Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/Commandlets/ContentCommandlets.cpp
paul chipchase ecdec9bf35 Add an UE5 specific version EUnrealEngineObjectUE5Version to be used for global changes instead of EUnrealEngineObjectUEVersion. By splitting and storing both version numbers we allow for hypothetical future UE4 changes that will not conflict when merged to UE5.
#rb CarlMagnus.Nordin
#rnx
#tests Ran overnight preflights on several platforms, opened/cooked/staged/ran the oldest version of InfiltratorDemo that can be downloaded (4.11)

### ObjectVersion
- Add a new version enum EUnrealEngineObjectUE5Version.
-- This version number starts at 1000 which leaves more than enough for for EUnrealEngineObjectUEVersion to be expanded
- Even though very few changes (if any at all) to EUnrealEngineObjectUE4Version are expected there is a static assert to make sure that EUnrealEngineObjectUEVersion::AUTOMATIC_VERSION never overtakes EUnrealEngineObjectUE5Version::INITIAL_VERSION.
- Add a struct FPackageFileVersion that wraps around the version numbers and is used to store them instead of raw int32 values which was done before. This should make it easier to add new version numbers in the future if we desire (although this will cause problems in places that serialize the struct directly)

### FPackageFileSummary
- Adding a new entry to CurrentLegacyFileVersion at value -8 which shows the UE5 version being added. This lets us make the changes without needing to submit anything to UE4 Main.
- When loading a package that does not have a UE5 version, it will remain at 0.
- Added ::IsFileVersionTooOld and ::IsFileVersionTooNew to replace hardcoded tests in the code base for version validity. This will make it easier to make changes in the future.
- A few months ago most of the accessors of the version number were deprecated in favour of a version that did not contain the Engine number (ie UE4Ver -> UEVer in Archive) but to work with these changes the renamed methods now will return or accept the version as FPackageFileVersion rather than int32.  The old UE4 methods will remain deprecated and direct licensees to use the new methods.

### Archive
- Now stores the version as a FPackageFileVersion rather than int32

### LinkerLoad
- Reports the larger version number if we detect a higher version number than we support. Note that this could cause an issue if the UE4 version is ever raised but helps keep the code simple.

### AssetData
- Need to add a new version here to manage existing data that only has the UE4 version

### EditorDomain
- We do not need to version the format, we can just invalidate existing editor domain entries via EditorDomainVersion

### EditorServer
- When reporting that a package is too old we report the UE4 version as that is the only version that can be older than VER_UE4_OLDEST_LOADABLE_PACKAGE
- When reporting that a package is too new it can be either the UE4 or the UE5 version so we print them together "UE4Ver|UE5Ver"

### ContentCommandlets
- The min and max resave versions have been kept as a single value, you will not be able to resave against different UE4 and UE5 versions at the same time. It doesn't seem like a useful feature and would greatly increase the complexity of the code.
- We will also only report the file version as a single value.

### ManifestUObject
- This class was setting an older obsolete version on purpose to try and maintain compatibility with older clients so we need to provide a way to create an older UE4 only version that will leave the UE5 version as unset.

### NetworkPlatformFile
- I was unable to test the code path in FNetworkPlatformFile::ProcessServerCachedFilesResponse as I am unsure how to run the game in a mode that will actually use it.
- When reading an older "CookedVersion.txt" that was saved with a single version, the reads will fail and this will count as a version change in the code so that all of the existing files will be deleted. The existing code would not give the user a log message when this happens and given the very small time window where this might happen caused by this change I have opted to leave this alone and not add any additional logging.
- If we do detect a version mismatch we will still only log the version number as a single version.

### CookOnTheFlyServer
- We now add each version number to the IniVersionMap rather than merge the version and license version as a key/value pair. This allows us to a) use both the UE4 and UE5 version numbers b) we now log a warning that the version values don't match when it is changed, previously since it was a key value we would log a warning about an additional setting instead.
-- I also added "vs" to the log message when values are mismatched to make the space between the two values being printed clearer.

#ROBOMERGE-OWNER: paul.chipchase
#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 17549459 via CL 17550236 via CL 17550238 via CL 17550582
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v870-17433530)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17550583 by paul chipchase in ue5-release-engine-test branch]
2021-09-17 07:04:55 -04:00

3557 lines
121 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
UCContentCommandlets.cpp: Various commmandlets.
=============================================================================*/
#include "CoreMinimal.h"
#include "HAL/FileManager.h"
#include "Misc/CommandLine.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Modules/ModuleManager.h"
#include "UObject/Class.h"
#include "UObject/MetaData.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Package.h"
#include "UObject/PackageResourceManager.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "Misc/PackageName.h"
#include "Misc/EngineVersion.h"
#include "Misc/RedirectCollector.h"
#include "Engine/EngineTypes.h"
#include "Materials/Material.h"
#include "ISourceControlOperation.h"
#include "SourceControlOperations.h"
#include "SourceControlHelpers.h"
#include "ISourceControlModule.h"
#include "Engine/MapBuildDataRegistry.h"
#include "Commandlets/ListMaterialsUsedWithMeshEmittersCommandlet.h"
#include "Commandlets/ListStaticMeshesImportedFromSpeedTreesCommandlet.h"
#include "Commandlets/StaticMeshMinLodCommandlet.h"
#include "Particles/ParticleSystem.h"
#include "Commandlets/ResavePackagesCommandlet.h"
#include "Commandlets/WrangleContentCommandlet.h"
#include "EngineGlobals.h"
#include "Particles/ParticleEmitter.h"
#include "GameFramework/WorldSettings.h"
#include "Engine/StaticMesh.h"
#include "AssetData.h"
#include "Engine/Brush.h"
#include "Editor.h"
#include "FileHelpers.h"
#include "PlatformInfo.h"
#include "CollectionManagerModule.h"
#include "ICollectionManager.h"
#include "CommandletSourceControlUtils.h"
#include "WorldPartition/WorldPartition.h"
#include "WorldPartition/WorldPartitionHelpers.h"
#include "LevelInstance/LevelInstanceActor.h"
#include "PackageHelperFunctions.h"
#include "PackageTools.h"
DEFINE_LOG_CATEGORY(LogContentCommandlet);
#include "AssetRegistryModule.h"
#include "IDirectoryWatcher.h"
#include "DirectoryWatcherModule.h"
#include "Particles/Material/ParticleModuleMeshMaterial.h"
#include "Particles/ParticleLODLevel.h"
#include "Particles/ParticleModuleRequired.h"
#include "Particles/TypeData/ParticleModuleTypeDataMesh.h"
#include "Engine/LevelStreaming.h"
#include "EditorBuildUtils.h"
// for UResavePackagesCommandlet::PerformAdditionalOperations building lighting code
#include "LightingBuildOptions.h"
// for UResavePackagesCommandlet::PerformAdditionalOperations building navigation data
#include "EngineUtils.h"
#include "NavigationData.h"
#include "AI/NavigationSystemBase.h"
// For preloading FFindInBlueprintSearchManager
#include "FindInBlueprintManager.h"
#include "IHierarchicalLODUtilities.h"
#include "HierarchicalLODUtilitiesModule.h"
#include "HierarchicalLOD.h"
#include "HierarchicalLODProxyProcessor.h"
#include "HLOD/HLODEngineSubsystem.h"
#include "GenericPlatform/GenericPlatformProcess.h"
#include "HAL/ThreadManager.h"
#include "ShaderCompiler.h"
#include "ICollectionManager.h"
#include "CollectionManagerModule.h"
#include "UObject/UObjectThreadContext.h"
#include "Engine/LODActor.h"
#include "PerQualityLevelProperties.h"
/**-----------------------------------------------------------------------------
* UResavePackages commandlet.
*
* This commandlet is meant to resave packages as a default. We are able to pass in
* flags to determine which conditions we do NOT want to resave packages. (e.g. not dirty
* or not older than some version)
*
*
----------------------------------------------------------------------------**/
#define CURRENT_PACKAGE_VERSION 0
#define IGNORE_PACKAGE_VERSION INDEX_NONE
UResavePackagesCommandlet::UResavePackagesCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bForceUATEnvironmentVariableSet(false)
{
}
int32 UResavePackagesCommandlet::InitializeResaveParameters( const TArray<FString>& Tokens, TArray<FString>& PackageNames )
{
TRACE_CPUPROFILER_EVENT_SCOPE(UResavePackagesCommandlet::InitializeResaveParameters);
Verbosity = VERY_VERBOSE;
TArray<FString> Unused;
bool bExplicitPackages = false;
// Check to see if we have an explicit list of packages
for( int32 SwitchIdx = 0; SwitchIdx < Switches.Num(); SwitchIdx++ )
{
FString Package;
FString PackageFolder;
FString Maps;
FString File;
const FString& CurrentSwitch = Switches[ SwitchIdx ];
if( FParse::Value( *CurrentSwitch, TEXT( "PACKAGE="), Package ) )
{
FString PackageFile;
if (FPackageName::SearchForPackageOnDisk(Package, NULL, &PackageFile))
{
PackageNames.Add( *PackageFile );
}
else
{
UE_LOG(LogContentCommandlet, Error, TEXT("Failed to find the package given by the cmdline: PACKAGE=%s"), *Package);
}
bExplicitPackages = true;
}
else if( FParse::Value( *CurrentSwitch, TEXT( "PACKAGEFOLDER="), PackageFolder ) )
{
TArray<FString> FilesInPackageFolder;
FPackageName::FindPackagesInDirectory(FilesInPackageFolder, PackageFolder);
for( int32 FileIndex = 0; FileIndex < FilesInPackageFolder.Num(); FileIndex++ )
{
FString PackageFile(FilesInPackageFolder[FileIndex]);
FPaths::MakeStandardFilename(PackageFile);
PackageNames.Add( *PackageFile );
}
bExplicitPackages = true;
}
else if (FParse::Value(*CurrentSwitch, TEXT("MAP="), Maps))
{
// Allow support for -MAP=Value1+Value2+Value3
for (int32 PlusIdx = Maps.Find(TEXT("+"), ESearchCase::CaseSensitive); PlusIdx != INDEX_NONE; PlusIdx = Maps.Find(TEXT("+"), ESearchCase::CaseSensitive))
{
const FString NextMap = Maps.Left(PlusIdx);
if (NextMap.Len() > 0)
{
FString MapFile;
FPackageName::SearchForPackageOnDisk(NextMap, NULL, &MapFile);
PackageNames.Add(*MapFile);
bExplicitPackages = true;
}
Maps.RightInline(Maps.Len() - (PlusIdx + 1), false);
}
FString MapFile;
FPackageName::SearchForPackageOnDisk(Maps, NULL, &MapFile);
PackageNames.Add(*MapFile);
bExplicitPackages = true;
}
else if (FParse::Value(*CurrentSwitch, TEXT("FILE="), File))
{
FString Text;
if (FFileHelper::LoadFileToString(Text, *File))
{
TArray<FString> Lines;
// Remove all carriage return characters.
Text.ReplaceInline(TEXT("\r"), TEXT(""), ESearchCase::CaseSensitive);
// Read all lines
Text.ParseIntoArray(Lines, TEXT("\n"), true);
for (auto Line : Lines)
{
FString PackageFile;
if (FPackageName::SearchForPackageOnDisk(Line, NULL, &PackageFile))
{
PackageNames.AddUnique(*PackageFile);
}
else
{
UE_LOG(LogContentCommandlet, Error, TEXT("Failed to find package %s"), *Line);
}
}
bExplicitPackages = true;
UE_LOG(LogContentCommandlet, Display, TEXT("Loaded %d Packages from %s"), PackageNames.Num(), *File);
}
else
{
UE_LOG(LogContentCommandlet, Error, TEXT("Failed to load file %s"), *File);
}
}
}
// Check for numeric settings
for (const FString& CurrentSwitch : Switches)
{
if (FParse::Value(*CurrentSwitch, TEXT("GCFREQ="), GarbageCollectionFrequency))
{
UE_LOG(LogContentCommandlet, Display, TEXT("Setting garbage collection to happen every %d packages."), GarbageCollectionFrequency);
}
}
if ((bShouldBuildLighting || bShouldBuildReflectionCaptures) && !bExplicitPackages)
{
UE_LOG(LogContentCommandlet, Display, TEXT("No maps found to save when building lighting, checking CommandletSettings:ResavePackages in EditorIni"));
// if we haven't specified any maps and we are building lighting check if there are packages setup in the ini file to build
TArray<FString> ResavePackages;
GConfig->GetArray(TEXT("CommandletSettings"), TEXT("ResavePackages"), ResavePackages, GEditorIni);
for ( const auto& ResavePackage : ResavePackages )
{
FString PackageFile;
FPackageName::SearchForPackageOnDisk(ResavePackage, NULL, &PackageFile);
UE_LOG(LogContentCommandlet, Display, TEXT("Rebuilding lighting for package %s"), *PackageFile);
PackageNames.Add(*PackageFile);
bExplicitPackages = true;
}
}
if (bShouldBuildHLOD && !bExplicitPackages)
{
bool bWaitingForMapToSkipTo = !HLODSkipToMap.IsEmpty();
const UHierarchicalLODSettings* Settings = GetDefault<UHierarchicalLODSettings>();
for (const FDirectoryPath& Path : Settings->DirectoriesForHLODCommandlet)
{
TArray<FString> FilesInPackageFolder;
FPackageName::FindPackagesInDirectory(FilesInPackageFolder, FPaths::ConvertRelativePathToFull(FPaths::ProjectContentDir(), Path.Path));
for (int32 FileIndex = 0; FileIndex < FilesInPackageFolder.Num(); FileIndex++)
{
FString PackageFile(FilesInPackageFolder[FileIndex]);
FPaths::MakeStandardFilename(PackageFile);
if( bWaitingForMapToSkipTo )
{
if( FPaths::GetBaseFilename( PackageFile ) == FPaths::GetBaseFilename( HLODSkipToMap ) )
{
bWaitingForMapToSkipTo = false;
}
}
if( !bWaitingForMapToSkipTo )
{
PackageNames.AddUnique(*PackageFile);
bExplicitPackages = true;
}
}
}
for (const FFilePath& FilePath : Settings->MapsToBuild)
{
FString Path = FPaths::ConvertRelativePathToFull(FPaths::ProjectContentDir(), FilePath.FilePath);
FString OutPath;
if (FPackageName::DoesPackageExist(Path, nullptr, &OutPath))
{
PackageNames.AddUnique(*OutPath);
bExplicitPackages = true;
}
}
}
// ... if not, load in all packages
if( !bExplicitPackages )
{
UE_LOG( LogContentCommandlet, Display, TEXT( "No maps found to save when building HLODs, checking Project Settings for Directory or Asset Path(s)" ) );
uint8 PackageFilter = NORMALIZE_DefaultFlags;
if ( Switches.Contains(TEXT("SKIPMAPS")) )
{
PackageFilter |= NORMALIZE_ExcludeMapPackages;
}
else if ( Switches.Contains(TEXT("MAPSONLY")) )
{
PackageFilter |= NORMALIZE_ExcludeContentPackages;
}
if (Switches.Contains(TEXT("PROJECTONLY")))
{
PackageFilter |= NORMALIZE_ExcludeEnginePackages;
}
if ( Switches.Contains(TEXT("SkipDeveloperFolders")) || Switches.Contains(TEXT("NODEV")) )
{
PackageFilter |= NORMALIZE_ExcludeDeveloperPackages;
}
else if ( Switches.Contains(TEXT("OnlyDeveloperFolders")) )
{
PackageFilter |= NORMALIZE_ExcludeNonDeveloperPackages;
}
const FString AssetSearch = TEXT("*") + FPackageName::GetAssetPackageExtension();
const FString MapSearch = TEXT("*") + FPackageName::GetMapPackageExtension();
bool bAnyFound = NormalizePackageNames(Unused, PackageNames, AssetSearch, PackageFilter);
bAnyFound |= NormalizePackageNames(Unused, PackageNames, MapSearch, PackageFilter);
if (!bAnyFound)
{
return 1;
}
}
// Check for a max package limit
MaxPackagesToResave = -1;
for ( int32 SwitchIdx = 0; SwitchIdx < Switches.Num(); SwitchIdx++ )
{
const FString& CurrentSwitch = Switches[SwitchIdx];
if( FParse::Value(*CurrentSwitch,TEXT("MAXPACKAGESTORESAVE="),MaxPackagesToResave))
{
UE_LOG(LogContentCommandlet, Warning, TEXT( "Only resaving a maximum of %d packages." ), MaxPackagesToResave );
break;
}
}
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
// This option works if a single package is specified, it will resave all packages that reference it, and all packages that it references
const bool bResaveDirectRefsAndDeps = Switches.Contains(TEXT("ResaveDirectRefsAndDeps"));
// This option will filter the package list and only save packages that are redirectors, or that reference redirectors
const bool bFixupRedirects = (Switches.Contains(TEXT("FixupRedirects")) || Switches.Contains(TEXT("FixupRedirectors")));
if (bResaveDirectRefsAndDeps || bFixupRedirects || bOnlyMaterials)
{
AssetRegistry.SearchAllAssets(true);
// Force directory watcher tick to register paths
FDirectoryWatcherModule& DirectoryWatcherModule = FModuleManager::Get().LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
DirectoryWatcherModule.Get()->Tick(-1.0f);
}
if (bExplicitPackages && PackageNames.Num() == 1 && bResaveDirectRefsAndDeps)
{
FName PackageName = FName(*FPackageName::FilenameToLongPackageName(PackageNames[0]));
TArray<FName> Referencers;
AssetRegistry.GetReferencers(PackageName, Referencers);
TArray<FName> Dependencies;
AssetRegistry.GetDependencies(PackageName, Dependencies);
for (FName Ref : Referencers)
{
FString File;
FPackageName::SearchForPackageOnDisk(*Ref.ToString(), NULL, &File);
PackageNames.Add(File);
}
for (FName Dep : Dependencies)
{
FString File;
FPackageName::SearchForPackageOnDisk(*Dep.ToString(), NULL, &File);
PackageNames.Add(File);
}
}
else if (bFixupRedirects)
{
// Look for all packages containing redirects, and their referencers
TArray<FAssetData> RedirectAssets;
TSet<FString> RedirectPackages;
TSet<FString> ReferencerPackages;
AssetRegistry.GetAssetsByClass(UObjectRedirector::StaticClass()->GetFName(), RedirectAssets);
for (const FAssetData& AssetData : RedirectAssets)
{
bool bIsAlreadyInSet = false;
FString RedirectFile;
FPackageName::SearchForPackageOnDisk(*AssetData.PackageName.ToString(), nullptr, &RedirectFile);
RedirectPackages.Add(RedirectFile, &bIsAlreadyInSet);
if (!bIsAlreadyInSet)
{
TArray<FName> Referencers;
AssetRegistry.GetReferencers(AssetData.PackageName, Referencers);
for (FName Referencer : Referencers)
{
FString ReferencerFile;
FPackageName::SearchForPackageOnDisk(*Referencer.ToString(), nullptr, &ReferencerFile);
ReferencerPackages.Add(ReferencerFile);
}
}
}
// Filter packagenames list to packages that are pointing to redirectors, it will probably be much smaller
TArray<FString> OldArray = PackageNames;
PackageNames.Reset();
for (FString& PackageName : OldArray)
{
if (RedirectPackages.Contains(PackageName))
{
RedirectorsToFixup.Add(PackageName);
}
if (ReferencerPackages.Contains(PackageName))
{
PackageNames.Add(PackageName);
}
}
}
// Check for the min and max versions
MinResaveUEVersion = IGNORE_PACKAGE_VERSION;
MaxResaveUEVersion = IGNORE_PACKAGE_VERSION;
MaxResaveLicenseeUEVersion = IGNORE_PACKAGE_VERSION;
if ( Switches.Contains(TEXT("CHECKLICENSEEVER")) )
{
// Limits resaving to packages with this licensee package version or lower.
