Files
UnrealEngineUWP/Engine/Source/Editor/GameProjectGeneration/Private/GameProjectUtils.cpp
Matthew Griffin af862596d2 Ensured that all files are deleted when new project creation fails
Prevent new projects from being created in folders with existing files so that we don't delete a user's files if they try to do so
Removed a couple of functions that were no longer being used

[CL 2676929 by Matthew Griffin in Main branch]
2015-09-02 10:06:46 -04:00

3520 lines
123 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "GameProjectGenerationPrivatePCH.h"
#include "FeaturedClasses.inl"
#include "UnrealEdMisc.h"
#include "ISourceControlModule.h"
#include "MainFrame.h"
#include "DefaultTemplateProjectDefs.h"
#include "Runtime/Analytics/Analytics/Public/Interfaces/IAnalyticsProvider.h"
#include "EngineAnalytics.h"
#include "EngineBuildSettings.h"
#include "DesktopPlatformModule.h"
#include "TargetPlatform.h"
#include "ClassIconFinder.h"
#include "Editor/UnrealEd/Public/SourceCodeNavigation.h"
#include "UProjectInfo.h"
#include "DesktopPlatformModule.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#include "GameFramework/GameMode.h"
#include "HotReloadInterface.h"
#include "SVerbChoiceDialog.h"
#include "SourceCodeNavigation.h"
#include "FeaturePackContentSource.h"
#include "SOutputLogDialog.h"
#include "PlatformInfo.h"
#define LOCTEXT_NAMESPACE "GameProjectUtils"
#define MAX_PROJECT_PATH_BUFFER_SPACE 130 // Leave a reasonable buffer of additional characters to account for files created in the content directory during or after project generation
#define MAX_PROJECT_NAME_LENGTH 20 // Enforce a reasonable project name length so the path is not too long for PLATFORM_MAX_FILEPATH_LENGTH
static_assert(PLATFORM_MAX_FILEPATH_LENGTH - MAX_PROJECT_PATH_BUFFER_SPACE > 0, "File system path shorter than project creation buffer space.");
#define MAX_CLASS_NAME_LENGTH 32 // Enforce a reasonable class name length so the path is not too long for PLATFORM_MAX_FILEPATH_LENGTH
TWeakPtr<SNotificationItem> GameProjectUtils::UpdateGameProjectNotification = NULL;
TWeakPtr<SNotificationItem> GameProjectUtils::WarningProjectNameNotification = NULL;
FString GameProjectUtils::DefaultFeaturePackExtension(TEXT(".upack"));
FText FNewClassInfo::GetClassName() const
{
switch(ClassType)
{
case EClassType::UObject:
return BaseClass ? BaseClass->GetDisplayNameText() : FText::GetEmpty();
case EClassType::EmptyCpp:
return LOCTEXT("NoParentClass", "None");
case EClassType::SlateWidget:
return LOCTEXT("SlateWidgetParentClass", "Slate Widget");
case EClassType::SlateWidgetStyle:
return LOCTEXT("SlateWidgetStyleParentClass", "Slate Widget Style");
default:
break;
}
return FText::GetEmpty();
}
FText FNewClassInfo::GetClassDescription(const bool bFullDescription/* = true*/) const
{
switch(ClassType)
{
case EClassType::UObject:
{
if(BaseClass)
{
FString ClassDescription = BaseClass->GetToolTipText(/*bShortTooltip=*/!bFullDescription).ToString();
if(!bFullDescription)
{
int32 FullStopIndex = 0;
if(ClassDescription.FindChar('.', FullStopIndex))
{
// Only show the first sentence so as not to clutter up the UI with a detailed description of implementation details
ClassDescription = ClassDescription.Left(FullStopIndex + 1);
}
// Strip out any new-lines in the description
ClassDescription.ReplaceInline(TEXT("\n"), TEXT(" "));
}
return FText::FromString(ClassDescription);
}
}
break;
case EClassType::EmptyCpp:
return LOCTEXT("EmptyClassDescription", "An empty C++ class with a default constructor and destructor");
case EClassType::SlateWidget:
return LOCTEXT("SlateWidgetClassDescription", "A custom Slate widget, deriving from SCompoundWidget");
case EClassType::SlateWidgetStyle:
return LOCTEXT("SlateWidgetStyleClassDescription", "A custom Slate widget style, deriving from FSlateWidgetStyle, along with its associated UObject wrapper class");
default:
break;
}
return FText::GetEmpty();
}
const FSlateBrush* FNewClassInfo::GetClassIcon() const
{
// Safe to do even if BaseClass is null, since FindIconForClass will return the default icon
return FClassIconFinder::FindIconForClass(BaseClass);
}
FString FNewClassInfo::GetClassPrefixCPP() const
{
switch(ClassType)
{
case EClassType::UObject:
return BaseClass ? BaseClass->GetPrefixCPP() : TEXT("");
case EClassType::EmptyCpp:
return TEXT("");
case EClassType::SlateWidget:
return TEXT("S");
case EClassType::SlateWidgetStyle:
return TEXT("F");
default:
break;
}
return TEXT("");
}
FString FNewClassInfo::GetClassNameCPP() const
{
switch(ClassType)
{
case EClassType::UObject:
return BaseClass ? BaseClass->GetName() : TEXT("");
case EClassType::EmptyCpp:
return TEXT("");
case EClassType::SlateWidget:
return TEXT("CompoundWidget");
case EClassType::SlateWidgetStyle:
return TEXT("SlateWidgetStyle");
default:
break;
}
return TEXT("");
}
FString FNewClassInfo::GetCleanClassName(const FString& ClassName) const
{
FString CleanClassName = ClassName;
switch(ClassType)
{
case EClassType::SlateWidgetStyle:
{
// Slate widget style classes always take the form FMyThingWidget, and UMyThingWidgetStyle
// if our class ends with either Widget or WidgetStyle, we need to strip those out to avoid silly looking duplicates
if(CleanClassName.EndsWith(TEXT("Style")))
{
CleanClassName = CleanClassName.LeftChop(5); // 5 for "Style"
}
if(CleanClassName.EndsWith(TEXT("Widget")))
{
CleanClassName = CleanClassName.LeftChop(6); // 6 for "Widget"
}
}
break;
default:
break;
}
return CleanClassName;
}
FString FNewClassInfo::GetFinalClassName(const FString& ClassName) const
{
const FString CleanClassName = GetCleanClassName(ClassName);
switch(ClassType)
{
case EClassType::SlateWidgetStyle:
return FString::Printf(TEXT("%sWidgetStyle"), *CleanClassName);
default:
break;
}
return CleanClassName;
}
bool FNewClassInfo::GetIncludePath(FString& OutIncludePath) const
{
switch(ClassType)
{
case EClassType::UObject:
if(BaseClass && BaseClass->HasMetaData(TEXT("IncludePath")))
{
OutIncludePath = BaseClass->GetMetaData(TEXT("IncludePath"));
return true;
}
break;
case EClassType::SlateWidget:
OutIncludePath = "Widgets/SCompoundWidget.h";
return true;
case EClassType::SlateWidgetStyle:
OutIncludePath = "Styling/SlateWidgetStyle.h";
return true;
default:
break;
}
return false;
}
FString FNewClassInfo::GetBaseClassHeaderFilename() const
{
FString IncludePath;
switch (ClassType)
{
case EClassType::UObject:
if (BaseClass)
{
FString ClassHeaderPath;
if (FSourceCodeNavigation::FindClassHeaderPath(BaseClass, ClassHeaderPath) && IFileManager::Get().FileSize(*ClassHeaderPath) != INDEX_NONE)
{
return ClassHeaderPath;
}
}
break;
case EClassType::SlateWidget:
case EClassType::SlateWidgetStyle:
GetIncludePath(IncludePath);
return FPaths::EngineDir() / TEXT("Source") / TEXT("Runtime") / TEXT("SlateCore") / TEXT("Public") / IncludePath;
default:
return FString();
}
return FString();
}
FString FNewClassInfo::GetHeaderFilename(const FString& ClassName) const
{
const FString HeaderFilename = GetFinalClassName(ClassName) + TEXT(".h");
switch(ClassType)
{
case EClassType::SlateWidget:
return TEXT("S") + HeaderFilename;
default:
break;
}
return HeaderFilename;
}
FString FNewClassInfo::GetSourceFilename(const FString& ClassName) const
{
const FString SourceFilename = GetFinalClassName(ClassName) + TEXT(".cpp");
switch(ClassType)
{
case EClassType::SlateWidget:
return TEXT("S") + SourceFilename;
default:
break;
}
return SourceFilename;
}
FString FNewClassInfo::GetHeaderTemplateFilename() const
{
switch(ClassType)
{
case EClassType::UObject:
{
if (BaseClass != nullptr)
{
if ((BaseClass == UActorComponent::StaticClass()) || (BaseClass == USceneComponent::StaticClass()))
{
return TEXT("ActorComponentClass.h.template");
}
else if (BaseClass == AActor::StaticClass())
{
return TEXT("ActorClass.h.template");
}
else if (BaseClass == APawn::StaticClass())
{
return TEXT("PawnClass.h.template");
}
else if (BaseClass == ACharacter::StaticClass())
{
return TEXT("CharacterClass.h.template");
}
}
// Some other non-actor, non-component UObject class
return TEXT( "UObjectClass.h.template" );
}
case EClassType::EmptyCpp:
return TEXT("EmptyClass.h.template");
case EClassType::SlateWidget:
return TEXT("SlateWidget.h.template");
case EClassType::SlateWidgetStyle:
return TEXT("SlateWidgetStyle.h.template");
default:
break;
}
return TEXT("");
}
FString FNewClassInfo::GetSourceTemplateFilename() const
{
switch(ClassType)
{
case EClassType::UObject:
if (BaseClass != nullptr)
{
if ((BaseClass == UActorComponent::StaticClass()) || (BaseClass == USceneComponent::StaticClass()))
{
return TEXT("ActorComponentClass.cpp.template");
}
else if (BaseClass == AActor::StaticClass())
{
return TEXT("ActorClass.cpp.template");
}
else if (BaseClass == APawn::StaticClass())
{
return TEXT("PawnClass.cpp.template");
}
else if (BaseClass == ACharacter::StaticClass())
{
return TEXT("CharacterClass.cpp.template");
}
}
// Some other non-actor, non-component UObject class
return TEXT( "UObjectClass.cpp.template" );
case EClassType::EmptyCpp:
return TEXT("EmptyClass.cpp.template");
case EClassType::SlateWidget:
return TEXT("SlateWidget.cpp.template");
case EClassType::SlateWidgetStyle:
return TEXT("SlateWidgetStyle.cpp.template");
default:
break;
}
return TEXT("");
}
bool GameProjectUtils::IsValidProjectFileForCreation(const FString& ProjectFile, FText& OutFailReason)
{
const FString BaseProjectFile = FPaths::GetBaseFilename(ProjectFile);
if ( FPaths::GetPath(ProjectFile).IsEmpty() )
{
OutFailReason = LOCTEXT( "NoProjectPath", "You must specify a path." );
return false;
}
if ( BaseProjectFile.IsEmpty() )
{
OutFailReason = LOCTEXT( "NoProjectName", "You must specify a project name." );
return false;
}
if ( BaseProjectFile.Contains(TEXT(" ")) )
{
OutFailReason = LOCTEXT( "ProjectNameContainsSpace", "Project names may not contain a space." );
return false;
}
if ( !FChar::IsAlpha(BaseProjectFile[0]) )
{
OutFailReason = LOCTEXT( "ProjectNameMustBeginWithACharacter", "Project names must begin with an alphabetic character." );
return false;
}
if ( BaseProjectFile.Len() > MAX_PROJECT_NAME_LENGTH )
{
FFormatNamedArguments Args;
Args.Add( TEXT("MaxProjectNameLength"), MAX_PROJECT_NAME_LENGTH );
OutFailReason = FText::Format( LOCTEXT( "ProjectNameTooLong", "Project names must not be longer than {MaxProjectNameLength} characters." ), Args );
return false;
}
const int32 MaxProjectPathLength = PLATFORM_MAX_FILEPATH_LENGTH - MAX_PROJECT_PATH_BUFFER_SPACE;
if ( FPaths::GetBaseFilename(ProjectFile, false).Len() > MaxProjectPathLength )
{
FFormatNamedArguments Args;
Args.Add( TEXT("MaxProjectPathLength"), MaxProjectPathLength );
OutFailReason = FText::Format( LOCTEXT( "ProjectPathTooLong", "A project's path must not be longer than {MaxProjectPathLength} characters." ), Args );
return false;
}
if ( FPaths::GetExtension(ProjectFile) != FProjectDescriptor::GetExtension() )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ProjectFileExtension"), FText::FromString( FProjectDescriptor::GetExtension() ) );
OutFailReason = FText::Format( LOCTEXT( "InvalidProjectFileExtension", "File extension is not {ProjectFileExtension}" ), Args );
return false;
}
FString IllegalNameCharacters;
if ( !NameContainsOnlyLegalCharacters(BaseProjectFile, IllegalNameCharacters) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("IllegalNameCharacters"), FText::FromString( IllegalNameCharacters ) );
OutFailReason = FText::Format( LOCTEXT( "ProjectNameContainsIllegalCharacters", "Project names may not contain the following characters: {IllegalNameCharacters}" ), Args );
return false;
}
if (NameContainsUnderscoreAndXB1Installed(BaseProjectFile))
{
OutFailReason = LOCTEXT( "ProjectNameContainsIllegalCharactersOnXB1", "Project names may not contain an underscore when the Xbox One XDK is installed." );
return false;
}
if ( !FPaths::ValidatePath(FPaths::GetPath(ProjectFile), &OutFailReason) )
{
return false;
}
if ( ProjectFileExists(ProjectFile) )
{
OutFailReason = LOCTEXT( "ProjectFileAlreadyExists", "This project file already exists." );
return false;
}
if ( FPaths::ConvertRelativePathToFull(FPaths::GetPath(ProjectFile)).StartsWith( FPaths::ConvertRelativePathToFull(FPaths::EngineDir())) )
{
OutFailReason = LOCTEXT( "ProjectFileCannotBeUnderEngineFolder", "Project cannot be saved under the Engine folder. Please choose a different directory." );
return false;
}
if ( AnyProjectFilesExistInFolder(FPaths::GetPath(ProjectFile)) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ProjectFileExtension"), FText::FromString( FProjectDescriptor::GetExtension() ) );
OutFailReason = FText::Format( LOCTEXT( "AProjectFileAlreadyExistsAtLoction", "Another .{ProjectFileExtension} file already exists in the specified folder" ), Args );
return false;
}
// Don't allow any files within target directory so we can safely delete everything on failure
TArray<FString> ExistingFiles;
IFileManager::Get().FindFiles(ExistingFiles, *(FPaths::GetPath(ProjectFile) / TEXT("*")), true, true);
if (ExistingFiles.Num() > 0)
{
OutFailReason = LOCTEXT("ProjectFileCannotBeWithExistingFiles", "Project cannot be saved in a folder with existing files. Please choose a different directory/project name.");
return false;
}
return true;
}
bool GameProjectUtils::OpenProject(const FString& ProjectFile, FText& OutFailReason)
{
if ( ProjectFile.IsEmpty() )
{
OutFailReason = LOCTEXT( "NoProjectFileSpecified", "You must specify a project file." );
return false;
}
const FString BaseProjectFile = FPaths::GetBaseFilename(ProjectFile);
if ( BaseProjectFile.Contains(TEXT(" ")) )
{
OutFailReason = LOCTEXT( "ProjectNameContainsSpace", "Project names may not contain a space." );
return false;
}
if ( !FChar::IsAlpha(BaseProjectFile[0]) )
{
OutFailReason = LOCTEXT( "ProjectNameMustBeginWithACharacter", "Project names must begin with an alphabetic character." );
return false;
}
const int32 MaxProjectPathLength = PLATFORM_MAX_FILEPATH_LENGTH - MAX_PROJECT_PATH_BUFFER_SPACE;
if ( FPaths::GetBaseFilename(ProjectFile, false).Len() > MaxProjectPathLength )
{
FFormatNamedArguments Args;
Args.Add( TEXT("MaxProjectPathLength"), MaxProjectPathLength );
OutFailReason = FText::Format( LOCTEXT( "ProjectPathTooLong", "A project's path must not be longer than {MaxProjectPathLength} characters." ), Args );
return false;
}
if ( FPaths::GetExtension(ProjectFile) != FProjectDescriptor::GetExtension() )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ProjectFileExtension"), FText::FromString( FProjectDescriptor::GetExtension() ) );
OutFailReason = FText::Format( LOCTEXT( "InvalidProjectFileExtension", "File extension is not {ProjectFileExtension}" ), Args );
return false;
}
FString IllegalNameCharacters;
if ( !NameContainsOnlyLegalCharacters(BaseProjectFile, IllegalNameCharacters) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("IllegalNameCharacters"), FText::FromString( IllegalNameCharacters ) );
OutFailReason = FText::Format( LOCTEXT( "ProjectNameContainsIllegalCharacters", "Project names may not contain the following characters: {IllegalNameCharacters}" ), Args );
return false;
}
if (NameContainsUnderscoreAndXB1Installed(BaseProjectFile))
{
OutFailReason = LOCTEXT( "ProjectNameContainsIllegalCharactersOnXB1", "Project names may not contain an underscore when the Xbox One XDK is installed." );
return false;
}
if ( !FPaths::ValidatePath(FPaths::GetPath(ProjectFile), &OutFailReason) )
{
return false;
}
if ( !ProjectFileExists(ProjectFile) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ProjectFile"), FText::FromString( ProjectFile ) );
OutFailReason = FText::Format( LOCTEXT( "ProjectFileDoesNotExist", "{ProjectFile} does not exist." ), Args );
return false;
}
FUnrealEdMisc::Get().SwitchProject(ProjectFile, false);
return true;
}
bool GameProjectUtils::OpenCodeIDE(const FString& ProjectFile, FText& OutFailReason)
{
if ( ProjectFile.IsEmpty() )
{
OutFailReason = LOCTEXT( "NoProjectFileSpecified", "You must specify a project file." );
return false;
}
// Check whether this project is a foreign project. Don't use the cached project dictionary; we may have just created a new project.
