Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/BlueprintActionDatabase.cpp
Tim Smith a2237e050d LiveCoding Re-instancing
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]
2021-03-18 08:13:59 -04:00

1749 lines
65 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlueprintActionDatabase.h"
#include "UObject/Class.h"
#include "Templates/SubclassOf.h"
#include "EdGraph/EdGraphNode.h"
#include "Engine/Blueprint.h"
#include "UObject/UnrealType.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Actor.h"
#include "Layout/SlateRect.h"
#include "Engine/World.h"
#include "BlueprintNodeBinder.h"
#include "BlueprintActionFilter.h"
#include "Modules/ModuleManager.h"
#include "EngineGlobals.h"
#include "UObject/UObjectIterator.h"
#include "Engine/MemberReference.h"
#include "Animation/Skeleton.h"
#include "Animation/AnimBlueprint.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Animation/AnimBlueprintGeneratedClass.h"
#include "Engine/Engine.h"
#include "AssetData.h"
#include "EdGraphSchema_K2.h"
#include "K2Node.h"
#include "K2Node_Event.h"
#include "K2Node_ActorBoundEvent.h"
#include "K2Node_AddDelegate.h"
#include "K2Node_CallDelegate.h"
#include "K2Node_ClearDelegate.h"
#include "K2Node_ComponentBoundEvent.h"
#include "K2Node_DynamicCast.h"
#include "K2Node_FunctionEntry.h"
#include "K2Node_MacroInstance.h"
#include "K2Node_RemoveDelegate.h"
#include "K2Node_VariableGet.h"
#include "K2Node_VariableSet.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "BlueprintAssetHandler.h"
#include "EdGraphNode_Comment.h"
#include "Animation/AnimInstance.h"
#include "Editor.h"
#include "ComponentTypeRegistry.h"
#include "EditorCategoryUtils.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintFunctionNodeSpawner.h"
#include "BlueprintDelegateNodeSpawner.h"
#include "BlueprintEventNodeSpawner.h"
#include "BlueprintComponentNodeSpawner.h"
#include "BlueprintBoundEventNodeSpawner.h"
#include "BlueprintVariableNodeSpawner.h"
#include "AssetRegistryModule.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Engine/LevelScriptBlueprint.h"
// used below in FBlueprintNodeSpawnerFactory::MakeMacroNodeSpawner()
// used below in FBlueprintNodeSpawnerFactory::MakeComponentBoundEventSpawner()/MakeActorBoundEventSpawner()
// used below in FBlueprintNodeSpawnerFactory::MakeMessageNodeSpawner()
#include "K2Node_Message.h"
// used below in BlueprintActionDatabaseImpl::AddClassPropertyActions()
#include "K2Node_AssignDelegate.h"
// used below in BlueprintActionDatabaseImpl::AddClassCastActions()
#include "K2Node_ClassDynamicCast.h"
// used below in BlueprintActionDatabaseImpl::GetNodeSpectificActions()
#include "EdGraph/EdGraphNode_Documentation.h"
#include "BlueprintTypePromotion.h"
#define LOCTEXT_NAMESPACE "BlueprintActionDatabase"
/*******************************************************************************
* FBlueprintNodeSpawnerFactory
******************************************************************************/
namespace FBlueprintNodeSpawnerFactory
{
/**
* Constructs a UK2Node_MacroInstance spawner. Evolved from
* FK2ActionMenuBuilder::AttachMacroGraphAction(). Sets up the spawner to
* set spawned nodes with the supplied macro.
*
* @param MacroGraph The macro you want spawned nodes referencing.
* @return A new node-spawner, setup to spawn a UK2Node_MacroInstance.
*/
static UBlueprintNodeSpawner* MakeMacroNodeSpawner(UEdGraph* MacroGraph);
/**
* Constructs a UK2Node_Message spawner. Sets up the spawner to set
* spawned nodes with the supplied function.
*
* @param InterfaceFunction The function you want spawned nodes referencing.
* @return A new node-spawner, setup to spawn a UK2Node_Message.
*/
static UBlueprintNodeSpawner* MakeMessageNodeSpawner(UFunction* InterfaceFunction);
/**
* Constructs a UEdGraphNode_Comment spawner. Since UEdGraphNode_Comment is
* not a UK2Node then we can't have it create a spawner for itself (using
* UK2Node's GetMenuActions() method).
*
* @param DocNodeType The node class type that you want the spawner to be responsible for.
*
* @return A new node-spawner, setup to spawn a UEdGraphNode_Comment.
*/
template <class DocNodeType>
static UBlueprintNodeSpawner* MakeDocumentationNodeSpawner();
/**
*
*
* @return
*/
static UBlueprintNodeSpawner* MakeCommentNodeSpawner();
/**
* Constructs a delegate binding node along with a connected event that is
* triggered from the specified delegate.
*
* @param DelegateProperty The delegate the spawner will bind to.
* @return A new node-spawner, setup to spawn a UK2Node_AssignDelegate.
*/
static UBlueprintNodeSpawner* MakeAssignDelegateNodeSpawner(FMulticastDelegateProperty* DelegateProperty);
/**
*
*
* @param DelegateProperty
* @return
*/
static UBlueprintNodeSpawner* MakeComponentBoundEventSpawner(FMulticastDelegateProperty* DelegateProperty);
/**
*
*
* @param DelegateProperty
* @return
*/
static UBlueprintNodeSpawner* MakeActorBoundEventSpawner(FMulticastDelegateProperty* DelegateProperty);
/**
* Constructs UK2Node_Event spawner that is owned by UAnimInstance. Used for Anim Notificatios and montage
* branching points.
*
* @param EventName
* @return A new node-spawner, set up to spawn UK2Node_Event
*/
static UBlueprintNodeSpawner* MakeAnimOwnedEventSpawner(FName SignatureName, FText CustomCategory);
};
//------------------------------------------------------------------------------
static UBlueprintNodeSpawner* FBlueprintNodeSpawnerFactory::MakeMacroNodeSpawner(UEdGraph* MacroGraph)
{
check(MacroGraph != nullptr);
check(MacroGraph->GetSchema()->GetGraphType(MacroGraph) == GT_Macro);
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(UK2Node_MacroInstance::StaticClass());
check(NodeSpawner != nullptr);
auto CustomizeMacroNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, TWeakObjectPtr<UEdGraph> InMacroGraph)
{
UK2Node_MacroInstance* MacroNode = CastChecked<UK2Node_MacroInstance>(NewNode);
if (InMacroGraph.IsValid())
{
MacroNode->SetMacroGraph(InMacroGraph.Get());
}
};
TWeakObjectPtr<UEdGraph> GraphPtr = MacroGraph;
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeMacroNodeLambda, GraphPtr);
return NodeSpawner;
}
//------------------------------------------------------------------------------
static UBlueprintNodeSpawner* FBlueprintNodeSpawnerFactory::MakeMessageNodeSpawner(UFunction* InterfaceFunction)
{
check(InterfaceFunction != nullptr);
check(FKismetEditorUtilities::IsClassABlueprintInterface(CastChecked<UClass>(InterfaceFunction->GetOuter())));
UBlueprintFunctionNodeSpawner* NodeSpawner = UBlueprintFunctionNodeSpawner::Create(UK2Node_Message::StaticClass(), InterfaceFunction);
check(NodeSpawner != nullptr);
auto SetNodeFunctionLambda = [](UEdGraphNode* NewNode, FFieldVariant FuncField)
{
UK2Node_Message* MessageNode = CastChecked<UK2Node_Message>(NewNode);
MessageNode->FunctionReference.SetFromField<UFunction>(FuncField.Get<UField>(), /*bIsConsideredSelfContext =*/false);
};
NodeSpawner->SetNodeFieldDelegate = UBlueprintFunctionNodeSpawner::FSetNodeFieldDelegate::CreateStatic(SetNodeFunctionLambda);
NodeSpawner->DefaultMenuSignature.MenuName = FText::Format(LOCTEXT("MessageNodeMenuName", "{0} (Message)"), NodeSpawner->DefaultMenuSignature.MenuName);
return NodeSpawner;
}
//------------------------------------------------------------------------------
template <class DocNodeType>
static UBlueprintNodeSpawner* FBlueprintNodeSpawnerFactory::MakeDocumentationNodeSpawner()
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(DocNodeType::StaticClass());
check(NodeSpawner != nullptr);
auto CustomizeMessageNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode)
{
DocNodeType* DocNode = CastChecked<DocNodeType>(NewNode);
UEdGraph* OuterGraph = NewNode->GetGraph();
check(OuterGraph != nullptr);
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(OuterGraph);
check(Blueprint != nullptr);
float const OldNodePosX = NewNode->NodePosX;
float const OldNodePosY = NewNode->NodePosY;
float const OldHalfHeight = NewNode->NodeHeight / 2.f;
float const OldHalfWidth = NewNode->NodeWidth / 2.f;
