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517 lines
19 KiB
C++
517 lines
19 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintNativeCodeGenPCH.h"
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#include "BlueprintNativeCodeGenManifest.h"
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#include "NativeCodeGenCommandlineParams.h"
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#include "App.h" // for GetGameName()
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonSerializer.h"
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#include "JsonObjectConverter.h"
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#include "Serialization/JsonWriter.h"
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#include "IBlueprintCompilerCppBackendModule.h" // for ConstructBaseFilename()
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DEFINE_LOG_CATEGORY_STATIC(LogNativeCodeGenManifest, Log, All);
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/*******************************************************************************
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* BlueprintNativeCodeGenManifestImpl
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******************************************************************************/
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namespace BlueprintNativeCodeGenManifestImpl
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{
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static const int64 CPF_NoFlags = 0x00;
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static const FString ManifestFileExt = TEXT(".BpCodeGenManifest.json");
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static const FString CppFileExt = TEXT(".cpp");
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static const FString HeaderFileExt = TEXT(".h");
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static const FString HeaderSubDir = TEXT("Public");
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static const FString CppSubDir = TEXT("Private");
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static const FString ModuleBuildFileExt = TEXT(".Build.cs");
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static const FString FallbackPluginName = TEXT("GeneratedBpCode");
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static const FString PreviewFilePostfix = TEXT("-Preview");
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static const FString PluginFileExt = TEXT(".uplugin");
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static const FString SourceSubDir = TEXT("Source");
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/**
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* Populates the provided manifest object with data from the specified file.
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*
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* @param FilePath A json file path, denoting the file you want loaded and serialized in.
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* @param Manifest The target object that you want filled out with data from the file.
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* @return True if the manifest was successfully loaded, otherwise false.
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*/
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static bool LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest);
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/**
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* Helper function the homogenizes file/directory paths so that they can be
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* compared for equivalence against others.
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*
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* @param DirectoryPath The path that you want sanitized.
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* @return A equivalent file/directory path, standardized for comparisons.
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*/
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static FString GetComparibleDirPath(const FString& DirectoryPath);
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/**
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* Constructs a directory path for the plugin's source files.
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*
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* @param PluginPath A path to the root directory for the plugin.
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* @return A path to the plugin's source directory.
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*/
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static FString GetTargetSourceDir(const FString& PluginPath);
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/**
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* Constructs a path for the specified module, within the target plugin.
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*
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* @param PluginPath A path to the root directory for the plugin.
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* @param ModuleName The name of the module that you're generating for the plugin.
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* @return A path to the module's directory, within the plugin.
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*/
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static FString GetModuleDirectory(const FString& PluginPath, const FString& ModuleName);
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/**
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* Constructs a header path for the specified asset.
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*
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* @param PluginPath A path to the root directory for the plugin.
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* @param Asset The asset you want a header file for.
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* @param ModuleName The name of the module that you're generating for the plugin.
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* @return A target file path for the specified asset to save a header to.
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*/
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static FString GenerateHeaderSavePath(const FString& PluginPath, const FAssetData& Asset, const FString& ModuleName);
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/**
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* Constructs a cpp path for the specified asset.
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*
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* @param PluginPath A path to the root directory for the plugin.
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* @param Asset The asset you want a cpp file for.
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* @param ModuleName The name of the module that you're generating for the plugin.
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* @return A target file path for the specified asset to save a cpp file to.
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*/
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static FString GenerateCppSavePath(const FString& PluginPath, const FAssetData& Asset, const FString& ModuleName);
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/**
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* Coordinates with the code-gen backend, to produce a base filename (one
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* without a file extension).
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*
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* @param Asset The asset you want a filename for.
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* @return A filename (without extension) that matches the #include statements generated by the backend.
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*/
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static FString GetBaseFilename(const FAssetData& Asset);
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/**
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* Collects native packages (which reflect distinct modules) that the
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* specified object relies upon.
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*
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* @param AssetObj The object you want dependencies for.
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* @param DependenciesOut An output array, which will be filled out with module packages that the target object relies upon.