FString SolutionFolder;
FString SolutionFilenameWithoutExtension;
if( FUProjectDictionary(FPaths::RootDir()).IsForeignProject(ProjectFile) )
{
SolutionFolder = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*FPaths::GetPath(ProjectFile));
SolutionFilenameWithoutExtension = FPaths::GetBaseFilename(ProjectFile);
}
else
{
SolutionFolder = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*FPaths::RootDir());
SolutionFilenameWithoutExtension = TEXT("UE4");
}
// Get the solution filename
FString CodeSolutionFile;
#if PLATFORM_WINDOWS
CodeSolutionFile = SolutionFilenameWithoutExtension + TEXT(".sln");
#elif PLATFORM_MAC
CodeSolutionFile = SolutionFilenameWithoutExtension + TEXT(".xcodeproj");
#elif PLATFORM_LINUX
// FIXME: Should depend on PreferredAccessor setting
CodeSolutionFile = SolutionFilenameWithoutExtension + TEXT(".workspace");
#else
OutFailReason = LOCTEXT( "OpenCodeIDE_UnknownPlatform", "could not open the code editing IDE. The operating system is unknown." );
return false;
#endif
// Open the solution with the default application
const FString FullPath = FPaths::Combine(*SolutionFolder, *CodeSolutionFile);
#if PLATFORM_MAC
if ( IFileManager::Get().DirectoryExists(*FullPath) )
#else
if ( FPaths::FileExists(FullPath) )
#endif
{
FPlatformProcess::LaunchFileInDefaultExternalApplication( *FullPath );
return true;
}
else
{
FFormatNamedArguments Args;
Args.Add( TEXT("Path"), FText::FromString( FullPath ) );
OutFailReason = FText::Format( LOCTEXT( "OpenCodeIDE_MissingFile", "Could not edit the code editing IDE. {Path} could not be found." ), Args );
return false;
}
}
void GameProjectUtils::GetStarterContentFiles(TArray<FString>& OutFilenames)
{
FString const SrcFolder = FPaths::FeaturePackDir();
FString SearchPath = TEXT("*");
SearchPath += DefaultFeaturePackExtension;
IFileManager::Get().FindFilesRecursive(OutFilenames, *SrcFolder, *SearchPath, /*Files=*/true, /*Directories=*/false);
}
bool GameProjectUtils::CreateProject(const FProjectInformation& InProjectInfo, FText& OutFailReason, FText& OutFailLog, TArray<FString>* OutCreatedFiles)
{
if ( !IsValidProjectFileForCreation(InProjectInfo.ProjectFilename, OutFailReason) )
{
return false;
}
FScopedSlowTask SlowTask(0, LOCTEXT( "CreatingProjectStatus", "Creating project..." ));
SlowTask.MakeDialog();
bool bProjectCreationSuccessful = false;
FString TemplateName;
if ( InProjectInfo.TemplateFile.IsEmpty() )
{
bProjectCreationSuccessful = GenerateProjectFromScratch(InProjectInfo, OutFailReason, OutFailLog);
TemplateName = InProjectInfo.bShouldGenerateCode ? TEXT("Basic Code") : TEXT("Blank");
}
else
{
bProjectCreationSuccessful = CreateProjectFromTemplate(InProjectInfo, OutFailReason, OutFailLog, OutCreatedFiles);
TemplateName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
}
if (!bProjectCreationSuccessful && CleanupIsEnabled())
{
// Delete the new project folder
const FString NewProjectFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
IFileManager::Get().DeleteDirectory(*NewProjectFolder, /*RequireExists=*/false, /*Tree=*/true);
if( OutCreatedFiles != nullptr )
{
OutCreatedFiles->Empty();
}
}
if( FEngineAnalytics::IsAvailable() )
{
TArray<FAnalyticsEventAttribute> EventAttributes;
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Template"), TemplateName));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("ProjectType"), InProjectInfo.bShouldGenerateCode ? TEXT("C++ Code") : TEXT("Content Only")));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Outcome"), bProjectCreationSuccessful ? TEXT("Successful") : TEXT("Failed")));
UEnum* Enum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EHardwareClass"), true);
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("HardwareClass"), Enum ? Enum->GetEnumName(InProjectInfo.TargetedHardware) : FString()));
Enum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EGraphicsPreset"), true);
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("GraphicsPreset"), Enum ? Enum->GetEnumName(InProjectInfo.DefaultGraphicsPerformance) : FString()));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("StarterContent"), InProjectInfo.bCopyStarterContent ? TEXT("Yes") : TEXT("No")));
FEngineAnalytics::GetProvider().RecordEvent( TEXT( "Editor.NewProject.ProjectCreated" ), EventAttributes );
}
return bProjectCreationSuccessful;
}
void GameProjectUtils::CheckForOutOfDateGameProjectFile()
{
if ( FPaths::IsProjectFilePathSet() )
{
if (IProjectManager::Get().IsCurrentProjectDirty())
{
FText FailMessage;
TryMakeProjectFileWriteable(FPaths::GetProjectFilePath());
if (!IProjectManager::Get().SaveCurrentProjectToDisk(FailMessage))
{
FMessageDialog::Open(EAppMsgType::Ok, FailMessage);
}
}
FProjectStatus ProjectStatus;
if (IProjectManager::Get().QueryStatusForCurrentProject(ProjectStatus))
{
if ( ProjectStatus.bRequiresUpdate )
{
const FText UpdateProjectText = LOCTEXT("UpdateProjectFilePrompt", "Project file is saved in an older format. Would you like to update it?");
const FText UpdateProjectConfirmText = LOCTEXT("UpdateProjectFileConfirm", "Update");
const FText UpdateProjectCancelText = LOCTEXT("UpdateProjectFileCancel", "Not Now");
FNotificationInfo Info(UpdateProjectText);
Info.bFireAndForget = false;
Info.bUseLargeFont = false;
Info.bUseThrobber = false;
Info.bUseSuccessFailIcons = false;
Info.FadeOutDuration = 3.f;
Info.ButtonDetails.Add(FNotificationButtonInfo(UpdateProjectConfirmText, FText(), FSimpleDelegate::CreateStatic(&GameProjectUtils::OnUpdateProjectConfirm)));
Info.ButtonDetails.Add(FNotificationButtonInfo(UpdateProjectCancelText, FText(), FSimpleDelegate::CreateStatic(&GameProjectUtils::OnUpdateProjectCancel)));
if (UpdateGameProjectNotification.IsValid())
{
UpdateGameProjectNotification.Pin()->ExpireAndFadeout();
UpdateGameProjectNotification.Reset();
}
UpdateGameProjectNotification = FSlateNotificationManager::Get().AddNotification(Info);
if (UpdateGameProjectNotification.IsValid())
{
UpdateGameProjectNotification.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
}
// Check if there are any installed plugins which aren't referenced by the project file
if(!UpdateGameProjectNotification.IsValid())
{
const FProjectDescriptor* Project = IProjectManager::Get().GetCurrentProject();
if(Project != nullptr)
{
TArray<FPluginReferenceDescriptor> NewPluginReferences;
for(TSharedRef<IPlugin>& Plugin: IPluginManager::Get().GetEnabledPlugins())
{
if(Plugin->GetDescriptor().bInstalled && Project->FindPluginReferenceIndex(Plugin->GetName()) == INDEX_NONE)
{
FPluginReferenceDescriptor PluginReference(Plugin->GetName(), true, Plugin->GetDescriptor().MarketplaceURL);
NewPluginReferences.Add(PluginReference);
}
}
if(NewPluginReferences.Num() > 0)
{
UpdateProject(FProjectDescriptorModifier::CreateLambda(
[NewPluginReferences](FProjectDescriptor& Descriptor){ Descriptor.Plugins.Append(NewPluginReferences); return true; }
));
}
}
}
}
}
void GameProjectUtils::CheckAndWarnProjectFilenameValid()
{
const FString& LoadedProjectFilePath = FPaths::IsProjectFilePathSet() ? FPaths::GetProjectFilePath() : FString();
if ( !LoadedProjectFilePath.IsEmpty() )
{
const FString BaseProjectFile = FPaths::GetBaseFilename(LoadedProjectFilePath);
if ( BaseProjectFile.Len() > MAX_PROJECT_NAME_LENGTH )
{
FFormatNamedArguments Args;
Args.Add( TEXT("MaxProjectNameLength"), MAX_PROJECT_NAME_LENGTH );
const FText WarningReason = FText::Format( LOCTEXT( "WarnProjectNameTooLong", "Project names must not be longer than {MaxProjectNameLength} characters.\nYou might have problems saving or modifying a project with a longer name." ), Args );
const FText WarningReasonOkText = LOCTEXT("WarningReasonOkText", "Ok");
FNotificationInfo Info(WarningReason);
Info.bFireAndForget = false;
Info.bUseLargeFont = false;
Info.bUseThrobber = false;
Info.bUseSuccessFailIcons = false;
Info.FadeOutDuration = 3.f;
Info.ButtonDetails.Add(FNotificationButtonInfo(WarningReasonOkText, FText(), FSimpleDelegate::CreateStatic(&GameProjectUtils::OnWarningReasonOk)));
if (WarningProjectNameNotification.IsValid())
{
WarningProjectNameNotification.Pin()->ExpireAndFadeout();
WarningProjectNameNotification.Reset();
}
WarningProjectNameNotification = FSlateNotificationManager::Get().AddNotification(Info);
if (WarningProjectNameNotification.IsValid())
{
WarningProjectNameNotification.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
}
}
}
}
void GameProjectUtils::OnWarningReasonOk()
{
if ( WarningProjectNameNotification.IsValid() )
{
WarningProjectNameNotification.Pin()->SetCompletionState(SNotificationItem::CS_None);
WarningProjectNameNotification.Pin()->ExpireAndFadeout();
WarningProjectNameNotification.Reset();
}
}
bool GameProjectUtils::UpdateStartupModuleNames(FProjectDescriptor& Descriptor, const TArray<FString>* StartupModuleNames)
{
if (StartupModuleNames == nullptr)
{
return false;
}
// Replace the modules names, if specified
Descriptor.Modules.Empty();
for (int32 Idx = 0; Idx < StartupModuleNames->Num(); Idx++)
{
Descriptor.Modules.Add(FModuleDescriptor(*(*StartupModuleNames)[Idx]));
}
return true;
}
bool GameProjectUtils::UpdateRequiredAdditionalDependencies(FProjectDescriptor& Descriptor, TArray<FString>& RequiredDependencies, const FString& ModuleName)
{
bool bNeedsUpdate = false;
for (auto& ModuleDesc : Descriptor.Modules)
{
if (ModuleDesc.Name != *ModuleName)
{
continue;
}
for (const auto& RequiredDep : RequiredDependencies)
{
if (!ModuleDesc.AdditionalDependencies.Contains(RequiredDep))
{
ModuleDesc.AdditionalDependencies.Add(RequiredDep);
bNeedsUpdate = true;
}
}
}
return bNeedsUpdate;
}
bool GameProjectUtils::UpdateGameProject(const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason)
{
return UpdateGameProjectFile(ProjectFile, EngineIdentifier, OutFailReason);
}
void GameProjectUtils::OpenAddToProjectDialog(const FAddToProjectConfig& Config, EClassDomain InDomain)
{
// If we've been given a class then we only show the second page of the dialog, so we can make the window smaller as that page doesn't have as much content
const FVector2D WindowSize = (Config._ParentClass) ? (InDomain == EClassDomain::Blueprint) ? FVector2D(940, 480) : FVector2D(940, 380) : FVector2D(940, 540);
FText WindowTitle = Config._WindowTitle;
if (WindowTitle.IsEmpty())
{
WindowTitle = InDomain == EClassDomain::Native ? LOCTEXT("AddCodeWindowHeader_Native", "Add C++ Class") : LOCTEXT("AddCodeWindowHeader_Blueprint", "Add Blueprint Class");
}
TSharedRef<SWindow> AddCodeWindow =
SNew(SWindow)
.Title( WindowTitle )
.ClientSize( WindowSize )
.SizingRule( ESizingRule::FixedSize )
.SupportsMinimize(false) .SupportsMaximize(false);
TSharedRef<SNewClassDialog> NewClassDialog =
SNew(SNewClassDialog)
.Class(Config._ParentClass)
.ClassViewerFilter(Config._AllowableParents)
.ClassDomain(InDomain)
.FeaturedClasses(Config._FeaturedClasses)
.InitialPath(Config._InitialPath)
.OnAddedToProject( Config._OnAddedToProject )
.DefaultClassPrefix( Config._DefaultClassPrefix )
.DefaultClassName( Config._DefaultClassName );
AddCodeWindow->SetContent( NewClassDialog );
TSharedPtr<SWindow> ParentWindow = Config._ParentWindow;
if (!ParentWindow.IsValid())
{
static const FName MainFrameModuleName = "MainFrame";
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(MainFrameModuleName);
ParentWindow = MainFrameModule.GetParentWindow();
}
if (Config._bModal)
{
FSlateApplication::Get().AddModalWindow(AddCodeWindow, ParentWindow);
}
else if (ParentWindow.IsValid())
{
FSlateApplication::Get().AddWindowAsNativeChild(AddCodeWindow, ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(AddCodeWindow);
}
}
bool GameProjectUtils::IsValidClassNameForCreation(const FString& NewClassName, FText& OutFailReason)
{
if ( NewClassName.IsEmpty() )
{
OutFailReason = LOCTEXT( "NoClassName", "You must specify a class name." );
return false;
}
if ( NewClassName.Contains(TEXT(" ")) )
{
OutFailReason = LOCTEXT( "ClassNameContainsSpace", "Your class name may not contain a space." );
return false;
}
if ( !FChar::IsAlpha(NewClassName[0]) )
{
OutFailReason = LOCTEXT( "ClassNameMustBeginWithACharacter", "Your class name must begin with an alphabetic character." );
return false;
}
if ( NewClassName.Len() > MAX_CLASS_NAME_LENGTH )
{
OutFailReason = FText::Format( LOCTEXT( "ClassNameTooLong", "The class name must not be longer than {0} characters." ), FText::AsNumber(MAX_CLASS_NAME_LENGTH) );
return false;
}
FString IllegalNameCharacters;
if ( !NameContainsOnlyLegalCharacters(NewClassName, IllegalNameCharacters) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("IllegalNameCharacters"), FText::FromString( IllegalNameCharacters ) );
OutFailReason = FText::Format( LOCTEXT( "ClassNameContainsIllegalCharacters", "The class name may not contain the following characters: {IllegalNameCharacters}" ), Args );
return false;
}
return true;
}
bool GameProjectUtils::IsValidClassNameForCreation(const FString& NewClassName, const FModuleContextInfo& ModuleInfo, const TSet<FString>& DisallowedHeaderNames, FText& OutFailReason)
{
if (!IsValidClassNameForCreation(NewClassName, OutFailReason))
{
return false;
}
// Look for a duplicate class in memory
for ( TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt )
{
if ( ClassIt->GetName() == NewClassName )
{
FFormatNamedArguments Args;
Args.Add( TEXT("NewClassName"), FText::FromString( NewClassName ) );
OutFailReason = FText::Format( LOCTEXT("ClassNameAlreadyExists", "The name {NewClassName} is already used by another class."), Args );
return false;
}
}
// Look for a duplicate class on disk in their project
{
FString UnusedFoundPath;
if ( FindSourceFileInProject(NewClassName + ".h", ModuleInfo.ModuleSourcePath, UnusedFoundPath) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("NewClassName"), FText::FromString( NewClassName ) );
OutFailReason = FText::Format( LOCTEXT("ClassNameAlreadyExists", "The name {NewClassName} is already used by another class."), Args );
return false;
}
}
// See if header name clashes with an engine header
{
FString UnusedFoundPath;
if (DisallowedHeaderNames.Contains(NewClassName))
{
FFormatNamedArguments Args;
Args.Add(TEXT("NewHeaderName"), FText::FromString(NewClassName + ".h"));
OutFailReason = FText::Format(LOCTEXT("HeaderNameAlreadyExists", "The file {NewHeaderName} already exists elsewhere in the engine."), Args);
return false;
}
}
return true;
}
bool GameProjectUtils::IsValidBaseClassForCreation(const UClass* InClass, const FModuleContextInfo& InModuleInfo)
{
auto DoesClassNeedAPIExport = [&InModuleInfo](const FString& InClassModuleName) -> bool
{
return InModuleInfo.ModuleName != InClassModuleName;
};
return IsValidBaseClassForCreation_Internal(InClass, FDoesClassNeedAPIExportCallback::CreateLambda(DoesClassNeedAPIExport));
}
bool GameProjectUtils::IsValidBaseClassForCreation(const UClass* InClass, const TArray<FModuleContextInfo>& InModuleInfoArray)
{
auto DoesClassNeedAPIExport = [&InModuleInfoArray](const FString& InClassModuleName) -> bool
{
for(const FModuleContextInfo& ModuleInfo : InModuleInfoArray)
{
if(ModuleInfo.ModuleName == InClassModuleName)
{
return false;
}
}
return true;
};
return IsValidBaseClassForCreation_Internal(InClass, FDoesClassNeedAPIExportCallback::CreateLambda(DoesClassNeedAPIExport));
}
bool GameProjectUtils::IsValidBaseClassForCreation_Internal(const UClass* InClass, const FDoesClassNeedAPIExportCallback& InDoesClassNeedAPIExport)
{
// You may not make native classes based on blueprint generated classes
const bool bIsBlueprintClass = (InClass->ClassGeneratedBy != nullptr);
// UObject is special cased to be extensible since it would otherwise not be since it doesn't pass the API check (intrinsic class).
