Files
UnrealEngineUWP/Engine/Source/Developer/HotReload/Private/HotReloadClassReinstancer.cpp
Robert Manuszewski dfc39a6ca5 Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2783106 on 2015/11/30 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Introduced GC UObject clusters. GC clusters provide means to create disregard for GC subsets at load time (e.g. Materials with material expressions and their textures).

	- Saves about 25ms in reachability analysis (58ms -> 33ms)
	- UObject classes/instances can now be marked as cluster root objects with CanBeClusterRoot() function override.
	- Cluster creation is automatic. Clusters don't require any manual handling for GC to collect them when nothing is referencing them.
	- Moved token stream processing to a new class FFastReferenceFinder to make it more generic and re-usable by other code
	- Removed REFERENCE_INFO macro from GC code and replaced it with a local variable (saves about ~1.9ms: 33.2ms -> 31.3ms)

Change 2773094 on 2015/11/19 by Steve.Robb@Dev-Core

	Multicast script delegate check for existing bindings replaced with ensure.
	Multicast native delegate no longer checks for existing bindings.
	Removal of old delegate code.
	Some FORCEINLINEing to improve debugging experience of stepping into delegate code.

Change 2782180 on 2015/11/27 by Graeme.Thornton@GThornton_DesktopMaster

	Make scoped seconds timer class available outside of stats build. Normal usage macros still remain guarded
	Added SCOPE_SECONDS_COUNTER_RECURSION_SAFE which only times during the outmost instance of a recursive function
	Added SCOPE_SECONDS_COUNTER_RECURSION_SAFE_BASE and SCOPE_SECONDS_COUNTER_BASE which are defined in all build types, for easy temporary timing in Test/Shipping builds.
	Added a boolean parameter to the timer class which can be used to disable it without having to mess around with scoping the calling code

Change 2782635 on 2015/11/30 by Graeme.Thornton@GThornton_DesktopMaster

	Added GetTimeStampPair() to the filemanager and platformfile interfaces. Requests timestamps for a pair of files where we assume that both files would always exist at the same wrapper level. Allows us to skip file system queries for localization package lookups where the native file is in a pak but the localized file doesn't exist.

Change 2775153 on 2015/11/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	CrashReportServer moved out of the not for licencees, a few fixes, removed RegisterPII

Change 2775560 on 2015/11/20 by Steve.Robb@Dev-Core

	FDelegateBase::GetDelegateInstance deprecated and replaced with FDelegateBase::GetDelegateInstanceProtected.

Change 2781138 on 2015/11/25 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	Stats - Converted is using a new stats reader, a few more optimizations, should be 10x times faster

Change 2772990 on 2015/11/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Fixing potential dead lock when suspending and resuming async loading multiple times

Change 2773023 on 2015/11/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Support for references added through AddReferencedObjects in FArchiveReplaceObjectRef

Change 2781055 on 2015/11/25 by Steve.Robb@Dev-Core

	Changes to IDelegateInstance reverted to allow licensees an easier time when upgrading their use of the now-deprecated GetDelegateInstance() code path.
	New TryGetBoundFunctionName() to aid the debugging of delegate bindings in non-shipping configs.

Change 2773114 on 2015/11/19 by Steve.Robb@Dev-Core

	FMath::IsPowerOfTwo is now templated to take any type.

Change 2773643 on 2015/11/19 by Steve.Robb@Dev-Core

	GetDelegateInstance() calls replaced - delegate instances never compare equal unless you are comparing two unbound delegates (both null) or comparing a delegate with itself.

Change 2777686 on 2015/11/23 by Steve.Robb@Dev-Core

	GitHub #1793 - File write flags argument

Change 2780590 on 2015/11/25 by Steve.Robb@Dev-Core

	Fix for FArchiveProxy::operator<< overloads.