MaxResaveLicenseeUEVersion = FMath::Max<int32>(GPackageFileLicenseeUEVersion - 1, 0);
}
if ( Switches.Contains(TEXT("CHECKUE4VER")) )
{
// Limits resaving to packages with this package version or lower.
MaxResaveUEVersion = FMath::Max<int32>(GPackageFileUEVersion.ToValue() - 1, 0);
}
else if ( Switches.Contains(TEXT("RESAVEDEPRECATED")) )
{
// Limits resaving to packages with this package version or lower.
MaxResaveUEVersion = FMath::Max<int32>(VER_UE4_DEPRECATED_PACKAGE - 1, 0);
}
else
{
// determine if the resave operation should be constrained to certain package versions
for ( int32 SwitchIdx = 0; SwitchIdx < Switches.Num(); SwitchIdx++ )
{
const FString& CurrentSwitch = Switches[SwitchIdx];
if ( MinResaveUEVersion == IGNORE_PACKAGE_VERSION && FParse::Value(*CurrentSwitch,TEXT("MINVER="),MinResaveUEVersion) )
{
if ( MinResaveUEVersion == CURRENT_PACKAGE_VERSION )
{
MinResaveUEVersion = GPackageFileUEVersion.ToValue();
}
}
if ( MaxResaveUEVersion == IGNORE_PACKAGE_VERSION && FParse::Value(*CurrentSwitch,TEXT("MAXVER="),MaxResaveUEVersion) )
{
if ( MaxResaveUEVersion == CURRENT_PACKAGE_VERSION )
{
MaxResaveUEVersion = GPackageFileUEVersion.ToValue();
}
}
}
}
FString ClassList;
for (const FString& CurrentSwitch : Switches)
{
if ( FParse::Value(*CurrentSwitch, TEXT("RESAVECLASS="), ClassList, false) )
{
TArray<FString> ClassNames;
ClassList.ParseIntoArray(ClassNames, TEXT(","), true);
for (const FString& ClassName : ClassNames)
{
ResaveClasses.AddUnique(*ClassName);
}
break;
}
}
/** determine if we should check subclasses of ResaveClasses */
bool bIncludeChildClasses = Switches.Contains(TEXT("IncludeChildClasses"));
if (bIncludeChildClasses && ResaveClasses.Num() == 0)
{
// Sanity check fail
UE_LOG(LogContentCommandlet, Error, TEXT("AllowSubclasses param requires ResaveClass param."));
return 1;
}
if (bIncludeChildClasses)
{
// Can't use ranged for here because the array grows inside of this loop.
// Also, no need to iterate over the newly added objects as we know
// we have found all of their subclasses too (IsChildOf guarantees that).
const int32 NumResaveClasses = ResaveClasses.Num();
for (int32 ClassIndex = 0; ClassIndex < NumResaveClasses; ++ClassIndex)
{
// Find the class object and then all derived classes
UClass* ResaveClass = FindObject<UClass>(ANY_PACKAGE, *ResaveClasses[ClassIndex].ToString());
if (ResaveClass)
{
for (TObjectIterator<UClass> It; It; ++It)
{
UClass* MaybeChildClass = *It;
if (MaybeChildClass->IsChildOf(ResaveClass))
{
ResaveClasses.AddUnique(MaybeChildClass->GetFName());
}
}
}
}
}
return 0;
}
void UResavePackagesCommandlet::ParseSourceControlOptions(const TArray<FString>& Tokens)
{
if (SourceControlQueue == nullptr)
{
return; // No point parsing the options if we don't have anything enabled
}
int32 QueuedPackageFlushLimit = INDEX_NONE;
int64 QueueFileSizeFlushLimit = INDEX_NONE;
for (const FString& CurrentSwitch : Tokens)
{
if (FParse::Value(*CurrentSwitch, TEXT("BatchPackageLimit="), QueuedPackageFlushLimit))
{
if (QueuedPackageFlushLimit >= 0)
{
UE_LOG(LogContentCommandlet, Display, TEXT("Setting source control batches to be limited to %d package(s) at a time."), QueuedPackageFlushLimit);
SourceControlQueue->SetMaxNumQueuedPackages(QueuedPackageFlushLimit);
}
else
{
// Negative values mean we will not flush the source control batch based on the number of packages
UE_LOG(LogContentCommandlet, Display, TEXT("Setting source control batches to have no package limit!"));
}
}
else if (FParse::Value(*CurrentSwitch, TEXT("BatchFileSizeLimit="), QueueFileSizeFlushLimit))
{
const int64 SizeLimit = TNumericLimits<int64>::Max() / (1024 * 1024);
if (QueueFileSizeFlushLimit > SizeLimit)
{
UE_LOG(LogContentCommandlet, Display, TEXT("-BatchFileSizeLimit=%lld is too large! The max value allowed is %lld, clamping..."), QueueFileSizeFlushLimit, SizeLimit);
QueueFileSizeFlushLimit = SizeLimit;
}
if (QueueFileSizeFlushLimit >= 0)
{
UE_LOG(LogContentCommandlet, Display, TEXT("Setting source control batches to be limited to %lld MB."), QueueFileSizeFlushLimit);
SourceControlQueue->SetMaxTemporaryFileTotalSize(QueueFileSizeFlushLimit);
}
else
{
// Negative values mean we will not flush the source control batch based on the disk space taken by temp files
UE_LOG(LogContentCommandlet, Display, TEXT("Setting source control batches to have no disk space limit!"));
}
}
}
}
bool UResavePackagesCommandlet::ShouldSkipPackage(const FString& Filename)
{
return false;
}
void UResavePackagesCommandlet::LoadAndSaveOnePackage(const FString& Filename)
{
TRACE_CPUPROFILER_EVENT_SCOPE(UResavePackagesCommandlet::LoadAndSaveOnePackage);
// Check to see if a derived commandlet wants to skip this package for one reason or another
if (ShouldSkipPackage(Filename))
{
return;
}
// Skip the package if it doesn't have a required substring match
if (PackageSubstring.Len() && !Filename.Contains(PackageSubstring) )
{
VerboseMessage(FString::Printf(TEXT("Skipping %s"), *Filename));
return;
}
FPackagePath PackagePath = FPackagePath::FromLocalPath(Filename);
if (CollectionFilter.Num())
{
FString PackageNameToCreate = PackagePath.GetPackageNameOrFallback();
FName PackageName(*PackageNameToCreate);
if (!CollectionFilter.Contains(PackageName))
{
return;
}
}
if (bOnlyMaterials)
{
FString PackageNameToCreate = PackagePath.GetPackageNameOrFallback();
FName PackageFNameToCreate(*PackageNameToCreate);
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
TArray<FAssetData> PackageAssetData;
if (!AssetRegistry.GetAssetsByPackageName(PackageFNameToCreate, PackageAssetData, true))
{
return;
}
bool bAnyMaterialsPresent = false;
for (const FAssetData& AssetData : PackageAssetData)
{
UClass* AssetClass = AssetData.GetClass();
if (AssetClass && AssetClass->IsChildOf(UMaterialInterface::StaticClass()))
{
bAnyMaterialsPresent = true;
break;
}
}
if (!bAnyMaterialsPresent)
{
return;
}
}
bool bIsReadOnly = IFileManager::Get().IsReadOnly(*Filename);
if ( bIsReadOnly && !bVerifyContent && !bAutoCheckOut )
{
if (Verbosity != ONLY_ERRORS)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Skipping read-only file %s"), *Filename);
}
}
else
{
if (Verbosity != ONLY_ERRORS)
{
UE_LOG(LogContentCommandlet, Display, TEXT("Loading %s"), *Filename);
}
static int32 LastErrorCount = 0;
int32 NumErrorsFromLoading = GWarn->GetNumErrors();
if (NumErrorsFromLoading > LastErrorCount)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("%d total errors encountered during loading"), NumErrorsFromLoading);
}
LastErrorCount = NumErrorsFromLoading;
// Get the package linker.
VerboseMessage(TEXT("Pre GetPackageLinker"));
FLinkerLoad* Linker = LoadPackageLinker(nullptr, PackagePath, LOAD_NoVerify);
// Bail early if we don't have a valid linker (package was out of date, etc)
if( !Linker )
{
VerboseMessage(TEXT("Aborting...package could not be loaded"));
CollectGarbage(RF_NoFlags);
return;
}
VerboseMessage(TEXT("Post GetPackageLinker"));
bool bSavePackage = true;
PerformPreloadOperations(Linker, bSavePackage);
VerboseMessage(FString::Printf(TEXT("Post PerformPreloadOperations, Resave? %d"), bSavePackage));
if (bSavePackage)
{
PackagesConsideredForResave++;
// Only rebuild static meshes on load for the to be saved package.
extern ENGINE_API FName GStaticMeshPackageNameToRebuild;
FName PackageFName = PackagePath.GetPackageFName();
check(!PackageFName.IsNone());
GStaticMeshPackageNameToRebuild = PackageFName;
// Assert if package couldn't be opened so we have no chance of messing up saving later packages.
UPackage* Package = nullptr;
{
TRACE_CPUPROFILER_EVENT_SCOPE(UResavePackagesCommandlet::LoadAndSaveOnePackage::LoadPackage);
Package = LoadPackage(NULL, *Filename, 0);
}
if (Package == NULL)
{
if (bCanIgnoreFails == true)
{
return;
}
else
{
check(Package);
}
}
VerboseMessage(TEXT("Post LoadPackage"));
// if we are only saving dirty packages and the package is not dirty, then we do not want to save the package (remember the default behavior is to ALWAYS save the package)
if( ( bOnlySaveDirtyPackages == true ) && ( Package->IsDirty() == false ) )
{
bSavePackage = false;
}
// here we want to check and see if we have any loading warnings
// if we do then we want to resave this package
if( !bSavePackage && FParse::Param(FCommandLine::Get(),TEXT("SavePackagesThatHaveFailedLoads")) == true )
{
//UE_LOG(LogContentCommandlet, Warning, TEXT( "NumErrorsFromLoading: %d GWarn->Errors num: %d" ), NumErrorsFromLoading, GWarn->GetNumErrors() );
if( NumErrorsFromLoading != GWarn->GetNumErrors() )
{
bSavePackage = true;
}
}
{
UWorld* World = UWorld::FindWorldInPackage(Package);
if (World)
{
PerformAdditionalOperations(World, bSavePackage);
}
}
// hook to allow performing additional checks without lumping everything into this one function
PerformAdditionalOperations(Package,bSavePackage);
VerboseMessage(TEXT("Post PerformAdditionalOperations"));
// Check for any special per object operations
ForEachObjectWithOuter(Package, [this, &bSavePackage](UObject* Object)
{
PerformAdditionalOperations(Object, bSavePackage);
});
VerboseMessage(TEXT("Post PerformAdditionalOperations Loop"));
if (bStripEditorOnlyContent)
{
UE_LOG(LogContentCommandlet, Log, TEXT("Removing editor only data"));
Package->SetPackageFlags(PKG_FilterEditorOnly);
}
if (bSavePackage == true)
{
bool bIsEmpty = true;
// Check to see if this package contains only metadata, and if so delete the package instead of resaving it
TArray<UObject *> ObjectsInOuter;
GetObjectsWithOuter(Package, ObjectsInOuter);
for (UObject* Obj : ObjectsInOuter)
{
if (!Obj->IsA(UMetaData::StaticClass()))
{
// This package has a real object
bIsEmpty = false;
break;
}
}
if (bIsEmpty)
{
bSavePackage = false;
Package = nullptr;
UE_LOG(LogContentCommandlet, Display, TEXT("Package %s is empty and will be deleted"), *Filename);
DeleteOnePackage(Filename);
}
}
// Now based on the computation above we will see if we should actually attempt
// to save this package
if (bSavePackage == true)
{
if( bIsReadOnly == true && bVerifyContent == true && bAutoCheckOut == false )
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Package [%s] is read-only but needs to be resaved (UE Version: %i, Licensee Version: %i Current UE Version: %i, Current Licensee Version: %i)"),
*Filename, Linker->Summary.GetFileVersionUE().ToValue(), Linker->Summary.GetFileVersionLicenseeUE(), GPackageFileUEVersion.ToValue(), VER_LATEST_ENGINE_LICENSEEUE4 );
if( SavePackageHelper(Package, FString(TEXT("Temp.temp"))) )
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Correctly saved: [Temp.temp].") );
}
}
else
{
// Check to see if we need to check this package out (but do not check out here if SourceControlQueue is enabled)
const bool bAttemptCheckoutNow = bAutoCheckOut && SourceControlQueue == nullptr;
if (bAttemptCheckoutNow)
{
TRACE_CPUPROFILER_EVENT_SCOPE(UResavePackagesCommandlet::LoadAndSaveOnePackage::AutoCheckOut);
if( bIsReadOnly )
{
VerboseMessage(TEXT("Pre ForceGetStatus1"));
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState( Package, EStateCacheUsage::ForceUpdate );
if(SourceControlState.IsValid())
{
FString OtherCheckedOutUser;
if( SourceControlState->IsCheckedOutOther(&OtherCheckedOutUser) )
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] Overwriting package %s already checked out by someone else (%s), will not submit"), *Filename, *OtherCheckedOutUser);
}
else if( !SourceControlState->IsCurrent() )
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] Overwriting package %s (not at head), will not submit"), *Filename);
}
else
{
VerboseMessage(TEXT("Pre CheckOut"));
SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), Package);
VerboseMessage(TEXT("Post CheckOut"));
FilesToSubmit.AddUnique(*Filename);
}
}
VerboseMessage(TEXT("Post ForceGetStatus2"));
}
}
// Update the readonly state now that source control has had a chance to run
bIsReadOnly = IFileManager::Get().IsReadOnly(*Filename);
// If we tried to check out the file but it is still read only then we failed and
// need to emit an error and go to the next package
if (bAttemptCheckoutNow && bIsReadOnly)
{
if (bSkipCheckedOutFiles)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Skipping Package: %s (unable to check out)"), *Filename);
}
else
{
UE_LOG(LogContentCommandlet, Error, TEXT("Unable to check out the Package: %s"), *Filename);
}
return;
}
if (Verbosity != ONLY_ERRORS)
{
UE_LOG(LogContentCommandlet, Display, TEXT("Resaving package [%s] (UE Version: %i, Licensee Version: %i Saved UE Version: %i, Saved Licensee Version: %i)"),
*Filename,Linker->Summary.GetFileVersionUE().ToValue(), Linker->Summary.GetFileVersionLicenseeUE(), GPackageFileUEVersion.ToValue(), VER_LATEST_ENGINE_LICENSEEUE4 );
}
const static bool bKeepPackageGUIDOnSave = FParse::Param(FCommandLine::Get(), TEXT("KeepPackageGUIDOnSave"));
ESaveFlags SaveFlags = bKeepPackageGUIDOnSave ? SAVE_KeepGUID : SAVE_None;
if (bIsReadOnly == false || SourceControlQueue == nullptr)
{
TRACE_CPUPROFILER_EVENT_SCOPE(UResavePackagesCommandlet::LoadAndSaveOnePackage::SavePackage);
if (SavePackageHelper(Package, Filename, RF_Standalone, GWarn, nullptr, SaveFlags))
{
PackagesResaved++;
if (Verbosity == VERY_VERBOSE)
{
UE_LOG(LogContentCommandlet, Display, TEXT("Correctly saved: [%s]."), *Filename);
}
}
}
else
{
// The target file is still read only and we have SourceControlQueue enabled so we
// need to save to a temporary file first, and then queue the result.