const bool bIsExplicitlyUObject = (InClass == UObject::StaticClass());
// You need API if you are not UObject itself, and you're in a module that was validated as needing API export
const FString ClassModuleName = InClass->GetOutermost()->GetName().RightChop( FString(TEXT("/Script/")).Len() );
const bool bNeedsAPI = !bIsExplicitlyUObject && InDoesClassNeedAPIExport.Execute(ClassModuleName);
// You may not make a class that is not DLL exported.
// MinimalAPI classes aren't compatible with the DLL export macro, but can still be used as a valid base
const bool bHasAPI = InClass->HasAnyClassFlags(CLASS_RequiredAPI) || InClass->HasAnyClassFlags(CLASS_MinimalAPI);
// @todo should we support interfaces?
const bool bIsInterface = InClass->IsChildOf(UInterface::StaticClass());
return !bIsBlueprintClass && (!bNeedsAPI || bHasAPI) && !bIsInterface;
}
GameProjectUtils::EAddCodeToProjectResult GameProjectUtils::AddCodeToProject(const FString& NewClassName, const FString& NewClassPath, const FModuleContextInfo& ModuleInfo, const FNewClassInfo ParentClassInfo, const TSet<FString>& DisallowedHeaderNames, FString& OutHeaderFilePath, FString& OutCppFilePath, FText& OutFailReason)
{
const EAddCodeToProjectResult Result = AddCodeToProject_Internal(NewClassName, NewClassPath, ModuleInfo, ParentClassInfo, DisallowedHeaderNames, OutHeaderFilePath, OutCppFilePath, OutFailReason);
if( FEngineAnalytics::IsAvailable() )
{
const FString ParentClassName = ParentClassInfo.GetClassNameCPP();
TArray<FAnalyticsEventAttribute> EventAttributes;
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("ParentClass"), ParentClassName.IsEmpty() ? TEXT("None") : ParentClassName));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Outcome"), Result == EAddCodeToProjectResult::Succeeded ? TEXT("Successful") : TEXT("Failed")));
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("FailureReason"), OutFailReason.ToString()));
FEngineAnalytics::GetProvider().RecordEvent( TEXT( "Editor.AddCodeToProject.CodeAdded" ), EventAttributes );
}
return Result;
}
UTemplateProjectDefs* GameProjectUtils::LoadTemplateDefs(const FString& ProjectDirectory)
{
UTemplateProjectDefs* TemplateDefs = NULL;
const FString TemplateDefsIniFilename = ProjectDirectory / TEXT("Config") / GetTemplateDefsFilename();
if ( FPlatformFileManager::Get().GetPlatformFile().FileExists(*TemplateDefsIniFilename) )
{
UClass* ClassToConstruct = UDefaultTemplateProjectDefs::StaticClass();
// see if template uses a custom project defs object
FString ClassName;
const bool bFoundValue = GConfig->GetString(*UTemplateProjectDefs::StaticClass()->GetPathName(), TEXT("TemplateProjectDefsClass"), ClassName, TemplateDefsIniFilename);
if (bFoundValue && ClassName.Len() > 0)
{
UClass* OverrideClass = FindObject<UClass>(ANY_PACKAGE, *ClassName, false);
if (nullptr != OverrideClass)
{
ClassToConstruct = OverrideClass;
}
else
{
UE_LOG(LogGameProjectGeneration, Error, TEXT("Failed to find template project defs class '%s', using default."), *ClassName);
}
}
TemplateDefs = NewObject<UTemplateProjectDefs>(GetTransientPackage(), ClassToConstruct);
TemplateDefs->LoadConfig(UTemplateProjectDefs::StaticClass(), *TemplateDefsIniFilename);
}
return TemplateDefs;
}
bool GameProjectUtils::GenerateProjectFromScratch(const FProjectInformation& InProjectInfo, FText& OutFailReason, FText& OutFailLog)
{
FScopedSlowTask SlowTask(5);
const FString NewProjectFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString NewProjectName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
TArray<FString> CreatedFiles;
SlowTask.EnterProgressFrame();
// Generate config files
if (!GenerateConfigFiles(InProjectInfo, CreatedFiles, OutFailReason))
{
return false;
}
// Insert any required feature packs (EG starter content) into ini file. These will be imported automatically when the editor is first run
if(!InsertFeaturePacksIntoINIFile(InProjectInfo, OutFailReason))
{
return false;
}
// Make the Content folder
const FString ContentFolder = NewProjectFolder / TEXT("Content");
if ( !IFileManager::Get().MakeDirectory(*ContentFolder) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("ContentFolder"), FText::FromString( ContentFolder ) );
OutFailReason = FText::Format( LOCTEXT("FailedToCreateContentFolder", "Failed to create the content folder {ContentFolder}"), Args );
return false;
}
SlowTask.EnterProgressFrame();
TArray<FString> StartupModuleNames;
if ( InProjectInfo.bShouldGenerateCode )
{
FScopedSlowTask LocalScope(2);
LocalScope.EnterProgressFrame();
// Generate basic source code files
if ( !GenerateBasicSourceCode(NewProjectFolder / TEXT("Source"), NewProjectName, NewProjectFolder, StartupModuleNames, CreatedFiles, OutFailReason) )
{
return false;
}
LocalScope.EnterProgressFrame();
// Generate game framework source code files
if ( !GenerateGameFrameworkSourceCode(NewProjectFolder / TEXT("Source"), NewProjectName, CreatedFiles, OutFailReason) )
{
return false;
}
}
SlowTask.EnterProgressFrame();
// Generate the project file
{
// Set up the descriptor
FProjectDescriptor Descriptor;
for(int32 Idx = 0; Idx < StartupModuleNames.Num(); Idx++)
{
Descriptor.Modules.Add(FModuleDescriptor(*StartupModuleNames[Idx]));
}
// Try to save it
FText LocalFailReason;
if(!Descriptor.Save(InProjectInfo.ProjectFilename, LocalFailReason))
{
OutFailReason = LocalFailReason;
return false;
}
CreatedFiles.Add(InProjectInfo.ProjectFilename);
// Set the engine identifier for it. Do this after saving, so it can be correctly detected as foreign or non-foreign.
if(!SetEngineAssociationForForeignProject(InProjectInfo.ProjectFilename, OutFailReason))
{
return false;
}
}
SlowTask.EnterProgressFrame();
if ( InProjectInfo.bShouldGenerateCode )
{
// Generate project files
if ( !GenerateCodeProjectFiles(InProjectInfo.ProjectFilename, OutFailReason, OutFailLog) )
{
return false;
}
}
SlowTask.EnterProgressFrame();
UE_LOG(LogGameProjectGeneration, Log, TEXT("Created new project with %d files (plus project files)"), CreatedFiles.Num());
return true;
}
bool GameProjectUtils::CreateProjectFromTemplate(const FProjectInformation& InProjectInfo, FText& OutFailReason, FText& OutFailLog,TArray<FString>* OutCreatedFiles)
{
FScopedSlowTask SlowTask(10);
const FString ProjectName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
const FString TemplateName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
const FString SrcFolder = FPaths::GetPath(InProjectInfo.TemplateFile);
const FString DestFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
if ( !FPlatformFileManager::Get().GetPlatformFile().FileExists(*InProjectInfo.TemplateFile) )
{
FFormatNamedArguments Args;
Args.Add( TEXT("TemplateFile"), FText::FromString( InProjectInfo.TemplateFile ) );
OutFailReason = FText::Format( LOCTEXT("InvalidTemplate_MissingProject", "Template project \"{TemplateFile}\" does not exist."), Args );
return false;
}
SlowTask.EnterProgressFrame();
UTemplateProjectDefs* TemplateDefs = LoadTemplateDefs(SrcFolder);
if ( TemplateDefs == NULL )
{
FFormatNamedArguments Args;
Args.Add( TEXT("TemplateFile"), FText::FromString( FPaths::GetBaseFilename(InProjectInfo.TemplateFile) ) );
Args.Add( TEXT("TemplateDefinesFile"), FText::FromString( GetTemplateDefsFilename() ) );
OutFailReason = FText::Format( LOCTEXT("InvalidTemplate_MissingDefs", "Template project \"{TemplateFile}\" does not have definitions file: '{TemplateDefinesFile}'."), Args );
return false;
}
SlowTask.EnterProgressFrame();
// Fix up the replacement strings using the specified project name
TemplateDefs->FixupStrings(TemplateName, ProjectName);
// Form a list of all extensions we care about
TSet<FString> ReplacementsInFilesExtensions;
for ( auto ReplacementIt = TemplateDefs->ReplacementsInFiles.CreateConstIterator(); ReplacementIt; ++ReplacementIt )
{
ReplacementsInFilesExtensions.Append((*ReplacementIt).Extensions);
}
// Keep a list of created files so we can delete them if project creation fails
TArray<FString> CreatedFiles;
SlowTask.EnterProgressFrame();
// Discover and copy all files in the src folder to the destination, excluding a few files and folders
TArray<FString> FilesToCopy;
TArray<FString> FilesThatNeedContentsReplaced;
TMap<FString, FString> ClassRenames;
IFileManager::Get().FindFilesRecursive(FilesToCopy, *SrcFolder, TEXT("*"), /*Files=*/true, /*Directories=*/false);
SlowTask.EnterProgressFrame();
{
// Open a new feedback scope for the loop so we can report how far through the copy we are
FScopedSlowTask InnerSlowTask(FilesToCopy.Num());
for ( auto FileIt = FilesToCopy.CreateConstIterator(); FileIt; ++FileIt )
{
const FString SrcFilename = (*FileIt);
// Update the progress
FFormatNamedArguments Args;
Args.Add( TEXT("SrcFilename"), FText::FromString( FPaths::GetCleanFilename(SrcFilename) ) );
InnerSlowTask.EnterProgressFrame(1, FText::Format( LOCTEXT( "CreatingProjectStatus_CopyingFile", "Copying File {SrcFilename}..." ), Args ));
// Get the file path, relative to the src folder
const FString SrcFileSubpath = SrcFilename.RightChop(SrcFolder.Len() + 1);
// Skip any files that were configured to be ignored
bool bThisFileIsIgnored = false;
for ( auto IgnoreIt = TemplateDefs->FilesToIgnore.CreateConstIterator(); IgnoreIt; ++IgnoreIt )
{
if ( SrcFileSubpath == *IgnoreIt )
{
// This file was marked as "ignored"
bThisFileIsIgnored = true;
break;
}
}
if ( bThisFileIsIgnored )
{
// This file was marked as "ignored"
continue;
}
// Skip any folders that were configured to be ignored
bool bThisFolderIsIgnored = false;
for ( auto IgnoreIt = TemplateDefs->FoldersToIgnore.CreateConstIterator(); IgnoreIt; ++IgnoreIt )
{
if ( SrcFileSubpath.StartsWith((*IgnoreIt) + TEXT("/") ) )
{
// This folder was marked as "ignored"
UE_LOG(LogGameProjectGeneration, Verbose, TEXT("'%s': Skipping as it is in an ignored folder '%s'"), *SrcFilename, **IgnoreIt);
bThisFolderIsIgnored = true;
break;
}
}
if ( bThisFolderIsIgnored )
{
// This folder was marked as "ignored"
continue;
}
// Retarget any folders that were chosen to be renamed by choosing a new destination subpath now
FString DestFileSubpathWithoutFilename = FPaths::GetPath(SrcFileSubpath) + TEXT("/");
for ( auto RenameIt = TemplateDefs->FolderRenames.CreateConstIterator(); RenameIt; ++RenameIt )
{
const FTemplateFolderRename& FolderRename = *RenameIt;
if ( SrcFileSubpath.StartsWith(FolderRename.From + TEXT("/")) )
{
// This was a file in a renamed folder. Retarget to the new location
DestFileSubpathWithoutFilename = FolderRename.To / DestFileSubpathWithoutFilename.RightChop( FolderRename.From.Len() );
UE_LOG(LogGameProjectGeneration, Verbose, TEXT("'%s': Moving to '%s' as it matched folder rename ('%s'->'%s')"), *SrcFilename, *DestFileSubpathWithoutFilename, *FolderRename.From, *FolderRename.To);
}
}
// Retarget any files that were chosen to have parts of their names replaced here
FString DestBaseFilename = FPaths::GetBaseFilename(SrcFileSubpath);
const FString FileExtension = FPaths::GetExtension(SrcFileSubpath);
for ( auto ReplacementIt = TemplateDefs->FilenameReplacements.CreateConstIterator(); ReplacementIt; ++ReplacementIt )
{
const FTemplateReplacement& Replacement = *ReplacementIt;
if ( Replacement.Extensions.Contains( FileExtension ) )
{
// This file matched a filename replacement extension, apply it now
FString LastDestBaseFilename = DestBaseFilename;
DestBaseFilename = DestBaseFilename.Replace(*Replacement.From, *Replacement.To, Replacement.bCaseSensitive ? ESearchCase::CaseSensitive : ESearchCase::IgnoreCase);
if (LastDestBaseFilename != DestBaseFilename)
{
UE_LOG(LogGameProjectGeneration, Verbose, TEXT("'%s': Renaming to '%s/%s' as it matched file rename ('%s'->'%s')"), *SrcFilename, *DestFileSubpathWithoutFilename, *DestBaseFilename, *Replacement.From, *Replacement.To);
}
}
}
// Perform the copy
const FString DestFilename = DestFolder / DestFileSubpathWithoutFilename + DestBaseFilename + TEXT(".") + FileExtension;
if ( IFileManager::Get().Copy(*DestFilename, *SrcFilename) == COPY_OK )
{
CreatedFiles.Add(DestFilename);
if ( ReplacementsInFilesExtensions.Contains(FileExtension) )
{
FilesThatNeedContentsReplaced.Add(DestFilename);
}
// Allow project template to extract class renames from this file copy
if (FPaths::GetBaseFilename(SrcFilename) != FPaths::GetBaseFilename(DestFilename)
&& TemplateDefs->IsClassRename(DestFilename, SrcFilename, FileExtension))
{
// Looks like a UObject file!