Change 2780845 on 2015/11/25 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	#jira UE-23358 - MDD relies on hard-coded P4 depot paths (fixed source context for streams)

Change 2780962 on 2015/11/25 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	Stats - Added FStatsWriteStream for basic saving stat messages into a stream, initial support for reading a regular stats file, minor performance optimization, coding standard fixes

	#jira UECORE-170 - Improve profiler loading performance (wip)

Change 2781887 on 2015/11/26 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	Profiler/ProfilerClient - Removed unneeded synchronization points, replaces with task graph SendTo jobs, removed PROFILER_THREADED_LOAD, replaced with new stats loading mechanism,  should be around 2x times faster (4x since the optimization pass)

	#jira UECORE-170 - Improve profiler loading performance (wip)

Change 2781893 on 2015/11/26 by Steve.Robb@Dev-Core

	TCachedOSPageAllocator abstracted from MallocBinned2.
	Misc tidy-ups.

Change 2782198 on 2015/11/27 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	Profiler - Better indication of the loading progress, should no longer freeze without a progress bar

	#jira UECORE-170 - Improve profiler loading performance (wip)

Change 2782446 on 2015/11/29 by Steve.Robb@Dev-Core

	Warn when calling delegates' Create* functions when they're not assigned to anything.

	#codereview robert.manuszewski

Change 2782538 on 2015/11/30 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	#UE4 Removed DiskCachedAssetDataBuffer as it was not strictly necessary and was triggering a crash when loading the cached registry from disk. This data is now stored directly in DiskCachedAssetDataMap. It was already true that this map does not change outside of SerializeCache but now it is critical since NewCachedAssetDataMap keeps pointers directly to its values.

	Asset registry fixes by Bob Tellez. Possible fix for UE-23783.

Change 2782564 on 2015/11/30 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	FReferenceCollector::AddReferenceObjects performance improvements for TArrays. ARO will no longer call HandleObjectReference multiple times but instead will call HandleObjectReferences just once (currently only implemented for FGCCollector). Reduces the number of virtual function calls while GC'ing.

Change 2782716 on 2015/11/30 by Steve.Robb@Dev-Core

	UObject serial number array initialized for debug visualization.

Change 2782933 on 2015/11/30 by Steve.Robb@Dev-Core

	Critical sections are no longer copyable.

