTracker.GetPropertyDefaultBaseAddress() != NULL && GetArrayIndex() >= FScriptArrayHelper::Num(ValueTracker.GetPropertyDefaultBaseAddress()) )
{
bDiffersFromDefaultForObject = true;
}
}
else if (OuterSetProperty != NULL)
{
FScriptSetHelper SetHelper(OuterSetProperty, ValueTracker.GetPropertyDefaultBaseAddress());
if ( ValueTracker.GetPropertyDefaultBaseAddress() != NULL && !SetHelper.IsValidIndex(GetArrayIndex()) )
{
bDiffersFromDefaultForObject = true;
}
}
else if (OuterMapProperty != NULL)
{
FScriptMapHelper MapHelper(OuterMapProperty, ValueTracker.GetPropertyDefaultBaseAddress());
if ( ValueTracker.GetPropertyDefaultBaseAddress() != NULL && !MapHelper.IsValidIndex(GetArrayIndex()) )
{
bDiffersFromDefaultForObject = true;
}
}
// The property is a simple field. Compare it against the enclosing object's default for that property.
if ( !bDiffersFromDefaultForObject)
{
uint32 PortFlags = 0;
UObjectPropertyBase* ObjectProperty = Cast<UObjectPropertyBase>(InProperty);
if (InProperty->ContainsInstancedObjectProperty())
{
// Use PPF_DeepCompareInstances for component objects
if (ObjectProperty)
{
PortFlags |= PPF_DeepCompareInstances;
}
// Use PPF_DeltaComparison for instanced objects
else
{
PortFlags |= PPF_DeltaComparison;
}
}
if ( ValueTracker.GetPropertyValueAddress() == NULL || ValueTracker.GetPropertyDefaultAddress() == NULL )
{
// if either are NULL, we had a dynamic array somewhere in our parent chain and the array doesn't
// have enough elements in either the default or the object
bDiffersFromDefaultForObject = true;
}
else if ( GetArrayIndex() == INDEX_NONE && InProperty->ArrayDim > 1 )
{
for ( int32 Idx = 0; !bDiffersFromDefaultForObject && Idx < InProperty->ArrayDim; Idx++ )
{
bDiffersFromDefaultForObject = !InProperty->Identical(
ValueTracker.GetPropertyValueAddress() + Idx * InProperty->ElementSize,
ValueTracker.GetPropertyDefaultAddress() + Idx * InProperty->ElementSize,
PortFlags
);
}
}
else
{
uint8* PropertyValueAddr = ValueTracker.GetPropertyValueAddress();
uint8* DefaultPropertyValueAddr = ValueTracker.GetPropertyDefaultAddress();
if( PropertyValueAddr != NULL && DefaultPropertyValueAddr != NULL )
{
bDiffersFromDefaultForObject = !InProperty->Identical(
PropertyValueAddr,
DefaultPropertyValueAddr,
PortFlags
);
}
}
}
}
return bDiffersFromDefaultForObject;
}
/**
* If there is a property, sees if it matches. Otherwise sees if the entire parent structure matches
*/
bool FPropertyNode::GetDiffersFromDefault()
{
if( bUpdateDiffersFromDefault )
{
bUpdateDiffersFromDefault = false;
bDiffersFromDefault = false;
FObjectPropertyNode* ObjectNode = FindObjectItemParent();
if(ObjectNode && Property.IsValid() && !IsEditConst())
{
// Get an iterator for the enclosing objects.
for(int32 ObjIndex = 0; ObjIndex < ObjectNode->GetNumObjects(); ++ObjIndex)
{
UObject* Object = ObjectNode->GetUObject(ObjIndex);
TSharedPtr<FPropertyItemValueDataTrackerSlate> ValueTracker = GetValueTracker(Object, ObjIndex);
if(ValueTracker.IsValid() && Object && GetDiffersFromDefaultForObject(*ValueTracker, Property.Get()))
{
// If any object being observed differs from the result then there is no need to keep searching
bDiffersFromDefault = true;
break;
}
}
}
}
return bDiffersFromDefault;
}
FString FPropertyNode::GetDefaultValueAsStringForObject( FPropertyItemValueDataTrackerSlate& ValueTracker, UObject* InObject, UProperty* InProperty )
{
check( InObject );
check( InProperty );
bool bDiffersFromDefaultForObject = false;
FString DefaultValue;
// special case for Object class - no defaults to compare against
if ( InObject != UObject::StaticClass() && InObject != UObject::StaticClass()->GetDefaultObject() )
{
if ( ValueTracker.IsValidTracker() && ValueTracker.HasDefaultValue() )
{
//////////////////////////
// Check the property against its default.
// If the property is an object property, we have to take special measures.
UArrayProperty* OuterArrayProperty = Cast<UArrayProperty>(InProperty->GetOuter());
USetProperty* OuterSetProperty = Cast<USetProperty>(InProperty->GetOuter());
UMapProperty* OuterMapProperty = Cast<UMapProperty>(InProperty->GetOuter());
if ( OuterArrayProperty != NULL )
{
// make sure we're not trying to compare against an element that doesn't exist
if ( ValueTracker.GetPropertyDefaultBaseAddress() != NULL && GetArrayIndex() >= FScriptArrayHelper::Num(ValueTracker.GetPropertyDefaultBaseAddress()) )
{
bDiffersFromDefaultForObject = true;
DefaultValue = NSLOCTEXT("PropertyEditor", "ArrayLongerThanDefault", "Array is longer than the default.").ToString();
}
}
// The property is a simple field. Compare it against the enclosing object's default for that property.
if ( !bDiffersFromDefaultForObject)
{
uint32 PortFlags = 0;
UObjectPropertyBase* ObjectProperty = Cast<UObjectPropertyBase>(InProperty);
if (InProperty->ContainsInstancedObjectProperty())
{
// Use PPF_DeepCompareInstances for component objects
if (ObjectProperty)
{
PortFlags |= PPF_DeepCompareInstances;
}
// Use PPF_DeltaComparison for instanced objects
else
{
PortFlags |= PPF_DeltaComparison;
}
}
if ( ValueTracker.GetPropertyValueAddress() == NULL || ValueTracker.GetPropertyDefaultAddress() == NULL )
{
if ( !OuterSetProperty && !OuterMapProperty )
{
// if either are NULL, we had a dynamic array somewhere in our parent chain and the array doesn't
// have enough elements in either the default or the object
DefaultValue = NSLOCTEXT("PropertyEditor", "DifferentArrayLength", "Array has different length than the default.").ToString();
}
}
else if ( GetArrayIndex() == INDEX_NONE && InProperty->ArrayDim > 1 )
{
for ( int32 Idx = 0; !bDiffersFromDefaultForObject && Idx < InProperty->ArrayDim; Idx++ )
{
uint8* DefaultAddress = ValueTracker.GetPropertyDefaultAddress() + Idx * InProperty->ElementSize;
FString DefaultItem;
InProperty->ExportTextItem( DefaultItem, DefaultAddress, DefaultAddress, InObject, PortFlags, NULL );
if ( DefaultValue.Len() > 0 && DefaultItem.Len() > 0 )
{
DefaultValue += TEXT( ", " );
}
DefaultValue += DefaultItem;
}
}
else
{
InProperty->ExportTextItem( DefaultValue, ValueTracker.GetPropertyDefaultAddress(), ValueTracker.GetPropertyDefaultAddress(), InObject, PortFlags, NULL );
UByteProperty* ByteProperty = Cast<UByteProperty>(InProperty);
if ( ByteProperty != NULL && ByteProperty->Enum != NULL )
{
AdjustEnumPropDisplayName(ByteProperty->Enum, DefaultValue);
}
}
}
}
}
return DefaultValue;
}
FString FPropertyNode::GetDefaultValueAsString()
{
FObjectPropertyNode* ObjectNode = FindObjectItemParent();
FString DefaultValue;
if ( ObjectNode && Property.IsValid() )
{
// Get an iterator for the enclosing objects.
