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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan
77 lines
3.0 KiB
C++
77 lines
3.0 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "FeedbackContext.h"
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// Forward declares
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struct FNativeCodeGenCommandlineParams;
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class SBuildProgressWidget;
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struct FBlueprintNativeCodeGenManifest;
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DECLARE_LOG_CATEGORY_EXTERN(LogBlueprintCodeGen, Log, All);
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/** */
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struct FBlueprintNativeCodeGenUtils
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{
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public:
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/**
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* Generated module build file, module source files, and plugin description file for the provided manifest.
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*
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* @param Manifest The manifest containing lists of converted files, etc
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* @param CommandParams Command parameters used to generate native code, includes plugin name
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*/
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static bool FinalizePlugin(const FBlueprintNativeCodeGenManifest& Manifest, const FNativeCodeGenCommandlineParams& CommandParams);
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/**
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* Recompiles the bytecode of a blueprint only. Should only be run for
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* recompiling dependencies during compile on load.
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*
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* @param Obj The asset object that you want to generate source code for (a Blueprint, or UserDefinedEnum/Struct)
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* @param OutHeaderSource Output destination for the header source.
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* @param OutCppSource Output destination for the cpp source.
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*/
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static void GenerateCppCode(UObject* Obj, TSharedPtr<FString> OutHeaderSource, TSharedPtr<FString> OutCppSource);
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public:
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/**
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* A utility for catching errors/warnings that were logged in nested/scoped calls.
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*/
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class FScopedFeedbackContext : public FFeedbackContext
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{
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public:
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FScopedFeedbackContext();
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virtual ~FScopedFeedbackContext();
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/** */
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bool HasErrors();
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//~ Begin FOutputDevice interface
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virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override;
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virtual void Flush() override;
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virtual void TearDown() override { OldContext->TearDown(); }
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virtual bool CanBeUsedOnAnyThread() const override { return false; }
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//~ End FOutputDevice interface
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//~ Begin FFeedbackContext interface
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virtual bool YesNof(const FText& Question) override { return OldContext->YesNof(Question); }
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virtual bool ReceivedUserCancel() override { return OldContext->ReceivedUserCancel(); }
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virtual FContextSupplier* GetContext() const override { return OldContext->GetContext(); }
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virtual void SetContext(FContextSupplier* InSupplier) override { OldContext->SetContext(InSupplier); }
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virtual TWeakPtr<SBuildProgressWidget> ShowBuildProgressWindow() override { return OldContext->ShowBuildProgressWindow(); }
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virtual void CloseBuildProgressWindow() override { OldContext->CloseBuildProgressWindow(); }
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protected:
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//virtual void StartSlowTask(const FText& Task, bool bShowCancelButton = false) override { OldContext->StartSlowTask(Task, bShowCancelButton); }
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//virtual void FinalizeSlowTask() override { OldContext->FinalizeSlowTask(); }
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//virtual void ProgressReported(const float TotalProgressInterp, FText DisplayMessage) override { OldContext->ProgressReported(TotalProgressInterp, DisplayMessage); }
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//~ End FFeedbackContext interface
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private:
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FFeedbackContext* OldContext;
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int32 ErrorCount;
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int32 WarningCount;
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};
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};
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