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* @return False if the function failed to collect dependencies for the specified object.
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*/
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static bool GatherModuleDependencies(const UObject* AssetObj, TArray<UPackage*>& DependenciesOut);
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenManifestImpl::LoadManifest(const FString& FilePath, FBlueprintNativeCodeGenManifest* Manifest)
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{
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FString ManifestStr;
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if (FFileHelper::LoadFileToString(ManifestStr, *FilePath))
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{
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TSharedRef< TJsonReader<> > JsonReader = TJsonReaderFactory<>::Create(ManifestStr);
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TSharedPtr<FJsonObject> JsonObject;
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if (FJsonSerializer::Deserialize(JsonReader, JsonObject))
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{
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return FJsonObjectConverter::JsonObjectToUStruct<FBlueprintNativeCodeGenManifest>(JsonObject.ToSharedRef(), Manifest,
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/*CheckFlags =*/CPF_NoFlags, /*SkipFlags =*/CPF_NoFlags);
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}
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}
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return false;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetTargetSourceDir(const FString& PluginPath)
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{
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return FPaths::Combine(*PluginPath, *SourceSubDir);
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetModuleDirectory(const FString& PluginPath, const FString& ModuleName)
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{
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return FPaths::Combine(*GetTargetSourceDir(PluginPath), *ModuleName);
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(const FString& PluginPath, const FAssetData& Asset, const FString& ModuleName)
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{
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return FPaths::Combine( *FPaths::Combine(*GetModuleDirectory(PluginPath, ModuleName), *HeaderSubDir), *GetBaseFilename(Asset) ) + HeaderFileExt;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(const FString& PluginPath, const FAssetData& Asset, const FString& ModuleName)
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{
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return FPaths::Combine( *FPaths::Combine(*GetModuleDirectory(PluginPath, ModuleName), *CppSubDir), *GetBaseFilename(Asset) ) + CppFileExt;
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetBaseFilename(const FAssetData& Asset)
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{
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IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
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return CodeGenBackend.ConstructBaseFilename(Asset.GetAsset());
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}
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//------------------------------------------------------------------------------
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static FString BlueprintNativeCodeGenManifestImpl::GetComparibleDirPath(const FString& DirectoryPath)
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{
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FString NormalizedPath = DirectoryPath;
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const FString PathDelim = TEXT("/");
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if (!NormalizedPath.EndsWith(PathDelim))
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{
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// to account for the case where the relative path would resolve to X:
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// (when we want "X:/")... ConvertRelativePathToFull() leaves the
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// trailing slash, and NormalizeDirectoryName() will remove it (if it is
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// not a drive letter)
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NormalizedPath += PathDelim;
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}
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if (FPaths::IsRelative(NormalizedPath))
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{
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NormalizedPath = FPaths::ConvertRelativePathToFull(NormalizedPath);
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}
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FPaths::NormalizeDirectoryName(NormalizedPath);
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return NormalizedPath;
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}
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//------------------------------------------------------------------------------
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static bool BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies(const UObject* AssetObj, TArray<UPackage*>& DependenciesOut)
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{
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UPackage* AssetPackage = AssetObj->GetOutermost();
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const FLinkerLoad* PkgLinker = FLinkerLoad::FindExistingLinkerForPackage(AssetPackage);
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const bool bFoundLinker = (PkgLinker != nullptr);
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if (ensure(bFoundLinker))
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{
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for (const FObjectImport& PkgImport : PkgLinker->ImportMap)
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{
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if (PkgImport.ClassName != NAME_Package)
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{
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continue;
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}
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UPackage* DependentPackage = FindObject<UPackage>(/*Outer =*/nullptr, *PkgImport.ObjectName.ToString(), /*ExactClass =*/true);
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if (DependentPackage == nullptr)
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{
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continue;
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}
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// we want only native packages, ones that are not editor-only
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if ((DependentPackage->PackageFlags & (PKG_CompiledIn | PKG_EditorOnly)) == PKG_CompiledIn)
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{
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DependenciesOut.AddUnique(DependentPackage);// PkgImport.ObjectName.ToString());
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}
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}
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}
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return bFoundLinker;