for ( int32 ObjIndex = 0; ObjIndex < ObjectNode->GetNumObjects(); ++ObjIndex )
{
UObject* Object = ObjectNode->GetUObject( ObjIndex );
TSharedPtr<FPropertyItemValueDataTrackerSlate> ValueTracker = GetValueTracker(Object, ObjIndex);
if( Object && ValueTracker.IsValid() )
{
FString NodeDefaultValue = GetDefaultValueAsStringForObject( *ValueTracker, Object, Property.Get() );
if ( DefaultValue.Len() > 0 && NodeDefaultValue.Len() > 0)
{
DefaultValue += TEXT(", ");
}
DefaultValue += NodeDefaultValue;
}
}
}
return DefaultValue;
}
FText FPropertyNode::GetResetToDefaultLabel()
{
FString DefaultValue = GetDefaultValueAsString();
FText OutLabel = GetDisplayName();
if ( DefaultValue.Len() )
{
const int32 MaxValueLen = 60;
if ( DefaultValue.Len() > MaxValueLen )
{
DefaultValue = DefaultValue.Left( MaxValueLen );
DefaultValue += TEXT( "..." );
}
return FText::Format(NSLOCTEXT("FPropertyNode", "ResetToDefaultLabelFmt", "{0}: {1}"), OutLabel, FText::FromString(DefaultValue));
}
return OutLabel;
}
void FPropertyNode::ResetToDefault( FNotifyHook* InNotifyHook )
{
UProperty* TheProperty = GetProperty();
check(TheProperty);
// Get an iterator for the enclosing objects.
FObjectPropertyNode* ObjectNode = FindObjectItemParent();
if( ObjectNode )
{
// The property is a simple field. Compare it against the enclosing object's default for that property.
////////////////
FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "PropertyWindowEditProperties", "Edit Properties") );
// Whether or not we've process prechange already
bool bNotifiedPreChange = false;
// Whether or not an edit inline new was reset as a result of this reset to default
bool bEditInlineNewWasReset = false;
TArray< TMap<FString, int32> > ArrayIndicesPerObject;
for( int32 ObjIndex = 0; ObjIndex < ObjectNode->GetNumObjects(); ++ObjIndex )
{
TWeakObjectPtr<UObject> ObjectWeakPtr = ObjectNode->GetUObject( ObjIndex );
UObject* Object = ObjectWeakPtr.Get();
// special case for UObject class - it has no defaults
if( Object && Object != UObject::StaticClass() && Object != UObject::StaticClass()->GetDefaultObject() )
{
TSharedPtr<FPropertyItemValueDataTrackerSlate> ValueTrackerPtr = GetValueTracker(Object, ObjIndex);
if( ValueTrackerPtr.IsValid() && ValueTrackerPtr->IsValidTracker() && ValueTrackerPtr->HasDefaultValue() )
{
FPropertyItemValueDataTrackerSlate& ValueTracker = *ValueTrackerPtr;
bool bIsGameWorld = false;
// If the object we are modifying is in the PIE world, than make the PIE world the active
// GWorld. Assumes all objects managed by this property window belong to the same world.
UWorld* OldGWorld = NULL;
if ( GUnrealEd && GUnrealEd->PlayWorld && !GUnrealEd->bIsSimulatingInEditor && Object->IsIn(GUnrealEd->PlayWorld))
{
OldGWorld = SetPlayInEditorWorld(GUnrealEd->PlayWorld);
bIsGameWorld = true;
}
FPropertyNode* ParentPropertyNode = GetParentNode();
UProperty* ParentProperty = ParentPropertyNode != nullptr ? ParentPropertyNode->GetProperty() : nullptr;
// If we're about to modify an element in a set, check to ensure that we're not duplicating a default value
if (Cast<USetProperty>(ParentProperty) != nullptr)
{
FScriptSetHelper SetHelper(Cast<USetProperty>(ParentProperty), ParentPropertyNode->GetValueBaseAddress((uint8*)Object));
FDefaultConstructedPropertyElement DefaultElementValue(SetHelper.ElementProp);
int32 ThisElementIndex = SetHelper.FindElementIndex(TheProperty->ContainerPtrToValuePtr<uint8>(ValueTrackerPtr->GetPropertyValueAddress()));
int32 DefaultIndex = SetHelper.FindElementIndex(DefaultElementValue.GetObjAddress());
if (DefaultIndex != INDEX_NONE && ThisElementIndex != DefaultIndex)
{
FNotificationInfo ResetToDefaultErrorInfo = LOCTEXT("SetElementResetToDefault_Duplicate", "Cannot reset the element back to its default value because the default already exists in the set");
ResetToDefaultErrorInfo.ExpireDuration = 3.0f;
FSlateNotificationManager::Get().AddNotification(ResetToDefaultErrorInfo);
return;
}
}
// If we're about to modify a map, ensure that the default key value is not duplicated
if (Cast<UMapProperty>(ParentProperty) != nullptr)
{
if (PropertyKeyNode.IsValid())
{
// This is the value node; it should always be reset to default. The key node should be checked separately.
PropertyKeyNode->ResetToDefault( InNotifyHook );
}
else
{
// Key node, so perform the default check here
FScriptMapHelper MapHelper(Cast<UMapProperty>(ParentProperty), ParentPropertyNode->GetValueBaseAddress((uint8*)Object));
FDefaultConstructedPropertyElement DefaultKeyValue(MapHelper.KeyProp);
uint8* PairPtr = MapHelper.GetPairPtr(ArrayIndex);
int32 ThisKeyIndex = MapHelper.FindMapIndexWithKey(TheProperty->ContainerPtrToValuePtr<uint8>(ValueTrackerPtr->GetPropertyValueAddress()));
int32 DefaultIndex = MapHelper.FindMapIndexWithKey(DefaultKeyValue.GetObjAddress());
if (DefaultIndex != INDEX_NONE && ThisKeyIndex != DefaultIndex)
{
FNotificationInfo ResetToDefaultErrorInfo = LOCTEXT("MapKeyResetToDefault_Duplicate", "Cannot reset the key back to its default value because the default already exists in the map");
ResetToDefaultErrorInfo.ExpireDuration = 3.0f;
FSlateNotificationManager::Get().AddNotification(ResetToDefaultErrorInfo);
return;
}
}
}
if( !bNotifiedPreChange )
{
// Call preedit change on all the objects
NotifyPreChange( GetProperty(), InNotifyHook );
bNotifiedPreChange = true;
}
// Cache the value of the property before modifying it.