ClassRenames.Add(FPaths::GetBaseFilename(SrcFilename), FPaths::GetBaseFilename(DestFilename));
}
}
else
{
FFormatNamedArguments FailArgs;
FailArgs.Add(TEXT("SrcFilename"), FText::FromString(SrcFilename));
FailArgs.Add(TEXT("DestFilename"), FText::FromString(DestFilename));
OutFailReason = FText::Format(LOCTEXT("FailedToCopyFile", "Failed to copy \"{SrcFilename}\" to \"{DestFilename}\"."), FailArgs);
return false;
}
}
}
SlowTask.EnterProgressFrame();
{
// Open a new feedback scope for the loop so we can report how far through the process we are
FScopedSlowTask InnerSlowTask(FilesThatNeedContentsReplaced.Num());
// Open all files with the specified extensions and replace text
for ( auto FileIt = FilesThatNeedContentsReplaced.CreateConstIterator(); FileIt; ++FileIt )
{
InnerSlowTask.EnterProgressFrame();
const FString FileToFix = *FileIt;
bool bSuccessfullyProcessed = false;
FString FileContents;
if ( FFileHelper::LoadFileToString(FileContents, *FileToFix) )
{
for ( auto ReplacementIt = TemplateDefs->ReplacementsInFiles.CreateConstIterator(); ReplacementIt; ++ReplacementIt )
{
const FTemplateReplacement& Replacement = *ReplacementIt;
if ( Replacement.Extensions.Contains( FPaths::GetExtension(FileToFix) ) )
{
FileContents = FileContents.Replace(*Replacement.From, *Replacement.To, Replacement.bCaseSensitive ? ESearchCase::CaseSensitive : ESearchCase::IgnoreCase);
}
}
if ( FFileHelper::SaveStringToFile(FileContents, *FileToFix) )
{
bSuccessfullyProcessed = true;
}
}
if ( !bSuccessfullyProcessed )
{
FFormatNamedArguments Args;
Args.Add( TEXT("FileToFix"), FText::FromString( FileToFix ) );
OutFailReason = FText::Format( LOCTEXT("FailedToFixUpFile", "Failed to process file \"{FileToFix}\"."), Args );
return false;
}
}
}
SlowTask.EnterProgressFrame();
const FString ProjectConfigPath = DestFolder / TEXT("Config");
// Write out the hardware class target settings chosen for this project
{
const FString DefaultEngineIniFilename = ProjectConfigPath / TEXT("DefaultEngine.ini");
FString FileContents;
// Load the existing file - if it doesn't exist we create it
FFileHelper::LoadFileToString(FileContents, *DefaultEngineIniFilename);
FileContents += LINE_TERMINATOR;
FileContents += GetHardwareConfigString(InProjectInfo);
if ( !WriteOutputFile(DefaultEngineIniFilename, FileContents, OutFailReason) )
{
return false;
}
}
// Fixup specific ini values
TArray<FTemplateConfigValue> ConfigValuesToSet;
TemplateDefs->AddConfigValues(ConfigValuesToSet, TemplateName, ProjectName, InProjectInfo.bShouldGenerateCode);
new (ConfigValuesToSet) FTemplateConfigValue(TEXT("DefaultGame.ini"), TEXT("/Script/EngineSettings.GeneralProjectSettings"), TEXT("ProjectID"), FGuid::NewGuid().ToString(), /*InShouldReplaceExistingValue=*/true);
// Add all classname fixups
for ( auto RenameIt = ClassRenames.CreateConstIterator(); RenameIt; ++RenameIt )
{
const FString ClassRedirectString = FString::Printf(TEXT("(OldClassName=\"%s\",NewClassName=\"%s\")"), *RenameIt.Key(), *RenameIt.Value());
new (ConfigValuesToSet) FTemplateConfigValue(TEXT("DefaultEngine.ini"), TEXT("/Script/Engine.Engine"), TEXT("+ActiveClassRedirects"), *ClassRedirectString, /*InShouldReplaceExistingValue=*/false);
}
// Fix all specified config values
for ( auto ConfigIt = ConfigValuesToSet.CreateConstIterator(); ConfigIt; ++ConfigIt )
{
const FTemplateConfigValue& ConfigValue = *ConfigIt;
const FString IniFilename = ProjectConfigPath / ConfigValue.ConfigFile;
bool bSuccessfullyProcessed = false;
TArray<FString> FileLines;
if ( FFileHelper::LoadANSITextFileToStrings(*IniFilename, &IFileManager::Get(), FileLines) )
{
FString FileOutput;
const FString TargetSection = ConfigValue.ConfigSection;
FString CurSection;
bool bFoundTargetKey = false;
for ( auto LineIt = FileLines.CreateConstIterator(); LineIt; ++LineIt )
{
FString Line = *LineIt;
Line.Trim().TrimTrailing();
bool bShouldExcludeLineFromOutput = false;
// If we not yet found the target key parse each line looking for it
if ( !bFoundTargetKey )
{
// Check for an empty line. No work needs to be done on these lines
if ( Line.Len() == 0 )
{
}
// Comment lines start with ";". Skip these lines entirely.
else if ( Line.StartsWith(TEXT(";")) )
{
}
// If this is a section line, update the section
else if ( Line.StartsWith(TEXT("[")) )
{
// If we are entering a new section and we have not yet found our key in the target section, add it to the end of the section
if ( CurSection == TargetSection )
{
FileOutput += ConfigValue.ConfigKey + TEXT("=") + ConfigValue.ConfigValue + LINE_TERMINATOR + LINE_TERMINATOR;
bFoundTargetKey = true;
}
// Update the current section
CurSection = Line.Mid(1, Line.Len() - 2);
}
// This is possibly an actual key/value pair
else if ( CurSection == TargetSection )
{
// Key value pairs contain an equals sign
const int32 EqualsIdx = Line.Find(TEXT("="));
if ( EqualsIdx != INDEX_NONE )
{
// Determine the key and see if it is the target key
const FString Key = Line.Left(EqualsIdx);
if ( Key == ConfigValue.ConfigKey )
{
// Found the target key, add it to the output and skip the current line if the target value is supposed to replace
FileOutput += ConfigValue.ConfigKey + TEXT("=") + ConfigValue.ConfigValue + LINE_TERMINATOR;
bShouldExcludeLineFromOutput = ConfigValue.bShouldReplaceExistingValue;
bFoundTargetKey = true;
}
}
}
}
// Unless we replaced the key, add this line to the output
if ( !bShouldExcludeLineFromOutput )
{
FileOutput += Line;
if ( LineIt.GetIndex() < FileLines.Num() - 1 )
{
// Add a line terminator on every line except the last
FileOutput += LINE_TERMINATOR;
}
}
}
// If the key did not exist, add it here
if ( !bFoundTargetKey )
{
// If we did not end in the correct section, add the section to the bottom of the file
if ( CurSection != TargetSection )
{
FileOutput += LINE_TERMINATOR;
FileOutput += LINE_TERMINATOR;
FileOutput += FString::Printf(TEXT("[%s]"), *TargetSection) + LINE_TERMINATOR;
}
// Add the key/value here
FileOutput += ConfigValue.ConfigKey + TEXT("=") + ConfigValue.ConfigValue + LINE_TERMINATOR;
}
if ( FFileHelper::SaveStringToFile(FileOutput, *IniFilename) )
{
bSuccessfullyProcessed = true;
}
}
if ( !bSuccessfullyProcessed )
{
OutFailReason = LOCTEXT("FailedToFixUpDefaultEngine", "Failed to process file DefaultEngine.ini");
return false;
}
}
// Insert any required feature packs (EG starter content) into ini file. These will be imported automatically when the editor is first run
if(!InsertFeaturePacksIntoINIFile(InProjectInfo, OutFailReason))
{
return false;
}
if( AddSharedContentToProject(InProjectInfo, CreatedFiles, OutFailReason ) == false )
{
return false;
}
SlowTask.EnterProgressFrame();
// Generate the project file
{
// Load the source project
FProjectDescriptor Project;
if(!Project.Load(InProjectInfo.TemplateFile, OutFailReason))
{
return false;
}
// Update it to current
Project.EngineAssociation.Empty();
Project.EpicSampleNameHash = 0;
// Fix up module names
const FString BaseSourceName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
const FString BaseNewName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
for ( auto ModuleIt = Project.Modules.CreateIterator(); ModuleIt; ++ModuleIt )
{
FModuleDescriptor& ModuleInfo = *ModuleIt;
ModuleInfo.Name = FName(*ModuleInfo.Name.ToString().Replace(*BaseSourceName, *BaseNewName));
}
// Save it to disk
if(!Project.Save(InProjectInfo.ProjectFilename, OutFailReason))
{
return false;
}
// Set the engine identifier if it's a foreign project. Do this after saving, so it can be correctly detected as foreign.
if(!SetEngineAssociationForForeignProject(InProjectInfo.ProjectFilename, OutFailReason))
{
return false;
}
// Add it to the list of created files
CreatedFiles.Add(InProjectInfo.ProjectFilename);
}
SlowTask.EnterProgressFrame();
SlowTask.EnterProgressFrame();
if ( InProjectInfo.bShouldGenerateCode )
{
// Generate project files
if ( !GenerateCodeProjectFiles(InProjectInfo.ProjectFilename, OutFailReason, OutFailLog) )
{
return false;
}
}
SlowTask.EnterProgressFrame();
if (!TemplateDefs->PostGenerateProject(DestFolder, SrcFolder, InProjectInfo.ProjectFilename, InProjectInfo.TemplateFile, InProjectInfo.bShouldGenerateCode, OutFailReason))
{
return false;
}
if( OutCreatedFiles != nullptr )
{
OutCreatedFiles->Append(CreatedFiles);
}
return true;
}
bool GameProjectUtils::SetEngineAssociationForForeignProject(const FString& ProjectFileName, FText& OutFailReason)
{
if(FUProjectDictionary(FPaths::RootDir()).IsForeignProject(ProjectFileName))
{
if(!FDesktopPlatformModule::Get()->SetEngineIdentifierForProject(ProjectFileName, FDesktopPlatformModule::Get()->GetCurrentEngineIdentifier()))
{
OutFailReason = LOCTEXT("FailedToSetEngineIdentifier", "Couldn't set engine identifier for project");
return false;
}
}
return true;
}
FString GameProjectUtils::GetTemplateDefsFilename()
{
return TEXT("TemplateDefs.ini");
}
bool GameProjectUtils::NameContainsOnlyLegalCharacters(const FString& TestName, FString& OutIllegalCharacters)
{
bool bContainsIllegalCharacters = false;
// Only allow alphanumeric characters in the project name
bool bFoundAlphaNumericChar = false;
for ( int32 CharIdx = 0 ; CharIdx < TestName.Len() ; ++CharIdx )
{
const FString& Char = TestName.Mid( CharIdx, 1 );
if ( !FChar::IsAlnum(Char[0]) && Char != TEXT("_") )
{
if ( !OutIllegalCharacters.Contains( Char ) )
{
OutIllegalCharacters += Char;
}
bContainsIllegalCharacters = true;
}
}
return !bContainsIllegalCharacters;
}
bool GameProjectUtils::NameContainsUnderscoreAndXB1Installed(const FString& TestName)
{
// disabled for now so people with the SDK installed can use the editor
return false;
bool bContainsIllegalCharacters = false;
// Only allow alphanumeric characters in the project name
for ( int32 CharIdx = 0 ; CharIdx < TestName.Len() ; ++CharIdx )
{
const FString& Char = TestName.Mid( CharIdx, 1 );
if ( Char == TEXT("_") )
{
const ITargetPlatform* Platform = GetTargetPlatformManager()->FindTargetPlatform(TEXT("XboxOne"));
if (Platform)
{
FString NotInstalledDocLink;
if (Platform->IsSdkInstalled(true, NotInstalledDocLink))
{
bContainsIllegalCharacters = true;
}
}
}
}
return bContainsIllegalCharacters;
}
bool GameProjectUtils::ProjectFileExists(const FString& ProjectFile)
{
return FPlatformFileManager::Get().GetPlatformFile().FileExists(*ProjectFile);
}
bool GameProjectUtils::AnyProjectFilesExistInFolder(const FString& Path)
{
TArray<FString> ExistingFiles;
const FString Wildcard = FString::Printf(TEXT("%s/*.%s"), *Path, *FProjectDescriptor::GetExtension());
IFileManager::Get().FindFiles(ExistingFiles, *Wildcard, /*Files=*/true, /*Directories=*/false);
return ExistingFiles.Num() > 0;
}
bool GameProjectUtils::CleanupIsEnabled()
{
// Clean up files when running Rocket (unless otherwise specified on the command line)
return FParse::Param(FCommandLine::Get(), TEXT("norocketcleanup")) == false;
}
void GameProjectUtils::DeleteCreatedFiles(const FString& RootFolder, const TArray<FString>& CreatedFiles)
{
if (CleanupIsEnabled())
{
for ( auto FileToDeleteIt = CreatedFiles.CreateConstIterator(); FileToDeleteIt; ++FileToDeleteIt )
{
IFileManager::Get().Delete(**FileToDeleteIt);
}
// If the project folder is empty after deleting all the files we created, delete the directory as well
TArray<FString> RemainingFiles;
IFileManager::Get().FindFilesRecursive(RemainingFiles, *RootFolder, TEXT("*.*"), /*Files=*/true, /*Directories=*/false);
if ( RemainingFiles.Num() == 0 )
{
IFileManager::Get().DeleteDirectory(*RootFolder, /*RequireExists=*/false, /*Tree=*/true);
}
}
}
FString GameProjectUtils::GetHardwareConfigString(const FProjectInformation& InProjectInfo)
{
FString HardwareTargeting;
FString TargetHardwareAsString;
UEnum::GetValueAsString(TEXT("/Script/HardwareTargeting.EHardwareClass"), InProjectInfo.TargetedHardware, /*out*/ TargetHardwareAsString);
FString GraphicsPresetAsString;
UEnum::GetValueAsString(TEXT("/Script/HardwareTargeting.EGraphicsPreset"), InProjectInfo.DefaultGraphicsPerformance, /*out*/ GraphicsPresetAsString);
HardwareTargeting += TEXT("[/Script/HardwareTargeting.HardwareTargetingSettings]") LINE_TERMINATOR;
HardwareTargeting += FString::Printf(TEXT("TargetedHardwareClass=%s") LINE_TERMINATOR, *TargetHardwareAsString);
HardwareTargeting += FString::Printf(TEXT("DefaultGraphicsPerformance=%s") LINE_TERMINATOR, *GraphicsPresetAsString);
HardwareTargeting += LINE_TERMINATOR;
return HardwareTargeting;
}
bool GameProjectUtils::GenerateConfigFiles(const FProjectInformation& InProjectInfo, TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
const FString NewProjectFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString NewProjectName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
FString ProjectConfigPath = NewProjectFolder / TEXT("Config");
// DefaultEngine.ini
{
const FString DefaultEngineIniFilename = ProjectConfigPath / TEXT("DefaultEngine.ini");
FString FileContents;
FileContents += TEXT("[URL]") LINE_TERMINATOR;
FileContents += GetHardwareConfigString(InProjectInfo);
FileContents += LINE_TERMINATOR;
if (InProjectInfo.bCopyStarterContent)
{
FString SpecificEditorStartupMap;
FString SpecificGameDefaultMap;
// If we have starter content packs available, specify starter map
if( IsStarterContentAvailableForNewProjects() == true )
{
if (InProjectInfo.TargetedHardware == EHardwareClass::Mobile)
{
SpecificEditorStartupMap = TEXT("/Game/MobileStarterContent/Maps/Minimal_Default");
SpecificGameDefaultMap = TEXT("/Game/MobileStarterContent/Maps/Minimal_Default");
}
else
{
SpecificEditorStartupMap = TEXT("/Game/StarterContent/Maps/Minimal_Default");
SpecificGameDefaultMap = TEXT("/Game/StarterContent/Maps/Minimal_Default");
}
}
// Write out the settings for startup map and game default map
FileContents += TEXT("[/Script/EngineSettings.GameMapsSettings]") LINE_TERMINATOR;
FileContents += FString::Printf(TEXT("EditorStartupMap=%s") LINE_TERMINATOR, *SpecificEditorStartupMap);
FileContents += FString::Printf(TEXT("GameDefaultMap=%s") LINE_TERMINATOR, *SpecificGameDefaultMap);
if (InProjectInfo.bShouldGenerateCode)
{
FileContents += FString::Printf(TEXT("GlobalDefaultGameMode=\"/Script/%s.%sGameMode\"") LINE_TERMINATOR, *NewProjectName, *NewProjectName);
}
}
if (WriteOutputFile(DefaultEngineIniFilename, FileContents, OutFailReason))
{
OutCreatedFiles.Add(DefaultEngineIniFilename);
}
else
{
return false;
}
}
// DefaultEditor.ini
{
const FString DefaultEditorIniFilename = ProjectConfigPath / TEXT("DefaultEditor.ini");
FString FileContents;
FileContents += TEXT("[EditoronlyBP]") LINE_TERMINATOR;
FileContents += TEXT("bAllowClassAndBlueprintPinMatching=true") LINE_TERMINATOR;
FileContents += TEXT("bReplaceBlueprintWithClass=true") LINE_TERMINATOR;
FileContents += TEXT("bDontLoadBlueprintOutsideEditor=true") LINE_TERMINATOR;
FileContents += TEXT("bBlueprintIsNotBlueprintType=true") LINE_TERMINATOR;
if (WriteOutputFile(DefaultEditorIniFilename, FileContents, OutFailReason))
{
OutCreatedFiles.Add(DefaultEditorIniFilename);
}
else
{
return false;
}
}
// DefaultGame.ini
{
const FString DefaultGameIniFilename = ProjectConfigPath / TEXT("DefaultGame.ini");
FString FileContents;
FileContents += TEXT("[/Script/EngineSettings.GeneralProjectSettings]") LINE_TERMINATOR;
FileContents += TEXT("ProjectID=") + FGuid::NewGuid().ToString() + LINE_TERMINATOR;
if (WriteOutputFile(DefaultGameIniFilename, FileContents, OutFailReason))
{
OutCreatedFiles.Add(DefaultGameIniFilename);
}
else
{
return false;
}
}
return true;
}
bool GameProjectUtils::GenerateBasicSourceCode(TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
TArray<FString> StartupModuleNames;
if (GameProjectUtils::GenerateBasicSourceCode(FPaths::GameSourceDir().LeftChop(1), FApp::GetGameName(), FPaths::GameDir(), StartupModuleNames, OutCreatedFiles, OutFailReason))
{
GameProjectUtils::UpdateProject(
FProjectDescriptorModifier::CreateLambda(
[&StartupModuleNames](FProjectDescriptor& Descriptor)
{
return UpdateStartupModuleNames(Descriptor, &StartupModuleNames);
}));
return true;
}
return false;
}
bool GameProjectUtils::GenerateBasicSourceCode(const FString& NewProjectSourcePath, const FString& NewProjectName, const FString& NewProjectRoot, TArray<FString>& OutGeneratedStartupModuleNames, TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
const FString GameModulePath = NewProjectSourcePath / NewProjectName;
const FString EditorName = NewProjectName + TEXT("Editor");
// MyGame.Build.cs
{
const FString NewBuildFilename = GameModulePath / NewProjectName + TEXT(".Build.cs");
TArray<FString> PublicDependencyModuleNames;
PublicDependencyModuleNames.Add(TEXT("Core"));
PublicDependencyModuleNames.Add(TEXT("CoreUObject"));
PublicDependencyModuleNames.Add(TEXT("Engine"));
PublicDependencyModuleNames.Add(TEXT("InputCore"));
TArray<FString> PrivateDependencyModuleNames;
if ( GenerateGameModuleBuildFile(NewBuildFilename, NewProjectName, PublicDependencyModuleNames, PrivateDependencyModuleNames, OutFailReason) )
{
OutGeneratedStartupModuleNames.Add(NewProjectName);
OutCreatedFiles.Add(NewBuildFilename);
}
else
{
return false;
}
}
// MyGame.Target.cs
{
const FString NewTargetFilename = NewProjectSourcePath / NewProjectName + TEXT(".Target.cs");
TArray<FString> ExtraModuleNames;
ExtraModuleNames.Add( NewProjectName );
if ( GenerateGameModuleTargetFile(NewTargetFilename, NewProjectName, ExtraModuleNames, OutFailReason) )
{
OutCreatedFiles.Add(NewTargetFilename);
}
else
{
return false;
}
}
// MyGameEditor.Target.cs
{
const FString NewTargetFilename = NewProjectSourcePath / EditorName + TEXT(".Target.cs");
// Include the MyGame module...
