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LIMITATIONS: 1) Re-instancing will only update UClass instance data. 2) Adding and removing properties should only be done towards the end of a class or structure and can not be followed by complex data types. 3) Adding and removing properties from a base class should not be done if a derived class contains complex data types. KNOWN ISSUES: 1) Changes to enumerations and structures will not be reflected in existing blueprints. However, adding new nodes to the blueprint will show the updated enumeration or structure. 2) If a class contains an enumeration or structure as a member, the class will not be re-instanced if enumeration or structure is changed. CHANGES: 1) LiveCodingServer 1a) Modified to always execute certain static instances during load. 1b) Modified to exclude the _Statics static structures to avoid patching to old copies. 2) Added support for LiveCoding reinstancing 2a) Refactored deferred registration system for UClass, UEnum, and UScriptStruct to use a common system that works for normal game, hot reload and live coding. 2b) Type specific version check data is possible (i.e. enum doesn't have a size) 2c) Single registration static for UClass 2d) Single registration class for all types that is just a blind forward to API. 2e) Static and dynamic registrations use different API entry points to avoid having overloaded argument lists that just apply to one or the other. 2f) Shims for older API 3) New common "Reload" system to avoid using HotReload code. 3a) Support common delegates regardless of who is reloading/reinstancing. 3b) Re-instancing code moved from HotReload to Kismet2 (where the bulk of the re-instance code already existed). 3c) Modified PyWrapper to use new helper class instead of depending on HotRelaod 3d) Added WITH_RELOAD which is defined if HotReload or LiveCoding is enabled. 3e) Modifed existing code to use new #define and delegates. Robert did the review on the changes covered by Part 2. Remaining changes are all straightforward. #rb robert.manuszewski #jira UE-74493 [CL 15736777 by Tim Smith in ue5-main branch]
50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
// Copyright 2011-2020 Molecular Matters GmbH, all rights reserved.
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#pragma once
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// BEGIN EPIC MOD
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#include "CoreTypes.h"
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#include "LC_Platform.h"
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// END EPIC MOD
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namespace symbolPatterns
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{
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extern const char* const PCH_SYMBOL_PATTERNS[1];
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extern const char* const VTABLE_PATTERNS[3];
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extern const char* const RTTI_OBJECT_LOCATOR_PATTERNS[1];
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extern const char* const DYNAMIC_INITIALIZER_PATTERNS[1];
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extern const char* const DYNAMIC_ATEXIT_DESTRUCTORS[1];
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extern const char* const POINTER_TO_DYNAMIC_INITIALIZER_PATTERNS[1];
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extern const char* const STRING_LITERAL_PATTERNS[2];
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extern const char* const LINE_NUMBER_PATTERNS[1];
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extern const char* const FLOATING_POINT_CONSTANT_PATTERNS[4];
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#if LC_64_BIT
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extern const char* const EXCEPTION_RELATED_PATTERNS[17];
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#else
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extern const char* const EXCEPTION_RELATED_PATTERNS[11];
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#endif
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extern const char* const EXCEPTION_UNWIND_PATTERNS[1];
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extern const char* const EXCEPTION_CLAUSE_PATTERNS[2];
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extern const char* const RTC_PATTERNS[8];
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extern const char* const SDL_CHECK_PATTERNS[2];
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extern const char* const CFG_PATTERNS[1];
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extern const char* const IMAGE_BASE_PATTERNS[1];
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extern const char* const TLS_ARRAY_PATTERNS[1];
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extern const char* const TLS_INDEX_PATTERNS[1];
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extern const char* const TLS_INIT_PATTERNS[3];
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extern const char* const TLS_STATICS_PATTERNS[1];
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extern const char* const ANONYMOUS_NAMESPACE_PATTERN;
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// BEGIN EPIC MOD
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extern const char* const UE_STATICS_BLOCK_PATTERNS[5];
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extern const char* const UE_REGISTER_PATTERNS[4];
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// END EPIC MOD
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}
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