static const float DocNodePadding = 50.0f;
FSlateRect Bounds(OldNodePosX - OldHalfWidth, OldNodePosY - OldHalfHeight, OldNodePosX + OldHalfWidth, OldNodePosY + OldHalfHeight);
FKismetEditorUtilities::GetBoundsForSelectedNodes(Blueprint, Bounds, DocNodePadding);
DocNode->SetBounds(Bounds);
};
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeMessageNodeLambda);
return NodeSpawner;
}
//------------------------------------------------------------------------------
static UBlueprintNodeSpawner* FBlueprintNodeSpawnerFactory::MakeCommentNodeSpawner()
{
UBlueprintNodeSpawner* NodeSpawner = MakeDocumentationNodeSpawner<UEdGraphNode_Comment>();
NodeSpawner->DefaultMenuSignature.MenuName = LOCTEXT("AddCommentActionMenuName", "Add Comment...");
auto OverrideMenuNameLambda = [](FBlueprintActionContext const& Context, IBlueprintNodeBinder::FBindingSet const& /*Bindings*/, FBlueprintActionUiSpec* UiSpecOut)
{
for (UBlueprint* Blueprint : Context.Blueprints)
{
if (FKismetEditorUtilities::GetNumberOfSelectedNodes(Blueprint) > 0)
{
UiSpecOut->MenuName = LOCTEXT("AddCommentFromSelectionMenuName", "Add Comment to Selection");
break;
}
}
};
NodeSpawner->DynamicUiSignatureGetter = UBlueprintNodeSpawner::FUiSpecOverrideDelegate::CreateStatic(OverrideMenuNameLambda);
return NodeSpawner;
}
//------------------------------------------------------------------------------
static UBlueprintNodeSpawner* FBlueprintNodeSpawnerFactory::MakeAssignDelegateNodeSpawner(FMulticastDelegateProperty* DelegateProperty)
{
// @TODO: it'd be awesome to have both nodes spawned by this available for
// context pin matching (the delegate inputs and the event outputs)
return UBlueprintDelegateNodeSpawner::Create(UK2Node_AssignDelegate::StaticClass(), DelegateProperty);
}
//------------------------------------------------------------------------------
static UBlueprintNodeSpawner* FBlueprintNodeSpawnerFactory::MakeComponentBoundEventSpawner(FMulticastDelegateProperty* DelegateProperty)
{
return UBlueprintBoundEventNodeSpawner::Create(UK2Node_ComponentBoundEvent::StaticClass(), DelegateProperty);
}
//------------------------------------------------------------------------------
static UBlueprintNodeSpawner* FBlueprintNodeSpawnerFactory::MakeActorBoundEventSpawner(FMulticastDelegateProperty* DelegateProperty)
{
return UBlueprintBoundEventNodeSpawner::Create(UK2Node_ActorBoundEvent::StaticClass(), DelegateProperty);
}
//------------------------------------------------------------------------------
static UBlueprintNodeSpawner* FBlueprintNodeSpawnerFactory::MakeAnimOwnedEventSpawner(FName SignatureName, FText CustomCategory)
{
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/)
{
UK2Node_Event* ActorRefNode = CastChecked<UK2Node_Event>(NewNode);
ActorRefNode->EventReference.SetExternalMember(ActorRefNode->CustomFunctionName, UAnimInstance::StaticClass());
};
UBlueprintNodeSpawner* NodeSpawner = UBlueprintEventNodeSpawner::Create(UK2Node_Event::StaticClass(), SignatureName);
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda);
NodeSpawner->DefaultMenuSignature.Category = CustomCategory;
return NodeSpawner;
}
/*******************************************************************************
* Static FBlueprintActionDatabase Helpers
******************************************************************************/
namespace BlueprintActionDatabaseImpl
{
typedef FBlueprintActionDatabase::FActionList FActionList;
/**
* Mimics UEdGraphSchema_K2::CanUserKismetAccessVariable(); however, this
* omits the filtering that CanUserKismetAccessVariable() does (saves that
* for later with FBlueprintActionFilter).
*
* @param Property The property you want to check.
* @return True if the property can be seen from a blueprint.
*/
static bool IsPropertyBlueprintVisible(FProperty const* const Property);
/**
* Checks to see if the specified function is a blueprint owned function
* that was inherited from an implemented interface.
*
* @param Function The function to check.
* @return True if the function is owned by a blueprint, and some (implemented) interface has a matching function name.
*/
static bool IsBlueprintInterfaceFunction(const UFunction* Function);
/**
* Checks to see if the specified function is a blueprint owned function
* that was inherited from the blueprint's parent.
*
* @param Function The function to check.
* @return True if the function is owned by a blueprint, and some parent has a matching function name.
*/
static bool IsInheritedBlueprintFunction(const UFunction* Function);
/**
* Retrieves all the actions pertaining to a class and its fields (functions,
* variables, delegates, etc.). Actions that are conceptually owned by the
* class.
*
* @param Class The class you want actions for.
* @param ActionListOut The array you want filled with the requested actions.
*/
static void GetClassMemberActions(UClass* const Class, FActionList& ActionListOut);
/**
* Loops over all of the class's functions and creates a node-spawners for
* any that are viable for blueprint use. Evolved from
* FK2ActionMenuBuilder::GetFuncNodesForClass(), plus a series of other
* FK2ActionMenuBuilder methods (GetAllInterfaceMessageActions,
* GetEventsForBlueprint, etc).
*
* Ideally, any node that is constructed from a UFunction should go in here
* (so we only ever loop through the class's functions once). We handle
* UK2Node_CallFunction alongside UK2Node_Event.
*
* @param Class The class whose functions you want node-spawners for.
* @param ActionListOut The list you want populated with the new spawners.
*/
static void AddClassFunctionActions(UClass const* const Class, FActionList& ActionListOut);
/**
* Loops over all of the class's properties and creates node-spawners for
* any that are viable for blueprint use. Evolved from certain parts of
* FK2ActionMenuBuilder::GetAllActionsForClass().
*
* @param Class The class whose properties you want node-spawners for.
* @param ActionListOut The list you want populated with the new spawners.
*/
static void AddClassPropertyActions(UClass const* const Class, FActionList& ActionListOut);
/**
* Loops over all of the class's data object's properties and creates node-spawners for
* any that are viable for blueprint use.
*
* @param Class The class whose properties you want node-spawners for.
* @param ActionListOut The list you want populated with the new spawners.
*/
static void AddClassDataObjectActions(UClass const* const Class, FActionList& ActionListOut);
/**
* Evolved from FClassDynamicCastHelper::GetClassDynamicCastNodes(). If the
* specified class is a viable blueprint variable type, then two cast nodes
* are added for it (UK2Node_DynamicCast, and UK2Node_ClassDynamicCast).
*
* @param Class The class who you want cast nodes for (they cast to this class).
* @param ActionListOut The list you want populated with the new spawners.
*/
static void AddClassCastActions(UClass* const Class, FActionList& ActionListOut);
/**
* Adds custom actions to operate on the provided skeleton. Used primarily
* to find AnimNotify event vocabulary
*
* @Param Skeleton The skeleton that may have anim notifies defined on it.
*/
static void AddSkeletonActions( const USkeleton& Skeleton, FActionList& ActionListOut);
/**
* If the associated class is a blueprint generated class, then this will
* loop over the blueprint's graphs and create any node-spawners associated
* with those graphs (like UK2Node_MacroInstance spawners for macro graphs).
*
* @param Blueprint The blueprint which you want graph associated node-spawners for.
* @param ActionListOut The list you want populated with new spawners.
*/
static void AddBlueprintGraphActions(UBlueprint const* const Blueprint, FActionList& ActionListOut);
/**
* If the associated class is an anim blueprint generated class, then this
* will loop over AnimNotification events in the anim blueprint generated
* class and create node spawners for those events.
*
* @param Blueprint The blueprint which you want graph associated node-spawners for.