TArray<FString> ExtraModuleNames;
ExtraModuleNames.Add(NewProjectName);
if ( GenerateEditorModuleTargetFile(NewTargetFilename, EditorName, ExtraModuleNames, OutFailReason) )
{
OutCreatedFiles.Add(NewTargetFilename);
}
else
{
return false;
}
}
// MyGame.h
{
const FString NewHeaderFilename = GameModulePath / NewProjectName + TEXT(".h");
TArray<FString> PublicHeaderIncludes;
PublicHeaderIncludes.Add(TEXT("Engine.h"));
if ( GenerateGameModuleHeaderFile(NewHeaderFilename, PublicHeaderIncludes, OutFailReason) )
{
OutCreatedFiles.Add(NewHeaderFilename);
}
else
{
return false;
}
}
// MyGame.cpp
{
const FString NewCPPFilename = GameModulePath / NewProjectName + TEXT(".cpp");
if ( GenerateGameModuleCPPFile(NewCPPFilename, NewProjectName, NewProjectName, OutFailReason) )
{
OutCreatedFiles.Add(NewCPPFilename);
}
else
{
return false;
}
}
return true;
}
bool GameProjectUtils::GenerateGameFrameworkSourceCode(const FString& NewProjectSourcePath, const FString& NewProjectName, TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
const FString GameModulePath = NewProjectSourcePath / NewProjectName;
// Used to override the code generation validation since the module we're creating isn't the same as the project we currently have loaded
FModuleContextInfo NewModuleInfo;
NewModuleInfo.ModuleName = NewProjectName;
NewModuleInfo.ModuleType = EHostType::Runtime;
NewModuleInfo.ModuleSourcePath = FPaths::ConvertRelativePathToFull(GameModulePath / ""); // Ensure trailing /
// MyGameGameMode.h
{
const UClass* BaseClass = AGameMode::StaticClass();
const FString NewClassName = NewProjectName + BaseClass->GetName();
const FString NewHeaderFilename = GameModulePath / NewClassName + TEXT(".h");
FString UnusedSyncLocation;
if ( GenerateClassHeaderFile(NewHeaderFilename, NewClassName, FNewClassInfo(BaseClass), TArray<FString>(), TEXT(""), TEXT(""), UnusedSyncLocation, NewModuleInfo, false, OutFailReason) )
{
OutCreatedFiles.Add(NewHeaderFilename);
}
else
{
return false;
}
}
// MyGameGameMode.cpp
{
const UClass* BaseClass = AGameMode::StaticClass();
const FString NewClassName = NewProjectName + BaseClass->GetName();
const FString NewCPPFilename = GameModulePath / NewClassName + TEXT(".cpp");
TArray<FString> PropertyOverrides;
TArray<FString> AdditionalIncludes;
FString UnusedSyncLocation;
if ( GenerateClassCPPFile(NewCPPFilename, NewClassName, FNewClassInfo(BaseClass), AdditionalIncludes, PropertyOverrides, TEXT(""), UnusedSyncLocation, NewModuleInfo, OutFailReason) )
{
OutCreatedFiles.Add(NewCPPFilename);
}
else
{
return false;
}
}
return true;
}
bool GameProjectUtils::BuildCodeProject(const FString& ProjectFilename)
{
// Build the project while capturing the log output. Passing GWarn to CompileGameProject will allow Slate to display the progress bar.
FStringOutputDevice OutputLog;
OutputLog.SetAutoEmitLineTerminator(true);
GLog->AddOutputDevice(&OutputLog);
bool bCompileSucceeded = FDesktopPlatformModule::Get()->CompileGameProject(FPaths::RootDir(), ProjectFilename, GWarn);
GLog->RemoveOutputDevice(&OutputLog);
// Try to compile the modules
if(!bCompileSucceeded)
{
FText DevEnvName = FSourceCodeNavigation::GetSuggestedSourceCodeIDE( true );
TArray<FText> CompileFailedButtons;
int32 OpenIDEButton = CompileFailedButtons.Add(FText::Format(LOCTEXT("CompileFailedOpenIDE", "Open with {0}"), DevEnvName));
CompileFailedButtons.Add(LOCTEXT("CompileFailedCancel", "Cancel"));
FText LogText = FText::FromString(OutputLog.Replace(LINE_TERMINATOR, TEXT("\n")).TrimTrailing());
int32 CompileFailedChoice = SOutputLogDialog::Open(LOCTEXT("CompileFailedTitle", "Compile Failed"), FText::Format(LOCTEXT("CompileFailedHeader", "The project could not be compiled. Would you like to open it in {0}?"), DevEnvName), LogText, FText::GetEmpty(), CompileFailedButtons);
FText FailReason;
if(CompileFailedChoice == OpenIDEButton && !GameProjectUtils::OpenCodeIDE(ProjectFilename, FailReason))
{
FMessageDialog::Open(EAppMsgType::Ok, FailReason);
}
}
return bCompileSucceeded;
}
bool GameProjectUtils::GenerateCodeProjectFiles(const FString& ProjectFilename, FText& OutFailReason, FText& OutFailLog)
{
FStringOutputDevice OutputLog;
OutputLog.SetAutoEmitLineTerminator(true);
GLog->AddOutputDevice(&OutputLog);
bool bHaveProjectFiles = FDesktopPlatformModule::Get()->GenerateProjectFiles(FPaths::RootDir(), ProjectFilename, GWarn);
GLog->RemoveOutputDevice(&OutputLog);
if(!bHaveProjectFiles)
{
OutFailReason = LOCTEXT("ErrorWhileGeneratingProjectFiles", "An error occurred while trying to generate project files.");
OutFailLog = FText::FromString(OutputLog);
return false;
}
return true;
}
bool GameProjectUtils::IsStarterContentAvailableForNewProjects()
{
TArray<FString> StarterContentFiles;
GetStarterContentFiles(StarterContentFiles);
bool bHasStaterContent = StarterContentFiles.FindByPredicate([&](const FString& Str){ return Str.Contains("StarterContent"); }) != nullptr;
return bHasStaterContent;
}
TArray<FModuleContextInfo> GameProjectUtils::GetCurrentProjectModules()
{
const FProjectDescriptor* const CurrentProject = IProjectManager::Get().GetCurrentProject();
check(CurrentProject);
TArray<FModuleContextInfo> RetModuleInfos;
if (!GameProjectUtils::ProjectHasCodeFiles() || CurrentProject->Modules.Num() == 0)
{
// If this project doesn't currently have any code in it, we need to add a dummy entry for the game
// so that we can still use the class wizard (this module will be created once we add a class)
FModuleContextInfo ModuleInfo;
ModuleInfo.ModuleName = FApp::GetGameName();
ModuleInfo.ModuleType = EHostType::Runtime;
ModuleInfo.ModuleSourcePath = FPaths::ConvertRelativePathToFull(FPaths::GameSourceDir() / ModuleInfo.ModuleName / ""); // Ensure trailing /
RetModuleInfos.Emplace(ModuleInfo);
}
// Resolve out the paths for each module and add the cut-down into to our output array
for (const FModuleDescriptor& ModuleDesc : CurrentProject->Modules)
{
FModuleContextInfo ModuleInfo;
ModuleInfo.ModuleName = ModuleDesc.Name.ToString();
ModuleInfo.ModuleType = ModuleDesc.Type;
// Try and find the .Build.cs file for this module within our currently loaded project's Source directory
FString TmpPath;
if (!FindSourceFileInProject(ModuleInfo.ModuleName + ".Build.cs", FPaths::GameSourceDir(), TmpPath))
{
continue;
}
// Chop the .Build.cs file off the end of the path
ModuleInfo.ModuleSourcePath = FPaths::GetPath(TmpPath);
ModuleInfo.ModuleSourcePath = FPaths::ConvertRelativePathToFull(ModuleInfo.ModuleSourcePath / ""); // Ensure trailing /
RetModuleInfos.Emplace(ModuleInfo);
}
return RetModuleInfos;
}
bool GameProjectUtils::IsValidSourcePath(const FString& InPath, const FModuleContextInfo& ModuleInfo, FText* const OutFailReason)
{
const FString AbsoluteInPath = FPaths::ConvertRelativePathToFull(InPath) / ""; // Ensure trailing /
// Validate the path contains no invalid characters
if(!FPaths::ValidatePath(AbsoluteInPath, OutFailReason))
{
return false;
}
if(!AbsoluteInPath.StartsWith(ModuleInfo.ModuleSourcePath))
{
if(OutFailReason)
{
FFormatNamedArguments Args;
Args.Add(TEXT("ModuleName"), FText::FromString(ModuleInfo.ModuleName));
Args.Add(TEXT("RootSourcePath"), FText::FromString(ModuleInfo.ModuleSourcePath));
*OutFailReason = FText::Format( LOCTEXT("SourcePathInvalidForModule", "All source code for '{ModuleName}' must exist within '{RootSourcePath}'"), Args );
}
return false;
}
return true;
}
bool GameProjectUtils::CalculateSourcePaths(const FString& InPath, const FModuleContextInfo& ModuleInfo, FString& OutHeaderPath, FString& OutSourcePath, FText* const OutFailReason)
{
const FString AbsoluteInPath = FPaths::ConvertRelativePathToFull(InPath) / ""; // Ensure trailing /
OutHeaderPath = AbsoluteInPath;
OutSourcePath = AbsoluteInPath;
EClassLocation ClassPathLocation = EClassLocation::UserDefined;
if(!GetClassLocation(InPath, ModuleInfo, ClassPathLocation, OutFailReason))
{
return false;
}
const FString RootPath = ModuleInfo.ModuleSourcePath;
const FString PublicPath = RootPath / "Public" / ""; // Ensure trailing /
const FString PrivatePath = RootPath / "Private" / ""; // Ensure trailing /
const FString ClassesPath = RootPath / "Classes" / ""; // Ensure trailing /
// The root path must exist; we will allow the creation of sub-folders, but not the module root!