FString PreviousValue;
TheProperty->ExportText_Direct(PreviousValue, ValueTracker.GetPropertyValueAddress(), ValueTracker.GetPropertyValueAddress(), NULL, 0);
FString PreviousArrayValue;
if( ValueTracker.GetPropertyDefaultAddress() != NULL )
{
UObject* RootObject = ValueTracker.GetTopLevelObject();
FPropertyItemComponentCollector ComponentCollector(ValueTracker);
// dynamic arrays are the only property type that do not support CopySingleValue correctly due to the fact that they cannot
// be used in a static array
if(Cast<UArrayProperty>(ParentProperty) != nullptr)
{
UArrayProperty* ArrayProp = Cast<UArrayProperty>(ParentProperty);
if(ArrayProp->Inner == TheProperty)
{
uint8* Addr = ParentPropertyNode->GetValueBaseAddress((uint8*)Object);
ArrayProp->ExportText_Direct(PreviousArrayValue, Addr, Addr, NULL, 0);
}
}
UArrayProperty* ArrayProp = Cast<UArrayProperty>(TheProperty);
if( ArrayProp != NULL )
{
TheProperty->CopyCompleteValue(ValueTracker.GetPropertyValueAddress(), ValueTracker.GetPropertyDefaultAddress());
}
else
{
if( GetArrayIndex() == INDEX_NONE && TheProperty->ArrayDim > 1 )
{
TheProperty->CopyCompleteValue(ValueTracker.GetPropertyValueAddress(), ValueTracker.GetPropertyDefaultAddress());
}
else
{
TheProperty->CopySingleValue(ValueTracker.GetPropertyValueAddress(), ValueTracker.GetPropertyDefaultAddress());
}
}
if( ComponentCollector.Components.Num() > 0 )
{
TMap<UObject*,UObject*> ReplaceMap;
FPropertyItemComponentCollector DefaultComponentCollector(ValueTracker);
for ( int32 CompIndex = 0; CompIndex < ComponentCollector.Components.Num(); CompIndex++ )
{
UObject* Component = ComponentCollector.Components[CompIndex];
if (Component != NULL)
{
if ( DefaultComponentCollector.Components.Contains(Component->GetArchetype()) )
{
ReplaceMap.Add(Component, Component->GetArchetype());
}
else if( DefaultComponentCollector.Components.IsValidIndex(CompIndex) )
{
ReplaceMap.Add(Component, DefaultComponentCollector.Components[CompIndex]);
}
}
}
FArchiveReplaceObjectRef<UObject> ReplaceAr(RootObject, ReplaceMap, false, true, true);
FObjectInstancingGraph InstanceGraph(RootObject);
TArray<UObject*> Subobjects;
FReferenceFinder Collector(
Subobjects, // InObjectArray
RootObject, // LimitOuter
false, // bRequireDirectOuter
true, // bIgnoreArchetypes
true, // bSerializeRecursively
false // bShouldIgnoreTransient
);
Collector.FindReferences( RootObject );
for( UObject* SubObj : Subobjects )
{
InstanceGraph.AddNewInstance(SubObj);
}
RootObject->InstanceSubobjectTemplates(&InstanceGraph);
}
bEditInlineNewWasReset = ComponentCollector.bContainsEditInlineNew;
}
else
{
TheProperty->ClearValue(ValueTracker.GetPropertyValueAddress());
}
// Cache the value of the property after having modified it.
FString ValueAfterImport;
Property->ExportText_Direct(ValueAfterImport, ValueTracker.GetPropertyValueAddress(), ValueTracker.GetPropertyValueAddress(), NULL, 0);
if((Object->HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject) ||
(Object->HasAnyFlags(RF_DefaultSubObject) && Object->GetOuter()->HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject))) &&
!bIsGameWorld)
{
PropagatePropertyChange(Object, *ValueAfterImport, PreviousArrayValue.IsEmpty() ? PreviousValue : PreviousArrayValue);
}
if(OldGWorld)
{
// restore the original (editor) GWorld
RestoreEditorWorld( OldGWorld );
}
ArrayIndicesPerObject.Add(TMap<FString, int32>());
FPropertyValueImpl::GenerateArrayIndexMapToObjectNode(ArrayIndicesPerObject[ObjIndex], this);
}
}
}
if( bNotifiedPreChange )
{
// Call PostEditchange on all the objects
// Assume reset to default, can change topology
FPropertyChangedEvent ChangeEvent( TheProperty, EPropertyChangeType::ValueSet );
ChangeEvent.SetArrayIndexPerObject(ArrayIndicesPerObject);
NotifyPostChange( ChangeEvent, InNotifyHook );
}
if( bEditInlineNewWasReset )
{
RequestRebuildChildren();
}
}
}
/**
* Helper function to obtain the display name for an enum property
* @param InEnum The enum whose metadata to pull from
* @param DisplayName The name of the enum value to adjust
*
* @return true if the DisplayName has been changed
*/
bool FPropertyNode::AdjustEnumPropDisplayName( UEnum *InEnum, FString& DisplayName ) const
{
// see if we have alternate text to use for displaying the value
UMetaData* PackageMetaData = InEnum->GetOutermost()->GetMetaData();
if ( PackageMetaData )
{
FName AltDisplayName = FName(*(DisplayName+TEXT(".DisplayName")));
FString ValueText = PackageMetaData->GetValue(InEnum, AltDisplayName);
if ( ValueText.Len() > 0 )
{
// use the alternate text for this enum value
DisplayName = ValueText;
return true;
}
}
//DisplayName has been unmodified
return false;
}
/**Walks up the hierachy and return true if any parent node is a favorite*/
bool FPropertyNode::IsChildOfFavorite (void) const
{
for (const FPropertyNode* TestParentNode = GetParentNode(); TestParentNode != NULL; TestParentNode = TestParentNode->GetParentNode())
{
if (TestParentNode->HasNodeFlags(EPropertyNodeFlags::IsFavorite))
{
return true;
}
}
return false;
}
/**
* Destroys all node within the hierarchy
*/
void FPropertyNode::DestroyTree(const bool bInDestroySelf)
{
ChildNodes.Empty();
}
/**
* Marks windows as visible based on the filter strings (EVEN IF normally NOT EXPANDED)
*/
void FPropertyNode::FilterNodes( const TArray<FString>& InFilterStrings, const bool bParentSeenDueToFiltering )
{
//clear flags first. Default to hidden
SetNodeFlags(EPropertyNodeFlags::IsSeenDueToFiltering | EPropertyNodeFlags::IsSeenDueToChildFiltering | EPropertyNodeFlags::IsParentSeenDueToFiltering, false);
SetNodeFlags(EPropertyNodeFlags::IsBeingFiltered, InFilterStrings.Num() > 0 );
//FObjectPropertyNode* ParentPropertyNode = FindObjectItemParent();
//@todo slate property window
bool bMultiObjectOnlyShowDiffering = false;/*TopPropertyWindow->HasFlags(EPropertyWindowFlags::ShowOnlyDifferingItems) && (ParentPropertyNode->GetNumObjects()>1)*/;
if (InFilterStrings.Num() > 0 /*|| (TopPropertyWindow->HasFlags(EPropertyWindowFlags::ShowOnlyModifiedItems)*/ || bMultiObjectOnlyShowDiffering)
{
//if filtering, default to NOT-seen
bool bPassedFilter = false; //assuming that we aren't filtered
//see if this is a filter-able primitive
FText DisplayName = GetDisplayName();
const FString& DisplayNameStr = DisplayName.ToString();
TArray <FString> AcceptableNames;
AcceptableNames.Add(DisplayNameStr);
//get the basic name as well of the property
UProperty* TheProperty = GetProperty();
if (TheProperty && (TheProperty->GetName() != DisplayNameStr))
{
AcceptableNames.Add(TheProperty->GetName());
}
bPassedFilter = IsFilterAcceptable(AcceptableNames, InFilterStrings);
if (bPassedFilter)
{
SetNodeFlags(EPropertyNodeFlags::IsSeenDueToFiltering, true);
}
SetNodeFlags(EPropertyNodeFlags::IsParentSeenDueToFiltering, bParentSeenDueToFiltering);
}
else
{
//indicating that this node should not be force displayed, but opened normally
SetNodeFlags(EPropertyNodeFlags::IsParentSeenDueToFiltering, true);
}
//default to doing only one pass
//bool bCategoryOrObject = (GetObjectNode()) || (GetCategoryNode()!=NULL);
int32 StartRecusionPass = HasNodeFlags(EPropertyNodeFlags::IsSeenDueToFiltering) ? 1 : 0;
//Pass 1, if a pass 1 exists (object or category), is to see if there are any children that pass the filter, if any do, trim the tree to the leaves.