const FString TempFilename = CreateTempFilename();
if (SavePackageHelper(Package, TempFilename, RF_Standalone, GWarn, nullptr, SaveFlags))
{
SourceControlQueue->QueueCheckoutAndReplaceOperation(Filename, TempFilename, Package);
}
}
}
}
}
static int32 Counter = 0;
if (!GarbageCollectionFrequency || Counter++ % GarbageCollectionFrequency == 0)
{
if (GarbageCollectionFrequency > 1)
{
UE_LOG(LogContentCommandlet, Display, TEXT("GC"));
}
VerboseMessage(TEXT("Pre CollectGarbage"));
CollectGarbage(RF_NoFlags);
VerboseMessage(TEXT("Post CollectGarbage"));
}
}
}
void UResavePackagesCommandlet::DeleteOnePackage(const FString& Filename)
{
TRACE_CPUPROFILER_EVENT_SCOPE(UResavePackagesCommandlet::DeleteOnePackage);
bool bIsReadOnly = IFileManager::Get().IsReadOnly(*Filename);
if (bVerifyContent)
{
return;
}
if (bIsReadOnly && !bAutoCheckOut)
{
if (Verbosity != ONLY_ERRORS)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Skipping read-only file %s"), *Filename);
}
return;
}
if (SourceControlQueue != nullptr)
{
// All files (read only and non read only) need to query their source control status so
// they should all be queued if avaliable.
SourceControlQueue->QueueDeleteOperation(Filename);
return;
}
FString PackageName;
FPackageName::TryConvertFilenameToLongPackageName(Filename, PackageName);
UPackage* Package = FindPackage(nullptr, *PackageName);
if (Package)
{
// Unload package so we can delete it
TArray<UPackage *> PackagesToDelete;
PackagesToDelete.Add(Package);
UPackageTools::UnloadPackages(PackagesToDelete);
PackagesToDelete.Empty();
Package = nullptr;
}
FString PackageFilename = SourceControlHelpers::PackageFilename(Filename);
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(PackageFilename, EStateCacheUsage::ForceUpdate);
if (SourceControlState.IsValid() && (SourceControlState->IsCheckedOut() || SourceControlState->IsAdded()))
{
UE_LOG(LogContentCommandlet, Display, TEXT("Revert '%s' from source control..."), *Filename);
SourceControlProvider.Execute(ISourceControlOperation::Create<FRevert>(), PackageFilename);
UE_LOG(LogContentCommandlet, Display, TEXT("Deleting '%s' from source control..."), *Filename);
SourceControlProvider.Execute(ISourceControlOperation::Create<FDelete>(), PackageFilename);
PackagesDeleted++;
FilesToSubmit.AddUnique(Filename);
}
else if (SourceControlState.IsValid() && SourceControlState->CanCheckout())
{
UE_LOG(LogContentCommandlet, Display, TEXT("Deleting '%s' from source control..."), *Filename);
SourceControlProvider.Execute(ISourceControlOperation::Create<FDelete>(), PackageFilename);
PackagesDeleted++;
FilesToSubmit.AddUnique(Filename);
}
else if (SourceControlState.IsValid() && SourceControlState->IsCheckedOutOther())
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Couldn't delete '%s' from source control, someone has it checked out, skipping..."), *Filename);
}
else if (SourceControlState.IsValid() && !SourceControlState->IsSourceControlled())
{
UE_LOG(LogContentCommandlet, Warning, TEXT("'%s' is not in source control, attempting to delete from disk..."), *Filename);
if (IFileManager::Get().Delete(*Filename, false, true) == true)
{
PackagesDeleted++;
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT(" ... failed to delete from disk."), *Filename);
}
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("'%s' is in an unknown source control state, attempting to delete from disk..."), *Filename);
if (IFileManager::Get().Delete(*Filename, false, true)== true)
{
PackagesDeleted++;
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT(" ... failed to delete from disk."), *Filename);
}
}
}
int32 UResavePackagesCommandlet::Main( const FString& Params )
{
TRACE_CPUPROFILER_EVENT_SCOPE(UResavePackagesCommandlet);
const TCHAR* Parms = *Params;
TArray<FString> Tokens;
ParseCommandLine(Parms, Tokens, Switches);
// Ensure source control is initialized and shut down properly
FScopedSourceControl SourceControl;
// strip editor only content
bStripEditorOnlyContent = Switches.Contains(TEXT("STRIPEDITORONLY"));
// skip the assert when a package can not be opened
bCanIgnoreFails = Switches.Contains(TEXT("SKIPFAILS"));
/** load all packages, and display warnings for those packages which would have been resaved but were read-only */
bVerifyContent = Switches.Contains(TEXT("VERIFY"));
/** if we should only save dirty packages **/
bOnlySaveDirtyPackages = Switches.Contains(TEXT("OnlySaveDirtyPackages"));
/** if we should auto checkout packages that need to be saved**/
bAutoCheckOut = Switches.Contains(TEXT("AutoCheckOutPackages")) || Switches.Contains(TEXT("AutoCheckOut"));
/** if we should batch source control operations*/
bBatchSourceControl = Switches.Contains(TEXT("BatchSourceControl"));
/** if we should simply skip checked out files rather than error-ing out */
bSkipCheckedOutFiles = Switches.Contains(TEXT("SkipCheckedOutPackages"));
/** if we should auto checkin packages that were checked out**/
bAutoCheckIn = bAutoCheckOut && (Switches.Contains(TEXT("AutoCheckIn")) || Switches.Contains(TEXT("AutoSubmit")));
/** determine if we are building lighting for the map packages on the pass. **/
bShouldBuildLighting = Switches.Contains(TEXT("buildlighting"));
/** determine if we are building reflection captures for the map packages on the pass. **/
bShouldBuildReflectionCaptures = Switches.Contains(TEXT("buildreflectioncaptures")); /** rebuilds texture streaming data for all packages, rather than just maps. **/
bShouldBuildTextureStreamingForAll = Switches.Contains(TEXT("buildtexturestreamingforall"));
/** determine if we are building texture streaming data for the map packages on the pass. **/
bShouldBuildTextureStreaming = bShouldBuildTextureStreamingForAll || Switches.Contains(TEXT("buildtexturestreaming"));
/** determine if we can skip the version changelist check */
bIgnoreChangelist = Switches.Contains(TEXT("IgnoreChangelist"));
/** whether we should only save packages with changelist zero */
bOnlyUnversioned = Switches.Contains(TEXT("OnlyUnversioned"));
/** whether we should only save packages saved by licenseed */
bOnlyLicenseed = Switches.Contains(TEXT("OnlyLicenseed"));
/** only process packages containing materials */
bOnlyMaterials = Switches.Contains(TEXT("onlymaterials"));
/** determine if we are building navigation data for the map packages on the pass. **/
bShouldBuildNavigationData = Switches.Contains(TEXT("BuildNavigationData"));
/** check for filtering packages by collection. **/
FString FilterByCollection;
FParse::Value(*Params, TEXT("FilterByCollection="), FilterByCollection);
CollectionFilter = TSet<FName>();
if (!FilterByCollection.IsEmpty())
{
ICollectionManager& CollectionManager = FCollectionManagerModule::GetModule().Get();
TArray<FName> CollectionAssets;
if (!CollectionManager.GetAssetsInCollection(FName(*FilterByCollection), ECollectionShareType::CST_All, CollectionAssets))
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Could not get assets in collection '%s'. Skipping filter."), *FilterByCollection);
}
else
{
//insert all of the collection names into the set for fast filter checks
for (const FName &AssetName : CollectionAssets)
{
CollectionFilter.Add(FName(*FPackageName::ObjectPathToPackageName(AssetName.ToString())));
}
}
}
/** determine if we are building HLODs for the map packages on the pass. **/
bShouldBuildHLOD = Switches.Contains(TEXT("BuildHLOD"));
if (bShouldBuildHLOD)
{
FString HLODOptions;
FParse::Value(*Params, TEXT("BuildOptions="), HLODOptions);
bGenerateClusters = HLODOptions.Contains("Clusters");
bGenerateMeshProxies = HLODOptions.Contains("Proxies");
bForceClusterGeneration = HLODOptions.Contains("ForceClusters");
bForceProxyGeneration = HLODOptions.Contains("ForceProxies");
bForceSingleClusterForLevel = HLODOptions.Contains("ForceSingleCluster");
bSkipSubLevels = HLODOptions.Contains("SkipSubLevels");
bHLODMapCleanup = HLODOptions.Contains("MapCleanup");
ForceHLODSetupAsset = FString();
FParse::Value(*Params, TEXT("ForceHLODSetupAsset="), ForceHLODSetupAsset);
HLODSkipToMap = FString();
FParse::Value(*Params, TEXT("SkipToMap="), HLODSkipToMap);
UE_LOG(LogContentCommandlet, Display, TEXT("Rebuilding HLODs... Options are:"));
UE_LOG(LogContentCommandlet, Display, TEXT(" [%s] Clusters"), bGenerateClusters ? TEXT("X") : TEXT(" "));
UE_LOG(LogContentCommandlet, Display, TEXT(" [%s] Proxies"), bGenerateMeshProxies ? TEXT("X") : TEXT(" "));
UE_LOG(LogContentCommandlet, Display, TEXT(" [%s] ForceClusters"), bForceClusterGeneration ? TEXT("X") : TEXT(" "));
UE_LOG(LogContentCommandlet, Display, TEXT(" [%s] ForceProxies"), bForceProxyGeneration ? TEXT("X") : TEXT(" "));
UE_LOG(LogContentCommandlet, Display, TEXT(" [%s] SkipSubLevels"), bSkipSubLevels ? TEXT("X") : TEXT(" "));
UE_LOG(LogContentCommandlet, Display, TEXT(" [%s] ForceSingleCluster"), bForceSingleClusterForLevel ? TEXT("X") : TEXT(" "));
UE_LOG(LogContentCommandlet, Display, TEXT(" [%s] Map Cleanup"), bHLODMapCleanup ? TEXT("X") : TEXT(" "));
// Allow multiple instances when building HLODs
FString MutexVariableValue = FPlatformMisc::GetEnvironmentVariable(TEXT("uebp_UATMutexNoWait"));
if (MutexVariableValue != TEXT("1"))
{
FPlatformMisc::SetEnvironmentVar(TEXT("uebp_UATMutexNoWait"), TEXT("1"));
bForceUATEnvironmentVariableSet = true;
}
if (bHLODMapCleanup)
{
GEngine->GetEngineSubsystem<UHLODEngineSubsystem>()->DisableHLODCleanupOnLoad(true);
}
}
if (bShouldBuildLighting || bShouldBuildHLOD || bShouldBuildReflectionCaptures)
{
check( Switches.Contains(TEXT("AllowCommandletRendering")) );
GarbageCollectionFrequency = 1;
}
// Default build on production
LightingBuildQuality = Quality_Production;
FString QualityStr;
FParse::Value(*Params, TEXT("Quality="), QualityStr);
if (QualityStr.Len())
{
if (QualityStr.Equals(TEXT("Preview"), ESearchCase::IgnoreCase))
{
LightingBuildQuality = Quality_Preview;
}
else if (QualityStr.Equals(TEXT("Medium"), ESearchCase::IgnoreCase))
{
LightingBuildQuality = Quality_Medium;
}
else if (QualityStr.Equals(TEXT("High"), ESearchCase::IgnoreCase))
{
LightingBuildQuality = Quality_High;
}
else if (QualityStr.Equals(TEXT("Production"), ESearchCase::IgnoreCase))
{
LightingBuildQuality = Quality_Production;
}
else
{
UE_LOG(LogContentCommandlet, Fatal, TEXT( "Unknown Quality(must be Preview/Medium/High/Production): %s"), *QualityStr );
}
UE_LOG(LogContentCommandlet, Display, TEXT("Lighing Build Quality is %s"), *QualityStr);
}
TArray<FString> PackageNames;
int32 ResultCode = InitializeResaveParameters(Tokens, PackageNames);
if ( ResultCode != 0 )
{
return ResultCode;
}
// Retrieve list of all packages in .ini paths.
if(!PackageNames.Num() && !RedirectorsToFixup.Num())
{
return 0;
}
int32 GCIndex = 0;
PackagesConsideredForResave = 0;
PackagesResaved = 0;
PackagesDeleted = 0;
TotalPackagesForResave = PackageNames.Num();
// allow for an option to restart at a given package name (in case it dies during a run, etc)
bool bCanProcessPackage = true;
FString FirstPackageToProcess;
if (FParse::Value(*Params, TEXT("FirstPackage="), FirstPackageToProcess))
{
bCanProcessPackage = false;
}
FParse::Value(*Params, TEXT("PackageSubString="), PackageSubstring);
if (PackageSubstring.Len())
{
UE_LOG(LogContentCommandlet, Display, TEXT( "Restricted to packages containing %s" ), *PackageSubstring );
}
// Avoid crash saving blueprint
FFindInBlueprintSearchManager::Get();
// Tick shader compiler if we are rendering
if(IsAllowCommandletRendering() && GShaderCompilingManager)
{
GShaderCompilingManager->ProcessAsyncResults(true, false);
}
if (bBatchSourceControl)
{
// Convert the commandlets verbosity to that of FQueuedSourceControlOperations
FQueuedSourceControlOperations::EVerbosity LogVerbosity = FQueuedSourceControlOperations::EVerbosity::All;
switch (Verbosity)
{
case VERY_VERBOSE:
LogVerbosity = FQueuedSourceControlOperations::EVerbosity::All;
break;
case INFORMATIVE:
LogVerbosity = FQueuedSourceControlOperations::EVerbosity::Info;
break;
case ONLY_ERRORS:
LogVerbosity = FQueuedSourceControlOperations::EVerbosity::ErrorsOnly;
break;
default:
UE_LOG(LogContentCommandlet, Warning, TEXT("Unknown verbosity to pass to FQueuedSourceControlOperations!"));
}
SourceControlQueue = MakePimpl<FQueuedSourceControlOperations>(LogVerbosity);
ParseSourceControlOptions(Switches);
}
// Make sure any remaining temp files from previous runs are removed
CleanTempFiles();
// Iterate over all packages.
for( int32 PackageIndex = 0; PackageIndex < PackageNames.Num(); PackageIndex++ )
{
// Make sure we don't rebuild SMs that we're not going to save.