// We ignore this check if the project doesn't already have source code in it, as the module folder won't yet have been created
const bool bHasCodeFiles = GameProjectUtils::ProjectHasCodeFiles();
if(!IFileManager::Get().DirectoryExists(*RootPath) && bHasCodeFiles)
{
if(OutFailReason)
{
FFormatNamedArguments Args;
Args.Add(TEXT("ModuleSourcePath"), FText::FromString(RootPath));
*OutFailReason = FText::Format(LOCTEXT("SourcePathMissingModuleRoot", "The specified module path does not exist on disk: {ModuleSourcePath}"), Args);
}
return false;
}
// The rules for placing header files are as follows:
// 1) If InPath is the source root, and GetClassLocation has said the class header should be in the Public folder, put it in the Public folder
// 2) Otherwise, just place the header at InPath (the default set above)
if(AbsoluteInPath == RootPath)
{
OutHeaderPath = (ClassPathLocation == EClassLocation::Public) ? PublicPath : AbsoluteInPath;
}
// The rules for placing source files are as follows:
// 1) If InPath is the source root, and GetClassLocation has said the class header should be in the Public folder, put the source file in the Private folder
// 2) If InPath is contained within the Public or Classes folder of this module, place it in the equivalent path in the Private folder
// 3) Otherwise, just place the source file at InPath (the default set above)
if(AbsoluteInPath == RootPath)
{
OutSourcePath = (ClassPathLocation == EClassLocation::Public) ? PrivatePath : AbsoluteInPath;
}
else if(ClassPathLocation == EClassLocation::Public)
{
OutSourcePath = AbsoluteInPath.Replace(*PublicPath, *PrivatePath);
}
else if(ClassPathLocation == EClassLocation::Classes)
{
OutSourcePath = AbsoluteInPath.Replace(*ClassesPath, *PrivatePath);
}
return !OutHeaderPath.IsEmpty() && !OutSourcePath.IsEmpty();
}
bool GameProjectUtils::GetClassLocation(const FString& InPath, const FModuleContextInfo& ModuleInfo, EClassLocation& OutClassLocation, FText* const OutFailReason)
{
const FString AbsoluteInPath = FPaths::ConvertRelativePathToFull(InPath) / ""; // Ensure trailing /
OutClassLocation = EClassLocation::UserDefined;
if(!IsValidSourcePath(InPath, ModuleInfo, OutFailReason))
{
return false;
}
const FString RootPath = ModuleInfo.ModuleSourcePath;
const FString PublicPath = RootPath / "Public" / ""; // Ensure trailing /
const FString PrivatePath = RootPath / "Private" / ""; // Ensure trailing /
const FString ClassesPath = RootPath / "Classes" / ""; // Ensure trailing /
// If either the Public or Private path exists, and we're in the root, force the header/source file to use one of these folders
const bool bPublicPathExists = IFileManager::Get().DirectoryExists(*PublicPath);
const bool bPrivatePathExists = IFileManager::Get().DirectoryExists(*PrivatePath);
const bool bForceInternalPath = AbsoluteInPath == RootPath && (bPublicPathExists || bPrivatePathExists);
if(AbsoluteInPath == RootPath)
{
OutClassLocation = (bPublicPathExists || bForceInternalPath) ? EClassLocation::Public : EClassLocation::UserDefined;
}
else if(AbsoluteInPath.StartsWith(PublicPath))
{
OutClassLocation = EClassLocation::Public;
}
else if(AbsoluteInPath.StartsWith(PrivatePath))
{
OutClassLocation = EClassLocation::Private;
}
else if(AbsoluteInPath.StartsWith(ClassesPath))
{
OutClassLocation = EClassLocation::Classes;
}
else
{
OutClassLocation = EClassLocation::UserDefined;
}
return true;
}
GameProjectUtils::EProjectDuplicateResult GameProjectUtils::DuplicateProjectForUpgrade( const FString& InProjectFile, FString& OutNewProjectFile )
{
IPlatformFile &PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
// Get the directory part of the project name
FString OldDirectoryName = FPaths::GetPath(InProjectFile);
FPaths::NormalizeDirectoryName(OldDirectoryName);
FString NewDirectoryName = OldDirectoryName;
// Strip off any previous version number from the project name
for(int32 LastSpace; NewDirectoryName.FindLastChar(' ', LastSpace); )
{
const TCHAR *End = *NewDirectoryName + LastSpace + 1;
if(End[0] != '4' || End[1] != '.' || !FChar::IsDigit(End[2]))
{
break;
}
End += 3;
while(FChar::IsDigit(*End))
{
End++;
}
if(*End != 0)
{
break;
}
NewDirectoryName = NewDirectoryName.Left(LastSpace).TrimTrailing();
}
// Append the new version number
NewDirectoryName += FString::Printf(TEXT(" %s"), *FEngineVersion::Current().ToString(EVersionComponent::Minor));
// Find a directory name that doesn't exist
FString BaseDirectoryName = NewDirectoryName;
for(int32 Idx = 2; IFileManager::Get().DirectoryExists(*NewDirectoryName); Idx++)
{
NewDirectoryName = FString::Printf(TEXT("%s - %d"), *BaseDirectoryName, Idx);
}
// Recursively find all the files we need to copy, excluding those that are within the directories listed in SourceDirectoriesToSkip
struct FGatherFilesToCopyHelper
{
public:
FGatherFilesToCopyHelper(FString InRootSourceDirectory)
: RootSourceDirectory(MoveTemp(InRootSourceDirectory))
{
static const FString RelativeDirectoriesToSkip[] = {
TEXT("Binaries"),
TEXT("DerivedDataCache"),
TEXT("Intermediate"),
TEXT("Saved/Autosaves"),
TEXT("Saved/Backup"),
TEXT("Saved/Cooked"),
TEXT("Saved/HardwareSurvey"),
TEXT("Saved/Logs"),
TEXT("Saved/StagedBuilds"),
};
SourceDirectoriesToSkip.Reserve(ARRAY_COUNT(RelativeDirectoriesToSkip));
for (const FString& RelativeDirectoryToSkip : RelativeDirectoriesToSkip)
{
SourceDirectoriesToSkip.Emplace(RootSourceDirectory / RelativeDirectoryToSkip);
}
}
void GatherFilesToCopy(TArray<FString>& OutSourceDirectories, TArray<FString>& OutSourceFiles)
{
GatherFilesToCopy(RootSourceDirectory, OutSourceDirectories, OutSourceFiles);
}
private:
void GatherFilesToCopy(const FString& InSourceDirectoryPath, TArray<FString>& OutSourceDirectories, TArray<FString>& OutSourceFiles)
{
const FString SourceDirectorySearchWildcard = InSourceDirectoryPath / TEXT("*");
OutSourceDirectories.Emplace(InSourceDirectoryPath);
TArray<FString> SourceFilenames;
IFileManager::Get().FindFiles(SourceFilenames, *SourceDirectorySearchWildcard, true, false);
OutSourceFiles.Reserve(OutSourceFiles.Num() + SourceFilenames.Num());
for (const FString& SourceFilename : SourceFilenames)
{
OutSourceFiles.Emplace(InSourceDirectoryPath / SourceFilename);
}
TArray<FString> SourceSubDirectoryNames;
IFileManager::Get().FindFiles(SourceSubDirectoryNames, *SourceDirectorySearchWildcard, false, true);
for (const FString& SourceSubDirectoryName : SourceSubDirectoryNames)
{
const FString SourceSubDirectoryPath = InSourceDirectoryPath / SourceSubDirectoryName;
if (!SourceDirectoriesToSkip.Contains(SourceSubDirectoryPath))
{
GatherFilesToCopy(SourceSubDirectoryPath, OutSourceDirectories, OutSourceFiles);
}
}
}
FString RootSourceDirectory;
TArray<FString> SourceDirectoriesToSkip;
};
TArray<FString> SourceDirectories;
TArray<FString> SourceFiles;
FGatherFilesToCopyHelper(OldDirectoryName).GatherFilesToCopy(SourceDirectories, SourceFiles);
// Copy everything
bool bCopySucceeded = true;
bool bUserCanceled = false;
GWarn->BeginSlowTask(LOCTEXT("CreatingCopyOfProject", "Creating copy of project..."), true, true);
for(int32 Idx = 0; Idx < SourceDirectories.Num() && bCopySucceeded; Idx++)
{
FString TargetDirectory = NewDirectoryName + SourceDirectories[Idx].Mid(OldDirectoryName.Len());
bUserCanceled = GWarn->ReceivedUserCancel();
bCopySucceeded = !bUserCanceled && PlatformFile.CreateDirectory(*TargetDirectory);
GWarn->UpdateProgress(Idx + 1, SourceDirectories.Num() + SourceFiles.Num());
}
for(int32 Idx = 0; Idx < SourceFiles.Num() && bCopySucceeded; Idx++)
{
FString TargetFile = NewDirectoryName + SourceFiles[Idx].Mid(OldDirectoryName.Len());
bUserCanceled = GWarn->ReceivedUserCancel();
bCopySucceeded = !bUserCanceled && PlatformFile.CopyFile(*TargetFile, *SourceFiles[Idx]);
GWarn->UpdateProgress(SourceDirectories.Num() + Idx + 1, SourceDirectories.Num() + SourceFiles.Num());
}
GWarn->EndSlowTask();
// Wipe the directory if the user canceled or we couldn't update
if(!bCopySucceeded)
{
PlatformFile.DeleteDirectoryRecursively(*NewDirectoryName);
if(bUserCanceled)
{
return EProjectDuplicateResult::UserCanceled;
}
else
{
return EProjectDuplicateResult::Failed;
}
}
// Otherwise fixup the output project filename
OutNewProjectFile = NewDirectoryName / FPaths::GetCleanFilename(InProjectFile);
return EProjectDuplicateResult::Succeeded;
}
void GameProjectUtils::UpdateSupportedTargetPlatforms(const FName& InPlatformName, const bool bIsSupported)
{
const FString& ProjectFilename = FPaths::GetProjectFilePath();
if(!ProjectFilename.IsEmpty())
{
// First attempt to check out the file if SCC is enabled
if(ISourceControlModule::Get().IsEnabled())
{
FText UnusedFailReason;
CheckoutGameProjectFile(ProjectFilename, UnusedFailReason);
}
// Second make sure the file is writable
if(FPlatformFileManager::Get().GetPlatformFile().IsReadOnly(*ProjectFilename))
{
FPlatformFileManager::Get().GetPlatformFile().SetReadOnly(*ProjectFilename, false);
}
IProjectManager::Get().UpdateSupportedTargetPlatformsForCurrentProject(InPlatformName, bIsSupported);
}
}
void GameProjectUtils::ClearSupportedTargetPlatforms()
{
const FString& ProjectFilename = FPaths::GetProjectFilePath();
if(!ProjectFilename.IsEmpty())
{
// First attempt to check out the file if SCC is enabled
if(ISourceControlModule::Get().IsEnabled())
{
FText UnusedFailReason;
CheckoutGameProjectFile(ProjectFilename, UnusedFailReason);
}
// Second make sure the file is writable
if(FPlatformFileManager::Get().GetPlatformFile().IsReadOnly(*ProjectFilename))
{
FPlatformFileManager::Get().GetPlatformFile().SetReadOnly(*ProjectFilename, false);
}
IProjectManager::Get().ClearSupportedTargetPlatformsForCurrentProject();
}
}
bool GameProjectUtils::ReadTemplateFile(const FString& TemplateFileName, FString& OutFileContents, FText& OutFailReason)
{
const FString FullFileName = FPaths::EngineContentDir() / TEXT("Editor") / TEXT("Templates") / TemplateFileName;
if ( FFileHelper::LoadFileToString(OutFileContents, *FullFileName) )
{
return true;
}
FFormatNamedArguments Args;
Args.Add( TEXT("FullFileName"), FText::FromString( FullFileName ) );
OutFailReason = FText::Format( LOCTEXT("FailedToReadTemplateFile", "Failed to read template file \"{FullFileName}\""), Args );
return false;
}
bool GameProjectUtils::WriteOutputFile(const FString& OutputFilename, const FString& OutputFileContents, FText& OutFailReason)
{
if ( FFileHelper::SaveStringToFile(OutputFileContents, *OutputFilename ) )
{
return true;
}
FFormatNamedArguments Args;
Args.Add( TEXT("OutputFilename"), FText::FromString( OutputFilename ) );
OutFailReason = FText::Format( LOCTEXT("FailedToWriteOutputFile", "Failed to write output file \"{OutputFilename}\". Perhaps the file is Read-Only?"), Args );
return false;
}
FString GameProjectUtils::MakeCopyrightLine()
{
const FString CopyrightNotice = GetDefault<UGeneralProjectSettings>()->CopyrightNotice;
if (!CopyrightNotice.IsEmpty())
{
return FString(TEXT("// ")) + CopyrightNotice;
}
else
{
return FString();
}
}
FString GameProjectUtils::MakeCommaDelimitedList(const TArray<FString>& InList, bool bPlaceQuotesAroundEveryElement)
{
FString ReturnString;
for ( auto ListIt = InList.CreateConstIterator(); ListIt; ++ListIt )
{
FString ElementStr;
if ( bPlaceQuotesAroundEveryElement )
{
ElementStr = FString::Printf( TEXT("\"%s\""), **ListIt);
}
else
{
ElementStr = *ListIt;
}
if ( ReturnString.Len() > 0 )
{
// If this is not the first item in the list, prepend with a comma
ElementStr = FString::Printf(TEXT(", %s"), *ElementStr);
}
ReturnString += ElementStr;
}
return ReturnString;
}
FString GameProjectUtils::MakeIncludeList(const TArray<FString>& InList)
{
FString ReturnString;
for ( auto ListIt = InList.CreateConstIterator(); ListIt; ++ListIt )
{
ReturnString += FString::Printf( TEXT("#include \"%s\"") LINE_TERMINATOR, **ListIt);
}
return ReturnString;
}
FString GameProjectUtils::DetermineModuleIncludePath(const FModuleContextInfo& ModuleInfo, const FString& FileRelativeTo)
{
FString ModuleIncludePath;
if(FindSourceFileInProject(ModuleInfo.ModuleName + ".h", ModuleInfo.ModuleSourcePath, ModuleIncludePath))
{
// Work out where the module header is;
// if it's Public then we can include it without any path since all Public and Classes folders are on the include path
// if it's located elsewhere, then we'll need to include it relative to the module source root as we can't guarantee
// that other folders are on the include paths
EClassLocation ModuleLocation;
if(GetClassLocation(ModuleIncludePath, ModuleInfo, ModuleLocation))
{
if(ModuleLocation == EClassLocation::Public || ModuleLocation == EClassLocation::Classes)
{
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
else
{
// If the path to our new class is the same as the path to the module, we can include it directly
const FString ModulePath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ModuleIncludePath));
const FString ClassPath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(FileRelativeTo));
if(ModulePath == ClassPath)
{
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
else
{
// Updates ModuleIncludePath internally
if(!FPaths::MakePathRelativeTo(ModuleIncludePath, *ModuleInfo.ModuleSourcePath))
{
// Failed; just assume we can include it without any relative path
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
}
}
}
else
{
// Failed; just assume we can include it without any relative path
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
}
else
{
// This could potentially fail when generating new projects if the module file hasn't yet been created; just assume we can include it without any relative path
ModuleIncludePath = ModuleInfo.ModuleName + ".h";
}
return ModuleIncludePath;
}
/**
* Generates UObject class constructor definition with property overrides.
*
* @param Out String to assign generated constructor to.
* @param PrefixedClassName Prefixed class name for which we generate the constructor.
* @param PropertyOverridesStr String with property overrides in the constructor.
* @param OutFailReason Template read function failure reason.
*
* @returns True on success. False otherwise.
*/
bool GenerateConstructorDefinition(FString& Out, const FString& PrefixedClassName, const FString& PropertyOverridesStr, FText& OutFailReason)
{
FString Template;
if (!GameProjectUtils::ReadTemplateFile(TEXT("UObjectClassConstructorDefinition.template"), Template, OutFailReason))
{
return false;
}
Out = Template.Replace(TEXT("%PREFIXED_CLASS_NAME%"), *PrefixedClassName, ESearchCase::CaseSensitive);
Out = Out.Replace(TEXT("%PROPERTY_OVERRIDES%"), *PropertyOverridesStr, ESearchCase::CaseSensitive);
return true;
}
/**
* Generates UObject class constructor declaration.
*
* @param Out String to assign generated constructor to.
* @param PrefixedClassName Prefixed class name for which we generate the constructor.
* @param OutFailReason Template read function failure reason.
*
* @returns True on success. False otherwise.