// This will stop categories from showing ALL properties if they pass the filter AND a child passes the filter
//Pass 0, if no child exists that passes the filter OR this node didn't pass the filter
for (int32 RecursionPass = StartRecusionPass; RecursionPass >= 0; --RecursionPass)
{
for (int32 scan = 0; scan < ChildNodes.Num(); ++scan)
{
TSharedPtr<FPropertyNode>& ScanNode = ChildNodes[scan];
check(ScanNode.IsValid());
//default to telling the children this node is NOT visible, therefore if not in the base pass, only filtered nodes will survive the filtering process.
bool bChildParamParentVisible = false;
//if we're at the base pass, tell the children the truth about visibility
if (RecursionPass == 0)
{
bChildParamParentVisible = bParentSeenDueToFiltering || HasNodeFlags(EPropertyNodeFlags::IsSeenDueToFiltering);
}
ScanNode->FilterNodes(InFilterStrings, bChildParamParentVisible);
if (ScanNode->HasNodeFlags(EPropertyNodeFlags::IsSeenDueToFiltering | EPropertyNodeFlags::IsSeenDueToChildFiltering))
{
SetNodeFlags(EPropertyNodeFlags::IsSeenDueToChildFiltering, true);
}
}
//now that we've tried a pass at our children, if any of them have been successfully seen due to filtering, just quit now
if (HasNodeFlags(EPropertyNodeFlags::IsSeenDueToChildFiltering))
{
break;
}
}
}
void FPropertyNode::ProcessSeenFlags(const bool bParentAllowsVisible )
{
// Set initial state first
SetNodeFlags(EPropertyNodeFlags::IsSeen, false);
SetNodeFlags(EPropertyNodeFlags::IsSeenDueToChildFavorite, false );
bool bAllowChildrenVisible;
if ( AsObjectNode() )
{
bAllowChildrenVisible = true;
}
else
{
//can't show children unless they are seen due to child filtering
bAllowChildrenVisible = !!HasNodeFlags(EPropertyNodeFlags::IsSeenDueToChildFiltering);
}
//process children
for (int32 scan = 0; scan < ChildNodes.Num(); ++scan)
{
TSharedPtr<FPropertyNode>& ScanNode = ChildNodes[scan];
check(ScanNode.IsValid());
ScanNode->ProcessSeenFlags(bParentAllowsVisible && bAllowChildrenVisible ); //both parent AND myself have to allow children
}
if (HasNodeFlags(EPropertyNodeFlags::IsSeenDueToFiltering | EPropertyNodeFlags::IsSeenDueToChildFiltering))
{
SetNodeFlags(EPropertyNodeFlags::IsSeen, true);
}
else
{
//Finally, apply the REAL IsSeen
SetNodeFlags(EPropertyNodeFlags::IsSeen, bParentAllowsVisible && HasNodeFlags(EPropertyNodeFlags::IsParentSeenDueToFiltering));
}
}
/**
* Marks windows as visible based their favorites status
*/
void FPropertyNode::ProcessSeenFlagsForFavorites(void)
{
if( !HasNodeFlags(EPropertyNodeFlags::IsFavorite) )
{
bool bAnyChildFavorites = false;
//process children
for (int32 scan = 0; scan < ChildNodes.Num(); ++scan)
{
TSharedPtr<FPropertyNode>& ScanNode = ChildNodes[scan];
check(ScanNode.IsValid());
ScanNode->ProcessSeenFlagsForFavorites();
bAnyChildFavorites = bAnyChildFavorites || ScanNode->HasNodeFlags(EPropertyNodeFlags::IsFavorite | EPropertyNodeFlags::IsSeenDueToChildFavorite);
}
if (bAnyChildFavorites)
{
SetNodeFlags(EPropertyNodeFlags::IsSeenDueToChildFavorite, true);
}
}
}
void FPropertyNode::NotifyPreChange( UProperty* PropertyAboutToChange, FNotifyHook* InNotifyHook )
{
TSharedRef<FEditPropertyChain> PropertyChain = BuildPropertyChain( PropertyAboutToChange );
// Call through to the property window's notify hook.
if( InNotifyHook )
{
if ( PropertyChain->Num() == 0 )
{
InNotifyHook->NotifyPreChange( PropertyAboutToChange );
}
else
{
InNotifyHook->NotifyPreChange( &PropertyChain.Get() );
}
}
FObjectPropertyNode* ObjectNode = FindObjectItemParent();
if( ObjectNode )
{
UProperty* CurProperty = PropertyAboutToChange;
// Call PreEditChange on the object chain.
while ( true )
{
for( TPropObjectIterator Itor( ObjectNode->ObjectIterator() ) ; Itor ; ++Itor )
{
UObject* Object = Itor->Get();
if ( ensure( Object ) && PropertyChain->Num() == 0 )
{
Object->PreEditChange( Property.Get() );
}
else if( ensure( Object ) )
{
Object->PreEditChange( *PropertyChain );
}
}
// Pass this property to the parent's PreEditChange call.
CurProperty = ObjectNode->GetStoredProperty();
FObjectPropertyNode* PreviousObjectNode = ObjectNode;
// Traverse up a level in the nested object tree.