Change 2783061 on 2015/11/30 by Steve.Robb@Dev-Core
2015-12-03 14:21:29 -05:00

565 lines
18 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "HotReloadPrivatePCH.h"
#include "HotReloadClassReinstancer.h"
#if WITH_ENGINE
#include "Engine/BlueprintGeneratedClass.h"
#include "Layers/ILayers.h"
#include "BlueprintEditor.h"
#include "Kismet2/CompilerResultsLog.h"
void FHotReloadClassReinstancer::SetupNewClassReinstancing(UClass* InNewClass, UClass* InOldClass)
{
// Set base class members to valid values
ClassToReinstance = InNewClass;
DuplicatedClass = InOldClass;
OriginalCDO = InOldClass->GetDefaultObject();
bHasReinstanced = false;
bSkipGarbageCollection = false;
bNeedsReinstancing = true;
NewClass = InNewClass;
// Collect the original CDO property values
SerializeCDOProperties(InOldClass->GetDefaultObject(), OriginalCDOProperties);
// Collect the property values of the new CDO
SerializeCDOProperties(InNewClass->GetDefaultObject(), ReconstructedCDOProperties);
SaveClassFieldMapping(InOldClass);
ObjectsThatShouldUseOldStuff.Add(InOldClass); //CDO of REINST_ class can be used as archetype
TArray<UClass*> ChildrenOfClass;
GetDerivedClasses(InOldClass, ChildrenOfClass);
for (auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt)
{
UClass* ChildClass = *ClassIt;
UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
if (ChildBP && !ChildBP->HasAnyFlags(RF_BeingRegenerated))
{
// If this is a direct child, change the parent and relink so the property chain is valid for reinstancing
if (!ChildBP->HasAnyFlags(RF_NeedLoad))
{
if (ChildClass->GetSuperClass() == InOldClass)
{
ReparentChild(ChildBP);
}
Children.AddUnique(ChildBP);
if (ChildBP->ParentClass == InOldClass)
{
ChildBP->ParentClass = NewClass;
}
}
else
{
// If this is a child that caused the load of their parent, relink to the REINST class so that we can still serialize in the CDO, but do not add to later processing
ReparentChild(ChildClass);
}
}
}
// Finally, remove the old class from Root so that it can get GC'd and mark it as CLASS_NewerVersionExists
InOldClass->RemoveFromRoot();
InOldClass->ClassFlags |= CLASS_NewerVersionExists;
}
void FHotReloadClassReinstancer::SerializeCDOProperties(UObject* InObject, FHotReloadClassReinstancer::FCDOPropertyData& OutData)
{
// Creates a mem-comparable CDO data
class FCDOWriter : public FMemoryWriter
{
/** Objects already visited by this archive */
TSet<UObject*>& VisitedObjects;
/** Output property data */
FCDOPropertyData& PropertyData;
/** Current subobject being serialized */
FName SubobjectName;
public:
/** Serializes all script properties of the provided DefaultObject */
FCDOWriter(FCDOPropertyData& InOutData, UObject* DefaultObject, TSet<UObject*>& InVisitedObjects, FName InSubobjectName = NAME_None)
: FMemoryWriter(InOutData.Bytes, /* bIsPersistent = */ false, /* bSetOffset = */ true)
, VisitedObjects(InVisitedObjects)
, PropertyData(InOutData)
, SubobjectName(InSubobjectName)
{
// Disable delta serialization, we want to serialize everything
ArNoDelta = true;
DefaultObject->SerializeScriptProperties(*this);
}
virtual void Serialize(void* Data, int64 Num) override
{
// Collect serialized properties so we can later update their values on instances if they change
auto SerializedProperty = GetSerializedProperty();
if (SerializedProperty != nullptr)
{
FCDOProperty& PropertyInfo = PropertyData.Properties.FindOrAdd(SerializedProperty->GetFName());
if (PropertyInfo.Property == nullptr)
{
PropertyInfo.Property = SerializedProperty;