extern ENGINE_API FName GStaticMeshPackageNameToRebuild;
GStaticMeshPackageNameToRebuild = NAME_None;
const FString& Filename = PackageNames[PackageIndex];
// skip over packages before the first one allowed, if it was specified
if (!bCanProcessPackage)
{
if (FPackageName::FilenameToLongPackageName(Filename) == FirstPackageToProcess)
{
bCanProcessPackage = true;
}
else
{
UE_LOG(LogContentCommandlet, Display, TEXT("Skipping %s"), *Filename);
continue;
}
}
// Load and save this package
LoadAndSaveOnePackage(Filename);
// Check if we need to flush any source control operations yet
if (SourceControlQueue != nullptr)
{
SourceControlQueue->FlushPendingOperations(false);
}
// Tick shader compiler if we are rendering
if(IsAllowCommandletRendering() && GShaderCompilingManager)
{
GShaderCompilingManager->ProcessAsyncResults(true, false);
}
// Break out if we've resaved enough packages
if( MaxPackagesToResave > -1 && PackagesResaved >= MaxPackagesToResave )
{
UE_LOG(LogContentCommandlet, Warning, TEXT( "Attempting to resave more than MaxPackagesToResave; exiting" ) );
break;
}
}
if (SourceControlQueue != nullptr)
{
// Flush any remaining source control operations
SourceControlQueue->FlushPendingOperations(true);
// Fix up the stats
PackagesDeleted += SourceControlQueue->GetNumDeletedFiles();
PackagesResaved += SourceControlQueue->GetNumReplacedFiles();
// Add files that the source control queue modified to the list of files that
// will need to be submitted to source control
FilesToSubmit.Append(SourceControlQueue->GetModifiedFiles());
SourceControlQueue.Reset();
}
// Force a directory watcher and asset registry tick
FDirectoryWatcherModule& DirectoryWatcherModule = FModuleManager::Get().LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
DirectoryWatcherModule.Get()->Tick(-1.0f);
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
AssetRegistry.Tick(-1.0f);
// Delete unreferenced redirector packages
for (int32 PackageIndex = 0; PackageIndex < RedirectorsToFixup.Num(); PackageIndex++)
{
const FString& Filename = RedirectorsToFixup[PackageIndex];
FName PackageName = FName(*FPackageName::FilenameToLongPackageName(Filename));
// Load and save this package
TArray<FName> Referencers;
AssetRegistry.GetReferencers(PackageName, Referencers);
if (Referencers.Num() == 0)
{
if (Verbosity != ONLY_ERRORS)
{
UE_LOG(LogContentCommandlet, Display, TEXT("Deleting unreferenced redirector [%s]"), *Filename);
}
DeleteOnePackage(Filename);
}
else if (Verbosity != ONLY_ERRORS)
{
UE_LOG(LogContentCommandlet, Display, TEXT("Can't delete redirector [%s], unsaved packages reference it"), *Filename);
}
}
// Submit the results to source control
CheckInFiles(FilesToSubmit, GetChangelistDescription());
if (bForceUATEnvironmentVariableSet)
{
FPlatformMisc::SetEnvironmentVar(TEXT("uebp_UATMutexNoWait"), TEXT("0"));
}
UE_LOG(LogContentCommandlet, Display, TEXT("[REPORT] %d/%d packages were considered for resaving"), PackagesConsideredForResave, TotalPackagesForResave);
UE_LOG(LogContentCommandlet, Display, TEXT("[REPORT] %d/%d packages were resaved"), PackagesResaved, PackagesConsideredForResave);
UE_LOG(LogContentCommandlet, Display, TEXT("[REPORT] %d/%d packages were deleted"), PackagesDeleted, PackagesConsideredForResave);
return 0;
}
FText UResavePackagesCommandlet::GetChangelistDescription() const
{
FTextBuilder ChangelistDescription;
if (bShouldBuildLighting)
{
ChangelistDescription.AppendLine(NSLOCTEXT("ContentCmdlets", "ChangelistDescriptionBuildLighting", "Rebuild lightmaps."));
}
if (bShouldBuildTextureStreaming)
{
ChangelistDescription.AppendLine(NSLOCTEXT("ContentCmdlets", "ChangelistDescriptionBuildTextureStreaming", "Rebuild texture streaming."));
}
if (bShouldBuildReflectionCaptures)
{
ChangelistDescription.AppendLine(NSLOCTEXT("ContentCmdlets", "ChangelistDescriptionBuildReflectionCaptures", "Rebuild reflection captures."));
}
if (RedirectorsToFixup.Num() > 0)
{
ChangelistDescription.AppendLine(NSLOCTEXT("ContentCmdlets", "ChangelistDescriptionRedirectors", "Fixing Redirectors"));
}
if (bShouldBuildHLOD)
{
ChangelistDescription.AppendLine(NSLOCTEXT("ContentCmdlets", "ChangelistDescriptionHLODs", "Rebuilding HLODs"));
}
if (bShouldBuildNavigationData)
{
ChangelistDescription.AppendLine(NSLOCTEXT("ContentCmdlets", "ChangelistDescriptionBuildNavigationData", "Rebuilding Navigation data."));
}
if (ChangelistDescription.IsEmpty())
{
ChangelistDescription.AppendLine(NSLOCTEXT("ContentCmdlets", "ChangelistDescription", "Resave Deprecated Packages"));
}
return ChangelistDescription.ToText();
}
void UResavePackagesCommandlet::PerformPreloadOperations( FLinkerLoad* PackageLinker, bool& bSavePackage )
{
const int32 UEPackageVersion = PackageLinker->Summary.GetFileVersionUE().ToValue();
const int32 LicenseeUEPackageVersion = PackageLinker->Summary.GetFileVersionLicenseeUE();
// validate that this package meets the minimum requirement
if ( MinResaveUEVersion != IGNORE_PACKAGE_VERSION && UEPackageVersion < MinResaveUEVersion )
{
bSavePackage = false;
return;
}
// Check if this package meets the maximum requirements.
const bool bNoLimitation = MaxResaveUEVersion == IGNORE_PACKAGE_VERSION && MaxResaveLicenseeUEVersion == IGNORE_PACKAGE_VERSION;
const bool bAllowResave = bNoLimitation ||
(MaxResaveUEVersion != IGNORE_PACKAGE_VERSION && UEPackageVersion <= MaxResaveUEVersion) ||
(MaxResaveLicenseeUEVersion != IGNORE_PACKAGE_VERSION && LicenseeUEPackageVersion <= MaxResaveLicenseeUEVersion);
// If not, don't resave it.
if ( !bAllowResave )
{
bSavePackage = false;
return;
}
// If the package was saved with a higher engine version do not try to resave it. This also addresses problem with people
// building editor locally and resaving content with a 0 CL version (e.g. BUILD_FROM_CL == 0)
if (!bIgnoreChangelist && PackageLinker->Summary.SavedByEngineVersion.GetChangelist() > FEngineVersion::Current().GetChangelist())
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Skipping resave of %s due to engine version mismatch (Package:%d, Editor:%d) "),
*PackageLinker->GetArchiveName(),
PackageLinker->Summary.SavedByEngineVersion.GetChangelist(),
FEngineVersion::Current().GetChangelist());
bSavePackage = false;
return;
}
// Check if the changelist number is zero
if (bOnlyUnversioned && PackageLinker->Summary.SavedByEngineVersion.GetChangelist() != 0)
{
bSavePackage = false;
return;
}
// Check if the package was saved by licensees
if ( bOnlyLicenseed)
{
if (!PackageLinker->Summary.SavedByEngineVersion.IsLicenseeVersion())
{
bSavePackage = false;
return;
}
else
{
UE_LOG(LogContentCommandlet, Display, TEXT("Resaving %s that contains licensee version (%s)"),
*PackageLinker->GetArchiveName(),
*PackageLinker->Summary.SavedByEngineVersion.ToString());
}
}
// Check if the package contains any instances of the class that needs to be resaved.
if ( ResaveClasses.Num() > 0 )
{
bSavePackage = false;
for (int32 ExportIndex = 0; !bSavePackage && ExportIndex < PackageLinker->ExportMap.Num(); ExportIndex++)
{
FName ExportClassName = PackageLinker->GetExportClassName(ExportIndex);
if (ResaveClasses.Contains(ExportClassName))
{
bSavePackage = true;
break;
}
}
}
}
bool UResavePackagesCommandlet::CheckoutFile(const FString& Filename, bool bAddFile, bool bIgnoreAlreadyCheckedOut)
{
if (!bAutoCheckOut)
{
return true;
}
bool bIsReadOnly = IFileManager::Get().IsReadOnly(*Filename);
if (!bIsReadOnly && !bAddFile)
{
return true;
}
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(*Filename, EStateCacheUsage::ForceUpdate);
if (SourceControlState.IsValid())
{
// Already checked out/added this file
if (SourceControlState->IsCheckedOut() || SourceControlState->IsAdded())
{
return true;
}
else if (!SourceControlState->IsSourceControlled())
{
if ( bAddFile )
{
if (SourceControlProvider.Execute(ISourceControlOperation::Create<FMarkForAdd>(), *Filename) == ECommandResult::Succeeded)
{
UE_LOG(LogContentCommandlet, Display, TEXT("[REPORT] %s successfully added"), *Filename);
return true;
}
else
{
if (!bIgnoreAlreadyCheckedOut)
{
UE_LOG(LogContentCommandlet, Error, TEXT("[REPORT] %s could not be added!"), *Filename);
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] %s could not be added!"), *Filename);
}
}
}
}
else if (!SourceControlState->IsCurrent())
{
if (!bIgnoreAlreadyCheckedOut)
{
UE_LOG(LogContentCommandlet, Error, TEXT("[REPORT] %s is not synced to head, can not submit"), *Filename);
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] %s is not synced to head, can not submit"), *Filename);
}
}
else if (!SourceControlState->CanCheckout())
{
FString CurrentlyCheckedOutUser;
if (SourceControlState->IsCheckedOutOther(&CurrentlyCheckedOutUser))
{
if (!bIgnoreAlreadyCheckedOut)
{
UE_LOG(LogContentCommandlet, Error, TEXT("[REPORT] %s level is already checked out by someone else (%s), can not submit!"), *Filename, *CurrentlyCheckedOutUser);
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] %s level is already checked out by someone else (%s), can not submit!"), *Filename, *CurrentlyCheckedOutUser);
}
}
else
{
UE_LOG(LogContentCommandlet, Error, TEXT("[REPORT] Unable to checkout %s, can not submit"), *Filename);
}
}
else
{
if (SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), *Filename) == ECommandResult::Succeeded)
{
UE_LOG(LogContentCommandlet, Display, TEXT("[REPORT] %s Checked out successfully"), *Filename);
return true;
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] %s could not be checked out!"), *Filename);
}
}
}
return false;
}
bool UResavePackagesCommandlet::RevertFile(const FString& Filename)
{
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(*Filename, EStateCacheUsage::ForceUpdate);
bool bSuccesfullyReverted = false;
if (SourceControlState.IsValid())
{
if (SourceControlState->CanRevert() && (SourceControlProvider.Execute(ISourceControlOperation::Create<FRevert>(), *Filename) == ECommandResult::Succeeded))
{
bSuccesfullyReverted = true;
UE_LOG(LogContentCommandlet, Display, TEXT("[REPORT] %s Reverted successfully"), *Filename);
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] %s could not be reverted!"), *Filename);
}
}
return bSuccesfullyReverted;
}
bool UResavePackagesCommandlet::CanCheckoutFile(const FString& Filename, FString& CheckedOutUser)
{
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(*Filename, EStateCacheUsage::ForceUpdate);
bool bCanCheckout = true;
if (SourceControlState.IsValid())
{
if (!SourceControlState->CanCheckout())
{
if (!SourceControlState->IsCheckedOutOther(&CheckedOutUser))
{
CheckedOutUser = "";
}
bCanCheckout = false;
}
}
return bCanCheckout;
}
void UResavePackagesCommandlet::CheckoutAndSavePackage(UPackage* Package, TArray<FString>& SublevelFilenames, bool bIgnoreAlreadyCheckedOut)
{
check(Package);
FString PackageFilename;
if (FPackageName::TryConvertLongPackageNameToFilename(Package->GetName(), PackageFilename, Package->ContainsMap() ? FPackageName::GetMapPackageExtension() : FPackageName::GetAssetPackageExtension()))
{
if (IFileManager::Get().FileExists(*PackageFilename))
{
if (CheckoutFile(PackageFilename, true, bIgnoreAlreadyCheckedOut))
{
SublevelFilenames.Add(PackageFilename);
SavePackageHelper(Package, PackageFilename);
}
}
else
{
if (SavePackageHelper(Package, PackageFilename))
{
if (CheckoutFile(PackageFilename, true, bIgnoreAlreadyCheckedOut))
{
SublevelFilenames.Add(PackageFilename);
}
}
}
}
}
void UResavePackagesCommandlet::CheckInFiles(const TArray<FString>& InFilesToSubmit, const FText& InDescription) const
{
if (!bAutoCheckIn)
{
return;
}
// Check in all changed files
if (InFilesToSubmit.Num() > 0)
{
TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = ISourceControlOperation::Create<FCheckIn>();
CheckInOperation->SetDescription(InDescription);
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
SourceControlProvider.Execute(CheckInOperation, SourceControlHelpers::PackageFilenames(InFilesToSubmit));
}
}
void UResavePackagesCommandlet::PerformAdditionalOperations(class UWorld* World, bool& bSavePackage)
{
check(World);
TArray<TWeakObjectPtr<ULevel>> LevelsToRebuild;
ABrush::NeedsRebuild(&LevelsToRebuild);
for (const TWeakObjectPtr<ULevel>& Level : LevelsToRebuild)
{
if (Level.IsValid())
{
GEditor->RebuildLevel(*Level.Get());
}
}
ABrush::OnRebuildDone();
bool bRevertCheckedOutFilesIfNotSaving = true;
const bool bShouldBuildTextureStreamingForWorld = bShouldBuildTextureStreaming && !bShouldBuildTextureStreamingForAll;
const bool bBuildingNonHLODData = (bShouldBuildLighting || bShouldBuildTextureStreamingForWorld || bShouldBuildReflectionCaptures);
// indicates if world and level packages should be checked out only if dirty after building data
const bool bShouldCheckoutDirtyPackageOnly = (bShouldBuildHLOD || bShouldBuildNavigationData) && !bBuildingNonHLODData;
UWorldPartition* WorldPartition = World->GetWorldPartition();
const bool bResaveWorldPartitionExternalActors = !!WorldPartition;
// Load and Save Level's external packages
if (!bResaveWorldPartitionExternalActors)
{
World->AddToRoot();
for (UPackage* Package : World->PersistentLevel->GetPackage()->GetExternalPackages())
{
++TotalPackagesForResave;
const FString PackageFilename = Package->GetLoadedPath().GetLocalFullPath();
check(FLinkerLoad::FindExistingLinkerForPackage(Package));
LoadAndSaveOnePackage(PackageFilename);
}
World->RemoveFromRoot();
}
if (!bBuildingNonHLODData && !bShouldBuildHLOD && !bShouldBuildNavigationData && !bResaveWorldPartitionExternalActors)
{
return;
}
// Setup the world.