ObjectNode = NotifyFindObjectItemParent( ObjectNode );
if ( !ObjectNode )
{
// We've hit the root -- break.
break;
}
else if ( PropertyChain->Num() > 0 )
{
PropertyChain->SetActivePropertyNode( CurProperty->GetOwnerProperty() );
for ( FPropertyNode* BaseItem = PreviousObjectNode; BaseItem && BaseItem != ObjectNode; BaseItem = BaseItem->GetParentNode())
{
UProperty* ItemProperty = BaseItem->GetProperty();
if ( ItemProperty == NULL )
{
// if this property item doesn't have a Property, skip it...it may be a category item or the virtual
// item used as the root for an inline object
continue;
}
// skip over property window items that correspond to a single element in a static array, or
// the inner property of another UProperty (e.g. UArrayProperty->Inner)
if ( BaseItem->ArrayIndex == INDEX_NONE && ItemProperty->GetOwnerProperty() == ItemProperty )
{
PropertyChain->SetActiveMemberPropertyNode(ItemProperty);
}
}
}
}
}
}
void FPropertyNode::NotifyPostChange( FPropertyChangedEvent& InPropertyChangedEvent, class FNotifyHook* InNotifyHook )
{
TSharedRef<FEditPropertyChain> PropertyChain = BuildPropertyChain( InPropertyChangedEvent.Property );
// remember the property that was the chain's original active property; this will correspond to the outermost property of struct/array that was modified
UProperty* const OriginalActiveProperty = PropertyChain->GetActiveMemberNode()->GetValue();
FObjectPropertyNode* ObjectNode = FindObjectItemParent();
if( ObjectNode )
{
ObjectNode->InvalidateCachedState();
UProperty* CurProperty = InPropertyChangedEvent.Property;
// Fire ULevel::LevelDirtiedEvent when falling out of scope.
FScopedLevelDirtied LevelDirtyCallback;
// Call PostEditChange on the object chain.
while ( true )
{
int32 CurrentObjectIndex = 0;
for( TPropObjectIterator Itor( ObjectNode->ObjectIterator() ) ; Itor ; ++Itor )
{
UObject* Object = Itor->Get();
if ( PropertyChain->Num() == 0 )
{
//copy
FPropertyChangedEvent ChangedEvent = InPropertyChangedEvent;
if (CurProperty != InPropertyChangedEvent.Property)
{
//parent object node property. Reset other internals and leave the event type as unspecified
ChangedEvent = FPropertyChangedEvent(CurProperty, InPropertyChangedEvent.ChangeType);
}
ChangedEvent.ObjectIteratorIndex = CurrentObjectIndex;
if( Object )
{
Object->PostEditChangeProperty( ChangedEvent );
}
}
else
{
FPropertyChangedEvent ChangedEvent = InPropertyChangedEvent;
if (CurProperty != InPropertyChangedEvent.Property)
{
//parent object node property. Reset other internals and leave the event type as unspecified
ChangedEvent = FPropertyChangedEvent(CurProperty, InPropertyChangedEvent.ChangeType);
}
FPropertyChangedChainEvent ChainEvent(*PropertyChain, ChangedEvent);
ChainEvent.ObjectIteratorIndex = CurrentObjectIndex;
if( Object )
{
Object->PostEditChangeChainProperty(ChainEvent);
}
}
LevelDirtyCallback.Request();
++CurrentObjectIndex;
}
// Pass this property to the parent's PostEditChange call.
CurProperty = ObjectNode->GetStoredProperty();
FObjectPropertyNode* PreviousObjectNode = ObjectNode;
// Traverse up a level in the nested object tree.
ObjectNode = NotifyFindObjectItemParent( ObjectNode );
if ( !ObjectNode )
{
// We've hit the root -- break.
break;
}
else if ( PropertyChain->Num() > 0 )
{
PropertyChain->SetActivePropertyNode(CurProperty->GetOwnerProperty());
for ( FPropertyNode* BaseItem = PreviousObjectNode; BaseItem && BaseItem != ObjectNode; BaseItem = BaseItem->GetParentNode())
{
UProperty* ItemProperty = BaseItem->GetProperty();
if ( ItemProperty == NULL )
{
// if this property item doesn't have a Property, skip it...it may be a category item or the virtual
// item used as the root for an inline object
continue;
}
// skip over property window items that correspond to a single element in a static array, or
// the inner property of another UProperty (e.g. UArrayProperty->Inner)
if ( BaseItem->GetArrayIndex() == INDEX_NONE && ItemProperty->GetOwnerProperty() == ItemProperty )
{
PropertyChain->SetActiveMemberPropertyNode(ItemProperty);
}
}
}
}
}
// Broadcast the change to any listeners
BroadcastPropertyChangedDelegates();
// Call through to the property window's notify hook.
if( InNotifyHook )
{
if ( PropertyChain->Num() == 0 )
{
InNotifyHook->NotifyPostChange( InPropertyChangedEvent, InPropertyChangedEvent.Property );
}
else
{
PropertyChain->SetActiveMemberPropertyNode( OriginalActiveProperty );
PropertyChain->SetActivePropertyNode( InPropertyChangedEvent.Property);
InNotifyHook->NotifyPostChange( InPropertyChangedEvent, &PropertyChain.Get() );
}
}
if( OriginalActiveProperty )
{
//if i have metadata forcing other property windows to rebuild
FString MetaData = OriginalActiveProperty->GetMetaData(TEXT("ForceRebuildProperty"));
if( MetaData.Len() > 0 )
{
// We need to find the property node beginning at the root/parent, not at our own node.
ObjectNode = FindObjectItemParent();
check(ObjectNode != NULL);
TSharedPtr<FPropertyNode> ForceRebuildNode = ObjectNode->FindChildPropertyNode( FName(*MetaData), true );
if( ForceRebuildNode.IsValid() )
{
ForceRebuildNode->RequestRebuildChildren();
}
}
}
// The value has changed so the cached value could be invalid
// Need to recurse here as we might be editing a struct with child properties that need re-caching
ClearCachedReadAddresses(true);
// Redraw viewports
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
void FPropertyNode::BroadcastPropertyChangedDelegates()
{
PropertyValueChangedEvent.Broadcast();
// Walk through the parents and broadcast
FPropertyNode* LocalParentNode = GetParentNode();
while( LocalParentNode )
{
if( LocalParentNode->OnChildPropertyValueChanged().IsBound() )
{
LocalParentNode->OnChildPropertyValueChanged().Broadcast();
}
LocalParentNode = LocalParentNode->GetParentNode();
}
}
void FPropertyNode::SetOnRebuildChildren( FSimpleDelegate InOnRebuildChildren )
{
OnRebuildChildren = InOnRebuildChildren;
}
TSharedPtr< FPropertyItemValueDataTrackerSlate > FPropertyNode::GetValueTracker( UObject* Object, uint32 ObjIndex )
{
ensure( AsItemPropertyNode() );
TSharedPtr< FPropertyItemValueDataTrackerSlate > RetVal;
if( Object && Object != UObject::StaticClass() && Object != UObject::StaticClass()->GetDefaultObject() )
{
if( !ObjectDefaultValueTrackers.IsValidIndex(ObjIndex) )
{
uint32 NumToAdd = (ObjIndex - ObjectDefaultValueTrackers.Num()) + 1;
while( NumToAdd > 0 )
{
ObjectDefaultValueTrackers.Add( TSharedPtr<FPropertyItemValueDataTrackerSlate> () );
--NumToAdd;
}
}
TSharedPtr<FPropertyItemValueDataTrackerSlate>& ValueTracker = ObjectDefaultValueTrackers[ObjIndex];
if( !ValueTracker.IsValid() )
{
ValueTracker = MakeShareable( new FPropertyItemValueDataTrackerSlate( this, Object ) );
}
else
{
ValueTracker->Reset(this, Object);
}
RetVal = ValueTracker;
}
return RetVal;
}
TSharedRef<FEditPropertyChain> FPropertyNode::BuildPropertyChain( UProperty* InProperty )
{
TSharedRef<FEditPropertyChain> PropertyChain( MakeShareable( new FEditPropertyChain ) );
FPropertyNode* ItemNode = this;
FComplexPropertyNode* ComplexNode = FindComplexParent();
UProperty* MemberProperty = InProperty;
do
{
if (ItemNode == ComplexNode)
{
MemberProperty = PropertyChain->GetHead()->GetValue();
}
UProperty* TheProperty = ItemNode->GetProperty();
if ( TheProperty )
{
// Skip over property window items that correspond to a single element in a static array,
// or the inner property of another UProperty (e.g. UArrayProperty->Inner).
