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Nodes can now be implemented by arbitary C# methods. Graph structure is specified through expression trees implemented using Bg* types, which are not substituted with values until execution time. Doing so allows determination of node and option dependencies for a particular target, allowing us to generate dynamic UI for presenting relevant settings to the user. Includes partial implementation of Installed Build script as an example implementation. #preflight 61bb85d46c2686e86322eec9 [CL 18477305 by Ben Marsh in ue5-main branch]
54 lines
1.5 KiB
C#
54 lines
1.5 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using EpicGames.Core;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace EpicGames.BuildGraph
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{
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/// <summary>
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/// Diagnostic message from the graph script. These messages are parsed at startup, then culled along with the rest of the graph nodes before output. Doing so
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/// allows errors and warnings which are only output if a node is part of the graph being executed.
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/// </summary>
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public class BgGraphDiagnostic
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{
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/// <summary>
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/// Location of the diagnostic
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/// </summary>
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public BgScriptLocation Location;
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/// <summary>
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/// The diagnostic event type
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/// </summary>
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public LogEventType EventType;
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/// <summary>
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/// The message to display
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/// </summary>
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public string Message;
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/// <summary>
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/// The node which this diagnostic is declared in. If the node is culled from the graph, the message will not be displayed.
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/// </summary>
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public BgNode? EnclosingNode;
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/// <summary>
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/// The agent that this diagnostic is declared in. If the entire agent is culled from the graph, the message will not be displayed.
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/// </summary>
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public BgAgent? EnclosingAgent;
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/// <summary>
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/// Constructor
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/// </summary>
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public BgGraphDiagnostic(BgScriptLocation Location, LogEventType EventType, string Message, BgNode? EnclosingNode, BgAgent? EnclosingAgent)
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{
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this.Location = Location;
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this.EventType = EventType;
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this.Message = Message;
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this.EnclosingNode = EnclosingNode;
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this.EnclosingAgent = EnclosingAgent;
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}
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}
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}
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