* @param ActionListOut The list you want populated with new spawners.
*/
static void AddAnimBlueprintGraphActions( UAnimBlueprint const* AnimBlueprint, FActionList& ActionListOut );
/**
* Emulates UEdGraphSchema::GetGraphContextActions(). If the supplied class
* is a node type, then it will query the node's CDO for any actions it
* wishes to add. This helps us keep the code in this file paired down, and
* makes it easily extensible for new node types.
*
* @param NodeClass The class which you want node-spawners for.
* @param ActionListOut The list you want populated with new spawners.
*/
static void GetNodeSpecificActions(TSubclassOf<UEdGraphNode const> const NodeClass, FBlueprintActionDatabaseRegistrar& Registrar);
/**
* Callback to refresh the database when a blueprint has been altered
* (clears the database entries for the blueprint's classes and recreates
* them... a property/function could have been added/removed).
*
* @param InBlueprint The blueprint that has been altered.
*/
static void OnBlueprintChanged(UBlueprint* InBlueprint);
/**
* Callback to refresh the database when a new object has just been loaded
* (to catch blueprint classes that weren't in the initial set, etc.)
*
* @param NewObject The object that was just loaded.
*/
static void OnAssetLoaded(UObject* NewObject);
/**
* Callback to refresh the database when a new object has just been created
* (to catch new blueprint classes that weren't in the initial set, etc.)
*
* @param NewAssetInfo Data regarding the newly added asset.
*/
static void OnAssetAdded(FAssetData const& NewAssetInfo);
/**
* Callback to clear out object references so that a object can be deleted
* without resistance from the actions cached here. Objects passed here
* won't necessarily be deleted (the user could still choose to cancel).
*
* @param ObjectsForDelete A list of objects that MIGHT be deleted.
*/
static void OnAssetsPendingDelete(TArray<UObject*> const& ObjectsForDelete);
/**
* Callback to refresh the database when an object has been deleted (to
* clear any related entries that were stored in the database)
*
* @param AssetInfo Data regarding the freshly removed asset.
*/
static void OnAssetRemoved(FAssetData const& AssetInfo);
/**
* Callback to refresh the database when an object has been deleted/unloaded
* (to clear any related entries that were stored in the database)
*
* @param AssetObject The object being removed/deleted/unloaded.
*/
static void OnAssetRemoved(UObject* AssetObject);
/**
* Callback to refresh the database when a blueprint has been unloaded
* (to clear any related entries that were stored in the database)
*
* @param BlueprintObj The blueprint being unloaded.
*/
static void OnBlueprintUnloaded(UBlueprint* BlueprintObj);
/**
* Callback to refresh the database when an object has been renamed (to clear
* any related classes that were stored in the database under the old name)
*
* @param AssetInfo Data regarding the freshly removed asset.
*/
static void OnAssetRenamed(FAssetData const& AssetInfo, const FString& InOldName);
/**
* Callback to refresh/add all level blueprints owned by this world to the database
*
* @param NewWorld The world that was added.
*/
static void OnWorldAdded(UWorld* NewWorld);
/**
* Callback to clear all levels from the database when a world is destroyed
*
* @param DestroyedWorld The world that was destroyed
*/
static void OnWorldDestroyed(UWorld* DestroyedWorld);
/**
* Callback to re-evaluate all level blueprints owned by the world when the layout has changed
*
* @param World The owner of the level and the world to be re-evaluated.
*/
static void OnRefreshLevelScripts(UWorld* World);
/**
* Returns TRUE if the Object is valid for the database
*
* @param Object Object to check for validity
* @return TRUE if the Blueprint is valid for the database
*/
static bool IsObjectValidForDatabase(UObject const* Object);
/**
* Refreshes database after a module is loaded or unloaded.
*/
static void OnModulesChanged(FName InModuleName, EModuleChangeReason InModuleChangeReason);
/**
* Refreshes database after project was hot-reloaded.
*/
static void OnReloadComplete(EReloadCompleteReason Reason);
/**
* Assets that we cleared from the database (to remove references, and make
* way for a delete), but in-case the class wasn't deleted we need them
* tracked here so we can add them back in.
*/
TSet<TWeakObjectPtr<UObject>> PendingDelete;
/** */
bool bIsInitializing = false;
/** True if a RefreshAll has been requested for the next Tick */
bool bRefreshAllRequested = false;
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnModulesChanged(FName InModuleName, EModuleChangeReason InModuleChangeReason)
{
if (InModuleChangeReason == EModuleChangeReason::ModuleLoaded || InModuleChangeReason == EModuleChangeReason::ModuleUnloaded)
{
BlueprintActionDatabaseImpl::bRefreshAllRequested = true;
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnReloadComplete(EReloadCompleteReason Reason)
{
BlueprintActionDatabaseImpl::bRefreshAllRequested = true;
}
//------------------------------------------------------------------------------
static bool BlueprintActionDatabaseImpl::IsPropertyBlueprintVisible(FProperty const* const Property)
{
bool const bIsAccessible = Property->HasAllPropertyFlags(CPF_BlueprintVisible);
bool const bIsDelegate = Property->IsA(FMulticastDelegateProperty::StaticClass());
bool const bIsAssignableOrCallable = Property->HasAnyPropertyFlags(CPF_BlueprintAssignable | CPF_BlueprintCallable);
return !Property->HasAnyPropertyFlags(CPF_Parm) && (bIsAccessible || (bIsDelegate && bIsAssignableOrCallable));
}
//------------------------------------------------------------------------------
static bool BlueprintActionDatabaseImpl::IsBlueprintInterfaceFunction(const UFunction* Function)
{
bool bIsBpInterfaceFunc = false;
if (UClass* FuncClass = Function->GetOwnerClass())
{
if (UBlueprint* BpOuter = Cast<UBlueprint>(FuncClass->ClassGeneratedBy))
{
FName FuncName = Function->GetFName();
for (int32 InterfaceIndex = 0; (InterfaceIndex < BpOuter->ImplementedInterfaces.Num()) && !bIsBpInterfaceFunc; ++InterfaceIndex)
{
FBPInterfaceDescription& InterfaceDesc = BpOuter->ImplementedInterfaces[InterfaceIndex];
if(!InterfaceDesc.Interface)
{
continue;
}
bIsBpInterfaceFunc = (InterfaceDesc.Interface->FindFunctionByName(FuncName) != nullptr);
}
}
}
return bIsBpInterfaceFunc;
}
//------------------------------------------------------------------------------
static bool BlueprintActionDatabaseImpl::IsInheritedBlueprintFunction(const UFunction* Function)
{
bool bIsBpInheritedFunc = false;
if (UClass* FuncClass = Function->GetOwnerClass())
{
if (UBlueprint* BpOwner = Cast<UBlueprint>(FuncClass->ClassGeneratedBy))
{
FName FuncName = Function->GetFName();
if (UClass* ParentClass = BpOwner->ParentClass)
{
bIsBpInheritedFunc = (ParentClass->FindFunctionByName(FuncName, EIncludeSuperFlag::IncludeSuper) != nullptr);
}
}
}
return bIsBpInheritedFunc;
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::GetClassMemberActions(UClass* const Class, FActionList& ActionListOut)
{
// class field actions (nodes that represent and perform actions on
// specific fields of the class... functions, properties, etc.)