World->WorldType = EWorldType::Editor;
World->AddToRoot();
if (!World->bIsWorldInitialized)
{
UWorld::InitializationValues IVS;
IVS.RequiresHitProxies(false);
IVS.ShouldSimulatePhysics(false);
IVS.EnableTraceCollision(false);
IVS.CreateNavigation(bShouldBuildNavigationData);
IVS.CreateAISystem(false);
IVS.AllowAudioPlayback(false);
IVS.CreatePhysicsScene(true);
World->InitWorld(IVS);
World->PersistentLevel->UpdateModelComponents();
World->UpdateWorldComponents(true, false);
}
FWorldContext& WorldContext = GEditor->GetEditorWorldContext(true);
WorldContext.SetCurrentWorld(World);
UWorld* PrevGWorld = GWorld;
GWorld = World;
// Load and Save world partition actor packages
if (bResaveWorldPartitionExternalActors)
{
FWorldPartitionHelpers::ForEachActorDesc(WorldPartition, [this, WorldPartition](const FWorldPartitionActorDesc* ActorDesc)
{
++TotalPackagesForResave;
// Load & Register World Partition Actor
FWorldPartitionReference LoadedActor(WorldPartition, ActorDesc->GetGuid());
AActor* Actor = LoadedActor->GetActor();
UPackage* Package = Actor ? Actor->GetExternalPackage() : nullptr;
if (Package == nullptr)
{
check(bCanIgnoreFails);
return true;
}
const FString PackageFilename = Package->GetLoadedPath().GetLocalFullPath();
check(FLinkerLoad::FindExistingLinkerForPackage(Package));
LoadAndSaveOnePackage(PackageFilename);
return true;
});
}
if (bBuildingNonHLODData || bShouldBuildHLOD || bShouldBuildNavigationData)
{
bool bShouldProceedWithRebuild = true;
TArray<FString> CheckedOutPackagesFilenames;
auto CheckOutLevelFile = [this,&bShouldProceedWithRebuild, &CheckedOutPackagesFilenames](ULevel* InLevel)
{
if (InLevel && InLevel->MapBuildData)
{
UPackage* MapBuildDataPackage = InLevel->MapBuildData->GetOutermost();
if (MapBuildDataPackage != InLevel->GetOutermost())
{
FString MapBuildDataPackageName;
if (FPackageName::DoesPackageExist(MapBuildDataPackage->GetName(), NULL, &MapBuildDataPackageName))
{
if (CheckoutFile(MapBuildDataPackageName))
{
CheckedOutPackagesFilenames.Add(MapBuildDataPackageName);
}
else
{
bShouldProceedWithRebuild = false;
}
}
else
{
bShouldProceedWithRebuild = false;
}
}
}
};
FString WorldPackageName;
if (FPackageName::DoesPackageExist(World->GetOutermost()->GetName(), NULL, &WorldPackageName))
{
if (!bShouldCheckoutDirtyPackageOnly)
{
// if we can't check out the main map or it's not up to date then we can't do the lighting rebuild at all!
if (CheckoutFile(WorldPackageName))
{
CheckedOutPackagesFilenames.Add(WorldPackageName);
CheckOutLevelFile(World->PersistentLevel);
}
else
{
bShouldProceedWithRebuild = false;
}
}
}
else
{
bShouldProceedWithRebuild = false;
}
if (bShouldProceedWithRebuild)
{
World->LoadSecondaryLevels(true, NULL);
TArray<ULevelStreaming*> StreamingLevels = World->GetStreamingLevels();
for (ULevelStreaming* StreamingLevel : StreamingLevels)
{
bool bShouldBeLoaded = true;
if (!bShouldCheckoutDirtyPackageOnly)
{
CheckOutLevelFile(StreamingLevel->GetLoadedLevel());
}
FString StreamingLevelPackageFilename;
const FString StreamingLevelWorldAssetPackageName = StreamingLevel->GetWorldAssetPackageName();
if (FPackageName::DoesPackageExist(StreamingLevelWorldAssetPackageName, NULL, &StreamingLevelPackageFilename))
{
if (!bShouldCheckoutDirtyPackageOnly)
{
// check to see if we need to check this package out
if (CheckoutFile(StreamingLevelPackageFilename))
{
CheckedOutPackagesFilenames.Add(StreamingLevelPackageFilename);
}
else
{
UE_LOG(LogContentCommandlet, Error, TEXT("[REPORT] %s is currently already checked out, cannot continue resaving"), *StreamingLevelPackageFilename);
bShouldProceedWithRebuild = false;
bShouldBeLoaded = false;
break;
}
}
}
if (!bShouldBeLoaded)
{
World->RemoveStreamingLevel(StreamingLevel);
}
StreamingLevel->SetShouldBeVisible(bShouldBeLoaded);
StreamingLevel->SetShouldBeLoaded(bShouldBeLoaded);
}
}
// If nothing came up that stops us from continuing, then start building lightmass
if (bShouldProceedWithRebuild)
{
World->FlushLevelStreaming(EFlushLevelStreamingType::Full);
// If we are (minimally) rebuilding using only dirty packages, set the visible streamed-in levels packages to clean (as FlushLevelStreaming will dirty their packages in this commandlet context)
if (bShouldCheckoutDirtyPackageOnly)
{
for (const ULevel* Level : World->GetLevels())
{
if (Level->bIsVisible)
{
Level->GetOutermost()->SetDirtyFlag(false);
}
}
}
// We need any deferred commands added when loading to be executed before we start building lighting.
GEngine->TickDeferredCommands();
if (bShouldBuildTextureStreamingForWorld)
{
FEditorBuildUtils::EditorBuildTextureStreaming(World);
}
if (bShouldBuildHLOD)
{
UE_LOG( LogContentCommandlet, Display, TEXT( "Generating HLOD data for %s" ), *World->GetOutermost()->GetName() );
if( !ForceHLODSetupAsset.IsEmpty() )
{
TSubclassOf<UHierarchicalLODSetup> NewHLODSetupAsset = LoadClass<UHierarchicalLODSetup>( NULL, *ForceHLODSetupAsset, NULL, LOAD_None, NULL );
if( NewHLODSetupAsset != nullptr )
{
World->GetWorldSettings()->HLODSetupAsset = NewHLODSetupAsset;
}
else
{
UE_LOG( LogContentCommandlet, Fatal, TEXT( "Could not find HLOD Setup Asset specified with the -ForceHLODSetupAsset option: %s" ), *ForceHLODSetupAsset );
}
}
// Use a single cluster for all actors in the level if we were asked to
if( bForceSingleClusterForLevel )
{
World->GetWorldSettings()->bGenerateSingleClusterForLevel = true;
}
bool bHLODLeaveMapUntouched = GetDefault<UHierarchicalLODSettings>()->bSaveLODActorsToHLODPackages && !bHLODMapCleanup;
// Maintain a list of packages that needs to be saved after cluster rebuilding.
TSet<UPackage*> PackagesToSave;
if (bHLODMapCleanup)
{
bool bPerformedCleanup = GEngine->GetEngineSubsystem<UHLODEngineSubsystem>()->CleanupHLODs(World);
if (bPerformedCleanup)
{
PackagesToSave.Add(World->GetOutermost());
}
}
FHierarchicalLODBuilder Builder(World, bSkipSubLevels);
if (bForceClusterGeneration)
{
Builder.ClearHLODs();
Builder.PreviewBuild();
}
else if (bGenerateClusters)
{
Builder.PreviewBuild();
}
if (bGenerateMeshProxies || bForceProxyGeneration)
{
Builder.BuildMeshesForLODActors(bForceProxyGeneration);
}
FHierarchicalLODUtilitiesModule& Module = FModuleManager::LoadModuleChecked<FHierarchicalLODUtilitiesModule>("HierarchicalLODUtilities");
FHierarchicalLODProxyProcessor* Processor = Module.GetProxyProcessor();
while (Processor->IsProxyGenerationRunning())
{
FTSTicker::GetCoreTicker().Tick(FApp::GetDeltaTime());
FThreadManager::Get().Tick();
FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
FPlatformProcess::Sleep(0.1f);
}
// Flush shader compiler manager so we end up writing out any shaders we generated
if(GShaderCompilingManager)
{
GShaderCompilingManager->ProcessAsyncResults(false, false);
}
// Get the list of packages needs to be saved after proxy mesh generation.
for(ULevel* Level : World->GetLevels())
{
if(Level->bIsVisible)
{
Builder.GetMeshesPackagesToSave(Level, PackagesToSave);
}
}
// Checkout and save each dirty package
if (!bVerifyContent)
{
for (UPackage* Package : PackagesToSave)
{
if (Package->IsDirty())
{
CheckoutAndSavePackage(Package, CheckedOutPackagesFilenames, bSkipCheckedOutFiles);
}
}
}
// If the only operation performed by this commandlet is to update HLOD proxy packages,
// avoid saving the level files.
if (bHLODLeaveMapUntouched && !bBuildingNonHLODData && !bShouldBuildNavigationData)
{
bRevertCheckedOutFilesIfNotSaving = false;
bShouldProceedWithRebuild = false;
}
}
if (bShouldBuildNavigationData)
{
// Make sure navigation is added and initialized in EditorMode
FNavigationSystem::AddNavigationSystemToWorld(*World, FNavigationSystemRunMode::EditorMode);
// Invoke navigation data generator
UE_LOG(LogContentCommandlet, Display, TEXT("Building navigation data for %s"), *World->GetOutermost()->GetName());
FNavigationSystem::Build(*World);
// Checkout and save each dirty package
for (TActorIterator<ANavigationData> It(World); It; ++It)
{
UPackage* Package = It->GetOutermost();
if (Package != nullptr && Package->IsDirty() && !Package->HasAnyFlags(RF_Transient))
{
CheckoutAndSavePackage(Package, CheckedOutPackagesFilenames, bSkipCheckedOutFiles);
}
}
}
if (bShouldBuildLighting)
{
FLightingBuildOptions LightingOptions;
LightingOptions.QualityLevel = LightingBuildQuality;
auto BuildFailedDelegate = [&bShouldProceedWithRebuild,&World]() {
UE_LOG(LogContentCommandlet, Error, TEXT("[REPORT] Failed building lighting for %s"), *World->GetOutermost()->GetName());
bShouldProceedWithRebuild = false;
};
FDelegateHandle BuildFailedDelegateHandle = FEditorDelegates::OnLightingBuildFailed.AddLambda(BuildFailedDelegate);
GEditor->BuildLighting(LightingOptions);
while (GEditor->IsLightingBuildCurrentlyRunning())
{
GEditor->UpdateBuildLighting();
}
if (bShouldBuildReflectionCaptures)
{
GEditor->BuildReflectionCaptures();
}
FEditorDelegates::OnLightingBuildFailed.Remove(BuildFailedDelegateHandle);
}
// If everything is a success, resave the levels.
if (bShouldProceedWithRebuild)
{
auto SaveMapBuildData = [this, &CheckedOutPackagesFilenames](ULevel* InLevel)
{
if (InLevel && InLevel->MapBuildData && (bShouldBuildLighting || bShouldBuildHLOD || bShouldBuildReflectionCaptures))
{
UPackage* MapBuildDataPackage = InLevel->MapBuildData->GetOutermost();
if (MapBuildDataPackage != InLevel->GetOutermost() && MapBuildDataPackage->IsDirty())
{
CheckoutAndSavePackage(MapBuildDataPackage, CheckedOutPackagesFilenames, bSkipCheckedOutFiles);
}
}
};
SaveMapBuildData(World->PersistentLevel);
for (ULevelStreaming* NextStreamingLevel : World->GetStreamingLevels())
{
FString StreamingLevelPackageFilename;
const FString StreamingLevelWorldAssetPackageName = NextStreamingLevel->GetWorldAssetPackageName();
if (FPackageName::DoesPackageExist(StreamingLevelWorldAssetPackageName, NULL, &StreamingLevelPackageFilename) && CheckedOutPackagesFilenames.Contains(StreamingLevelPackageFilename))
{
UPackage* SubLevelPackage = NextStreamingLevel->GetLoadedLevel()->GetOutermost();
bool bSaveSubLevelPackage = true;
if (bShouldCheckoutDirtyPackageOnly)
{
bSaveSubLevelPackage = SubLevelPackage->IsDirty();
}
if (bSaveSubLevelPackage)
{
CheckoutAndSavePackage(SubLevelPackage, CheckedOutPackagesFilenames, bSkipCheckedOutFiles);
}
SaveMapBuildData(NextStreamingLevel->GetLoadedLevel());
}
}
}
}
else
{
UE_LOG(LogContentCommandlet, Error, TEXT("[REPORT] Failed to complete steps necessary to perform build for %s"), *World->GetName());
}
if (!bShouldProceedWithRebuild || !bSavePackage)
{
// don't save our parent package
bSavePackage = false;
if (bRevertCheckedOutFilesIfNotSaving)
{
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
// revert all our packages
for (const auto& CheckedOutPackageFilename : CheckedOutPackagesFilenames)
{
SourceControlProvider.Execute(ISourceControlOperation::Create<FRevert>(), *CheckedOutPackageFilename);
}
}
}
else
{
for(const auto& CheckedOutPackageFilename : CheckedOutPackagesFilenames)
{
FilesToSubmit.AddUnique(CheckedOutPackageFilename);
}
if (bShouldCheckoutDirtyPackageOnly)
{
bSavePackage = World->GetOutermost()->IsDirty();
if (bSavePackage && bSkipCheckedOutFiles)
{
FString OutUser;
bSavePackage = CanCheckoutFile(WorldPackageName, OutUser);
if (!bSavePackage)
{
if (OutUser.Len())
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] Skipping %s as it is checked out by %s"), *WorldPackageName, *OutUser);
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("[REPORT] Skipping %s as it could not be checked out (not at head revision ?)"), *WorldPackageName);
}
}
}
}
}
}
// Cleanup
const bool bBroadcastWorldDestroyedEvent = false;
World->DestroyWorld(bBroadcastWorldDestroyedEvent);
// Restore previous world
WorldContext.SetCurrentWorld(PrevGWorld);
GWorld = PrevGWorld;
}
void UResavePackagesCommandlet::PerformAdditionalOperations( class UObject* Object, bool& bSavePackage )
{
}
void UResavePackagesCommandlet::PerformAdditionalOperations( UPackage* Package, bool& bSavePackage )
{
check(Package);
bool bShouldSavePackage = false;
if( ( FParse::Param(FCommandLine::Get(), TEXT("CLEANCLASSES")) == true ) && ( CleanClassesFromContentPackages(Package) == true ) )
{
bShouldSavePackage = true;
}
if (bShouldBuildTextureStreamingForAll)
{
if (FEditorBuildUtils::EditorBuildMaterialTextureStreamingData(Package))
{
bSavePackage = true;
}
}
// add additional operations here
bSavePackage = bSavePackage || bShouldSavePackage;
}
bool UResavePackagesCommandlet::CleanClassesFromContentPackages( UPackage* Package )
{
check(Package);
bool bResult = false;
for ( TObjectIterator<UClass> It; It; ++It )
{
if ( It->IsIn(Package) )
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Removing class '%s' from package [%s]"), *It->GetPathName(), *Package->GetName());
// mark the class as transient so that it won't be saved into the package
It->SetFlags(RF_Transient);
// clear the standalone flag just to be sure :)
It->ClearFlags(RF_Standalone);
bResult = true;
}
}
return bResult;
}
void UResavePackagesCommandlet::VerboseMessage(const FString& Message)
{
if (Verbosity == VERY_VERBOSE)
{
UE_LOG(LogContentCommandlet, Verbose, TEXT("%s"), *Message);
}
}
FString UResavePackagesCommandlet::CreateTempFilename()
{
return FPaths::CreateTempFilename(*GetTempFilesDirectory());
}
void UResavePackagesCommandlet::CleanTempFiles()
{
TRACE_CPUPROFILER_EVENT_SCOPE(UResavePackagesCommandlet::CleanTempFiles);
const FString DirPath = GetTempFilesDirectory();
UE_LOG(LogContentCommandlet, Display, TEXT("Cleaning temp file directory"), *DirPath);
if (!IFileManager::Get().DeleteDirectory(*DirPath, false, true))
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Failed to clean temp file directory: %s"), *DirPath);
}
}
FString UResavePackagesCommandlet::GetTempFilesDirectory()
{
return FPaths::ProjectSavedDir() / TEXT("Temp/ResavePackages");
}
/*-----------------------------------------------------------------------------
UWrangleContent.
-----------------------------------------------------------------------------*/
/**
* Helper struct to store information about a unreferenced object
*/
struct FUnreferencedObject
{
/** Name of package this object resides in */
FString PackageName;
/** Full name of object */
FString ObjectName;
/** Size on disk as recorded in FObjectExport */
int32 SerialSize;
/**
* Constructor for easy creation in a TArray
*/
FUnreferencedObject(const FString& InPackageName, const FString& InObjectName, int32 InSerialSize)
: PackageName(InPackageName)
, ObjectName(InObjectName)
, SerialSize(InSerialSize)
{
}
};
/**
* Helper struct to store information about referenced objects insde
* a package. Stored in TMap<> by package name, so this doesn't need
* to store the package name
*/
struct FPackageObjects
{
/** All objected referenced in this package, and their class */
TMap<FString, UClass*> ReferencedObjects;
/** Was this package a fully loaded package, and saved right after being loaded? */
bool bIsFullyLoadedPackage;
FPackageObjects()
: bIsFullyLoadedPackage(false)
{
}
};
FArchive& operator<<(FArchive& Ar, FPackageObjects& PackageObjects)
{
Ar << PackageObjects.bIsFullyLoadedPackage;
if (Ar.IsLoading())
{
int32 NumObjects = 0;
FString ObjectName;
FString ClassName;
Ar << NumObjects;
for (int32 ObjIndex = 0; ObjIndex < NumObjects; ObjIndex++)
{
Ar << ObjectName << ClassName;
UClass* Class = StaticLoadClass(UObject::StaticClass(), NULL, *ClassName, NULL, LOAD_None, NULL);
PackageObjects.ReferencedObjects.Add(*ObjectName, Class);
}
}
else if (Ar.IsSaving())
{
int32 NumObjects = PackageObjects.ReferencedObjects.Num();
Ar << NumObjects;
for (TMap<FString, UClass*>::TIterator It(PackageObjects.ReferencedObjects); It; ++It)
{
FString ObjectName, ClassName;
ObjectName = It.Key();
ClassName = It.Value()->GetPathName();
Ar << ObjectName << ClassName;
}
}
return Ar;
}
/**
* Stores the fact that an object (given just a name) was referenced
*
* @param PackageName Name of the package the object lives in
* @param ObjectName FullName of the object
* @param ObjectClass Class of the object
* @param ObjectRefs Map to store the object information in
* @param bIsFullLoadedPackage true if the packge this object is in was fully loaded
*/
void ReferenceObjectInner(const FString& PackageName, const FString& ObjectName, UClass* ObjectClass, TMap<FString, FPackageObjects>& ObjectRefs, bool bIsFullyLoadedPackage)
{
// look for an existing FPackageObjects
FPackageObjects* PackageObjs = ObjectRefs.Find(*PackageName);
// if it wasn't found make a new entry in the map
if (PackageObjs == NULL)
{
PackageObjs = &ObjectRefs.Add(*PackageName, FPackageObjects());
}
// if either the package was already marked as fully loaded or it now is fully loaded, then
// it will be fully loaded
PackageObjs->bIsFullyLoadedPackage = PackageObjs->bIsFullyLoadedPackage || bIsFullyLoadedPackage;
// add this referenced object to the map
PackageObjs->ReferencedObjects.Add(*ObjectName, ObjectClass);
// make sure the class is in the root set so it doesn't get GC'd, making the pointer we cached invalid
ObjectClass->AddToRoot();
}
/**
* Stores the fact that an object was referenced
*
* @param Object The object that was referenced
* @param ObjectRefs Map to store the object information in
* @param bIsFullLoadedPackage true if the package this object is in was fully loaded
*/
void ReferenceObject(UObject* Object, TMap<FString, FPackageObjects>& ObjectRefs, bool bIsFullyLoadedPackage)
{
FString PackageName = Object->GetOutermost()->GetName();
// find the outermost non-upackage object, as it will be loaded later with all its subobjects
while (Object->GetOuter() && Object->GetOuter()->GetClass() != UPackage::StaticClass())
{
Object = Object->GetOuter();
}
// make sure this object is valid (it's not in a script or native-only package)
// An invalid writable outer name indicates the package name is in a temp or script path, or is using a short package name
const bool bValidWritableOuterName = FPackageName::IsValidLongPackageName(Object->GetOutermost()->GetName());
bool bIsValid = true;
// can't be in a script packge or be a field/template in a native package, or a top level pacakge, or in the transient package
if (!bValidWritableOuterName ||
Object->GetOutermost()->HasAnyPackageFlags(PKG_ContainsScript) ||
Object->IsA(UField::StaticClass()) ||
Object->IsTemplate(RF_ClassDefaultObject) ||
Object->GetOuter() == NULL ||
Object->IsIn(GetTransientPackage()))
{
bIsValid = false;
}
if (bIsValid)
{
// save the reference
ReferenceObjectInner(PackageName, Object->GetFullName(), Object->GetClass(), ObjectRefs, bIsFullyLoadedPackage);
//@todo-packageloc Add reference to localized packages.