PropertyInfo.SubobjectName = SubobjectName;
PropertyInfo.SerializedValueOffset = Tell();
PropertyInfo.SerializedValueSize = Num;
PropertyData.Properties.Add(SerializedProperty->GetFName(), PropertyInfo);
}
else
{
PropertyInfo.SerializedValueSize += Num;
}
}
FMemoryWriter::Serialize(Data, Num);
}
/** Serializes an object. Only name and class for normal references, deep serialization for DSOs */
virtual FArchive& operator<<(class UObject*& InObj) override
{
FArchive& Ar = *this;
if (InObj)
{
FName ClassName = InObj->GetClass()->GetFName();
FName ObjectName = InObj->GetFName();
Ar << ClassName;
Ar << ObjectName;
if (!VisitedObjects.Contains(InObj))
{
VisitedObjects.Add(InObj);
if (Ar.GetSerializedProperty() && Ar.GetSerializedProperty()->ContainsInstancedObjectProperty())
{
// Serialize all DSO properties too
FCDOWriter DefaultSubobjectWriter(PropertyData, InObj, VisitedObjects, InObj->GetFName());
Seek(PropertyData.Bytes.Num());
}
}
}
else
{
FName UnusedName = NAME_None;
Ar << UnusedName;
Ar << UnusedName;
}
return *this;
}
/** Serializes an FName as its index and number */
virtual FArchive& operator<<(FName& InName) override
{
FArchive& Ar = *this;
NAME_INDEX ComparisonIndex = InName.GetComparisonIndex();
NAME_INDEX DisplayIndex = InName.GetDisplayIndex();
int32 Number = InName.GetNumber();
Ar << ComparisonIndex;
Ar << DisplayIndex;
Ar << Number;
return Ar;
}
virtual FArchive& operator<<(FLazyObjectPtr& LazyObjectPtr) override
{
FArchive& Ar = *this;
auto UniqueID = LazyObjectPtr.GetUniqueID();
Ar << UniqueID;
return *this;
}
virtual FArchive& operator<<(FAssetPtr& AssetPtr) override
{
FArchive& Ar = *this;
auto UniqueID = AssetPtr.GetUniqueID();
Ar << UniqueID;
return Ar;
}
virtual FArchive& operator<<(FStringAssetReference& Value) override
{
FArchive& Ar = *this;
FString Path = Value.ToString();
Ar << Path;
if (IsLoading())
{
Value.SetPath(MoveTemp(Path));
}
return Ar;
}
/** Archive name, for debugging */
virtual FString GetArchiveName() const override { return TEXT("FCDOWriter"); }
};
TSet<UObject*> VisitedObjects;
VisitedObjects.Add(InObject);
FCDOWriter Ar(OutData, InObject, VisitedObjects);
}
void FHotReloadClassReinstancer::ReconstructClassDefaultObject(UClass* InClass, UObject* InOuter, FName InName, EObjectFlags InFlags)
{
// Get the parent CDO
UClass* ParentClass = InClass->GetSuperClass();
UObject* ParentDefaultObject = NULL;
if (ParentClass != NULL)
{
ParentDefaultObject = ParentClass->GetDefaultObject(); // Force the default object to be constructed if it isn't already
}
// Re-create
InClass->ClassDefaultObject = StaticAllocateObject(InClass, InOuter, InName, InFlags, EInternalObjectFlags::None, false);
check(InClass->ClassDefaultObject);
const bool bShouldInitilizeProperties = false;
const bool bCopyTransientsFromClassDefaults = false;
(*InClass->ClassConstructor)(FObjectInitializer(InClass->ClassDefaultObject, ParentDefaultObject, bCopyTransientsFromClassDefaults, bShouldInitilizeProperties));
}
void FHotReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing(UClass* InOldClass)
{
// Set base class members to valid values
ClassToReinstance = InOldClass;
DuplicatedClass = InOldClass;
OriginalCDO = InOldClass->GetDefaultObject();
bHasReinstanced = false;
bSkipGarbageCollection = false;
bNeedsReinstancing = false;
NewClass = InOldClass; // The class doesn't change in this case
// Collect the original property values
SerializeCDOProperties(InOldClass->GetDefaultObject(), OriginalCDOProperties);
// Remember all the basic info about the object before we rename it