{
AddClassFunctionActions(Class, ActionListOut);
AddClassPropertyActions(Class, ActionListOut);
AddClassDataObjectActions(Class, ActionListOut);
// class UEnum actions are added by individual nodes via GetNodeSpecificActions()
// class UScriptStruct actions are added by individual nodes via GetNodeSpecificActions()
}
AddClassCastActions(Class, ActionListOut);
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::AddClassFunctionActions(UClass const* const Class, FActionList& ActionListOut)
{
using namespace FBlueprintNodeSpawnerFactory; // for MakeMessageNodeSpawner()
check(Class != nullptr);
// loop over all the functions in the specified class; exclude-super because
// we can always get the super functions by looking up that class separately
for (TFieldIterator<UFunction> FunctionIt(Class, EFieldIteratorFlags::ExcludeSuper); FunctionIt; ++FunctionIt)
{
UFunction* Function = *FunctionIt;
bool const bIsInheritedFunction = BlueprintActionDatabaseImpl::IsInheritedBlueprintFunction(Function);
if (bIsInheritedFunction)
{
// inherited functions will be captured when the parent class is ran
// through this function (no need to duplicate)
continue;
}
bool const bIsBpInterfaceFunc = BlueprintActionDatabaseImpl::IsBlueprintInterfaceFunction(Function);
if (UEdGraphSchema_K2::FunctionCanBePlacedAsEvent(Function) && !bIsBpInterfaceFunc)
{
if (UBlueprintEventNodeSpawner* NodeSpawner = UBlueprintEventNodeSpawner::Create(Function))
{
ActionListOut.Add(NodeSpawner);
}
}
// If this is a promotable function, and it has already been registered
// than do NOT add it to the asset action database. We should
// probably have some better logic for this, like adding our own node spawner
const bool bIsRegisteredPromotionFunc =
TypePromoDebug::IsTypePromoEnabled() &&
FTypePromotion::IsFunctionPromotionReady(Function) &&
FTypePromotion::IsOperatorSpawnerRegistered(Function);
if (UEdGraphSchema_K2::CanUserKismetCallFunction(Function))
{
// @TODO: if this is a Blueprint, and this function is from a
// Blueprint "implemented interface", then we don't need to
// include it (the function is accounted for in from the
// interface class).
UBlueprintFunctionNodeSpawner* FuncSpawner = UBlueprintFunctionNodeSpawner::Create(Function);
// Only add this action to the list of the operator function is not already registered. Otherwise we will
// get a bunch of duplicate operator actions
if (!bIsRegisteredPromotionFunc)
{
ActionListOut.Add(FuncSpawner);
}
if (FKismetEditorUtilities::IsClassABlueprintInterface(Class))
{
FuncSpawner->DefaultMenuSignature.MenuName = FText::Format(LOCTEXT("InterfaceCallMenuName", "{0} (Interface Call)"),
FuncSpawner->DefaultMenuSignature.MenuName);
ActionListOut.Add(MakeMessageNodeSpawner(Function));
}
}
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::AddClassPropertyActions(UClass const* const Class, FActionList& ActionListOut)
{
using namespace FBlueprintNodeSpawnerFactory; // for MakeDelegateNodeSpawner()
bool const bIsComponent = Class->IsChildOf<UActorComponent>();
bool const bIsActorClass = Class->IsChildOf<AActor>();
// loop over all the properties in the specified class; exclude-super because
// we can always get the super properties by looking up that class separately
for (TFieldIterator<FProperty> PropertyIt(Class, EFieldIteratorFlags::ExcludeSuper); PropertyIt; ++PropertyIt)
{
FProperty* Property = *PropertyIt;
if (!IsPropertyBlueprintVisible(Property))
{
continue;
}
bool const bIsDelegate = Property->IsA(FMulticastDelegateProperty::StaticClass());
if (bIsDelegate)
{
FMulticastDelegateProperty* DelegateProperty = CastFieldChecked<FMulticastDelegateProperty>(Property);
if (DelegateProperty->HasAnyPropertyFlags(CPF_BlueprintAssignable))
{
UBlueprintNodeSpawner* AddSpawner = UBlueprintDelegateNodeSpawner::Create(UK2Node_AddDelegate::StaticClass(), DelegateProperty);
ActionListOut.Add(AddSpawner);
UBlueprintNodeSpawner* AssignSpawner = MakeAssignDelegateNodeSpawner(DelegateProperty);
ActionListOut.Add(AssignSpawner);
}
if (DelegateProperty->HasAnyPropertyFlags(CPF_BlueprintCallable))
{
UBlueprintNodeSpawner* CallSpawner = UBlueprintDelegateNodeSpawner::Create(UK2Node_CallDelegate::StaticClass(), DelegateProperty);
ActionListOut.Add(CallSpawner);
}
UBlueprintNodeSpawner* RemoveSpawner = UBlueprintDelegateNodeSpawner::Create(UK2Node_RemoveDelegate::StaticClass(), DelegateProperty);
ActionListOut.Add(RemoveSpawner);
UBlueprintNodeSpawner* ClearSpawner = UBlueprintDelegateNodeSpawner::Create(UK2Node_ClearDelegate::StaticClass(), DelegateProperty);
ActionListOut.Add(ClearSpawner);
if (bIsComponent)
{
ActionListOut.Add(MakeComponentBoundEventSpawner(DelegateProperty));
}
else if (bIsActorClass)
{
ActionListOut.Add(MakeActorBoundEventSpawner(DelegateProperty));
}
}
else
{
UBlueprintVariableNodeSpawner* GetterSpawner = UBlueprintVariableNodeSpawner::CreateFromMemberOrParam(UK2Node_VariableGet::StaticClass(), Property);
ActionListOut.Add(GetterSpawner);
UBlueprintVariableNodeSpawner* SetterSpawner = UBlueprintVariableNodeSpawner::CreateFromMemberOrParam(UK2Node_VariableSet::StaticClass(), Property);
ActionListOut.Add(SetterSpawner);
}
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::AddClassDataObjectActions(UClass const* const Class, FActionList& ActionListOut)
{
using namespace FBlueprintNodeSpawnerFactory; // for MakeDelegateNodeSpawner()
// loop over all the properties in the specified class; exclude-super because
// we can always get the super properties by looking up that class separately
const UStruct* SparseDataStruct = Class->GetSparseClassDataStruct();
const UStruct* ParentSparseDataStruct = Class->GetSuperClass() ? Class->GetSuperClass()->GetSparseClassDataStruct() : nullptr;
if (ParentSparseDataStruct != SparseDataStruct)
{
for (TFieldIterator<FProperty> PropertyIt(SparseDataStruct, EFieldIteratorFlags::ExcludeSuper); PropertyIt; ++PropertyIt)
{
FProperty* Property = *PropertyIt;
if (!IsPropertyBlueprintVisible(Property))
{
continue;
}
UClass* NonConstClass = const_cast<UClass*>(Class);
UBlueprintVariableNodeSpawner* GetterSpawner = UBlueprintVariableNodeSpawner::CreateFromMemberOrParam(UK2Node_VariableGet::StaticClass(), Property, nullptr, NonConstClass);
ActionListOut.Add(GetterSpawner);
// UBlueprintVariableNodeSpawner* SetterSpawner = UBlueprintVariableNodeSpawner::CreateFromMemberOrParam(UK2Node_VariableSet::StaticClass(), Property);
// ActionListOut.Add(SetterSpawner);
}
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::AddClassCastActions(UClass* Class, FActionList& ActionListOut)
{
Class = Class->GetAuthoritativeClass();
check(Class);
UEdGraphSchema_K2 const* K2Schema = GetDefault<UEdGraphSchema_K2>();
bool bIsCastPermitted = UEdGraphSchema_K2::IsAllowableBlueprintVariableType(Class);
if (bIsCastPermitted)
{
auto CustomizeCastNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, UClass* TargetType)
{
UK2Node_DynamicCast* CastNode = CastChecked<UK2Node_DynamicCast>(NewNode);
CastNode->TargetType = TargetType;
};
UBlueprintNodeSpawner* CastObjNodeSpawner = UBlueprintNodeSpawner::Create<UK2Node_DynamicCast>();
CastObjNodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeCastNodeLambda, Class);
ActionListOut.Add(CastObjNodeSpawner);
UBlueprintNodeSpawner* CastClassNodeSpawner = UBlueprintNodeSpawner::Create<UK2Node_ClassDynamicCast>();
CastClassNodeSpawner->CustomizeNodeDelegate = CastObjNodeSpawner->CustomizeNodeDelegate;
ActionListOut.Add(CastClassNodeSpawner);
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::AddSkeletonActions(const USkeleton& Skeleton, FActionList& ActionListOut)
{
TArray<FName> NotifyNames;
Skeleton.CollectAnimationNotifies(NotifyNames);
for (const FName& NotifyName : NotifyNames)
{
FString Label = NotifyName.ToString();
FString SignatureName = FString::Printf(TEXT("AnimNotify_%s"), *Label);
ActionListOut.Add(FBlueprintNodeSpawnerFactory::MakeAnimOwnedEventSpawner(FName(*SignatureName), FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::AnimNotify)));
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::AddBlueprintGraphActions(UBlueprint const* const Blueprint, FActionList& ActionListOut)
{
using namespace FBlueprintNodeSpawnerFactory; // for MakeMacroNodeSpawner()
for (UEdGraph* MacroGraph : Blueprint->MacroGraphs)
{
ActionListOut.Add(MakeMacroNodeSpawner(MacroGraph));
}
auto CreateEntriesForGraphLambda = [Blueprint, &ActionListOut](UEdGraph* FunctionGraph)
{
if (!FunctionGraph)
{
return;
}
TArray<UK2Node_FunctionEntry*> GraphEntryNodes;
FunctionGraph->GetNodesOfClass<UK2Node_FunctionEntry>(GraphEntryNodes);
for (UK2Node_FunctionEntry* FunctionEntry : GraphEntryNodes)
{