if ( ItemNode->GetArrayIndex() == INDEX_NONE && TheProperty->GetOwnerProperty() == TheProperty )
{
PropertyChain->AddHead( TheProperty );
}
}
ItemNode = ItemNode->GetParentNode();
}
while( ItemNode != NULL );
// If the modified property was a property of the object at the root of this property window, the member property will not have been set correctly
if (ItemNode == ComplexNode)
{
MemberProperty = PropertyChain->GetHead()->GetValue();
}
PropertyChain->SetActivePropertyNode( InProperty );
PropertyChain->SetActiveMemberPropertyNode( MemberProperty );
return PropertyChain;
}
FPropertyChangedEvent& FPropertyNode::FixPropertiesInEvent(FPropertyChangedEvent& Event)
{
ensure(Event.Property);
auto PropertyChain = BuildPropertyChain(Event.Property);
auto MemberProperty = PropertyChain->GetActiveMemberNode() ? PropertyChain->GetActiveMemberNode()->GetValue() : NULL;
if (ensure(MemberProperty))
{
Event.SetActiveMemberProperty(MemberProperty);
}
return Event;
}
void FPropertyNode::SetInstanceMetaData(const FName& Key, const FString& Value)
{
InstanceMetaData.Add(Key, Value);
}
const FString* FPropertyNode::GetInstanceMetaData(const FName& Key) const
{
return InstanceMetaData.Find(Key);
}
bool FPropertyNode::ParentOrSelfHasMetaData(const FName& MetaDataKey) const
{
return (Property.IsValid() && Property->HasMetaData(MetaDataKey)) || (ParentNode && ParentNode->ParentOrSelfHasMetaData(MetaDataKey));
}
void FPropertyNode::InvalidateCachedState()
{
bUpdateDiffersFromDefault = true;
bUpdateEditConstState = true;
for( TSharedPtr<FPropertyNode>& ChildNode : ChildNodes )
{
ChildNode->InvalidateCachedState();
}
}
/**
* Does the string compares to ensure this Name is acceptable to the filter that is passed in
* @return Return True if this property should be displayed. False if it should be culled
*/
bool FPropertyNode::IsFilterAcceptable(const TArray<FString>& InAcceptableNames, const TArray<FString>& InFilterStrings)
{
bool bCompleteMatchFound = true;
if (InFilterStrings.Num())
{
//we have to make sure one name matches all criteria
for (int32 TestNameIndex = 0; TestNameIndex < InAcceptableNames.Num(); ++TestNameIndex)
{
bCompleteMatchFound = true;
FString TestName = InAcceptableNames[TestNameIndex];
for (int32 scan = 0; scan < InFilterStrings.Num(); scan++)
{
if (!TestName.Contains(InFilterStrings[scan]))
{
bCompleteMatchFound = false;
break;
}
}
if (bCompleteMatchFound)
{
break;
}
}
}
return bCompleteMatchFound;
}
void FPropertyNode::AdditionalInitializationUDS(UProperty* Property, uint8* RawPtr)
{
if (const UStructProperty* StructProperty = Cast<const UStructProperty>(Property))
{
if (!FStructureEditorUtils::Fill_MakeStructureDefaultValue(Cast<const UUserDefinedStruct>(StructProperty->Struct), RawPtr))
{
UE_LOG(LogPropertyNode, Warning, TEXT("MakeStructureDefaultValue parsing error. Property: %s "), *StructProperty->GetPathName());
}
}
}
void FPropertyNode::PropagateContainerPropertyChange( UObject* ModifiedObject, const FString& OriginalContainerContent, EPropertyArrayChangeType::Type ChangeType, int32 Index )
{
UProperty* NodeProperty = GetProperty();
UArrayProperty* ArrayProperty = NULL;
USetProperty* SetProperty = NULL;
UMapProperty* MapProperty = NULL;
FPropertyNode* ParentPropertyNode = GetParentNode();
UProperty* ConvertedProperty = NULL;
if (ChangeType == EPropertyArrayChangeType::Add || ChangeType == EPropertyArrayChangeType::Clear)
{
ConvertedProperty = NodeProperty;
}
else
{
ConvertedProperty = Cast<UProperty>(NodeProperty->GetOuter());
}
ArrayProperty = Cast<UArrayProperty>(ConvertedProperty);
SetProperty = Cast<USetProperty>(ConvertedProperty);
MapProperty = Cast<UMapProperty>(ConvertedProperty);
check(ArrayProperty || SetProperty || MapProperty);
TArray<UObject*> ArchetypeInstances, ObjectsToChange;
FPropertyNode* SubobjectPropertyNode = NULL;
UObject* Object = ModifiedObject;
if (Object->HasAnyFlags(RF_ClassDefaultObject|RF_ArchetypeObject))
{
// Object is a default suobject, collect all instances.
Object->GetArchetypeInstances(ArchetypeInstances);
}
else if (Object->HasAnyFlags(RF_DefaultSubObject) && Object->GetOuter()->HasAnyFlags(RF_ClassDefaultObject|RF_ArchetypeObject))
{
// Object is a default subobject of a default object. Get the subobject property node and use its owner instead.
for (SubobjectPropertyNode = FindObjectItemParent(); SubobjectPropertyNode && !SubobjectPropertyNode->GetProperty(); SubobjectPropertyNode = SubobjectPropertyNode->GetParentNode());
if (SubobjectPropertyNode != NULL)
{
// Switch the object to the owner default object and collect its instances.
Object = Object->GetOuter();
Object->GetArchetypeInstances(ArchetypeInstances);
}
}
ObjectsToChange.Push(Object);
while (ObjectsToChange.Num() > 0)
{
check(ObjectsToChange.Num() > 0);
// Pop the first object to change
UObject* ObjToChange = ObjectsToChange[0];
UObject* ActualObjToChange = NULL;
ObjectsToChange.RemoveAt(0);
if (SubobjectPropertyNode)
{
// If the original object is a subobject, get the current object's subobject too.
// In this case we're not going to modify ObjToChange but its default subobject.