EObjectFlags CDOFlags = OriginalCDO->GetFlags();
UObject* CDOOuter = OriginalCDO->GetOuter();
FName CDOName = OriginalCDO->GetFName();
// Rename original CDO, so we can store this one as OverridenArchetypeForCDO
// and create new one with the same name and outer.
OriginalCDO->Rename(
*MakeUniqueObjectName(
GetTransientPackage(),
OriginalCDO->GetClass(),
*FString::Printf(TEXT("BPGC_ARCH_FOR_CDO_%s"), *InOldClass->GetName())
).ToString(),
GetTransientPackage(),
REN_DoNotDirty | REN_DontCreateRedirectors | REN_NonTransactional | REN_SkipGeneratedClasses | REN_ForceNoResetLoaders);
// Re-create the CDO, re-running its constructor
ReconstructClassDefaultObject(InOldClass, CDOOuter, CDOName, CDOFlags);
ReconstructedCDOsMap.Add(OriginalCDO, InOldClass->GetDefaultObject());
// Collect the property values after re-constructing the CDO
SerializeCDOProperties(InOldClass->GetDefaultObject(), ReconstructedCDOProperties);
// We only want to re-instance the old class if its CDO's values have changed or any of its DSOs' property values have changed
if (DefaultPropertiesHaveChanged())
{
bNeedsReinstancing = true;
SaveClassFieldMapping(InOldClass);
TArray<UClass*> ChildrenOfClass;
GetDerivedClasses(InOldClass, ChildrenOfClass);
for (auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt)
{
UClass* ChildClass = *ClassIt;
UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
if (ChildBP && !ChildBP->HasAnyFlags(RF_BeingRegenerated))
{
if (!ChildBP->HasAnyFlags(RF_NeedLoad))
{
Children.AddUnique(ChildBP);
auto BPGC = Cast<UBlueprintGeneratedClass>(ChildBP->GeneratedClass);
auto CurrentCDO = BPGC ? BPGC->GetDefaultObject(false) : nullptr;
if (CurrentCDO && (OriginalCDO == CurrentCDO->GetArchetype()))
{
BPGC->OverridenArchetypeForCDO = OriginalCDO;
}
}
}
}
}
}
FHotReloadClassReinstancer::FHotReloadClassReinstancer(UClass* InNewClass, UClass* InOldClass, const TMap<UClass*, UClass*>& InOldToNewClassesMap, TMap<UObject*, UObject*>& OutReconstructedCDOsMap, TSet<UBlueprint*>& InBPSetToRecompile, TSet<UBlueprint*>& InBPSetToRecompileBytecodeOnly)
: NewClass(nullptr)
, bNeedsReinstancing(false)
, CopyOfPreviousCDO(nullptr)
, ReconstructedCDOsMap(OutReconstructedCDOsMap)
, BPSetToRecompile(InBPSetToRecompile)
, BPSetToRecompileBytecodeOnly(InBPSetToRecompileBytecodeOnly)
, OldToNewClassesMap(InOldToNewClassesMap)
{
ensure(InOldClass);
ensure(!HotReloadedOldClass && !HotReloadedNewClass);
HotReloadedOldClass = InOldClass;
HotReloadedNewClass = InNewClass ? InNewClass : InOldClass;
for (const TPair<UClass*, UClass*>& OldToNewClass : OldToNewClassesMap)
{
ObjectsThatShouldUseOldStuff.Add(OldToNewClass.Key);
}
// If InNewClass is NULL, then the old class has not changed after hot-reload.
// However, we still need to check for changes to its constructor code (CDO values).
if (InNewClass)
{
SetupNewClassReinstancing(InNewClass, InOldClass);
TMap<UObject*, UObject*> ClassRedirects;
ClassRedirects.Add(InOldClass, InNewClass);
for (TObjectIterator<UBlueprint> BlueprintIt; BlueprintIt; ++BlueprintIt)
{
FArchiveReplaceObjectRef<UObject> ReplaceObjectArch(*BlueprintIt, ClassRedirects, false, true, true);
if (ReplaceObjectArch.GetCount())
{
EnlistDependentBlueprintToRecompile(*BlueprintIt, false);
}
}
}
else
{
RecreateCDOAndSetupOldClassReinstancing(InOldClass);
}
}
FHotReloadClassReinstancer::~FHotReloadClassReinstancer()
{
// Make sure the base class does not remove the DuplicatedClass from root, we not always want it.