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}
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/*******************************************************************************
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* FConvertedAssetRecord
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******************************************************************************/
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//------------------------------------------------------------------------------
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FConvertedAssetRecord::FConvertedAssetRecord(const FAssetData& AssetInfo, const FString& TargetDir, const FString& ModuleName)
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: AssetPtr(AssetInfo.GetAsset())
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, AssetType(AssetInfo.GetClass())
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, AssetPath(AssetInfo.PackageName.ToString())
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, GeneratedHeaderPath(BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(TargetDir, AssetInfo, ModuleName))
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, GeneratedCppPath(BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(TargetDir, AssetInfo, ModuleName))
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{
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}
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//------------------------------------------------------------------------------
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bool FConvertedAssetRecord::IsValid()
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{
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// every conversion will have a header file (interfaces don't have implementation files)
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return AssetPtr.IsValid() && !GeneratedHeaderPath.IsEmpty() && (AssetType != nullptr) && !AssetPath.IsEmpty();
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}
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/*******************************************************************************
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* FBlueprintNativeCodeGenManifest
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******************************************************************************/
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenManifest::GetDefaultFilename()
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{
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return FApp::GetGameName() + BlueprintNativeCodeGenManifestImpl::ManifestFileExt;
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FString TargetPath)
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: OutputDir(TargetPath)
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{
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if (OutputDir.IsEmpty())
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{
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OutputDir = FPaths::GameIntermediateDir();
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}
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// do NOT load from an existing interface, as this is the default
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// constructor used by the USTRUCT() system
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}
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//------------------------------------------------------------------------------
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FBlueprintNativeCodeGenManifest::FBlueprintNativeCodeGenManifest(const FNativeCodeGenCommandlineParams& CommandlineParams)
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{
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using namespace BlueprintNativeCodeGenManifestImpl;
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bool const bLoadExistingManifest = !CommandlineParams.bWipeRequested || CommandlineParams.OutputDir.IsEmpty();
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PluginName = CommandlineParams.PluginName;
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OutputDir = CommandlineParams.OutputDir;
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if (FPaths::IsRelative(OutputDir))
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{
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FPaths::MakePathRelativeTo(OutputDir, *FPaths::GameDir());
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}
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if (!CommandlineParams.ManifestFilePath.IsEmpty())
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{
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ManifestFilePath = CommandlineParams.ManifestFilePath;
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}
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else
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{
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if (!ensure(!PluginName.IsEmpty()))
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{
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PluginName = FallbackPluginName;
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}
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if (!ensure(!OutputDir.IsEmpty()))
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{
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OutputDir = FPaths::Combine(*FPaths::GameIntermediateDir(), *PluginName);
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}
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FString ManifestFilename = GetDefaultFilename();
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if (CommandlineParams.bPreviewRequested)
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{
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ManifestFilename.InsertAt(ManifestFilename.Find(ManifestFileExt, ESearchCase::CaseSensitive, ESearchDir::FromEnd), PreviewFilePostfix);
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}
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ManifestFilePath = FPaths::Combine(*GetTargetDir(), *ManifestFilename);
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}
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// incorporate an existing manifest (in case we're only re-converting a
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// handful of assets and adding them into an existing module)
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if (bLoadExistingManifest && LoadManifest(ManifestFilePath, this))
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{
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// if they specified a separate plugin path, lets make sure we use that
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// over what was found in the existing manifest
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if (!CommandlineParams.OutputDir.IsEmpty())
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{
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if (CommandlineParams.bWipeRequested)
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{
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OutputDir = CommandlineParams.OutputDir;
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}
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else
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{
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const FString ExpectedPath = GetComparibleDirPath(CommandlineParams.OutputDir);