ActualObjToChange = *(UObject**)SubobjectPropertyNode->GetValueBaseAddress((uint8*)ObjToChange);
}
else
{
ActualObjToChange = ObjToChange;
}
if (ActualObjToChange != ModifiedObject)
{
uint8* Addr = NULL;
if (ChangeType == EPropertyArrayChangeType::Add || ChangeType == EPropertyArrayChangeType::Clear)
{
Addr = GetValueBaseAddress((uint8*)ActualObjToChange);
}
else
{
Addr = ParentPropertyNode->GetValueBaseAddress((uint8*)ActualObjToChange);
}
FString OriginalContent;
ConvertedProperty->ExportText_Direct(OriginalContent, Addr, Addr, NULL, PPF_Localized);
bool bIsDefaultContainerContent = OriginalContent == OriginalContainerContent;
if (Addr != NULL && ArrayProperty)
{
FScriptArrayHelper ArrayHelper(ArrayProperty, Addr);
// Check if the original value was the default value and change it only then
if (bIsDefaultContainerContent)
{
int32 ElementToInitialize = -1;
switch (ChangeType)
{
case EPropertyArrayChangeType::Add:
ElementToInitialize = ArrayHelper.AddValue();
break;
case EPropertyArrayChangeType::Clear:
ArrayHelper.EmptyValues();
break;
case EPropertyArrayChangeType::Insert:
ArrayHelper.InsertValues(ArrayIndex, 1);
ElementToInitialize = ArrayIndex;
break;
case EPropertyArrayChangeType::Delete:
ArrayHelper.RemoveValues(ArrayIndex, 1);
break;
case EPropertyArrayChangeType::Duplicate:
ArrayHelper.InsertValues(ArrayIndex, 1);
// Copy the selected item's value to the new item.
NodeProperty->CopyCompleteValue(ArrayHelper.GetRawPtr(ArrayIndex), ArrayHelper.GetRawPtr(ArrayIndex + 1));
Object->InstanceSubobjectTemplates();
break;
}
if (ElementToInitialize >= 0)
{
AdditionalInitializationUDS(ArrayProperty->Inner, ArrayHelper.GetRawPtr(ElementToInitialize));
}
}
} // End Array
else if ( Addr != NULL && SetProperty )
{
FScriptSetHelper SetHelper(SetProperty, Addr);
// Check if the original value was the default value and change it only then
if (bIsDefaultContainerContent)
{
int32 ElementToInitialize = -1;
switch (ChangeType)
{
case EPropertyArrayChangeType::Add:
ElementToInitialize = SetHelper.AddDefaultValue_Invalid_NeedsRehash();
SetHelper.Rehash();
break;
case EPropertyArrayChangeType::Clear:
SetHelper.EmptyElements();
break;
case EPropertyArrayChangeType::Insert:
check(false); // Insert is not supported for sets
break;
case EPropertyArrayChangeType::Delete:
SetHelper.RemoveAt_NeedsRehash(ArrayIndex);
SetHelper.Rehash();
break;
case EPropertyArrayChangeType::Duplicate:
check(false); // Duplicate not supported on sets
break;
}
if (ElementToInitialize >= 0)
{
AdditionalInitializationUDS(SetProperty->ElementProp, SetHelper.GetElementPtr(ElementToInitialize));
}
}
} // End Set
else if (Addr != NULL && MapProperty)
{
FScriptMapHelper MapHelper(MapProperty, Addr);
// Check if the original value was the default value and change it only then
if (bIsDefaultContainerContent)
{
int32 ElementToInitialize = -1;
switch (ChangeType)
{
case EPropertyArrayChangeType::Add:
ElementToInitialize = MapHelper.AddDefaultValue_Invalid_NeedsRehash();
MapHelper.Rehash();
break;
case EPropertyArrayChangeType::Clear:
MapHelper.EmptyValues();
break;
case EPropertyArrayChangeType::Insert:
check(false); // Insert is not supported for maps
break;
case EPropertyArrayChangeType::Delete:
MapHelper.RemoveAt_NeedsRehash(ArrayIndex);
MapHelper.Rehash();
break;
case EPropertyArrayChangeType::Duplicate:
check(false); // Duplicate is not supported for maps
break;
}
if (ElementToInitialize >= 0)
{
uint8* PairPtr = MapHelper.GetPairPtr(ElementToInitialize);
AdditionalInitializationUDS(MapProperty->KeyProp, MapProperty->KeyProp->ContainerPtrToValuePtr<uint8>(PairPtr));
AdditionalInitializationUDS(MapProperty->ValueProp, MapProperty->ValueProp->ContainerPtrToValuePtr<uint8>(PairPtr));
}
}
} // End Map
}
for (int32 i=0; i < ArchetypeInstances.Num(); ++i)
{
UObject* Obj = ArchetypeInstances[i];
if (Obj->GetArchetype() == ObjToChange)
{
ObjectsToChange.Push(Obj);
ArchetypeInstances.RemoveAt(i--);
}
}
}
}
void FPropertyNode::PropagatePropertyChange( UObject* ModifiedObject, const TCHAR* NewValue, const FString& PreviousValue )
{
TArray<UObject*> ArchetypeInstances, ObjectsToChange;
FPropertyNode* SubobjectPropertyNode = NULL;
UObject* Object = ModifiedObject;
if (Object->HasAnyFlags(RF_ClassDefaultObject|RF_ArchetypeObject))
{
// Object is a default subobject, collect all instances.
Object->GetArchetypeInstances(ArchetypeInstances);
}
else if (Object->HasAnyFlags(RF_DefaultSubObject) && Object->GetOuter()->HasAnyFlags(RF_ClassDefaultObject|RF_ArchetypeObject))
{
// Object is a default subobject of a default object. Get the subobject property node and use its owner instead.
for (SubobjectPropertyNode = FindObjectItemParent(); SubobjectPropertyNode && !SubobjectPropertyNode->GetProperty(); SubobjectPropertyNode = SubobjectPropertyNode->GetParentNode());
if (SubobjectPropertyNode != NULL)
{
// Switch the object to the owner default object and collect its instances.
Object = Object->GetOuter();
Object->GetArchetypeInstances(ArchetypeInstances);
}
}
static FName FNAME_EditableWhenInherited = GET_MEMBER_NAME_CHECKED(UActorComponent,bEditableWhenInherited);
if (GetProperty()->GetFName() == FNAME_EditableWhenInherited && ModifiedObject->IsA<UActorComponent>() && FString(TEXT("False")) == NewValue)
{
FBlueprintEditorUtils::HandleDisableEditableWhenInherited(ModifiedObject, ArchetypeInstances);
}
FPropertyNode* Parent = GetParentNode();
UProperty* ParentProp = Parent->GetProperty();
UArrayProperty* ParentArrayProp = Cast<UArrayProperty>(ParentProp);
UProperty* Prop = GetProperty();
UMapProperty* MapProp = Cast<UMapProperty>(Prop);
USetProperty* SetProp = Cast<USetProperty>(Prop);
if (ParentArrayProp != nullptr && ParentArrayProp->Inner != Prop)
{
ParentArrayProp = nullptr;
}
ObjectsToChange.Push(Object);
while (ObjectsToChange.Num() > 0)
{
check(ObjectsToChange.Num() > 0);
// Pop the first object to change
UObject* ObjToChange = ObjectsToChange[0];
UObject* ActualObjToChange = NULL;
ObjectsToChange.RemoveAt(0);
if (SubobjectPropertyNode)
{
// If the original object is a subobject, get the current object's subobject too.
// In this case we're not going to modify ObjToChange but its default subobject.