}
}
/**
* Take a package pathname and return a path for where to save the cutdown
* version of the package. Will create the directory if needed.
*
* @param Filename Path to a package file
* @param CutdownDirectoryName Name of the directory to put this package into
*
* @return Location to save the cutdown package
*/
FString MakeCutdownFilename(const FString& Filename, const TCHAR* CutdownDirectoryName=TEXT("CutdownPackages"))
{
// replace the .. with ..\GAMENAME\CutdownContent
FString CutdownDirectory = FPaths::GetPath(Filename);
if ( CutdownDirectory.Contains(FPaths::ProjectDir()) )
{
// Content from the game directory may not be relative to the engine folder
CutdownDirectory = CutdownDirectory.Replace(*FPaths::ProjectDir(), *FString::Printf(TEXT("%s%s/Game/"), *FPaths::ProjectSavedDir(), CutdownDirectoryName));
}
else
{
CutdownDirectory = CutdownDirectory.Replace(TEXT("../../../"), *FString::Printf(TEXT("%s%s/"), *FPaths::ProjectSavedDir(), CutdownDirectoryName));
}
// make sure it exists
IFileManager::Get().MakeDirectory(*CutdownDirectory, true);
// return the full pathname
return CutdownDirectory / FPaths::GetCleanFilename(Filename);
}
UWrangleContentCommandlet::UWrangleContentCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
LogToConsole = false;
}
int32 UWrangleContentCommandlet::Main( const FString& Params )
{
// overall commandlet control options
bool bShouldRestoreFromPreviousRun = FParse::Param(*Params, TEXT("restore"));
bool bShouldSavePackages = !FParse::Param(*Params, TEXT("nosave"));
bool bShouldSaveUnreferencedContent = !FParse::Param(*Params, TEXT("nosaveunreferenced"));
bool bShouldDumpUnreferencedContent = FParse::Param(*Params, TEXT("reportunreferenced"));
bool bShouldCleanOldDirectories = !FParse::Param(*Params, TEXT("noclean"));
bool bShouldSkipMissingClasses = FParse::Param(*Params, TEXT("skipMissingClasses"));
// what per-object stripping to perform
bool bShouldStripLargeEditorData = FParse::Param(*Params, TEXT("striplargeeditordata"));
bool bShouldStripMips = FParse::Param(*Params, TEXT("stripmips"));
// package loading options
bool bShouldLoadAllMaps = FParse::Param(*Params, TEXT("allmaps"));
// if no platforms specified, keep them all
UE_LOG(LogContentCommandlet, Warning, TEXT("Keeping platform-specific data for ALL platforms"));
FString SectionStr;
FParse::Value( *Params, TEXT( "SECTION=" ), SectionStr );
// store all referenced objects
TMap<FString, FPackageObjects> AllReferencedPublicObjects;
TSet<FString> ExternalPackages;
if (bShouldRestoreFromPreviousRun)
{
FArchive* Ar = IFileManager::Get().CreateFileReader(*(FPaths::ProjectDir() + TEXT("Wrangle.bin")));
if( Ar != NULL )
{
*Ar << AllReferencedPublicObjects;
delete Ar;
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Could not read in Wrangle.bin so not restoring and doing a full wrangle") );
}
}
else
{
// make name for our ini file to control loading
FString WrangleContentIniName = FPaths::SourceConfigDir() + TEXT("WrangleContent.ini");
// figure out which section to use to get the packages to fully load
FString SectionToUse = TEXT("WrangleContent.PackagesToFullyLoad");
if( SectionStr.Len() > 0 )
{
SectionToUse = FString::Printf( TEXT( "WrangleContent.%sPackagesToFullyLoad" ), *SectionStr );
}
// get a list of packages to load
const FConfigSection* PackagesToFullyLoadSection = GConfig->GetSectionPrivate( *SectionToUse, 0, 1, *WrangleContentIniName );
const FConfigSection* StartupPackages = GConfig->GetSectionPrivate( TEXT("/Script/Engine.StartupPackages"), 0, 1, GEngineIni );
// we expect either the .ini to exist, or -allmaps to be specified
if (!PackagesToFullyLoadSection && !bShouldLoadAllMaps)
{
UE_LOG(LogContentCommandlet, Error, TEXT("This commandlet needs a WrangleContent.ini in the Config directory with a [WrangleContent.PackagesToFullyLoad] section"));
return 1;
}
if (bShouldCleanOldDirectories)
{
IFileManager::Get().DeleteDirectory(*FString::Printf(TEXT("%sCutdownPackages"), *FPaths::ProjectSavedDir()), false, true);
IFileManager::Get().DeleteDirectory(*FString::Printf(TEXT("%sNFSContent"), *FPaths::ProjectSavedDir()), false, true);
}
// copy the packages to load, since we are modifying it
FConfigSectionMap PackagesToFullyLoad;
if (PackagesToFullyLoadSection)
{
PackagesToFullyLoad = *PackagesToFullyLoadSection;
}
if (bShouldLoadAllMaps)
{
TArray<FString> AllPackageFilenames;
FEditorFileUtils::FindAllPackageFiles(AllPackageFilenames);
for (int32 PackageIndex = 0; PackageIndex < AllPackageFilenames.Num(); PackageIndex++)
{
const FString& Filename = AllPackageFilenames[PackageIndex];
if (FPaths::GetExtension(Filename,true) == FPackageName::GetMapPackageExtension() )
{
PackagesToFullyLoad.Add(TEXT("Package"), FPackageName::FilenameToLongPackageName(Filename));
}
}
}
// read in the per-map packages to cook
TMap<FString, TArray<FString> > PerMapCookPackages;
GConfig->Parse1ToNSectionOfStrings(TEXT("/Script/Engine.PackagesToForceCookPerMap"), TEXT("Map"), TEXT("Package"), PerMapCookPackages, GEngineIni);
// gather any per map packages for cooking
TArray<FString> PerMapPackagesToLoad;
for (FConfigSectionMap::TIterator PackageIt(PackagesToFullyLoad); PackageIt; ++PackageIt)
{
// add dependencies for the per-map packages for this map (if any)
TArray<FString>* Packages = PerMapCookPackages.Find(PackageIt.Value().GetValue());
if (Packages != NULL)
{
for (int32 PackageIndex = 0; PackageIndex < Packages->Num(); PackageIndex++)
{
PerMapPackagesToLoad.Add(*(*Packages)[PackageIndex]);
}
}
}
// now add them to the list of all packages to load
for (int32 PackageIndex = 0; PackageIndex < PerMapPackagesToLoad.Num(); PackageIndex++)
{
PackagesToFullyLoad.Add(TEXT("Package"), *PerMapPackagesToLoad[PackageIndex]);
}
// all currently loaded public objects were referenced by script code, so mark it as referenced
for(FThreadSafeObjectIterator ObjectIt;ObjectIt;++ObjectIt)
{
UObject* Object = *ObjectIt;
// record all public referenced objects
// if (Object->HasAnyFlags(RF_Public))
{
ReferenceObject(Object, AllReferencedPublicObjects, false);
}
}
// go over all the packages that we want to fully load
for (FConfigSectionMap::TIterator PackageIt(PackagesToFullyLoad); PackageIt; ++PackageIt)
{
// there may be multiple sublevels to load if this package is a persistent level with sublevels
TArray<FString> PackagesToLoad;
// start off just loading this package (more may be added in the loop)
PackagesToLoad.Add(*PackageIt.Value().GetValue());
TArray<UObject*> ObjectsAddedToRoot;
TSet<UObject*> AlreadyVisited;
for (int32 PackageIndex = 0; PackageIndex < PackagesToLoad.Num(); PackageIndex++)
{
// save a copy of the packagename (not a reference in case the PackgesToLoad array gets realloced)
FString PackageName = PackagesToLoad[PackageIndex];
const bool bIsExternalPackage = ExternalPackages.Contains(PackageName);
const bool bForceSkipSavePackage = bIsExternalPackage;
// Avoid GC'ing between each external package
const int32 GarbageCollectionFrequency = bIsExternalPackage ? 2048 : 0;
FPackagePath PackagePath;
if (!FPackagePath::TryFromMountedName(PackageName, PackagePath) ||
!FPackageName::DoesPackageExist(PackagePath, &PackagePath))
{
continue;
}
FString PackageFilename = PackagePath.GetLocalFullPath();
SET_WARN_COLOR(COLOR_WHITE);
UE_LOG(LogContentCommandlet, Warning, TEXT("Fully loading %s... [%d/%d]"), *PackageFilename, PackageIndex + 1, PackagesToLoad.Num());
CLEAR_WARN_COLOR();
// @todo josh: track redirects in this package and then save the package instead of copy it if there were redirects
// or make sure that the following redirects marks the package dirty (which maybe it shouldn't do in the editor?)
// load the package fully
UPackage* Package = LoadPackage(nullptr, PackagePath, LOAD_None);
FLinkerLoad* Linker = LoadPackageLinker(nullptr, PackagePath, LOAD_Quiet | LOAD_NoWarn | LOAD_NoVerify);
UWorld* World = UWorld::FindWorldInPackage(Package);
if (World && World->IsPartitionedWorld())
{
TArray<FString> ExternalActorPackages = World->PersistentLevel->GetOnDiskExternalActorPackages();
if (ExternalActorPackages.Num())
{
PackagesToLoad.Append(ExternalActorPackages);
// Exclude external actors packages from save
ExternalPackages.Append(ExternalActorPackages);
// Keep partition world around to avoid reloading it for every loaded external actor
World->AddToRoot();
ObjectsAddedToRoot.Add(World);
}
}
// look for special package types
bool bIsMap = Linker->ContainsMap();
bool bIsScriptPackage = Linker->ContainsCode();
// collect all public objects loaded
for(FThreadSafeObjectIterator ObjectIt; ObjectIt; ++ObjectIt)
{
UObject* Object = *ObjectIt;
// Because we don't GC between each load of external packages, we want to skip already visited objects
bool bAlreadyVisited = false;
AlreadyVisited.Add(Object, &bAlreadyVisited);
if (bAlreadyVisited)
{
continue;
}
// Add any levels referenced by Level Instance actors to the list of levels to load
ALevelInstance* LevelInstance = Cast<ALevelInstance>(Object);
if (LevelInstance && !LevelInstance->IsTemplate())
{
FString LevelPackageName = LevelInstance->GetWorldAssetPackage();
if (!LevelPackageName.IsEmpty() && PackagesToFullyLoad.FindKey(LevelPackageName) == nullptr)
{
PackagesToLoad.AddUnique(LevelPackageName);
}
}
// record all public referenced objects (skipping over top level packages)
if (/*Object->HasAnyFlags(RF_Public) &&*/ Object->GetOuter() != NULL)
{
// is this public object in a fully loaded package?
bool bIsObjectInFullyLoadedPackage = Object->IsIn(Package);
if (bIsMap && bIsObjectInFullyLoadedPackage && Object->HasAnyFlags(RF_Public))
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Clearing public flag on map object %s"), *Object->GetFullName());
Object->ClearFlags(RF_Public);
// mark that we need to save the package since we modified it (instead of copying it)
Object->MarkPackageDirty();
}
else
{
// record that this object was referenced
ReferenceObject(Object, AllReferencedPublicObjects, bIsObjectInFullyLoadedPackage);
}
}
}
// add any sublevels of this world to the list of levels to load
for (TObjectIterator<UWorld> WorldIt; WorldIt; ++WorldIt)
{
// iterate over streaming level objects loading the levels.
for (ULevelStreaming* StreamingLevel : (*WorldIt)->GetStreamingLevels())
{
if (StreamingLevel)
{
FString SubLevelName = StreamingLevel->GetWorldAssetPackageName();
// add this sublevel's package to the list of packages to load if it's not already in the master list of packages
if (PackagesToFullyLoad.FindKey(SubLevelName) == NULL)
{
PackagesToLoad.AddUnique(SubLevelName);
}
}
}
}
// save/copy the package if desired, and only if it's not a script package (script code is
// not cutdown, so we always use original script code)
if (bShouldSavePackages && !bIsScriptPackage && !bForceSkipSavePackage)
{
// make the name of the location to put the package
FString CutdownPackageName = MakeCutdownFilename(PackageFilename);
// if the package was modified by loading it, then we should save the package
if (Package->IsDirty())
{
// save the fully load packages
UE_LOG(LogContentCommandlet, Warning, TEXT("Saving fully loaded package %s..."), *CutdownPackageName);
if (!SavePackageHelper(Package, CutdownPackageName))
{
UE_LOG(LogContentCommandlet, Error, TEXT("Failed to save package %s..."), *CutdownPackageName);
}
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Copying fully loaded package %s..."), *CutdownPackageName);
// copy the unmodified file (faster than saving) (0 is success)
if (IFileManager::Get().Copy(*CutdownPackageName, *PackageFilename) != 0)
{
UE_LOG(LogContentCommandlet, Error, TEXT("Failed to copy package to %s..."), *CutdownPackageName);
}
}
}
static int32 Counter = 0;
if (!GarbageCollectionFrequency || (Counter++ % GarbageCollectionFrequency) == 0)
{
AlreadyVisited.Empty();
CollectGarbage(RF_NoFlags);
}
}
// Get rid of rooted objects if any
if (ObjectsAddedToRoot.Num())
{
for (UObject* Object : ObjectsAddedToRoot)
{
Object->RemoveFromRoot();
}
CollectGarbage(RF_NoFlags);
}
}
// save out the referenced objects so we can restore
FArchive* Ar = IFileManager::Get().CreateFileWriter(*(FPaths::ProjectDir() + TEXT("Wrangle.bin")));
*Ar << AllReferencedPublicObjects;
delete Ar;
}
// list of all objects that aren't needed
TArray<FUnreferencedObject> UnnecessaryPublicObjects;
TMap<FString, FPackageObjects> UnnecessaryObjectsByPackage;
TMap<FString, bool> UnnecessaryObjects;
TArray<FString> UnnecessaryPackages;
// now go over all packages, quickly, looking for public objects NOT in the AllNeeded array
TArray<FString> AllPackages;
FEditorFileUtils::FindAllPackageFiles(AllPackages);
if (bShouldDumpUnreferencedContent || bShouldSaveUnreferencedContent)
{
SET_WARN_COLOR(COLOR_WHITE);
UE_LOG(LogContentCommandlet, Warning, TEXT(""));
UE_LOG(LogContentCommandlet, Warning, TEXT("Looking for unreferenced objects:"));
CLEAR_WARN_COLOR();
// Iterate over all files doing stuff.