// For example when we're just reconstructing CDOs. Other cases are handled by HotReloadClassReinstancer.
DuplicatedClass = nullptr;
ensure(HotReloadedOldClass);
HotReloadedOldClass = nullptr;
HotReloadedNewClass = nullptr;
}
/** Helper for finding subobject in an array. Usually there's not that many subobjects on a class to justify a TMap */
FORCEINLINE static UObject* FindDefaultSubobject(TArray<UObject*>& InDefaultSubobjects, FName SubobjectName)
{
for (auto Subobject : InDefaultSubobjects)
{
if (Subobject->GetFName() == SubobjectName)
{
return Subobject;
}
}
return nullptr;
}
void FHotReloadClassReinstancer::UpdateDefaultProperties()
{
struct FPropertyToUpdate
{
UProperty* Property;
FName SubobjectName;
uint8* OldSerializedValuePtr;
uint8* NewValuePtr;
int64 OldSerializedSize;
};
/** Memory writer archive that supports UObject values the same way as FCDOWriter. */
class FPropertyValueMemoryWriter : public FMemoryWriter
{
public:
FPropertyValueMemoryWriter(TArray<uint8>& OutData)
: FMemoryWriter(OutData)
{}
virtual FArchive& operator<<(class UObject*& InObj) override
{
FArchive& Ar = *this;
if (InObj)
{
FName ClassName = InObj->GetClass()->GetFName();
FName ObjectName = InObj->GetFName();
Ar << ClassName;
Ar << ObjectName;
}
else
{
FName UnusedName = NAME_None;
Ar << UnusedName;
Ar << UnusedName;
}
return *this;
}
virtual FArchive& operator<<(FName& InName) override
{
FArchive& Ar = *this;
NAME_INDEX ComparisonIndex = InName.GetComparisonIndex();
NAME_INDEX DisplayIndex = InName.GetDisplayIndex();
int32 Number = InName.GetNumber();
Ar << ComparisonIndex;
Ar << DisplayIndex;
Ar << Number;
return Ar;
}
virtual FArchive& operator<<(FLazyObjectPtr& LazyObjectPtr) override
{
FArchive& Ar = *this;
auto UniqueID = LazyObjectPtr.GetUniqueID();
Ar << UniqueID;
return *this;
}
virtual FArchive& operator<<(FAssetPtr& AssetPtr) override
{
FArchive& Ar = *this;
auto UniqueID = AssetPtr.GetUniqueID();
Ar << UniqueID;
return Ar;
}
virtual FArchive& operator<<(FStringAssetReference& Value) override
{
FArchive& Ar = *this;
FString Path = Value.ToString();
Ar << Path;
if (IsLoading())
{
Value.SetPath(MoveTemp(Path));
}
return Ar;
}
};
// Collect default subobjects to update their properties too
const int32 DefaultSubobjectArrayCapacity = 16;
TArray<UObject*> DefaultSubobjectArray;
DefaultSubobjectArray.Empty(DefaultSubobjectArrayCapacity);
NewClass->GetDefaultObject()->CollectDefaultSubobjects(DefaultSubobjectArray);
TArray<FPropertyToUpdate> PropertiesToUpdate;
// Collect all properties that have actually changed
for (auto& Pair : ReconstructedCDOProperties.Properties)
{
auto OldPropertyInfo = OriginalCDOProperties.Properties.Find(Pair.Key);
if (OldPropertyInfo)
{
auto& NewPropertyInfo = Pair.Value;
uint8* OldSerializedValuePtr = OriginalCDOProperties.Bytes.GetData() + OldPropertyInfo->SerializedValueOffset;
uint8* NewSerializedValuePtr = ReconstructedCDOProperties.Bytes.GetData() + NewPropertyInfo.SerializedValueOffset;
if (OldPropertyInfo->SerializedValueSize != NewPropertyInfo.SerializedValueSize ||
FMemory::Memcmp(OldSerializedValuePtr, NewSerializedValuePtr, OldPropertyInfo->SerializedValueSize) != 0)
{
// Property value has changed so add it to the list of properties that need updating on instances
FPropertyToUpdate PropertyToUpdate;
PropertyToUpdate.Property = NewPropertyInfo.Property;
PropertyToUpdate.NewValuePtr = nullptr;
PropertyToUpdate.SubobjectName = NewPropertyInfo.SubobjectName;
if (NewPropertyInfo.Property->GetOuter() == NewClass)
{