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FString TargetPath = GetTargetDir();
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TargetPath = GetComparibleDirPath(TargetPath);
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if ( !FPaths::IsSamePath(ExpectedPath, TargetPath) )
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{
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UE_LOG(LogNativeCodeGenManifest, Error,
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TEXT("The existing manifest's plugin path does not match what was specified via the commandline."));
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}
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}
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}
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const bool bNewPluginNameRequested = !CommandlineParams.PluginName.IsEmpty() && (CommandlineParams.PluginName != PluginName);
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if (bNewPluginNameRequested && !CommandlineParams.bPreviewRequested)
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{
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// delete the old plugin file (if one exists)
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IFileManager::Get().Delete(*GetPluginFilePath());
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}
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// if we were only interested in obtaining the plugin path
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if (CommandlineParams.bWipeRequested)
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{
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PluginName = CommandlineParams.PluginName;
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Clear();
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}
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else
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{
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if (bNewPluginNameRequested)
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{
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UE_LOG(LogNativeCodeGenManifest, Warning, TEXT("The specified plugin name (%s) doesn't match the existing one (%s). Overridding with the new name."),
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*CommandlineParams.PluginName, *PluginName);
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PluginName = CommandlineParams.PluginName;
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}
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ConstructRecordLookupTable();
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}
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}
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}
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//------------------------------------------------------------------------------
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TArray<FString> FBlueprintNativeCodeGenManifest::GetDestinationPaths() const
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{
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const FString TargetPath = GetTargetDir();
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TArray<FString> DestPaths;
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DestPaths.Add(ManifestFilePath);
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DestPaths.Add(BlueprintNativeCodeGenManifestImpl::GetTargetSourceDir(TargetPath));
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DestPaths.Add(GetPluginFilePath());
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return DestPaths;
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenManifest::GetPluginFilePath() const
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{
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return FPaths::Combine(*GetTargetDir(), *PluginName) + BlueprintNativeCodeGenManifestImpl::PluginFileExt;
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenManifest::GetModuleFilePath() const
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{
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return FPaths::Combine( *BlueprintNativeCodeGenManifestImpl::GetModuleDirectory(GetTargetDir(), GetTargetModuleName()), *GetTargetModuleName() ) +
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BlueprintNativeCodeGenManifestImpl::ModuleBuildFileExt;
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}
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//------------------------------------------------------------------------------
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FConvertedAssetRecord& FBlueprintNativeCodeGenManifest::CreateConversionRecord(const FAssetData& AssetInfo)
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{
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const FString AssetPath = AssetInfo.PackageName.ToString();
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const FString TargetPath = GetTargetDir();
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// load the asset (if it isn't already)
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const UObject* AssetObj = AssetInfo.GetAsset();
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const FString& ModuleName = GetTargetModuleName();
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FConvertedAssetRecord* ConversionRecordPtr = FindConversionRecord(AssetPath);
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if (ConversionRecordPtr == nullptr)
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{
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RecordLookupTable.Add(AssetPath, ConvertedAssets.Num());
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ConversionRecordPtr = &ConvertedAssets[ ConvertedAssets.Add(FConvertedAssetRecord(AssetInfo, TargetPath, ModuleName)) ];
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}
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else if ( !ensure((ConversionRecordPtr->AssetPath == AssetPath) && (ConversionRecordPtr->AssetType == AssetInfo.GetClass())) )
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{
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UE_LOG(LogNativeCodeGenManifest, Warning,
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TEXT("The existing manifest entery for '%s' doesn't match what was expected (asset path and/or type). Updating it to match the asset."),
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*AssetPath);
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ConversionRecordPtr->AssetPath = AssetPath;
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ConversionRecordPtr->AssetType = AssetInfo.GetClass();
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}
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FConvertedAssetRecord& ConversionRecord = *ConversionRecordPtr;
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if (!ConversionRecord.IsValid())
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{
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// if this was a manifest entry that was loaded from an existing file,
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// then it wouldn't have the asset pointer (which is transient data)
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if (!ConversionRecord.AssetPtr.IsValid())
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{
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ConversionRecord.AssetPtr = AssetObj;
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}