ActualObjToChange = *(UObject**)SubobjectPropertyNode->GetValueBaseAddress((uint8*)ObjToChange);
}
else
{
ActualObjToChange = ObjToChange;
}
if (ActualObjToChange != ModifiedObject)
{
FString OrgValue;
uint8* Addr = GetValueBaseAddress( (uint8*)ActualObjToChange );
if (Addr != nullptr)
{
class FMemoryWriterWithObjects : public FArchive
{
public:
explicit FMemoryWriterWithObjects(TArray<uint8>& InArray)
: Array(InArray)
, Offset(0)
{
ArIsSaving = true;
}
virtual FArchive& operator<<(FName& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
virtual FArchive& operator<<(UObject*& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
virtual FArchive& operator<<(FLazyObjectPtr& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
virtual FArchive& operator<<(FAssetPtr& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
virtual FArchive& operator<<(FStringAssetReference& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
void Serialize(void* Data, int64 Num)
{
const int64 NumBytesToAdd = Offset + Num - Array.Num();
if( NumBytesToAdd > 0 )
{
const int64 NewArrayCount = Array.Num() + NumBytesToAdd;
if( NewArrayCount >= MAX_int32 )
{
UE_LOG( LogSerialization, Fatal, TEXT( "FMemoryWriterWithObjects does not support data larger than 2GB." ));
}
Array.AddUninitialized( (int32)NumBytesToAdd );
}
check((Offset + Num) <= Array.Num());
if( Num )
{
FMemory::Memcpy( &Array[Offset], Data, Num );
Offset+=Num;
}
}
protected:
TArray<uint8>& Array;
int64 Offset;
};
class FMemoryReaderWithObjects : public FArchive
{
public:
explicit FMemoryReaderWithObjects(const TArray<uint8>& InArray)
: Array(InArray)
, Offset(0)
{
ArIsLoading = true;
}
virtual FArchive& operator<<(FName& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
virtual FArchive& operator<<(UObject*& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
virtual FArchive& operator<<(FLazyObjectPtr& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
virtual FArchive& operator<<(FAssetPtr& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
virtual FArchive& operator<<(FStringAssetReference& Val) override { this->Serialize(&Val, sizeof(Val)); return *this; }
void Serialize(void* Data, int64 Num)
{
if (Num && !ArIsError)
{
// Only serialize if we have the requested amount of data
if (Offset + Num <= TotalSize())
{
FMemory::Memcpy( Data, &Array[Offset], Num );
Offset += Num;
}
else
{
ArIsError = true;
}
}
}
protected:
const TArray<uint8>& Array;
int64 Offset;
};
if (MapProp != nullptr)
{
// Read previous value back into object
uint8* PreviousMap = (uint8*)FMemory::Malloc(MapProp->GetSize(), MapProp->GetMinAlignment());
ON_SCOPE_EXIT
{
FMemory::Free(PreviousMap);
};
MapProp->InitializeValue(PreviousMap);
ON_SCOPE_EXIT
{
MapProp->DestroyValue(PreviousMap);
};
MapProp->ImportText(*PreviousValue, PreviousMap, PPF_Localized, ModifiedObject);
uint8* ModifiedObjectAddr = GetValueBaseAddress( (uint8*)ModifiedObject );
// Serialize differences from the 'default' (the old object)
TArray<uint8> Data;
{
FMemoryWriterWithObjects Ar(Data);
MapProp->SerializeItem(Ar, Addr, PreviousMap);
}
// Deserialize differences back over the new object
{
FMemoryReaderWithObjects Ar(Data);
MapProp->SerializeItem(Ar, Addr, ModifiedObjectAddr);
}
}
else if (SetProp != nullptr)
{
// Read previous value back into object
uint8* PreviousSet = (uint8*)FMemory::Malloc(SetProp->GetSize(), SetProp->GetMinAlignment());
ON_SCOPE_EXIT
{
FMemory::Free(PreviousSet);
};
SetProp->InitializeValue(PreviousSet);
ON_SCOPE_EXIT
{
SetProp->DestroyValue(PreviousSet);
};
SetProp->ImportText(*PreviousValue, PreviousSet, PPF_Localized, ModifiedObject);
uint8* ModifiedObjectAddr = GetValueBaseAddress( (uint8*)ModifiedObject );
// Serialize differences from the 'default' (the old object)
TArray<uint8> Data;
{
FMemoryWriterWithObjects Ar(Data);
SetProp->SerializeItem(Ar, Addr, PreviousSet);
}
// Deserialize differences back over the new object
{
FMemoryReaderWithObjects Ar(Data);
SetProp->SerializeItem(Ar, Addr, ModifiedObjectAddr);
}
}
else
{
if (ParentArrayProp != nullptr)
{
uint8* ArrayAddr = ParentNode->GetValueBaseAddress( (uint8*)ActualObjToChange );
ParentArrayProp->ExportText_Direct(OrgValue, ArrayAddr, ArrayAddr, nullptr, PPF_Localized );
}
else
{
Prop->ExportText_Direct(OrgValue, Addr, Addr, nullptr, PPF_Localized );
}
// Check if the original value was the default value and change it only then
if (OrgValue == PreviousValue)
{
Prop->ImportText( NewValue, Addr, PPF_Localized, ActualObjToChange );
}
}
}
}
for (int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex)
{
UObject* Obj = ArchetypeInstances[InstanceIndex];
if (Obj->GetArchetype() == ObjToChange)
{
ObjectsToChange.Push(Obj);
ArchetypeInstances.RemoveAt(InstanceIndex--);
}
}
}
}
void FPropertyNode::AddRestriction( TSharedRef<const class FPropertyRestriction> Restriction )
{
Restrictions.AddUnique(Restriction);
}
bool FPropertyNode::IsRestricted(const FString& Value) const
{
for( auto It = Restrictions.CreateConstIterator() ; It ; ++It )
{
TSharedRef<const FPropertyRestriction> Restriction = (*It);
if( Restriction->IsValueRestricted(Value) )
{
return true;
}
}
return false;
}
bool FPropertyNode::IsRestricted(const FString& Value, TArray<FText>& OutReasons) const
{
for( auto It = Restrictions.CreateConstIterator() ; It ; ++It )
{
TSharedRef<const FPropertyRestriction> Restriction = (*It);
if( Restriction->IsValueRestricted(Value) )
{
OutReasons.Add(Restriction->GetReason());
}
}
return OutReasons.Num() > 0;
}
bool FPropertyNode::GenerateRestrictionToolTip(const FString& Value, FText& OutTooltip)const
{
static FText ToolTipFormat = NSLOCTEXT("PropertyRestriction", "TooltipFormat ", "{0}{1}");
static FText MultipleRestrictionsToolTopAdditionFormat = NSLOCTEXT("PropertyRestriction", "MultipleRestrictionToolTipAdditionFormat ", "({0} restrictions...)");
TArray<FText> Reasons;
bool bRestricted = IsRestricted(Value,Reasons);
FText Ret;
if( bRestricted && Reasons.Num() > 0 )
{
if( Reasons.Num() > 1 )
{
FText NumberOfRestrictions = FText::AsNumber(Reasons.Num());
OutTooltip = FText::Format(ToolTipFormat, Reasons[0], FText::Format(MultipleRestrictionsToolTopAdditionFormat,NumberOfRestrictions));
}
else
{
OutTooltip = FText::Format(ToolTipFormat, Reasons[0], FText());
}
}
return bRestricted;
}
#undef LOCTEXT_NAMESPACE