UFunction* SkeletonFunction = FindUField<UFunction>(Blueprint->SkeletonGeneratedClass, FunctionGraph->GetFName());
// Create entries for function parameters
if (SkeletonFunction != nullptr)
{
for (TFieldIterator<FProperty> ParamIt(SkeletonFunction); ParamIt && (ParamIt->PropertyFlags & CPF_Parm); ++ParamIt)
{
FProperty* Param = *ParamIt;
const bool bIsFunctionInput = !Param->HasAnyPropertyFlags(CPF_ReturnParm) && (!Param->HasAnyPropertyFlags(CPF_OutParm) || Param->HasAnyPropertyFlags(CPF_ReferenceParm));
if (bIsFunctionInput)
{
UBlueprintNodeSpawner* GetVarSpawner = UBlueprintVariableNodeSpawner::CreateFromMemberOrParam(UK2Node_VariableGet::StaticClass(), Param, FunctionGraph);
ActionListOut.Add(GetVarSpawner);
}
}
}
// Create entries for local variables
for (FBPVariableDescription const& LocalVar : FunctionEntry->LocalVariables)
{
// Create a member reference so we can safely resolve the FProperty
FMemberReference Reference;
Reference.SetLocalMember(LocalVar.VarName, FunctionGraph->GetName(), LocalVar.VarGuid);
UBlueprintNodeSpawner* GetVarSpawner = UBlueprintVariableNodeSpawner::CreateFromLocal(UK2Node_VariableGet::StaticClass(), FunctionGraph, LocalVar, Reference.ResolveMember<FProperty>(Blueprint->SkeletonGeneratedClass));
ActionListOut.Add(GetVarSpawner);
UBlueprintNodeSpawner* SetVarSpawner = UBlueprintVariableNodeSpawner::CreateFromLocal(UK2Node_VariableSet::StaticClass(), FunctionGraph, LocalVar, Reference.ResolveMember<FProperty>(Blueprint->SkeletonGeneratedClass));
ActionListOut.Add(SetVarSpawner);
}
}
};
auto CreateEntriesLambda = [&](const TArray<UEdGraph*>& Graphs)
{
for (UEdGraph* const Graph : Graphs)
{
CreateEntriesForGraphLambda(Graph);
}
};
// local variables and parameters for functions
CreateEntriesLambda(Blueprint->FunctionGraphs);
// local variables and parameters for interfaces
for (const FBPInterfaceDescription& Interface : Blueprint->ImplementedInterfaces)
{
CreateEntriesLambda(Interface.Graphs);
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::AddAnimBlueprintGraphActions(UAnimBlueprint const* AnimBlueprint, FActionList& ActionListOut)
{
if (UAnimBlueprintGeneratedClass* GeneratedClass = AnimBlueprint->GetAnimBlueprintGeneratedClass())
{
for (int32 NotifyIdx = 0; NotifyIdx < GeneratedClass->GetAnimNotifies().Num(); NotifyIdx++)
{
FName NotifyName = GeneratedClass->GetAnimNotifies()[NotifyIdx].NotifyName;
if (NotifyName != NAME_None)
{
FString Label = NotifyName.ToString();
FString SignatureName = FString::Printf(TEXT("AnimNotify_%s"), *Label);
ActionListOut.Add(FBlueprintNodeSpawnerFactory::MakeAnimOwnedEventSpawner(FName(*SignatureName), FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::AnimNotify)));
}
}
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::GetNodeSpecificActions(TSubclassOf<UEdGraphNode const> const NodeClass, FBlueprintActionDatabaseRegistrar& Registrar)
{
using namespace FBlueprintNodeSpawnerFactory; // for MakeCommentNodeSpawner()/MakeDocumentationNodeSpawner()
if (NodeClass->IsChildOf<UK2Node>() && !NodeClass->HasAnyClassFlags(CLASS_Abstract))
{
UK2Node const* const NodeCDO = NodeClass->GetDefaultObject<UK2Node>();
check(NodeCDO != nullptr);
NodeCDO->GetMenuActions(Registrar);
}
// unfortunately, UEdGraphNode_Comment is not a UK2Node and therefore cannot
// leverage UK2Node's GetMenuActions() function, so here we HACK it in
//
// @TODO: DO NOT follow this example! Do as I say, not as I do! If we need
// to support other nodes in a similar way, then we should come up
// with a better (more generalized) solution.
if (NodeClass == UEdGraphNode_Comment::StaticClass())
{
Registrar.AddBlueprintAction(MakeCommentNodeSpawner());
}
else if (NodeClass == UEdGraphNode_Documentation::StaticClass())
{
// @TODO: BOOOOOOO! (see comment above)
Registrar.AddBlueprintAction(MakeDocumentationNodeSpawner<UEdGraphNode_Documentation>());
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnBlueprintChanged(UBlueprint* Blueprint)
{
if (IsObjectValidForDatabase(Blueprint))
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
ActionDatabase.RefreshAssetActions(Blueprint);
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetLoaded(UObject* NewObject)
{
if (UBlueprint* NewBlueprint = Cast<UBlueprint>(NewObject))
{
OnBlueprintChanged(NewBlueprint);
}
else
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
ActionDatabase.RefreshAssetActions(NewObject);
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetAdded(FAssetData const& NewAssetInfo)
{
if (NewAssetInfo.IsAssetLoaded())
{
UObject* AssetObject = NewAssetInfo.GetAsset();
if (UBlueprint* NewBlueprint = Cast<UBlueprint>(AssetObject))
{
OnBlueprintChanged(NewBlueprint);
}
else
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
ActionDatabase.RefreshAssetActions(AssetObject);
}
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetsPendingDelete(TArray<UObject*> const& ObjectsForDelete)
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
for (UObject* DeletingObject : ObjectsForDelete)
{
// if (!IsObjectValidForDatabase(DeletingObject))
// {
// continue;
// }
// have to temporarily remove references (so that this delete isn't
// blocked by dangling references)
if (ActionDatabase.ClearAssetActions(DeletingObject))
{
ensure(IsObjectValidForDatabase(DeletingObject));
// in case they choose not to delete the object, we need to add
// these back in to the database, so we track them here
PendingDelete.Add(DeletingObject);
}
// If this asset contains a blueprint, ensure that it's actions are also marked for pending delete
else if (const IBlueprintAssetHandler* Handler = FBlueprintAssetHandler::Get().FindHandler(DeletingObject->GetClass()))
{
UBlueprint* Blueprint = Handler->RetrieveBlueprint(DeletingObject);
if (Blueprint && ActionDatabase.ClearAssetActions(Blueprint))
{
PendingDelete.Add(Blueprint);
}
}
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetRemoved(FAssetData const& AssetInfo)
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
if (AssetInfo.IsAssetLoaded())
{
UObject* AssetObject = AssetInfo.GetAsset();
OnAssetRemoved(AssetObject);
}
else
{
ActionDatabase.ClearUnloadedAssetActions(AssetInfo.ObjectPath);
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetRemoved(UObject* AssetObject)
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
ActionDatabase.ClearAssetActions(AssetObject);
for (auto It(PendingDelete.CreateIterator()); It; ++It)
{
if ((*It).Get() == AssetObject)
{
// the delete went through, so we don't need to track these for re-add
It.RemoveCurrent();
break;
}
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnBlueprintUnloaded(UBlueprint* BlueprintObj)
{
OnAssetRemoved(BlueprintObj);
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnAssetRenamed(FAssetData const& AssetInfo, const FString& InOldName)
{
FBlueprintActionDatabase& ActionDatabase = FBlueprintActionDatabase::Get();
if (!AssetInfo.IsAssetLoaded())
{
ActionDatabase.MoveUnloadedAssetActions(*InOldName, AssetInfo.ObjectPath);
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnWorldAdded(UWorld* NewWorld)
{
if (IsObjectValidForDatabase(NewWorld))
{
FBlueprintActionDatabase::Get().RefreshAssetActions((UObject*)NewWorld);
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnWorldDestroyed(UWorld* DestroyedWorld)
{
if (IsObjectValidForDatabase(DestroyedWorld))
{
FBlueprintActionDatabase::Get().ClearAssetActions((UObject*)DestroyedWorld);
}
}
//------------------------------------------------------------------------------
static void BlueprintActionDatabaseImpl::OnRefreshLevelScripts(UWorld* World)
{
if (IsObjectValidForDatabase(World))
{
FBlueprintActionDatabase::Get().RefreshAssetActions((UObject*)World);
}
}
//------------------------------------------------------------------------------
static bool BlueprintActionDatabaseImpl::IsObjectValidForDatabase(UObject const* Object)
{
bool bReturn = false;
if( Object == nullptr )
{
bReturn = false;
}
else if(Object->GetOutermost()->HasAnyPackageFlags(PKG_PlayInEditor | PKG_ForDiffing))
{
// Do not keep track of any PIE/diff objects as they will not exist after those processes finish
bReturn = false;
}
else if(Object->IsAsset())
{
bReturn = true;
}
else if(Object->IsA<UBlueprint>())
{
// If this is a blueprint contained within an asset, we can include it in the action database
UObject* PotentialAsset = Object->GetOuter();
while (PotentialAsset)
{
if (PotentialAsset->IsAsset())
{
bReturn = true;
break;
}
PotentialAsset = PotentialAsset->GetOuter();
}
}
else if(UWorld const* World = Cast<UWorld>(Object))
{
// We now use worlds as databse keys to manage the level scripts they own, but we only want Editor worlds.