for (int32 PackageIndex = 0; PackageIndex < AllPackages.Num(); PackageIndex++)
{
FPackagePath PackagePath;
if (!FPackagePath::TryFromMountedName(AllPackages[PackageIndex], PackagePath))
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Skipping unmounted path %s..."), *AllPackages[PackageIndex]);
continue;
}
FString PackageName = PackagePath.GetPackageName();
// the list of objects in this package
FPackageObjects* PackageObjs = NULL;
// this will be set to true if every object in the package is unnecessary
bool bAreAllObjectsUnnecessary = false;
if (PackagePath.GetHeaderExtension() == EPackageExtension::Map)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Skipping map %s..."), *PackagePath.GetDebugName());
continue;
}
else
{
// get the objects referenced by this package
PackageObjs = AllReferencedPublicObjects.Find(*PackageName);
// if the were no objects referenced in this package, we can just skip it,
// and mark the whole package as unreferenced
if (PackageObjs == NULL)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("No objects in %s were referenced..."), *PackagePath.GetDebugName());
new(UnnecessaryPublicObjects) FUnreferencedObject(PackageName,
TEXT("ENTIRE PACKAGE"), IPackageResourceManager::Get().FileSize(PackagePath));
// all objects in this package are unnecessary
bAreAllObjectsUnnecessary = true;
}
else if (PackageObjs->bIsFullyLoadedPackage)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Skipping fully loaded package %s..."), *PackagePath.GetDebugName());
continue;
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Scanning %s..."), *PackagePath.GetDebugName());
}
}
FLinkerLoad* Linker = LoadPackageLinker(nullptr, PackagePath, LOAD_Quiet | LOAD_NoWarn | LOAD_NoVerify);
// go through the exports in the package, looking for public objects
for (int32 ExportIndex = 0; ExportIndex < Linker->ExportMap.Num(); ExportIndex++)
{
FObjectExport& Export = Linker->ExportMap[ExportIndex];
FString ExportName = Linker->GetExportFullName(ExportIndex);
// some packages may have brokenness in them so we want to just continue so we can wrangle
if( Export.ObjectName == NAME_None )
{
UE_LOG(LogContentCommandlet, Warning, TEXT( " Export.ObjectName == NAME_None for Package: %s " ), *PackagePath.GetDebugName());
continue;
}
// make sure its outer is a package, and this isn't a package
if (Linker->GetExportClassName(ExportIndex) == NAME_Package ||
(!Export.OuterIndex.IsNull() && Linker->GetExportClassName(Export.OuterIndex) != NAME_Package))
{
continue;
}
// was it not already referenced?
// NULL means it wasn't in the reffed public objects map for the package
if (bAreAllObjectsUnnecessary || PackageObjs->ReferencedObjects.Find(ExportName) == NULL)
{
// is it public?
if ((Export.ObjectFlags & RF_Public) != 0 && !bAreAllObjectsUnnecessary)
{
// if so, then add it to list of unused pcreateexportublic items
new(UnnecessaryPublicObjects) FUnreferencedObject(PackageName, ExportName, Export.SerialSize);
}
// look for existing entry
FPackageObjects* ObjectsInPackage = UnnecessaryObjectsByPackage.Find(PackagePath.GetLocalBaseFilenameWithPath());
// if not found, make a new one
if (ObjectsInPackage == NULL)
{
ObjectsInPackage = &UnnecessaryObjectsByPackage.Add(PackagePath.GetLocalBaseFilenameWithPath(), FPackageObjects());
}
// get object's class
FString ClassName;
if(Export.ClassIndex.IsImport())
{
ClassName = Linker->GetImportPathName(Export.ClassIndex);
}
else
{
ClassName = Linker->GetExportPathName(Export.ClassIndex);
}
UClass* Class = StaticLoadClass(UObject::StaticClass(), NULL, *ClassName, NULL, LOAD_None, NULL);
// When wrangling content, you often are loading packages that have not been saved in ages and have a reference to a class
// that no longer exists. Instead of asserting, we will just continue
if ( !Class )
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Missing class %s"), *ClassName);
check(bShouldSkipMissingClasses);
continue;
}
// make sure it doesn't get GC'd
Class->AddToRoot();
// add this referenced object to the map
ObjectsInPackage->ReferencedObjects.Add(*ExportName, Class);
// add this to the map of all unnecessary objects
UnnecessaryObjects.Add(*ExportName, true);
}
}
// collect garbage every 20 packages (we aren't fully loading, so it doesn't need to be often)
if ((PackageIndex % 20) == 0)
{
CollectGarbage(RF_NoFlags);
}
}
}
if (bShouldSavePackages)
{
int32 NumPackages = AllReferencedPublicObjects.Num();
// go through all packages, and save out referenced objects
SET_WARN_COLOR(COLOR_WHITE);
UE_LOG(LogContentCommandlet, Warning, TEXT(""));
UE_LOG(LogContentCommandlet, Warning, TEXT("Saving referenced objects in %d Packages:"), NumPackages);
CLEAR_WARN_COLOR();
int32 PackageIndex = 0;
for (TMap<FString, FPackageObjects>::TIterator It(AllReferencedPublicObjects); It; ++It, PackageIndex++ )
{
const FString& PackageName = It.Key();
// Skip save of external packages
const bool bForceSkipSavePackage = ExternalPackages.Contains(PackageName);
if (bForceSkipSavePackage)
{
continue;
}
// if the package was a fully loaded package, than we already saved it
if (It.Value().bIsFullyLoadedPackage)
{
continue;
}
// package for all loaded objects
UPackage* Package = NULL;
// fully load all the referenced objects in the package
for (TMap<FString, UClass*>::TIterator It2(It.Value().ReferencedObjects); It2; ++It2)
{
// get the full object name
FString ObjectPathName = It2.Key();
// skip over the class portion (the It2.Value() has the class pointer already)
int32 Space = ObjectPathName.Find(TEXT(" "), ESearchCase::CaseSensitive);
check(Space);
// get everything after the space
ObjectPathName.RightInline(ObjectPathName.Len() - (Space + 1), false);
// load the referenced object
UObject* Object = StaticLoadObject(It2.Value(), NULL, *ObjectPathName, NULL, LOAD_NoWarn, NULL);
// the object may not exist, because of attempting to load localized content
if (Object)
{
check(Object->GetPathName() == ObjectPathName);
// set the package if needed
if (Package == NULL)
{
Package = Object->GetOutermost();
}
else
{
// make sure all packages are the same
check(Package == Object->GetOutermost());
}
}
}
// make sure we found some objects in here
// Don't worry about script packages
if (Package)
{
// mark this package as fully loaded so it can be saved, even though we didn't fully load it
// (which is the point of this commandlet)
Package->MarkAsFullyLoaded();
// get original path of package
FString OriginalPackageFilename;
//UE_LOG(LogContentCommandlet, Warning, TEXT( "*It.Key(): %s" ), *It.Key() );
// we need to be able to find the original package
if( FPackageName::DoesPackageExist(PackageName, NULL, &OriginalPackageFilename) == false )
{
UE_LOG(LogContentCommandlet, Fatal, TEXT( "Could not find file in file cache: %s"), *PackageName);
}
// any maps need to be fully referenced
check( FPaths::GetExtension(OriginalPackageFilename, true) != FPackageName::GetMapPackageExtension() );
// make the filename for the output package
FString CutdownPackageName = MakeCutdownFilename(OriginalPackageFilename);
UE_LOG(LogContentCommandlet, Warning, TEXT("Saving %s... [%d/%d]"), *CutdownPackageName, PackageIndex + 1, NumPackages);
// save the package now that all needed objects in it are loaded.
// At this point, any object still around should be saved so we pass all flags so all objects are saved
SavePackageHelper(Package, *CutdownPackageName, RF_AllFlags, GWarn, NULL, SAVE_CutdownPackage);
// close up this package
CollectGarbage(RF_NoFlags);
}
}
}
if (bShouldDumpUnreferencedContent)
{
SET_WARN_COLOR(COLOR_WHITE);
UE_LOG(LogContentCommandlet, Warning, TEXT(""));
UE_LOG(LogContentCommandlet, Warning, TEXT("Unreferenced Public Objects:"));
CLEAR_WARN_COLOR();
// create a .csv
FString CSVFilename = FString::Printf(TEXT("%sUnreferencedObjects-%s.csv"), *FPaths::ProjectLogDir(), *FDateTime::Now().ToString());
FArchive* CSVFile = IFileManager::Get().CreateFileWriter(*CSVFilename);
if (!CSVFile)
{
UE_LOG(LogContentCommandlet, Error, TEXT("Failed to open output file %s"), *CSVFilename);
}
for (int32 ObjectIndex = 0; ObjectIndex < UnnecessaryPublicObjects.Num(); ObjectIndex++)
{
FUnreferencedObject& Object = UnnecessaryPublicObjects[ObjectIndex];
UE_LOG(LogContentCommandlet, Warning, TEXT("%s"), *Object.ObjectName);
// dump out a line to the .csv file
// @todo: sort by size to Excel's 65536 limit gets the biggest objects
FString CSVLine = FString::Printf(TEXT("%s,%s,%d%s"), *Object.PackageName, *Object.ObjectName, Object.SerialSize, LINE_TERMINATOR);
CSVFile->Serialize(TCHAR_TO_ANSI(*CSVLine), CSVLine.Len());
}
}
// load every unnecessary object by package, rename it and any unnecessary objects if uses, to the
// an unnecessary package, and save it
if (bShouldSaveUnreferencedContent)
{
int32 NumPackages = UnnecessaryObjectsByPackage.Num();
SET_WARN_COLOR(COLOR_WHITE);
UE_LOG(LogContentCommandlet, Warning, TEXT(""));
UE_LOG(LogContentCommandlet, Warning, TEXT("Saving unreferenced objects [%d packages]:"), NumPackages);
CLEAR_WARN_COLOR();
// go through each package that has unnecessary objects in it
int32 PackageIndex = 0;
for (TMap<FString, FPackageObjects>::TIterator PackageIt(UnnecessaryObjectsByPackage); PackageIt; ++PackageIt, PackageIndex++)
{
const FString& PackageWithUnnecessaryObjects = PackageIt.Key();
UE_LOG(LogContentCommandlet, Warning, TEXT("Processing %s"), *PackageWithUnnecessaryObjects);
UPackage* FullyLoadedPackage = NULL;
// fully load unnecessary packages with no objects,
if (PackageIt.Value().ReferencedObjects.Num() == 0)
{
// just load it, and don't need a reference to it
FullyLoadedPackage = LoadPackage(NULL, FPackagePath::FromLocalPath(PackageWithUnnecessaryObjects), LOAD_None);
}
else
{
// load every unnecessary object in this package
for (TMap<FString, UClass*>::TIterator ObjectIt(PackageIt.Value().ReferencedObjects); ObjectIt; ++ObjectIt)
{
// get the full object name
FString ObjectPathName = ObjectIt.Key();
// skip over the class portion (the It2.Value() has the class pointer already)
int32 Space = ObjectPathName.Find(TEXT(" "), ESearchCase::CaseSensitive);
check(Space > 0);
// get everything after the space
ObjectPathName.RightInline(ObjectPathName.Len() - (Space + 1), false);
// load the unnecessary object
UObject* Object = StaticLoadObject(ObjectIt.Value(), NULL, *ObjectPathName, NULL, LOAD_NoWarn, NULL);
// this object should exist since it was gotten from a linker
if (!Object)
{
UE_LOG(LogContentCommandlet, Error, TEXT("Failed to load object %s, it will be deleted permanently!"), *ObjectPathName);
}
}
}
// now find all loaded objects (in any package) that are in marked as unnecessary,
// and rename them to their destination
for (TObjectIterator<UObject> It; It; ++It)
{
// if was unnecessary...
if (UnnecessaryObjects.Find(*It->GetFullName()))
{
UObject* UnnecessaryObject = *It;
// ... then rename it (its outer needs to be a package, everything else will have to be
// moved by its outer getting moved)
if (!UnnecessaryObject->IsA(UPackage::StaticClass()) &&
UnnecessaryObject->GetOuter() &&
UnnecessaryObject->GetOuter()->IsA(UPackage::StaticClass()))
{
FString PackageFullName = UnnecessaryObject->GetOuter()->GetPathName();
FString Path = FPackageName::GetLongPackagePath(PackageFullName);
FString AssetName = FPackageName::GetLongPackageAssetName(PackageFullName);
if (AssetName.Left(4) != TEXT("NFS_"))
{
FString NewPackageName = FString::Printf(TEXT("%s/NFS_%s"), *Path, *AssetName);
UPackage* NewPackage = CreatePackage(*NewPackageName);
//UE_LOG(LogContentCommandlet, Warning, TEXT("Renaming object from %s to %s.%s"), *UnnecessaryObject->GetPathName(), *NewPackage->GetPathName(), *UnnecessaryObject->GetName());
// move the object if we can. IF the rename fails, then the object was already renamed to this spot, but not GC'd.
// that's okay.
if (UnnecessaryObject->Rename(*UnnecessaryObject->GetName(), NewPackage, REN_Test))
{
UnnecessaryObject->Rename(*UnnecessaryObject->GetName(), NewPackage, REN_None);
}
}
}
}
}
// find the one we moved this packages objects to
FPackagePath PackagePath = FPackagePath::FromLocalPath(PackageWithUnnecessaryObjects);
FString PackageFilePath = PackagePath.GetLocalFullPath();
FString PackageName = PackagePath.GetPackageName();
FString FindPackageName = FString::Printf(TEXT("%s/NFS_%s"), *FPackageName::GetLongPackagePath(PackageName), *FPackageName::GetLongPackageAssetName(PackageName));
// convert the new name to a a NFS directory directory
FString MovedFilename = MakeCutdownFilename(FString::Printf(TEXT("%s/NFS_%s"), *FPaths::GetPath(PackageFilePath), *FPaths::GetCleanFilename(PackageFilePath)), TEXT("NFSContent"));
// finally save it out
UPackage* MovedPackage = FindPackage(NULL, *FindPackageName);
if (ensure(MovedPackage))
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Saving package %s [%d/%d]"), *MovedFilename, PackageIndex, NumPackages);
SavePackageHelper(MovedPackage, *MovedFilename);
}
else
{
UE_LOG(LogContentCommandlet, Warning, TEXT("Moved package %s not found."), *FindPackageName);
UE_LOG(LogContentCommandlet, Error, TEXT("Can't save package %s [%d/%d]"), *MovedFilename, PackageIndex, NumPackages);
}
CollectGarbage(RF_NoFlags);
}
}
return 0;
}
/* ==========================================================================================================
UListMaterialsUsedWithMeshEmittersCommandlet
========================================================================================================== */
UListMaterialsUsedWithMeshEmittersCommandlet::UListMaterialsUsedWithMeshEmittersCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UListMaterialsUsedWithMeshEmittersCommandlet::ProcessParticleSystem( UParticleSystem* ParticleSystem , TArray<FString> &OutMaterials)
{
for (int32 EmitterIndex = 0; EmitterIndex < ParticleSystem->Emitters.Num(); EmitterIndex++)
{
UParticleEmitter *Emitter = ParticleSystem->Emitters[EmitterIndex];
if (Emitter && Emitter->LODLevels.Num() > 0)
{
UParticleLODLevel* LODLevel = Emitter->LODLevels[0];
// Only process mesh emitters
if (LODLevel &&
LODLevel->TypeDataModule &&
LODLevel->TypeDataModule->IsA( UParticleModuleTypeDataMesh::StaticClass())) // The type data module is mesh type data
{
// Attempt to find MeshMaterial module on emitter.