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if (ConversionRecord.GeneratedHeaderPath.IsEmpty())
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{
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ConversionRecord.GeneratedHeaderPath = BlueprintNativeCodeGenManifestImpl::GenerateHeaderSavePath(TargetPath, AssetInfo, ModuleName);
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ConversionRecord.GeneratedCppPath = BlueprintNativeCodeGenManifestImpl::GenerateCppSavePath(TargetPath, AssetInfo, ModuleName);
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}
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ensure(ConversionRecord.IsValid());
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}
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return ConversionRecord;
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}
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//------------------------------------------------------------------------------
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FConvertedAssetRecord* FBlueprintNativeCodeGenManifest::FindConversionRecord(const FString& AssetPath, bool bSlowSearch)
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{
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FConvertedAssetRecord* FoundRecord = nullptr;
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if (int32* IndexPtr = RecordLookupTable.Find(AssetPath))
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{
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check(*IndexPtr < ConvertedAssets.Num());
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FoundRecord = &ConvertedAssets[*IndexPtr];
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ensure(FoundRecord->AssetPath == AssetPath);
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}
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else if (bSlowSearch)
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{
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for (FConvertedAssetRecord& ConversionRecord : ConvertedAssets)
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{
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if (ConversionRecord.AssetPath == AssetPath)
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{
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FoundRecord = &ConversionRecord;
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}
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}
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}
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else
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{
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check(RecordLookupTable.Num() == ConvertedAssets.Num());
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}
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return FoundRecord;
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}
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//------------------------------------------------------------------------------
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bool FBlueprintNativeCodeGenManifest::LogDependencies(const FAssetData& AssetInfo)
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{
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// load the asset (if it isn't already)
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const UObject* AssetObj = AssetInfo.GetAsset();
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return BlueprintNativeCodeGenManifestImpl::GatherModuleDependencies(AssetObj, ModuleDependencies);
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}
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//------------------------------------------------------------------------------
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bool FBlueprintNativeCodeGenManifest::Save(bool bSort) const
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{
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if (bSort)
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{
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ConvertedAssets.Sort([](const FConvertedAssetRecord& Lhs, const FConvertedAssetRecord& Rhs)->bool
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{
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if (Lhs.AssetType == Rhs.AssetType)
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{
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return Lhs.AssetPath < Rhs.AssetPath;
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}
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return Lhs.AssetType->GetName() < Rhs.AssetType->GetName();
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});
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RecordLookupTable.Empty();
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}
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TSharedRef<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
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if (FJsonObjectConverter::UStructToJsonObject(FBlueprintNativeCodeGenManifest::StaticStruct(), this, JsonObject,
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/*CheckFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags, /*SkipFlags =*/BlueprintNativeCodeGenManifestImpl::CPF_NoFlags))
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{
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FString FileContents;
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TSharedRef< TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(&FileContents);
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if (FJsonSerializer::Serialize(JsonObject, JsonWriter))
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{
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JsonWriter->Close();
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return FFileHelper::SaveStringToFile(FileContents, *ManifestFilePath);
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}
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}
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return false;
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}
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//------------------------------------------------------------------------------
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FString FBlueprintNativeCodeGenManifest::GetTargetDir() const
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{
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FString TargetPath = OutputDir;
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if (FPaths::IsRelative(TargetPath))
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{
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TargetPath = FPaths::ConvertRelativePathToFull(FPaths::GameDir(), TargetPath);
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TargetPath = FPaths::ConvertRelativePathToFull(TargetPath);
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|
}
|
|
return TargetPath;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
void FBlueprintNativeCodeGenManifest::Clear()
|
|
{
|
|
ConvertedAssets.Empty();
|
|
RecordLookupTable.Empty();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void FBlueprintNativeCodeGenManifest::ConstructRecordLookupTable()
|
|
{
|
|
RecordLookupTable.Empty(ConvertedAssets.Num());
|
|
|
|
for (int32 RecordIndex = 0; RecordIndex < ConvertedAssets.Num(); ++RecordIndex)
|
|
{
|
|
const FConvertedAssetRecord& AssetRecord = ConvertedAssets[RecordIndex];
|
|
RecordLookupTable.Add(AssetRecord.AssetPath, RecordIndex);
|
|
}
|
|
}
|