*/
bool GenerateConstructorDeclaration(FString& Out, const FString& PrefixedClassName, FText& OutFailReason)
{
FString Template;
if (!GameProjectUtils::ReadTemplateFile(TEXT("UObjectClassConstructorDeclaration.template"), Template, OutFailReason))
{
return false;
}
Out = Template.Replace(TEXT("%PREFIXED_CLASS_NAME%"), *PrefixedClassName, ESearchCase::CaseSensitive);
return true;
}
bool GameProjectUtils::GenerateClassHeaderFile(const FString& NewHeaderFileName, const FString UnPrefixedClassName, const FNewClassInfo ParentClassInfo, const TArray<FString>& ClassSpecifierList, const FString& ClassProperties, const FString& ClassFunctionDeclarations, FString& OutSyncLocation, const FModuleContextInfo& ModuleInfo, bool bDeclareConstructor, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(ParentClassInfo.GetHeaderTemplateFilename(), Template, OutFailReason) )
{
return false;
}
const FString ClassPrefix = ParentClassInfo.GetClassPrefixCPP();
const FString PrefixedClassName = ClassPrefix + UnPrefixedClassName;
const FString PrefixedBaseClassName = ClassPrefix + ParentClassInfo.GetClassNameCPP();
FString BaseClassIncludeDirective;
FString BaseClassIncludePath;
if(ParentClassInfo.GetIncludePath(BaseClassIncludePath))
{
BaseClassIncludeDirective = FString::Printf(LINE_TERMINATOR TEXT("#include \"%s\""), *BaseClassIncludePath);
}
FString ModuleAPIMacro;
{
EClassLocation ClassPathLocation = EClassLocation::UserDefined;
if ( GetClassLocation(NewHeaderFileName, ModuleInfo, ClassPathLocation) )
{
// If this class isn't Private, make sure and include the API macro so it can be linked within other modules
if ( ClassPathLocation != EClassLocation::Private )
{
ModuleAPIMacro = ModuleInfo.ModuleName.ToUpper() + "_API "; // include a trailing space for the template formatting
}
}
}
FString EventualConstructorDeclaration;
if (bDeclareConstructor)
{
if (!GenerateConstructorDeclaration(EventualConstructorDeclaration, PrefixedClassName, OutFailReason))
{
return false;
}
}
// Not all of these will exist in every class template
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%UNPREFIXED_CLASS_NAME%"), *UnPrefixedClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%CLASS_MODULE_API_MACRO%"), *ModuleAPIMacro, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%UCLASS_SPECIFIER_LIST%"), *MakeCommaDelimitedList(ClassSpecifierList, false), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PREFIXED_CLASS_NAME%"), *PrefixedClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PREFIXED_BASE_CLASS_NAME%"), *PrefixedBaseClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%EVENTUAL_CONSTRUCTOR_DECLARATION%"), *EventualConstructorDeclaration, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%CLASS_PROPERTIES%"), *ClassProperties, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%CLASS_FUNCTION_DECLARATIONS%"), *ClassFunctionDeclarations, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%BASE_CLASS_INCLUDE_DIRECTIVE%"), *BaseClassIncludeDirective, ESearchCase::CaseSensitive);
HarvestCursorSyncLocation( FinalOutput, OutSyncLocation );
return WriteOutputFile(NewHeaderFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateClassCPPFile(const FString& NewCPPFileName, const FString UnPrefixedClassName, const FNewClassInfo ParentClassInfo, const TArray<FString>& AdditionalIncludes, const TArray<FString>& PropertyOverrides, const FString& AdditionalMemberDefinitions, FString& OutSyncLocation, const FModuleContextInfo& ModuleInfo, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(ParentClassInfo.GetSourceTemplateFilename(), Template, OutFailReason) )
{
return false;
}
const FString ClassPrefix = ParentClassInfo.GetClassPrefixCPP();
const FString PrefixedClassName = ClassPrefix + UnPrefixedClassName;
const FString PrefixedBaseClassName = ClassPrefix + ParentClassInfo.GetClassNameCPP();
EClassLocation ClassPathLocation = EClassLocation::UserDefined;
if ( !GetClassLocation(NewCPPFileName, ModuleInfo, ClassPathLocation, &OutFailReason) )
{
return false;
}
FString AdditionalIncludesStr;
for (int32 IncludeIdx = 0; IncludeIdx < AdditionalIncludes.Num(); ++IncludeIdx)
{
if (IncludeIdx > 0)
{
AdditionalIncludesStr += LINE_TERMINATOR;
}
AdditionalIncludesStr += FString::Printf(TEXT("#include \"%s\""), *AdditionalIncludes[IncludeIdx]);
}
FString PropertyOverridesStr;
for ( int32 OverrideIdx = 0; OverrideIdx < PropertyOverrides.Num(); ++OverrideIdx )
{
if ( OverrideIdx > 0 )
{
PropertyOverridesStr += LINE_TERMINATOR;
}
PropertyOverridesStr += TEXT("\t");
PropertyOverridesStr += *PropertyOverrides[OverrideIdx];
}
// Calculate the correct include path for the module header
const FString ModuleIncludePath = DetermineModuleIncludePath(ModuleInfo, NewCPPFileName);
FString EventualConstructorDefinition;
if (PropertyOverrides.Num() != 0)
{
if (!GenerateConstructorDefinition(EventualConstructorDefinition, PrefixedClassName, PropertyOverridesStr, OutFailReason))
{
return false;
}
}
// Not all of these will exist in every class template
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%UNPREFIXED_CLASS_NAME%"), *UnPrefixedClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleInfo.ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_INCLUDE_PATH%"), *ModuleIncludePath, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PREFIXED_CLASS_NAME%"), *PrefixedClassName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%EVENTUAL_CONSTRUCTOR_DEFINITION%"), *EventualConstructorDefinition, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%ADDITIONAL_MEMBER_DEFINITIONS%"), *AdditionalMemberDefinitions, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%ADDITIONAL_INCLUDE_DIRECTIVES%"), *AdditionalIncludesStr, ESearchCase::CaseSensitive);
HarvestCursorSyncLocation( FinalOutput, OutSyncLocation );
return WriteOutputFile(NewCPPFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateGameModuleBuildFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& PublicDependencyModuleNames, const TArray<FString>& PrivateDependencyModuleNames, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("GameModule.Build.cs.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PUBLIC_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PublicDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PRIVATE_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PrivateDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateGameModuleTargetFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& ExtraModuleNames, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("Stub.Target.cs.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%EXTRA_MODULE_NAMES%"), *MakeCommaDelimitedList(ExtraModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%TARGET_TYPE%"), TEXT("Game"), ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateEditorModuleBuildFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& PublicDependencyModuleNames, const TArray<FString>& PrivateDependencyModuleNames, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("EditorModule.Build.cs.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PUBLIC_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PublicDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PRIVATE_DEPENDENCY_MODULE_NAMES%"), *MakeCommaDelimitedList(PrivateDependencyModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateEditorModuleTargetFile(const FString& NewBuildFileName, const FString& ModuleName, const TArray<FString>& ExtraModuleNames, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("Stub.Target.cs.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%EXTRA_MODULE_NAMES%"), *MakeCommaDelimitedList(ExtraModuleNames), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%TARGET_TYPE%"), TEXT("Editor"), ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateGameModuleCPPFile(const FString& NewBuildFileName, const FString& ModuleName, const FString& GameName, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("GameModule.cpp.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%MODULE_NAME%"), *ModuleName, ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%GAME_NAME%"), *GameName, ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
bool GameProjectUtils::GenerateGameModuleHeaderFile(const FString& NewBuildFileName, const TArray<FString>& PublicHeaderIncludes, FText& OutFailReason)
{
FString Template;
if ( !ReadTemplateFile(TEXT("GameModule.h.template"), Template, OutFailReason) )
{
return false;
}
FString FinalOutput = Template.Replace(TEXT("%COPYRIGHT_LINE%"), *MakeCopyrightLine(), ESearchCase::CaseSensitive);
FinalOutput = FinalOutput.Replace(TEXT("%PUBLIC_HEADER_INCLUDES%"), *MakeIncludeList(PublicHeaderIncludes), ESearchCase::CaseSensitive);
return WriteOutputFile(NewBuildFileName, FinalOutput, OutFailReason);
}
void GameProjectUtils::OnUpdateProjectConfirm()
{
UpdateProject();
}
void GameProjectUtils::UpdateProject(const FProjectDescriptorModifier& Modifier)
{
UpdateProject_Impl(&Modifier);
}
void GameProjectUtils::UpdateProject()
{
UpdateProject_Impl(nullptr);
}
void GameProjectUtils::UpdateProject_Impl(const FProjectDescriptorModifier* Modifier)
{
const FString& ProjectFilename = FPaths::GetProjectFilePath();
const FString& ShortFilename = FPaths::GetCleanFilename(ProjectFilename);
FText FailReason;
FText UpdateMessage;
SNotificationItem::ECompletionState NewCompletionState;
if (UpdateGameProjectFile_Impl(ProjectFilename, FDesktopPlatformModule::Get()->GetCurrentEngineIdentifier(), Modifier, FailReason))
{
// The project was updated successfully.
FFormatNamedArguments Args;
Args.Add( TEXT("ShortFilename"), FText::FromString( ShortFilename ) );
UpdateMessage = FText::Format( LOCTEXT("ProjectFileUpdateComplete", "{ShortFilename} was successfully updated."), Args );
NewCompletionState = SNotificationItem::CS_Success;
}
else
{
// The user chose to update, but the update failed. Notify the user.
FFormatNamedArguments Args;
Args.Add( TEXT("ShortFilename"), FText::FromString( ShortFilename ) );
Args.Add( TEXT("FailReason"), FailReason );
UpdateMessage = FText::Format( LOCTEXT("ProjectFileUpdateFailed", "{ShortFilename} failed to update. {FailReason}"), Args );
NewCompletionState = SNotificationItem::CS_Fail;
}
if ( UpdateGameProjectNotification.IsValid() )
{
UpdateGameProjectNotification.Pin()->SetCompletionState(NewCompletionState);
UpdateGameProjectNotification.Pin()->SetText(UpdateMessage);
UpdateGameProjectNotification.Pin()->ExpireAndFadeout();
UpdateGameProjectNotification.Reset();
}
}
void GameProjectUtils::UpdateProject(const TArray<FString>* StartupModuleNames)
{
UpdateProject(
FProjectDescriptorModifier::CreateLambda(
[StartupModuleNames](FProjectDescriptor& Desc)
{
if (StartupModuleNames != nullptr)
{
return UpdateStartupModuleNames(Desc, StartupModuleNames);
}
return false;
}));
}
void GameProjectUtils::OnUpdateProjectCancel()
{
if ( UpdateGameProjectNotification.IsValid() )
{
UpdateGameProjectNotification.Pin()->SetCompletionState(SNotificationItem::CS_None);
UpdateGameProjectNotification.Pin()->ExpireAndFadeout();
UpdateGameProjectNotification.Reset();
}
}
void GameProjectUtils::TryMakeProjectFileWriteable(const FString& ProjectFile)
{
// First attempt to check out the file if SCC is enabled
if ( ISourceControlModule::Get().IsEnabled() )
{
FText FailReason;
GameProjectUtils::CheckoutGameProjectFile(ProjectFile, FailReason);
}
// Check if it's writable
if(FPlatformFileManager::Get().GetPlatformFile().IsReadOnly(*ProjectFile))
{
FText ShouldMakeProjectWriteable = LOCTEXT("ShouldMakeProjectWriteable_Message", "'{ProjectFilename}' is read-only and cannot be updated. Would you like to make it writeable?");
FFormatNamedArguments Arguments;
Arguments.Add( TEXT("ProjectFilename"), FText::FromString(ProjectFile));
if(FMessageDialog::Open(EAppMsgType::YesNo, FText::Format(ShouldMakeProjectWriteable, Arguments)) == EAppReturnType::Yes)
{
FPlatformFileManager::Get().GetPlatformFile().SetReadOnly(*ProjectFile, false);
}
}
}
bool GameProjectUtils::UpdateGameProjectFile(const FString& ProjectFile, const FString& EngineIdentifier, const FProjectDescriptorModifier& Modifier, FText& OutFailReason)
{
return UpdateGameProjectFile_Impl(ProjectFile, EngineIdentifier, &Modifier, OutFailReason);
}
bool GameProjectUtils::UpdateGameProjectFile(const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason)
{
return UpdateGameProjectFile_Impl(ProjectFile, EngineIdentifier, nullptr, OutFailReason);
}
bool GameProjectUtils::UpdateGameProjectFile_Impl(const FString& ProjectFile, const FString& EngineIdentifier, const FProjectDescriptorModifier* Modifier, FText& OutFailReason)
{
// Make sure we can write to the project file
TryMakeProjectFileWriteable(ProjectFile);
// Load the descriptor
FProjectDescriptor Descriptor;
if(Descriptor.Load(ProjectFile, OutFailReason))
{
if (Modifier && Modifier->IsBound() && !Modifier->Execute(Descriptor))
{
// If modifier returns false it means that we want to drop changes.
return true;
}
// Update file on disk
return Descriptor.Save(ProjectFile, OutFailReason) && FDesktopPlatformModule::Get()->SetEngineIdentifierForProject(ProjectFile, EngineIdentifier);
}
return false;
}
bool GameProjectUtils::UpdateGameProjectFile(const FString& ProjectFilename, const FString& EngineIdentifier, const TArray<FString>* StartupModuleNames, FText& OutFailReason)
{
return UpdateGameProjectFile(ProjectFilename, EngineIdentifier,
FProjectDescriptorModifier::CreateLambda(
[StartupModuleNames](FProjectDescriptor& Desc)
{
if (StartupModuleNames != nullptr)
{
return UpdateStartupModuleNames(Desc, StartupModuleNames);
}
return false;
}
), OutFailReason);
}
bool GameProjectUtils::CheckoutGameProjectFile(const FString& ProjectFilename, FText& OutFailReason)
{
if ( !ensure(ProjectFilename.Len()) )
{
OutFailReason = LOCTEXT("NoProjectFilename", "The project filename was not specified.");
return false;
}
if ( !ISourceControlModule::Get().IsEnabled() )
{
OutFailReason = LOCTEXT("SCCDisabled", "Source control is not enabled. Enable source control in the preferences menu.");
return false;
}
FString AbsoluteFilename = FPaths::ConvertRelativePathToFull(ProjectFilename);
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(AbsoluteFilename, EStateCacheUsage::ForceUpdate);
TArray<FString> FilesToBeCheckedOut;
FilesToBeCheckedOut.Add(AbsoluteFilename);
bool bSuccessfullyCheckedOut = false;
OutFailReason = LOCTEXT("SCCStateInvalid", "Could not determine source control state.");
if(SourceControlState.IsValid())
{
if(SourceControlState->IsCheckedOut() || SourceControlState->IsAdded() || !SourceControlState->IsSourceControlled())
{
// Already checked out or opened for add... or not in the depot at all
bSuccessfullyCheckedOut = true;
}
else if(SourceControlState->CanCheckout() || SourceControlState->IsCheckedOutOther())
{
bSuccessfullyCheckedOut = (SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), FilesToBeCheckedOut) == ECommandResult::Succeeded);
if (!bSuccessfullyCheckedOut)
{
OutFailReason = LOCTEXT("SCCCheckoutFailed", "Failed to check out the project file.");
}
}
else if(!SourceControlState->IsCurrent())
{
OutFailReason = LOCTEXT("SCCNotCurrent", "The project file is not at head revision.");
}
}
return bSuccessfullyCheckedOut;
}
FString GameProjectUtils::GetDefaultProjectTemplateFilename()
{
return TEXT("");
}
void GameProjectUtils::GetProjectCodeFilenames(TArray<FString>& OutProjectCodeFilenames)
{
IFileManager::Get().FindFilesRecursive(OutProjectCodeFilenames, *FPaths::GameSourceDir(), TEXT("*.h"), true, false, false);
IFileManager::Get().FindFilesRecursive(OutProjectCodeFilenames, *FPaths::GameSourceDir(), TEXT("*.cpp"), true, false, false);
}
int32 GameProjectUtils::GetProjectCodeFileCount()
{
TArray<FString> Filenames;
GetProjectCodeFilenames(Filenames);
return Filenames.Num();
}
void GameProjectUtils::GetProjectSourceDirectoryInfo(int32& OutNumCodeFiles, int64& OutDirectorySize)
{
TArray<FString> Filenames;
GetProjectCodeFilenames(Filenames);
OutNumCodeFiles = Filenames.Num();
OutDirectorySize = 0;
for (const auto& filename : Filenames)
{
OutDirectorySize += IFileManager::Get().FileSize(*filename);
}
}
bool GameProjectUtils::ProjectHasCodeFiles()
{
return GameProjectUtils::GetProjectCodeFileCount() > 0;
}
bool GameProjectUtils::ProjectRequiresBuild(const FName InPlatformInfoName)
{
// early out on projects with code files
if (ProjectHasCodeFiles())
{
return true;
}
bool bRequiresBuild = false;
if (!FRocketSupport::IsRocket())
{
// check to see if the default build settings have changed
bRequiresBuild |= !HasDefaultBuildSettings(InPlatformInfoName);
}
// check to see if any plugins beyond the defaults have been enabled
bRequiresBuild |= IProjectManager::Get().IsNonDefaultPluginEnabled();
return bRequiresBuild;
}
bool GameProjectUtils::DoProjectSettingsMatchDefault(const FString& InPlatformName, const FString& InSection, const TArray<FString>* InBoolKeys, const TArray<FString>* InIntKeys, const TArray<FString>* InStringKeys)
{
FConfigFile ProjIni;
FConfigFile DefaultIni;
FConfigCacheIni::LoadLocalIniFile(ProjIni, TEXT("Engine"), true, *InPlatformName, true);
FConfigCacheIni::LoadExternalIniFile(DefaultIni, TEXT("Engine"), *FPaths::EngineConfigDir(), *FPaths::EngineConfigDir(), true, NULL, true);
if (InBoolKeys != NULL)
{
for (int Index = 0; Index < InBoolKeys->Num(); ++Index)
{
FString Default(TEXT("False")), Project(TEXT("False"));
DefaultIni.GetString(*InSection, *((*InBoolKeys)[Index]), Default);
ProjIni.GetString(*InSection, *((*InBoolKeys)[Index]), Project);
if (Default.Compare(Project, ESearchCase::IgnoreCase))
{
return false;
}
}
}
if (InIntKeys != NULL)
{
for (int Index = 0; Index < InIntKeys->Num(); ++Index)
{
int64 Default(0), Project(0);
DefaultIni.GetInt64(*InSection, *((*InIntKeys)[Index]), Default);
ProjIni.GetInt64(*InSection, *((*InIntKeys)[Index]), Project);
if (Default != Project)
{
return false;
}
}
}
if (InStringKeys != NULL)
{
for (int Index = 0; Index < InStringKeys->Num(); ++Index)
{
FString Default(TEXT("False")), Project(TEXT("False"));
DefaultIni.GetString(*InSection, *((*InStringKeys)[Index]), Default);
ProjIni.GetString(*InSection, *((*InStringKeys)[Index]), Project);
if (Default.Compare(Project, ESearchCase::IgnoreCase))
{
return false;
}
}
}
return true;
}
bool GameProjectUtils::HasDefaultBuildSettings(const FName InPlatformInfoName)
{
// first check default build settings for all platforms
TArray<FString> BoolKeys, IntKeys, StringKeys, BuildKeys;
BuildKeys.Add(TEXT("bCompileApex")); BuildKeys.Add(TEXT("bCompileBox2D")); BuildKeys.Add(TEXT("bCompileICU"));
BuildKeys.Add(TEXT("bCompileSimplygon")); BuildKeys.Add(TEXT("bCompi8leLeanAndMeanUE")); BuildKeys.Add(TEXT("bIncludeADO"));
BuildKeys.Add(TEXT("bCompileRecast")); BuildKeys.Add(TEXT("bCompileSpeedTree")); BuildKeys.Add(TEXT("bCompileWithPluginSupport"));
BuildKeys.Add(TEXT("bCompilePhysXVehicle")); BuildKeys.Add(TEXT("bCompileFreeType")); BuildKeys.Add(TEXT("bCompileForSize"));
BuildKeys.Add(TEXT("bCompileCEF3"));
const PlatformInfo::FPlatformInfo* const PlatInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatInfo);
if (!DoProjectSettingsMatchDefault(PlatInfo->TargetPlatformName.ToString(), TEXT("/Script/BuildSettings.BuildSettings"), &BuildKeys))
{
return false;
}
if (PlatInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::Installed)
{
const ITargetPlatform* const Platform = GetTargetPlatformManager()->FindTargetPlatform(PlatInfo->TargetPlatformName.ToString());
if (Platform)
{
FString PlatformSection;
Platform->GetBuildProjectSettingKeys(PlatformSection, BoolKeys, IntKeys, StringKeys);
return DoProjectSettingsMatchDefault(PlatInfo->TargetPlatformName.ToString(), PlatformSection, &BoolKeys, &IntKeys, &StringKeys);
}
}
return true;
}
TArray<FString> GameProjectUtils::GetRequiredAdditionalDependencies(const FNewClassInfo& ClassInfo)
{
TArray<FString> Out;
switch (ClassInfo.ClassType)
{
case FNewClassInfo::EClassType::SlateWidget:
case FNewClassInfo::EClassType::SlateWidgetStyle:
Out.Reserve(2);
Out.Add(TEXT("Slate"));
Out.Add(TEXT("SlateCore"));
break;
case FNewClassInfo::EClassType::UObject:
auto ClassPackageName = ClassInfo.BaseClass->GetOutermost()->GetFName().ToString();
checkf(ClassPackageName.StartsWith(TEXT("/Script/")), TEXT("Class outermost should start with /Script/"));
Out.Add(ClassPackageName.Mid(8)); // Skip the /Script/ prefix.