if(World->WorldType == EWorldType::Editor )
{
bReturn = true;
}
}
return bReturn;
}
/*******************************************************************************
* FBlueprintActionDatabase
******************************************************************************/
static FBlueprintActionDatabase* DatabaseInst = nullptr;
//------------------------------------------------------------------------------
FBlueprintActionDatabase& FBlueprintActionDatabase::Get()
{
if (DatabaseInst == nullptr)
{
DatabaseInst = new FBlueprintActionDatabase();
}
return *DatabaseInst;
}
//------------------------------------------------------------------------------
FBlueprintActionDatabase* FBlueprintActionDatabase::TryGet()
{
return DatabaseInst;
}
//------------------------------------------------------------------------------
FBlueprintActionDatabase::FBlueprintActionDatabase()
{
RefreshAll();
OnAssetLoadedDelegateHandle = FCoreUObjectDelegates::OnAssetLoaded.AddStatic(&BlueprintActionDatabaseImpl::OnAssetLoaded);
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
OnAssetAddedDelegateHandle = AssetRegistry.OnAssetAdded().AddStatic(&BlueprintActionDatabaseImpl::OnAssetAdded);
OnAssetRemovedDelegateHandle = AssetRegistry.OnAssetRemoved().AddStatic(&BlueprintActionDatabaseImpl::OnAssetRemoved);
OnAssetRenamedDelegateHandle = AssetRegistry.OnAssetRenamed().AddStatic(&BlueprintActionDatabaseImpl::OnAssetRenamed);
OnAssetsPreDeleteDelegateHandle = FEditorDelegates::OnAssetsPreDelete.AddStatic(&BlueprintActionDatabaseImpl::OnAssetsPendingDelete);
OnBlueprintUnloadedDelegateHandle = FKismetEditorUtilities::OnBlueprintUnloaded.AddStatic(&BlueprintActionDatabaseImpl::OnBlueprintUnloaded);
OnWorldAddedDelegateHandle = GEngine->OnWorldAdded().AddStatic(&BlueprintActionDatabaseImpl::OnWorldAdded);
OnWorldDestroyedDelegateHandle = GEngine->OnWorldDestroyed().AddStatic(&BlueprintActionDatabaseImpl::OnWorldDestroyed);
RefreshLevelScriptActionsDelegateHandle = FWorldDelegates::RefreshLevelScriptActions.AddStatic(&BlueprintActionDatabaseImpl::OnRefreshLevelScripts);
OnModulesChangedDelegateHandle = FModuleManager::Get().OnModulesChanged().AddStatic(&BlueprintActionDatabaseImpl::OnModulesChanged);
OnReloadCompleteDelegateHandle = FCoreUObjectDelegates::ReloadCompleteDelegate.AddStatic(&BlueprintActionDatabaseImpl::OnReloadComplete);
}
//------------------------------------------------------------------------------
FBlueprintActionDatabase::~FBlueprintActionDatabase()
{
FCoreUObjectDelegates::OnAssetLoaded.Remove(OnAssetLoadedDelegateHandle);
if (FModuleManager::Get().IsModuleLoaded(TEXT("AssetRegistry")))
{
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
AssetRegistry.OnAssetAdded().Remove(OnAssetAddedDelegateHandle);
AssetRegistry.OnAssetAdded().Remove(OnAssetRemovedDelegateHandle);
AssetRegistry.OnAssetAdded().Remove(OnAssetRenamedDelegateHandle);
}
FEditorDelegates::OnAssetsPreDelete.Remove(OnAssetsPreDeleteDelegateHandle);
FKismetEditorUtilities::OnBlueprintUnloaded.Remove(OnBlueprintUnloadedDelegateHandle);
if (GEngine)
{
GEngine->OnWorldAdded().Remove(OnWorldAddedDelegateHandle);
GEngine->OnWorldAdded().Remove(OnWorldDestroyedDelegateHandle);
}
FWorldDelegates::RefreshLevelScriptActions.Remove(RefreshLevelScriptActionsDelegateHandle);
FModuleManager::Get().OnModulesChanged().Remove(OnModulesChangedDelegateHandle);
FCoreUObjectDelegates::ReloadCompleteDelegate.Remove(OnReloadCompleteDelegateHandle);
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::AddReferencedObjects(FReferenceCollector& Collector)
{
TSet<UBlueprintNodeSpawner*> AllActions;
for (auto& ActionListIt : ActionRegistry)
{
AllActions.Append(ActionListIt.Value);
Collector.AddReferencedObjects(ActionListIt.Value);
}
// shouldn't have to do this, as the elements listed here should also be
// accounted for in the regular ActionRegistry, but just in case we fail to
// remove an element from here when we should.... this'll make sure these
// elements stick around (so we don't crash in ClearUnloadedAssetActions)
if (UnloadedActionRegistry.Num() > 0)
{
TSet<UBlueprintNodeSpawner*> UnloadedActions;
for (auto& UnloadedActionListIt : UnloadedActionRegistry)
{
UnloadedActions.Append(UnloadedActionListIt.Value);
Collector.AddReferencedObjects(UnloadedActionListIt.Value);
}
auto OrphanedUnloadedActions = UnloadedActions.Difference(AllActions.Intersect(UnloadedActions));
ensureMsgf(OrphanedUnloadedActions.Num() == 0, TEXT("Found %d unloaded actions that were not also present in the Action Registry. This should be 0."), UnloadedActions.Num());
}
}
FString FBlueprintActionDatabase::GetReferencerName() const
{
return TEXT("FBlueprintActionDatabase");
}
int32 GBlueprintDatabasePrimingMaxPerFrame = 16;
static FAutoConsoleVariableRef CVarBlueprintDatabasePrimingMaxPerFrame(
TEXT("bp.DatabasePrimingMaxPerFrame"),
GBlueprintDatabasePrimingMaxPerFrame,
TEXT("How many entries should be primed in to the database per frame."),
ECVF_Default
);
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::Tick(float DeltaTime)
{
const double DurationThreshold = FMath::Min(0.003, DeltaTime * 0.01);
if (BlueprintActionDatabaseImpl::bRefreshAllRequested)
{
RefreshAll();
}
// entries that were removed from the database, in preparation for a delete
// (but the user ended up not deleting the object)
for (TWeakObjectPtr<UObject> AssetObj : BlueprintActionDatabaseImpl::PendingDelete)
{
if (AssetObj.IsValid())
{
RefreshAssetActions(AssetObj.Get());
}
}
BlueprintActionDatabaseImpl::PendingDelete.Empty();
// priming every database entry at once would cause a hitch, so we spread it
// out over several frames
int32 PrimedCount = 0;
while ((ActionPrimingQueue.Num() > 0) && (PrimedCount < GBlueprintDatabasePrimingMaxPerFrame))
{
auto ActionIndex = ActionPrimingQueue.CreateIterator();
const FObjectKey& ActionsKey = ActionIndex.Key();
if (ActionsKey.ResolveObjectPtr())
{
// make sure this class is still listed in the database
if (FActionList* ClassActionList = ActionRegistry.Find(ActionsKey))
{
int32& ActionListIndex = ActionIndex.Value();
for (; (ActionListIndex < ClassActionList->Num()) && (PrimedCount < GBlueprintDatabasePrimingMaxPerFrame); ++ActionListIndex)
{
UBlueprintNodeSpawner* Action = (*ClassActionList)[ActionListIndex];
Action->Prime();
++PrimedCount;
}
if (ActionListIndex >= ClassActionList->Num())
{
ActionPrimingQueue.Remove(ActionsKey);
}
}
else
{
ActionPrimingQueue.Remove(ActionsKey);
}
}
else
{
ActionPrimingQueue.Remove(ActionsKey);
}
}
// Handle deferred removals.