UParticleModuleTypeDataMesh* MeshTypeData = Cast<UParticleModuleTypeDataMesh>(LODLevel->TypeDataModule);
bool bFoundMaterials = false;
for( int32 ModuleIdx = 0; ModuleIdx < LODLevel->Modules.Num(); ++ModuleIdx )
{
if(LODLevel->Modules[ModuleIdx]->IsA(UParticleModuleMeshMaterial::StaticClass()))
{
UParticleModuleMeshMaterial* MaterialModule = Cast<UParticleModuleMeshMaterial>( LODLevel->Modules[ ModuleIdx ] );
for(int32 MatIdx = 0; MatIdx < MaterialModule->MeshMaterials.Num(); MatIdx++ )
{
if(MaterialModule->MeshMaterials[MatIdx])
{
bFoundMaterials = true;
if(!MaterialModule->MeshMaterials[MatIdx]->GetMaterial()->bUsedWithMeshParticles)
{
OutMaterials.AddUnique(MaterialModule->MeshMaterials[MatIdx]->GetPathName());
}
}
}
}
}
// Check override material only if we've not found materials on a MeshMaterial module within the emitter
if(!bFoundMaterials && MeshTypeData->bOverrideMaterial)
{
UMaterialInterface* OverrideMaterial = LODLevel->RequiredModule->Material;
if(OverrideMaterial && !OverrideMaterial->GetMaterial()->bUsedWithMeshParticles)
{
OutMaterials.AddUnique(OverrideMaterial->GetMaterial()->GetPathName());
}
}
// Find materials on the static mesh
else if (!bFoundMaterials)
{
if (MeshTypeData->Mesh)
{
for (int32 MaterialIdx = 0; MaterialIdx < MeshTypeData->Mesh->GetStaticMaterials().Num(); MaterialIdx++)
{
if(MeshTypeData->Mesh->GetStaticMaterials()[MaterialIdx].MaterialInterface)
{
UMaterial* Mat = MeshTypeData->Mesh->GetStaticMaterials()[MaterialIdx].MaterialInterface->GetMaterial();
if(!Mat->bUsedWithMeshParticles)
{
OutMaterials.AddUnique(Mat->GetPathName());
}
}
}
}
}
}
}
}
}
int32 UListMaterialsUsedWithMeshEmittersCommandlet::Main( const FString& Params )
{
TArray<FString> FilesInPath;
FEditorFileUtils::FindAllPackageFiles(FilesInPath);
if( FilesInPath.Num() == 0 )
{
UE_LOG(LogContentCommandlet, Warning,TEXT("No packages found"));
return 1;
}
TArray<FString> MaterialList;
int32 GCIndex = 0;
int32 TotalPackagesChecked = 0;
// Load the asset registry module
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// Update Registry Module
UE_LOG(LogContentCommandlet, Display, TEXT("Searching Asset Registry for particle systems"));
AssetRegistryModule.Get().SearchAllAssets(true);
// Retrieve list of all assets, used to find unreferenced ones.
TArray<FAssetData> AssetList;
AssetRegistryModule.Get().GetAssetsByClass(UParticleSystem::StaticClass()->GetFName(), AssetList, true);
for(int32 AssetIdx = 0; AssetIdx < AssetList.Num(); ++AssetIdx )
{
const FString Filename = AssetList[AssetIdx].ObjectPath.ToString();
UE_LOG(LogContentCommandlet, Display, TEXT("Processing particle system (%i/%i): %s "), AssetIdx, AssetList.Num(), *Filename );
UPackage* Package = LoadPackage( NULL, *Filename, LOAD_Quiet );
if ( Package == NULL )
{
UE_LOG(LogContentCommandlet, Error, TEXT("Error loading %s!"), *Filename );
continue;
}
TotalPackagesChecked++;
for (TObjectIterator<UParticleSystem> It; It; ++It )
{
UParticleSystem* ParticleSys = *It;
if (ParticleSys->IsIn(Package) && !ParticleSys->IsTemplate())
{
// For any mesh emitters we append to MaterialList any materials that are referenced and don't have bUsedWithMeshParticles set.
ProcessParticleSystem(ParticleSys, MaterialList);
}
}
// Collect garbage every 10 packages instead of every package makes the commandlet run much faster
if( (++GCIndex % 10) == 0 )
{
CollectGarbage(RF_NoFlags);
}
}
if(MaterialList.Num() > 0)
{
// Now, dump out the list of materials that require updating.
UE_LOG(LogContentCommandlet, Display, TEXT("-------------------------------------------------------------------"));
UE_LOG(LogContentCommandlet, Display, TEXT("The following materials require bUsedWithMeshParticles to be enabled:"));
for(int32 Index = 0; Index < MaterialList.Num(); ++Index)
{
UE_LOG(LogContentCommandlet, Error, TEXT("%s"), *MaterialList[Index] );
}
UE_LOG(LogContentCommandlet, Display, TEXT("-------------------------------------------------------------------"));
}
else
{
UE_LOG(LogContentCommandlet, Display, TEXT("No materials require updating!"));
}
return 0;
}
/* ==========================================================================================================
UListStaticMeshesImportedFromSpeedTreesCommandlet
========================================================================================================== */
UListStaticMeshesImportedFromSpeedTreesCommandlet::UListStaticMeshesImportedFromSpeedTreesCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
int32 UListStaticMeshesImportedFromSpeedTreesCommandlet::Main(const FString& Params)
{
TArray<FString> FilesInPath;
FEditorFileUtils::FindAllPackageFiles(FilesInPath);
if (FilesInPath.Num() == 0)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("No packages found"));
return 1;
}
TArray<FString> StaticMeshList;
int32 GCIndex = 0;
int32 TotalPackagesChecked = 0;
// Load the asset registry module
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// Update Registry Module
UE_LOG(LogContentCommandlet, Display, TEXT("Searching Asset Registry for static mesh "));
AssetRegistryModule.Get().SearchAllAssets(true);
// Retrieve list of all assets, used to find unreferenced ones.
TArray<FAssetData> AssetList;
AssetRegistryModule.Get().GetAssetsByClass(UStaticMesh::StaticClass()->GetFName(), AssetList, true);
for (int32 AssetIdx = 0; AssetIdx < AssetList.Num(); ++AssetIdx)
{
const FString Filename = AssetList[AssetIdx].ObjectPath.ToString();
UE_LOG(LogContentCommandlet, Display, TEXT("Processing static mesh (%i/%i): %s "), AssetIdx, AssetList.Num(), *Filename);
UPackage* Package = LoadPackage(NULL, *Filename, LOAD_Quiet);
if (Package == NULL)
{
UE_LOG(LogContentCommandlet, Error, TEXT("Error loading %s!"), *Filename);
continue;
}
TotalPackagesChecked++;
for (TObjectIterator<UStaticMesh> It; It; ++It)
{
UStaticMesh* StaticMesh = *It;
if (StaticMesh->IsIn(Package) && !StaticMesh->IsTemplate())
{
// If the mesh was imported from a speedtree, we append the static mesh name to the list.
if (StaticMesh->SpeedTreeWind.IsValid())
{
StaticMeshList.Add(StaticMesh->GetPathName());
}
}
}
// Collect garbage every 10 packages instead of every package makes the commandlet run much faster
if ((++GCIndex % 10) == 0)
{
CollectGarbage(RF_NoFlags);
}
}
if (StaticMeshList.Num() > 0)
{
// Now, dump out the list of materials that require updating.
UE_LOG(LogContentCommandlet, Display, TEXT("-------------------------------------------------------------------"));
UE_LOG(LogContentCommandlet, Display, TEXT("The following static meshes were imported from SpeedTrees:"));
for (int32 Index = 0; Index < StaticMeshList.Num(); ++Index)
{
UE_LOG(LogContentCommandlet, Error, TEXT("%s"), *StaticMeshList[Index]);
}
UE_LOG(LogContentCommandlet, Display, TEXT("-------------------------------------------------------------------"));
}
else
{
UE_LOG(LogContentCommandlet, Display, TEXT("No static meshes were imported from speedtrees in this project."));
}
return 0;
}
/* ==========================================================================================================
UStaticMeshMinLodCommandlet
========================================================================================================== */
UStaticMeshMinLodCommandlet::UStaticMeshMinLodCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
int32 UStaticMeshMinLodCommandlet::Main(const FString& Params)
{
TArray<FString> FilesInPath;
FEditorFileUtils::FindAllPackageFiles(FilesInPath);
if (FilesInPath.Num() == 0)
{
UE_LOG(LogContentCommandlet, Warning, TEXT("No packages found"));
return 1;
}
// parse the mapping from PerPlatform to PerQualityLevel
// ex:-mapping=Mobile:Low,Switch:Medium,Desktop:High,PS4:High,XboxOne:High,PS5:Epic,XSX:Epic;console:medium;high;epic,Desktop:high
TMultiMap<FName, FName> PerPlatformToQualityLevel;
FString MappingStr;
if (FParse::Value(*Params, TEXT("-mapping="), MappingStr, false))
{
TArray<FString> Mappings;
MappingStr.ParseIntoArray(Mappings, TEXT(","), true);
for (FString& PlatformToQualityLevel : Mappings)
{
TArray<FString> Entries;
PlatformToQualityLevel.ParseIntoArray(Entries, TEXT(":"), false);
if (Entries.Num() != 2)
{
UE_LOG(LogContentCommandlet, Error, TEXT("Error bad -mapping argument: %s"), *MappingStr);
return 1;
}
TArray<FString> Values;
Entries[1].ParseIntoArray(Values, TEXT(";"), false);
for (const FString& Value : Values)
{
PerPlatformToQualityLevel.AddUnique(FName(*Entries[0]), FName(*Value));
}
}
}
bool bConvertToQualityLevel = PerPlatformToQualityLevel.Num() > 0;
bool bNoSourceControl = FParse::Param(*Params, TEXT("nosourcecontrol"));
bool bGenerateCollections = FParse::Param(*Params, TEXT("collections"));
ISourceControlProvider* SourceControlProvider = bNoSourceControl ? nullptr : &ISourceControlModule::Get().GetProvider();
ICollectionManager& CollectionManager = FCollectionManagerModule::GetModule().Get();
struct OverrideGroupInfo
{
int32 Count;
TArray<FString> Names;
TArray<FString> Paths;
};
TMap<FName, OverrideGroupInfo> MinLodStats;
TArray<FString> StaticMeshList;
int32 TotalPackagesChecked = 0;
int32 TotalStaticMeshesChecked = 0;
int32 GCIndex = 0;
// Load the asset registry module
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// Update Registry Module
UE_LOG(LogContentCommandlet, Display, TEXT("Searching Asset Registry for static mesh "));
AssetRegistryModule.Get().SearchAllAssets(true);
// Retrieve list of all assets, used to find unreferenced ones.
TArray<FAssetData> AssetList;
AssetRegistryModule.Get().GetAssetsByClass(UStaticMesh::StaticClass()->GetFName(), AssetList, true);
TArray<UPackage*> PackagesToSave;
// Platform (group) names
const TArray<FString> Filters = { TEXT("NoEditor"), TEXT("Client"), TEXT("Server"), TEXT("AllDesktop") };
TMultiMap<FName, FName> GroupToPlatform;
// sanitize all vanilla platform names
// generate a list of all supported platform (from the datadrivenplatform files)
const TArray<FName>& SanitizedPlatformNameArray = PlatformInfo::GetAllVanillaPlatformNames().FilterByPredicate([&Filters, &GroupToPlatform](const FName& PlatformName)
{
for (const FString& Filter : Filters)
{
const int32 Position = PlatformName.ToString().Find(Filter);
if (Position != INDEX_NONE)
{
return false;
}
}
if (const PlatformInfo::FTargetPlatformInfo* PlatformInfo = PlatformInfo::FindPlatformInfo(PlatformName))
{
GroupToPlatform.AddUnique(PlatformInfo->DataDrivenPlatformInfo->PlatformGroupName, PlatformName);
}
return true;
});
for (int32 AssetIdx = 0; AssetIdx < AssetList.Num(); ++AssetIdx)
{
bool SavePackage = false;
const FString Filename = AssetList[AssetIdx].ObjectPath.ToString();
UE_LOG(LogContentCommandlet, Display, TEXT("Processing static mesh (%i/%i): %s "), AssetIdx, AssetList.Num(), *Filename);
UPackage* Package = LoadPackage(NULL, *Filename, LOAD_Quiet);
if (Package == NULL)
{
UE_LOG(LogContentCommandlet, Error, TEXT("Error loading %s!"), *Filename);
continue;
}
TotalPackagesChecked++;
for (TObjectIterator<UStaticMesh> It; It; ++It)
{
UStaticMesh* StaticMesh = *It;
if (StaticMesh->IsIn(Package) && !StaticMesh->IsTemplate() && StaticMesh->GetMinLOD().PerPlatform.Num() > 0)
{
if (bConvertToQualityLevel)
{
//Convert default value
FPerPlatformInt PerPlatformMinLOD = StaticMesh->GetMinLOD();
FPerQualityLevelInt QualityLevelMinLOD;
QualityLevelMinLOD.PerQuality.Empty();
QualityLevelMinLOD.Default = PerPlatformMinLOD.Default;
// convert each platform overrides
for (const TPair<FName, int32>& Pair : StaticMesh->GetMinLOD().PerPlatform)
{
// get all quality levels associated with the PerPlatform override (PS4:high, Console:medium;high;Epic) ...
TArray<FName> QLNames;
PerPlatformToQualityLevel.MultiFind(Pair.Key, QLNames);
for (const FName& QLName : QLNames)
{
int32 QLKey = QualityLevelProperty::FNameToQualityLevel(QLName);
if (QLKey != INDEX_NONE)
{
int32* Value = QualityLevelMinLOD.PerQuality.Find(QLKey);
// if the quality level already as a value, only change it if the value is lower
// this can happen if two mapping key as the same quality level but different min lod idx value
// ex: Desktop=2, PS4=1
// If Desktop and Console also is mapping to high, we take the smallest min lod idx
if (Value != nullptr && Pair.Value < *Value)
{
// only change the override if its a smaller minLod
*Value = Pair.Value;
}
else
{
QualityLevelMinLOD.PerQuality.Add(QLKey, Pair.Value);
}
}
}
}
StaticMesh->SetQualityLevelMinLOD(MoveTemp(QualityLevelMinLOD));
}
//generate a unique group name to collect stats
TArray<FName> PerPlatformNames;
StaticMesh->GetMinLOD().PerPlatform.GenerateKeyArray(PerPlatformNames);
// sort platform names so that (Switch, PS4) and (PS4, Switch) produce the same key
PerPlatformNames.Sort(FNameLexicalLess());
FString FinalCategoryName;
for (const FName& SortedPlatformName : PerPlatformNames)
{
FinalCategoryName += SortedPlatformName.ToString() + TEXT(" ");
}
// save the override info
OverrideGroupInfo& Info = MinLodStats.FindOrAdd(FName(*FinalCategoryName));
Info.Count++;
Info.Names.Add(StaticMesh->GetPathName());
Info.Paths.Add(Filename);
if (!SavePackage)
{
PackagesToSave.AddUnique(Package);
SavePackage = true;
}
TotalStaticMeshesChecked++;
}
}
}
// output stats to the log
// generate collection uasset
int32 TotalOverrideCount = 0;
for (const TPair<FName, OverrideGroupInfo>& Pair : MinLodStats)
{
const OverrideGroupInfo& Info = Pair.Value;
if (bGenerateCollections)
{
if (!CollectionManager.CollectionExists(Pair.Key, ECollectionShareType::CST_Local))
{
CollectionManager.CreateCollection(Pair.Key, ECollectionShareType::CST_Local, ECollectionStorageMode::Static);
}
}
UE_LOG(LogContentCommandlet, Display, TEXT("-------------------------------------------------------------------"));
UE_LOG(LogContentCommandlet, Display, TEXT("Mask: %s"), *Pair.Key.ToString());
UE_LOG(LogContentCommandlet, Display, TEXT("Nb overrides: %d"), Info.Count);
for (int i = 0; i < Info.Names.Num(); i++)
{
UE_LOG(LogContentCommandlet, Display, TEXT(" %s"), *Info.Names[i]);
if (bGenerateCollections)
{
CollectionManager.AddToCollection(Pair.Key, ECollectionShareType::CST_Local, FName(*Info.Paths[i]));
}
}
if (bGenerateCollections)
{
CollectionManager.SaveCollection(Pair.Key, ECollectionShareType::CST_Local);
}
UE_LOG(LogContentCommandlet, Display, TEXT("-------------------------------------------------------------------"));
TotalOverrideCount += Info.Count;
}
UE_LOG(LogContentCommandlet, Display, TEXT("-------------------------------------------------------------------"));
UE_LOG(LogContentCommandlet, Display, TEXT("Total overrides: %d"), TotalOverrideCount);
UE_LOG(LogContentCommandlet, Display, TEXT("Total ovestatic meshesrrides: %d"), TotalStaticMeshesChecked);
UE_LOG(LogContentCommandlet, Display, TEXT("-------------------------------------------------------------------"));
// save quality level modifications
if (bConvertToQualityLevel)
{
if (SourceControlProvider)
{
FEditorFileUtils::CheckoutPackages(PackagesToSave, nullptr, false);
}
else
{
for (UPackage* Package : PackagesToSave)
{
FString PackageFilename = SourceControlHelpers::PackageFilename(Package);
if (IPlatformFile::GetPlatformPhysical().FileExists(*PackageFilename))
{
if (!IPlatformFile::GetPlatformPhysical().SetReadOnly(*PackageFilename, false))
{
UE_LOG(LogContentCommandlet, Error, TEXT("Error setting %s writable"), *PackageFilename);
return 1;
}
}
}
}
FEditorFileUtils::PromptForCheckoutAndSave(PackagesToSave, false, false, nullptr, true, false);
}
return 0;
}