break;
}
return Out;
}
GameProjectUtils::EAddCodeToProjectResult GameProjectUtils::AddCodeToProject_Internal(const FString& NewClassName, const FString& NewClassPath, const FModuleContextInfo& ModuleInfo, const FNewClassInfo ParentClassInfo, const TSet<FString>& DisallowedHeaderNames, FString& OutHeaderFilePath, FString& OutCppFilePath, FText& OutFailReason)
{
if ( !ParentClassInfo.IsSet() )
{
OutFailReason = LOCTEXT("NoParentClass", "You must specify a parent class");
return EAddCodeToProjectResult::InvalidInput;
}
const FString CleanClassName = ParentClassInfo.GetCleanClassName(NewClassName);
const FString FinalClassName = ParentClassInfo.GetFinalClassName(NewClassName);
if (!IsValidClassNameForCreation(FinalClassName, ModuleInfo, DisallowedHeaderNames, OutFailReason))
{
return EAddCodeToProjectResult::InvalidInput;
}
if ( !FApp::HasGameName() )
{
OutFailReason = LOCTEXT("AddCodeToProject_NoGameName", "You can not add code because you have not loaded a project.");
return EAddCodeToProjectResult::FailedToAddCode;
}
FString NewHeaderPath;
FString NewCppPath;
if ( !CalculateSourcePaths(NewClassPath, ModuleInfo, NewHeaderPath, NewCppPath, &OutFailReason) )
{
return EAddCodeToProjectResult::FailedToAddCode;
}
FScopedSlowTask SlowTask( 7, LOCTEXT( "AddingCodeToProject", "Adding code to project..." ) );
SlowTask.MakeDialog();
SlowTask.EnterProgressFrame();
auto RequiredDependencies = GetRequiredAdditionalDependencies(ParentClassInfo);
RequiredDependencies.Remove(ModuleInfo.ModuleName);
// Update project file if needed.
auto bUpdateProjectModules = false;
// If the project does not already contain code, add the primary game module
TArray<FString> CreatedFiles;
TArray<FString> StartupModuleNames;
const bool bProjectHadCodeFiles = ProjectHasCodeFiles();
if (!bProjectHadCodeFiles)
{
// We always add the basic source code to the root directory, not the potential sub-directory provided by NewClassPath
const FString SourceDir = FPaths::GameSourceDir().LeftChop(1); // Trim the trailing /
// Assuming the game name is the same as the primary game module name
const FString GameModuleName = FApp::GetGameName();
if ( GenerateBasicSourceCode(SourceDir, GameModuleName, FPaths::GameDir(), StartupModuleNames, CreatedFiles, OutFailReason) )
{
bUpdateProjectModules = true;
}
else
{
DeleteCreatedFiles(SourceDir, CreatedFiles);
return EAddCodeToProjectResult::FailedToAddCode;
}
}
if (RequiredDependencies.Num() > 0 || bUpdateProjectModules)
{
UpdateProject(
FProjectDescriptorModifier::CreateLambda(
[&StartupModuleNames, &RequiredDependencies, &ModuleInfo, bUpdateProjectModules](FProjectDescriptor& Descriptor)
{
bool bNeedsUpdate = false;
bNeedsUpdate |= UpdateStartupModuleNames(Descriptor, bUpdateProjectModules ? &StartupModuleNames : nullptr);
bNeedsUpdate |= UpdateRequiredAdditionalDependencies(Descriptor, RequiredDependencies, ModuleInfo.ModuleName);
return bNeedsUpdate;
}));
}
SlowTask.EnterProgressFrame();
// Class Header File
const FString NewHeaderFilename = NewHeaderPath / ParentClassInfo.GetHeaderFilename(NewClassName);
{
FString UnusedSyncLocation;
if ( GenerateClassHeaderFile(NewHeaderFilename, CleanClassName, ParentClassInfo, TArray<FString>(), TEXT(""), TEXT(""), UnusedSyncLocation, ModuleInfo, false, OutFailReason) )
{
CreatedFiles.Add(NewHeaderFilename);
}
else
{
DeleteCreatedFiles(NewHeaderPath, CreatedFiles);
return EAddCodeToProjectResult::FailedToAddCode;
}
}
SlowTask.EnterProgressFrame();
// Class CPP file
const FString NewCppFilename = NewCppPath / ParentClassInfo.GetSourceFilename(NewClassName);
{
FString UnusedSyncLocation;
if ( GenerateClassCPPFile(NewCppFilename, CleanClassName, ParentClassInfo, TArray<FString>(), TArray<FString>(), TEXT(""), UnusedSyncLocation, ModuleInfo, OutFailReason) )
{
CreatedFiles.Add(NewCppFilename);
}
else
{
DeleteCreatedFiles(NewCppPath, CreatedFiles);
return EAddCodeToProjectResult::FailedToAddCode;
}
}
SlowTask.EnterProgressFrame();
TArray<FString> CreatedFilesForExternalAppRead;
CreatedFilesForExternalAppRead.Reserve(CreatedFiles.Num());
for (const FString& CreatedFile : CreatedFiles)
{
CreatedFilesForExternalAppRead.Add( IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*CreatedFile) );
}
bool bGenerateProjectFiles = true;
// First see if we can avoid a full generation by adding the new files to an already open project
if ( bProjectHadCodeFiles && FSourceCodeNavigation::AddSourceFiles(CreatedFilesForExternalAppRead) )
{
// We successfully added the new files to the solution, but we still need to run UBT with -gather to update any UBT makefiles
if ( FDesktopPlatformModule::Get()->InvalidateMakefiles(FPaths::RootDir(), FPaths::GetProjectFilePath(), GWarn) )
{
// We managed the gather, so we can skip running the full generate
bGenerateProjectFiles = false;
}
}
if ( bGenerateProjectFiles )
{
// Generate project files if we happen to be using a project file.
if ( !FDesktopPlatformModule::Get()->GenerateProjectFiles(FPaths::RootDir(), FPaths::GetProjectFilePath(), GWarn) )
{
OutFailReason = LOCTEXT("FailedToGenerateProjectFiles", "Failed to generate project files.");
return EAddCodeToProjectResult::FailedToHotReload;
}
}
SlowTask.EnterProgressFrame();
// Mark the files for add in SCC
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
if ( ISourceControlModule::Get().IsEnabled() && SourceControlProvider.IsAvailable() )
{
SourceControlProvider.Execute(ISourceControlOperation::Create<FMarkForAdd>(), CreatedFilesForExternalAppRead);
}
SlowTask.EnterProgressFrame( 1.0f, LOCTEXT("CompilingCPlusPlusCode", "Compiling new C++ code. Please wait..."));
OutHeaderFilePath = NewHeaderFilename;
OutCppFilePath = NewCppFilename;
if (!bProjectHadCodeFiles)
{
// This is the first time we add code to this project so compile its game DLL
const FString GameModuleName = FApp::GetGameName();
check(ModuleInfo.ModuleName == GameModuleName);
IHotReloadInterface& HotReloadSupport = FModuleManager::LoadModuleChecked<IHotReloadInterface>("HotReload");
const bool bReloadAfterCompiling = true;
const bool bForceCodeProject = true;
const bool bFailIfGeneratedCodeChanges = false;
if (!HotReloadSupport.RecompileModule(*GameModuleName, bReloadAfterCompiling, *GWarn, bFailIfGeneratedCodeChanges, bForceCodeProject))
{
OutFailReason = LOCTEXT("FailedToCompileNewGameModule", "Failed to compile newly created game module.");
return EAddCodeToProjectResult::FailedToHotReload;
}
// Notify that we've created a brand new module
FSourceCodeNavigation::AccessOnNewModuleAdded().Broadcast(*GameModuleName);
}
else if (GetDefault<UEditorPerProjectUserSettings>()->bAutomaticallyHotReloadNewClasses)
{
FModuleStatus ModuleStatus;
const FName ModuleFName = *ModuleInfo.ModuleName;
if (ensure(FModuleManager::Get().QueryModule(ModuleFName, ModuleStatus)))
{
// Compile the module that the class was added to so that the newly added class with appear in the Content Browser
TArray<UPackage*> PackagesToRebind;
if (ModuleStatus.bIsLoaded)
{
const bool bIsHotReloadable = FModuleManager::Get().DoesLoadedModuleHaveUObjects(ModuleFName);
if (bIsHotReloadable)
{
// Is there a UPackage with the same name as this module?
const FString PotentialPackageName = FString(TEXT("/Script/")) + ModuleInfo.ModuleName;
UPackage* Package = FindPackage(nullptr, *PotentialPackageName);
if (Package)
{
PackagesToRebind.Add(Package);
}
}
}
IHotReloadInterface& HotReloadSupport = FModuleManager::LoadModuleChecked<IHotReloadInterface>("HotReload");
if (PackagesToRebind.Num() > 0)
{
// Perform a hot reload
const bool bWaitForCompletion = true;
ECompilationResult::Type CompilationResult = HotReloadSupport.RebindPackages( PackagesToRebind, TArray<FName>(), bWaitForCompletion, *GWarn );
if( CompilationResult != ECompilationResult::Succeeded && CompilationResult != ECompilationResult::UpToDate )
{
OutFailReason = FText::Format(LOCTEXT("FailedToHotReloadModuleFmt", "Failed to automatically hot reload the '{0}' module."), FText::FromString(ModuleInfo.ModuleName));
return EAddCodeToProjectResult::FailedToHotReload;
}
}
else
{
// Perform a regular unload, then reload
const bool bReloadAfterRecompile = true;
const bool bForceCodeProject = false;
const bool bFailIfGeneratedCodeChanges = true;
if (!HotReloadSupport.RecompileModule(ModuleFName, bReloadAfterRecompile, *GWarn, bFailIfGeneratedCodeChanges, bForceCodeProject))
{
OutFailReason = FText::Format(LOCTEXT("FailedToCompileModuleFmt", "Failed to automatically compile the '{0}' module."), FText::FromString(ModuleInfo.ModuleName));
return EAddCodeToProjectResult::FailedToHotReload;
}
}
}
}
return EAddCodeToProjectResult::Succeeded;
}
bool GameProjectUtils::FindSourceFileInProject(const FString& InFilename, const FString& InSearchPath, FString& OutPath)
{
TArray<FString> Filenames;
IFileManager::Get().FindFilesRecursive(Filenames, *InSearchPath, *InFilename, true, false, false);
if(Filenames.Num())
{
// Assume it's the first match (we should really only find a single file with a given name within a project anyway)
OutPath = Filenames[0];
return true;
}
return false;
}
void GameProjectUtils::HarvestCursorSyncLocation( FString& FinalOutput, FString& OutSyncLocation )
{
OutSyncLocation.Empty();
// Determine the cursor focus location if this file will by synced after creation
TArray<FString> Lines;
FinalOutput.ParseIntoArray( Lines, TEXT( "\n" ), false );
for( int32 LineIdx = 0; LineIdx < Lines.Num(); ++LineIdx )
{
const FString& Line = Lines[ LineIdx ];
int32 CharLoc = Line.Find( TEXT( "%CURSORFOCUSLOCATION%" ) );
if( CharLoc != INDEX_NONE )
{
// Found the sync marker
OutSyncLocation = FString::Printf( TEXT( "%d:%d" ), LineIdx + 1, CharLoc + 1 );
break;
}
}
// If we did not find the sync location, just sync to the top of the file
if( OutSyncLocation.IsEmpty() )
{
OutSyncLocation = TEXT( "1:1" );
}
// Now remove the cursor focus marker
FinalOutput = FinalOutput.Replace(TEXT("%CURSORFOCUSLOCATION%"), TEXT(""), ESearchCase::CaseSensitive);
}
bool GameProjectUtils::InsertFeaturePacksIntoINIFile(const FProjectInformation& InProjectInfo, FText& OutFailReason)
{
const FString ProjectName = FPaths::GetBaseFilename(InProjectInfo.ProjectFilename);
const FString TemplateName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
const FString SrcFolder = FPaths::GetPath(InProjectInfo.TemplateFile);
const FString DestFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString ProjectConfigPath = DestFolder / TEXT("Config");
const FString IniFilename = ProjectConfigPath / TEXT("DefaultGame.ini");
TArray<FString> PackList;
// First the starter content
if (InProjectInfo.bCopyStarterContent)
{
FString StarterPack;
if (InProjectInfo.TargetedHardware == EHardwareClass::Mobile)
{
StarterPack = TEXT("InsertPack=(PackSource=\"MobileStarterContent") + DefaultFeaturePackExtension + TEXT(",PackName=\"StarterContent\")");
}
else
{
StarterPack = TEXT("InsertPack=(PackSource=\"StarterContent") + DefaultFeaturePackExtension + TEXT(",PackName=\"StarterContent\")");
}
PackList.Add(StarterPack);
}
if (PackList.Num() != 0)
{
FString FileOutput;
if(FPaths::FileExists(IniFilename) && !FFileHelper::LoadFileToString(FileOutput, *IniFilename))
{
OutFailReason = LOCTEXT("FailedToReadIni", "Could not read INI file to insert feature packs");
return false;
}
FileOutput += LINE_TERMINATOR;
FileOutput += TEXT("[StartupActions]");
FileOutput += LINE_TERMINATOR;
FileOutput += TEXT("bAddPacks=True");
FileOutput += LINE_TERMINATOR;
for (int32 iLine = 0; iLine < PackList.Num(); ++iLine)
{
FileOutput += PackList[iLine] + LINE_TERMINATOR;
}
if (!FFileHelper::SaveStringToFile(FileOutput, *IniFilename))
{
OutFailReason = LOCTEXT("FailedToWriteIni", "Could not write INI file to insert feature packs");
return false;
}
}
return true;
}
bool GameProjectUtils::AddSharedContentToProject(const FProjectInformation &InProjectInfo, TArray<FString> &CreatedFiles, FText& OutFailReason)
{
//const FString TemplateName = FPaths::GetBaseFilename(InProjectInfo.TemplateFile);
const FString SrcFolder = FPaths::GetPath(InProjectInfo.TemplateFile);
const FString DestFolder = FPaths::GetPath(InProjectInfo.ProjectFilename);
const FString ProjectConfigPath = DestFolder / TEXT("Config");
const FString IniFilename = ProjectConfigPath / TEXT("DefaultGame.ini");
// Now any packs specified in the template def.
UTemplateProjectDefs* TemplateDefs = LoadTemplateDefs(SrcFolder);
if (TemplateDefs != NULL)
{
EFeaturePackDetailLevel RequiredDetail = EFeaturePackDetailLevel::High;
if (InProjectInfo.TargetedHardware == EHardwareClass::Mobile)
{
RequiredDetail = EFeaturePackDetailLevel::Standard;
}
TUniquePtr<FFeaturePackContentSource> TempFeaturePack = MakeUnique<FFeaturePackContentSource>();
bool bCopied = TempFeaturePack->InsertAdditionalResources(TemplateDefs->SharedContentPacks,RequiredDetail, DestFolder,CreatedFiles);
if( bCopied == false )
{
FFormatNamedArguments Args;
Args.Add(TEXT("TemplateName"), FText::FromString(SrcFolder));
OutFailReason = FText::Format(LOCTEXT("SharedResourceError", "Error adding shared resources for '{TemplateName}'."), Args);
return false;
}
}
return true;
}
#undef LOCTEXT_NAMESPACE