while (ActionRemoveQueue.Num() > 0)
{
ClearAssetActions(ActionRemoveQueue.Pop());
}
}
//------------------------------------------------------------------------------
TStatId FBlueprintActionDatabase::GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FBlueprintActionDatabase, STATGROUP_Tickables);
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::DeferredRemoveEntry(FObjectKey const& InKey)
{
ActionRemoveQueue.AddUnique(InKey);
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::RefreshAll()
{
TGuardValue<bool> ScopedInitialization(BlueprintActionDatabaseImpl::bIsInitializing, true);
BlueprintActionDatabaseImpl::bRefreshAllRequested = false;
// Remove callbacks from blueprints
for (TObjectIterator<UBlueprint> BlueprintIt; BlueprintIt; ++BlueprintIt)
{
UBlueprint* Blueprint = *BlueprintIt;
// Level script BPs are registered using the associated world context. This will clear any registered LSBP actions.
const bool bIsLevelScript = FBlueprintEditorUtils::IsLevelScriptBlueprint(Blueprint);
if (bIsLevelScript)
{
const ULevelScriptBlueprint* LSBP = CastChecked<ULevelScriptBlueprint>(Blueprint);
if (UWorld* World = LSBP->GetWorld())
{
ClearAssetActions(World);
}
}
// Do this for all BP assets to both clear registered actions and remove callbacks. In the case of LSBPs, this will just remove callbacks.
ClearAssetActions(Blueprint);
}
ActionRegistry.Empty();
UnloadedActionRegistry.Empty();
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
UClass* const Class = (*ClassIt);
RefreshClassActions(Class);
}
// this handles creating entries for skeletons that were loaded before the database was alive:
for( TObjectIterator<USkeleton> SkeletonIt; SkeletonIt; ++SkeletonIt )
{
FActionList& ClassActionList = ActionRegistry.FindOrAdd(*SkeletonIt);
BlueprintActionDatabaseImpl::AddSkeletonActions(**SkeletonIt, ClassActionList);
}
FComponentTypeRegistry::Get().SubscribeToComponentList(ComponentTypes).RemoveAll(this);
// this handles creating entries for components that were loaded before the database was alive:
FComponentTypeRegistry::Get().SubscribeToComponentList(ComponentTypes).AddRaw(this, &FBlueprintActionDatabase::RefreshComponentActions);
RefreshComponentActions();
// Refresh existing worlds
RefreshWorlds();
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::RefreshWorlds()
{
// Add all level scripts from current world
const TIndirectArray<FWorldContext>& WorldContexts = GEngine->GetWorldContexts();
for (const FWorldContext& Context : WorldContexts)
{
if( Context.WorldType == EWorldType::Editor )
{
if( UWorld* CurrentWorld = Context.World())
{
RefreshAssetActions((UObject*)CurrentWorld);
}
}
}
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::RefreshClassActions(UClass* const Class)
{
using namespace BlueprintActionDatabaseImpl;
check(Class != nullptr);
bool const bOutOfDateClass = Class->HasAnyClassFlags(CLASS_NewerVersionExists);
bool const bIsBlueprintClass = (Cast<UBlueprintGeneratedClass>(Class) != nullptr);
bool const bIsLevelScript = Class->ClassGeneratedBy && Cast<UBlueprint>(Class->ClassGeneratedBy)->BlueprintType == EBlueprintType::BPTYPE_LevelScript;
if (bOutOfDateClass || bIsLevelScript)
{
ActionRegistry.Remove(Class);
return;
}
else if (bIsBlueprintClass)
{
UBlueprint* Blueprint = Cast<UBlueprint>(Class->ClassGeneratedBy);
if ((Blueprint != nullptr) && BlueprintActionDatabaseImpl::IsObjectValidForDatabase(Blueprint))
{
// to prevent us from hitting this twice on init (once for the skel
// class, again for the generated class)
bool const bRefresh = !bIsInitializing || (Blueprint->SkeletonGeneratedClass == nullptr) ||
(Blueprint->SkeletonGeneratedClass == Class);
if (bRefresh)
{
RefreshAssetActions(Blueprint);
}
}
}
// here we account for "autonomous" standalone nodes, and any nodes that
// exist in a separate module; each UK2Node has a chance to append its
// own actions (presumably ones that would spawn that node)...
else if (Class->IsChildOf<UEdGraphNode>())
{
FActionList& ClassActionList = ActionRegistry.FindOrAdd(Class);
if (!bIsInitializing)
{
ClassActionList.Empty();
}
FBlueprintActionDatabaseRegistrar Registrar(ActionRegistry, UnloadedActionRegistry, ActionPrimingQueue, Class);
if (!bIsInitializing)
{
// if this a call to RefreshClassActions() from somewhere other than
// RefreshAll(), then we should only add actions for this class (the
// node could be adding actions, probably duplicate ones for assets)
Registrar.ActionKeyFilter = Class;
}
// also, should catch any actions dealing with global UFields (like
// global structs, enums, etc.; elements that wouldn't be caught
// normally when sifting through fields on all known classes)
GetNodeSpecificActions(Class, Registrar);
// don't worry, the registrar marks new actions for priming
}
else if (Class->IsChildOf<UBlueprint>())
{
FBlueprintActionDatabaseRegistrar Registrar(ActionRegistry, UnloadedActionRegistry, ActionPrimingQueue);
Cast<UBlueprint>(Class->ClassDefaultObject)->GetTypeActions(Registrar);
}
else
{
FActionList& ClassActionList = ActionRegistry.FindOrAdd(Class);
if (!bIsInitializing)
{
ClassActionList.Empty();
// if we're only refreshing this class (and not init'ing the whole
// database), then we have to reach out to individual nodes in case
// they'd add entries for this as well
FBlueprintActionDatabaseRegistrar Registrar(ActionRegistry, UnloadedActionRegistry, ActionPrimingQueue);
Registrar.ActionKeyFilter = Class; // only want actions for this class
RegisterAllNodeActions(Registrar);
}
GetClassMemberActions(Class, ClassActionList);
// queue the newly added actions for priming
if (ClassActionList.Num() > 0)
{
ActionPrimingQueue.Add(Class, 0);
}
else
{
ActionRegistry.Remove(Class);
}
}
// blueprints are handled in RefreshAssetActions()
if (!bIsInitializing && !bIsBlueprintClass)
{
EntryRefreshDelegate.Broadcast(Class);
}
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::RefreshAssetActions(UObject* const AssetObject)
{
using namespace BlueprintActionDatabaseImpl;
// this method is very expensive and is only for blueprint editor functionality
// it should remain that way as *greatly* increases cook times, etc!
if (IsRunningCommandlet())
{
return;
}
FActionList& AssetActionList = ActionRegistry.FindOrAdd(AssetObject);
for (UBlueprintNodeSpawner* Action : AssetActionList)
{
// because some asserts expect everything to be cleaned up in a
// single GC pass, we need to ensure that any previously cached node templates
// are cleaned up here before we add any new node spawners.