PropertyToUpdate.NewValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(NewClass->GetDefaultObject());
}
else if (NewPropertyInfo.SubobjectName != NAME_None)
{
UObject* DefaultSubobjectPtr = FindDefaultSubobject(DefaultSubobjectArray, NewPropertyInfo.SubobjectName);
if (DefaultSubobjectPtr && NewPropertyInfo.Property->GetOuter() == DefaultSubobjectPtr->GetClass())
{
PropertyToUpdate.NewValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(DefaultSubobjectPtr);
}
}
if (PropertyToUpdate.NewValuePtr)
{
PropertyToUpdate.OldSerializedValuePtr = OldSerializedValuePtr;
PropertyToUpdate.OldSerializedSize = OldPropertyInfo->SerializedValueSize;
PropertiesToUpdate.Add(PropertyToUpdate);
}
}
}
}
if (PropertiesToUpdate.Num())
{
TArray<uint8> CurrentValueSerializedData;
// Update properties on all existing instances of the class
for (FObjectIterator It(NewClass); It; ++It)
{
UObject* ObjectPtr = *It;
DefaultSubobjectArray.Empty(DefaultSubobjectArrayCapacity);
ObjectPtr->CollectDefaultSubobjects(DefaultSubobjectArray);
for (auto& PropertyToUpdate : PropertiesToUpdate)
{
uint8* InstanceValuePtr = nullptr;
if (PropertyToUpdate.SubobjectName == NAME_None)
{
InstanceValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(ObjectPtr);
}
else
{
UObject* DefaultSubobjectPtr = FindDefaultSubobject(DefaultSubobjectArray, PropertyToUpdate.SubobjectName);
if (DefaultSubobjectPtr && PropertyToUpdate.Property->GetOuter() == DefaultSubobjectPtr->GetClass())
{
InstanceValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(DefaultSubobjectPtr);
}
}
if (InstanceValuePtr)
{
// Serialize current value to a byte array as we don't have the previous CDO to compare against, we only have its serialized property data
CurrentValueSerializedData.Empty(CurrentValueSerializedData.Num() + CurrentValueSerializedData.GetSlack());
FPropertyValueMemoryWriter CurrentValueWriter(CurrentValueSerializedData);
PropertyToUpdate.Property->SerializeItem(CurrentValueWriter, InstanceValuePtr);
// Update only when the current value on the instance is identical to the original CDO
if (CurrentValueSerializedData.Num() == PropertyToUpdate.OldSerializedSize &&
FMemory::Memcmp(CurrentValueSerializedData.GetData(), PropertyToUpdate.OldSerializedValuePtr, CurrentValueSerializedData.Num()) == 0)
{
// Update with the new value
PropertyToUpdate.Property->CopyCompleteValue(InstanceValuePtr, PropertyToUpdate.NewValuePtr);
}
}
}
}
}
}
void FHotReloadClassReinstancer::ReinstanceObjectsAndUpdateDefaults()
{
ReinstanceObjects(true);
UpdateDefaultProperties();
}
void FHotReloadClassReinstancer::AddReferencedObjects(FReferenceCollector& Collector)
{
FBlueprintCompileReinstancer::AddReferencedObjects(Collector);
Collector.AllowEliminatingReferences(false);
Collector.AddReferencedObject(CopyOfPreviousCDO);
Collector.AllowEliminatingReferences(true);
}
void FHotReloadClassReinstancer::EnlistDependentBlueprintToRecompile(UBlueprint* BP, bool bBytecodeOnly)
{
if (IsValid(BP))
{
if (bBytecodeOnly)
{
if (!BPSetToRecompile.Contains(BP) && !BPSetToRecompileBytecodeOnly.Contains(BP))
{
BPSetToRecompileBytecodeOnly.Add(BP);
}
}
else
{
if (!BPSetToRecompile.Contains(BP))
{
if (BPSetToRecompileBytecodeOnly.Contains(BP))
{
BPSetToRecompileBytecodeOnly.Remove(BP);
}
BPSetToRecompile.Add(BP);
}
}
}
}
void FHotReloadClassReinstancer::BlueprintWasRecompiled(UBlueprint* BP, bool bBytecodeOnly)
{
BPSetToRecompile.Remove(BP);
BPSetToRecompileBytecodeOnly.Remove(BP);
FBlueprintCompileReinstancer::BlueprintWasRecompiled(BP, bBytecodeOnly);
}
#endif