Action->ClearCachedTemplateNode();
}
AssetActionList.Empty();
if (!IsObjectValidForDatabase(AssetObject))
{
return;
}
if(const USkeleton* Skeleton = Cast<USkeleton>(AssetObject))
{
AddSkeletonActions(*Skeleton, AssetActionList);
}
UBlueprint* BlueprintAsset = Cast<UBlueprint>(AssetObject);
if (BlueprintAsset != nullptr)
{
AddBlueprintGraphActions(BlueprintAsset, AssetActionList);
if (UClass* SkeletonClass = BlueprintAsset->SkeletonGeneratedClass)
{
GetClassMemberActions(SkeletonClass, AssetActionList);
}
if( const UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(BlueprintAsset) )
{
AddAnimBlueprintGraphActions( AnimBlueprint, AssetActionList );
}
FBlueprintActionDatabaseRegistrar Registrar(ActionRegistry, UnloadedActionRegistry, ActionPrimingQueue);
if (!bIsInitializing)
{
// if this a call to RefreshAssetActions() from somewhere other than
// RefreshAll(), then we should only add actions for this class (the
// node could be adding actions, probably duplicate ones for assets)
Registrar.ActionKeyFilter = BlueprintAsset->GeneratedClass;
}
BlueprintAsset->GetInstanceActions(Registrar);
UBlueprint::FChangedEvent& OnBPChanged = BlueprintAsset->OnChanged();
UBlueprint::FCompiledEvent& OnBPCompiled = BlueprintAsset->OnCompiled();
// have to be careful not to register this callback twice for the
// blueprint
if (!OnBPChanged.IsBoundToObject(this))
{
OnBPChanged.AddRaw(this, &FBlueprintActionDatabase::OnBlueprintChanged);
}
if (!OnBPCompiled.IsBoundToObject(this))
{
OnBPCompiled.AddRaw(this, &FBlueprintActionDatabase::OnBlueprintChanged);
}
}
UWorld* WorldAsset = Cast<UWorld>(AssetObject);
if (WorldAsset && WorldAsset->WorldType == EWorldType::Editor)
{
for( ULevel* Level : WorldAsset->GetLevels() )
{
UBlueprint* LevelScript = Level->GetLevelScriptBlueprint(true);
if (LevelScript != nullptr)
{
AddBlueprintGraphActions(LevelScript, AssetActionList);
if (UClass* SkeletonClass = LevelScript->SkeletonGeneratedClass)
{
GetClassMemberActions(SkeletonClass, AssetActionList);
}
// Register for change and compilation notifications
if (!LevelScript->OnChanged().IsBoundToObject(this))
{
LevelScript->OnChanged().AddRaw(this, &FBlueprintActionDatabase::OnBlueprintChanged);
}
if (!LevelScript->OnCompiled().IsBoundToObject(this))
{
LevelScript->OnCompiled().AddRaw(this, &FBlueprintActionDatabase::OnBlueprintChanged);
}
}
}
}
FBlueprintActionDatabaseRegistrar Registrar(ActionRegistry, UnloadedActionRegistry, ActionPrimingQueue);
Registrar.ActionKeyFilter = AssetObject; // make sure actions only associated with this asset get added
// nodes may have actions they wish to add actions for this asset
RegisterAllNodeActions(Registrar);
// Will clear up any unloaded asset actions associated with this object, if any
ClearUnloadedAssetActions(*AssetObject->GetPathName());
if (AssetObject->IsPendingKill())
{
ClearAssetActions(AssetObject);
}
else if (AssetActionList.Num() > 0)
{
// queue these assets for priming
ActionPrimingQueue.Add(AssetObject, 0);
}
// we don't want to clear entries for blueprints, mainly because we
// use the presence of an entry to know if we've set the blueprint's
// OnChanged(), but also because most blueprints will have actions at some
// later point. Same goes for in-editor world assets because they are used to manage level script blueprints.
else if (!BlueprintAsset && (!WorldAsset || WorldAsset->WorldType != EWorldType::Editor))
{
ClearAssetActions(AssetObject);
}
if (!bIsInitializing)
{
EntryRefreshDelegate.Broadcast(AssetObject);
}
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::RefreshComponentActions()
{
check(ComponentTypes);
FActionList& ClassActionList = ActionRegistry.FindOrAdd(UBlueprintComponentNodeSpawner::StaticClass());
ClassActionList.Empty(ComponentTypes->Num());
for (const FComponentTypeEntry& ComponentType : *ComponentTypes)
{
if (UBlueprintComponentNodeSpawner* NodeSpawner = UBlueprintComponentNodeSpawner::Create(ComponentType))
{
ClassActionList.Add(NodeSpawner);
}
}
}
//------------------------------------------------------------------------------
bool FBlueprintActionDatabase::ClearAssetActions(UObject* const AssetObject)
{
FObjectKey ObjectKey(AssetObject);
return ClearAssetActions(ObjectKey);
}
//------------------------------------------------------------------------------
bool FBlueprintActionDatabase::ClearAssetActions(const FObjectKey& AssetObjectKey)
{
FActionList* ActionList = ActionRegistry.Find(AssetObjectKey);
bool const bHasEntry = (ActionList != nullptr);
if (bHasEntry)
{
for (UBlueprintNodeSpawner* Action : *ActionList)
{
if (Action != nullptr)
{
// because some asserts expect everything to be cleaned up in a
// single GC pass, we can't wait for the GC'd Action to release its
// template node from the cache
Action->ClearCachedTemplateNode();
}
}
ActionRegistry.Remove(AssetObjectKey);
}
if (UObject* AssetObject = AssetObjectKey.ResolveObjectPtr())
{
if (UBlueprint* BlueprintAsset = Cast<UBlueprint>(AssetObject))
{
BlueprintAsset->OnChanged().RemoveAll(this);
BlueprintAsset->OnCompiled().RemoveAll(this);
}
if (bHasEntry && (ActionList->Num() > 0) && !BlueprintActionDatabaseImpl::bIsInitializing)
{
EntryRemovedDelegate.Broadcast(AssetObject);
}
}
return bHasEntry;
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::ClearUnloadedAssetActions(FName ObjectPath)
{
// Check if the asset can be found in the unloaded action registry, if it can, we need to remove it
if(TArray<UBlueprintNodeSpawner*>* UnloadedActionList = UnloadedActionRegistry.Find(ObjectPath))
{
for(UBlueprintNodeSpawner* NodeSpawner : *UnloadedActionList)
{
FActionList* ActionList = ActionRegistry.Find(NodeSpawner->NodeClass.Get());
// Remove the NodeSpawner from the main registry, it will be replaced with the loaded version of the action
ActionList->Remove(NodeSpawner);
}
// Remove the asset's path from the unloaded registry, it is no longer needed
UnloadedActionRegistry.Remove(ObjectPath);
}
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::MoveUnloadedAssetActions(FName SourceObjectPath, FName TargetObjectPath)
{
// Check if the asset can be found in the unloaded action registry, if it can, we need to remove it and re-add under the new name
if(TArray<UBlueprintNodeSpawner*>* UnloadedActionList = UnloadedActionRegistry.Find(SourceObjectPath))
{
check(!UnloadedActionRegistry.Find(TargetObjectPath));
// Add the entire array to the database under the new path
UnloadedActionRegistry.Add(TargetObjectPath, *UnloadedActionList);
// Remove the old asset's path from the unloaded registry, it is no longer needed
UnloadedActionRegistry.Remove(SourceObjectPath);
}
}
//------------------------------------------------------------------------------
FBlueprintActionDatabase::FActionRegistry const& FBlueprintActionDatabase::GetAllActions()
{
// if this is the first time that we're querying for actions, generate the
// list before returning it
if (ActionRegistry.Num() == 0)
{
RefreshAll();
}
return ActionRegistry;
}
//------------------------------------------------------------------------------
void FBlueprintActionDatabase::RegisterAllNodeActions(FBlueprintActionDatabaseRegistrar& Registrar)
{
// nodes may have actions they wish to add for this asset
TArray<UClass*> NodeClassList;
GetDerivedClasses(UK2Node::StaticClass(), NodeClassList);
for (UClass* NodeClass : NodeClassList)
{
TGuardValue< TSubclassOf<UEdGraphNode> > ScopedNodeClass(Registrar.GeneratingClass, NodeClass);
BlueprintActionDatabaseImpl::GetNodeSpecificActions(NodeClass, Registrar);
}
}
void FBlueprintActionDatabase::OnBlueprintChanged(UBlueprint* InBlueprint)
{
if( InBlueprint->BlueprintType == BPTYPE_LevelScript )
{
// Levelscript blueprints are managed through their owning worlds.
RefreshWorlds();
}
else
{
BlueprintActionDatabaseImpl::OnBlueprintChanged(InBlueprint);
}
}
#undef LOCTEXT_NAMESPACE