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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
GC and WeakObjectPtr performance optimizations.
- Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray
- Moved WeakObjectPtr serial numbersto FUObjectArray
- Added pre-allocated UObject array
Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved.
Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920
UHT will now use makefiles to speed up iterative runs.
Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963
Hot-reload performance optimizations:
1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier).
2. Parallelized search for old CDOs referencers.
Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster
Dependency preloading improvements
- Asset registry dependencies now resolve asset redirectors
- Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package
Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1
Allow UnfocusedVolumeMultiplier to be set programmatically
Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1
When cooking, don't add imports that are outers of objects excluded from the current cook target.
Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core
Inline storage for TFunction.
Fix for delegate inline storage on Win64.
Some build fixes.
Visualizer fixes for new TFunction format.
Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
CrashReporter Web - Search by Platform
Added initial support for streams (GetBranchesAsListItems, CopyToJira)
Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core
Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString.
Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core
Some TSet function optimisations:
Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent).
Taking local copies of HashSize during iterations.
Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core
BulkData zero byte allocations are now handled by an RAII object which owns the memory.
Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core
FName::operator== and != optimised to be a single comparison.
Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro)
Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360)
Also fixed starting condition.
Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1
PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus)
Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core
PR #1540 - Specifying a different Saved folder at launch through a command line parameter
Integrated and optimized.
#lockdown Nick.Penwarden
[CL 2772222 by Robert Manuszewski in Main branch]
563 lines
18 KiB
C++
563 lines
18 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "HotReloadPrivatePCH.h"
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#include "HotReloadClassReinstancer.h"
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#if WITH_ENGINE
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#include "Engine/BlueprintGeneratedClass.h"
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#include "Layers/ILayers.h"
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#include "BlueprintEditor.h"
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#include "Kismet2/CompilerResultsLog.h"
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void FHotReloadClassReinstancer::SetupNewClassReinstancing(UClass* InNewClass, UClass* InOldClass)
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{
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// Set base class members to valid values
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ClassToReinstance = InNewClass;
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DuplicatedClass = InOldClass;
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OriginalCDO = InOldClass->GetDefaultObject();
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bHasReinstanced = false;
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bSkipGarbageCollection = false;
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bNeedsReinstancing = true;
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NewClass = InNewClass;
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// Collect the original CDO property values
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SerializeCDOProperties(InOldClass->GetDefaultObject(), OriginalCDOProperties);
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// Collect the property values of the new CDO
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SerializeCDOProperties(InNewClass->GetDefaultObject(), ReconstructedCDOProperties);
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SaveClassFieldMapping(InOldClass);
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ObjectsThatShouldUseOldStuff.Add(InOldClass); //CDO of REINST_ class can be used as archetype
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TArray<UClass*> ChildrenOfClass;
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GetDerivedClasses(InOldClass, ChildrenOfClass);
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for (auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt)
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{
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UClass* ChildClass = *ClassIt;
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UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
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if (ChildBP && !ChildBP->HasAnyFlags(RF_BeingRegenerated))
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{
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// If this is a direct child, change the parent and relink so the property chain is valid for reinstancing
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if (!ChildBP->HasAnyFlags(RF_NeedLoad))
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{
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if (ChildClass->GetSuperClass() == InOldClass)
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{
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ReparentChild(ChildBP);
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}
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Children.AddUnique(ChildBP);
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if (ChildBP->ParentClass == InOldClass)
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{
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ChildBP->ParentClass = NewClass;
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}
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}
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else
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{
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// If this is a child that caused the load of their parent, relink to the REINST class so that we can still serialize in the CDO, but do not add to later processing
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ReparentChild(ChildClass);
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}
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}
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}
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// Finally, remove the old class from Root so that it can get GC'd and mark it as CLASS_NewerVersionExists
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InOldClass->RemoveFromRoot();
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InOldClass->ClassFlags |= CLASS_NewerVersionExists;
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}
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void FHotReloadClassReinstancer::SerializeCDOProperties(UObject* InObject, FHotReloadClassReinstancer::FCDOPropertyData& OutData)
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{
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// Creates a mem-comparable CDO data
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class FCDOWriter : public FMemoryWriter
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{
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/** Objects already visited by this archive */
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TSet<UObject*>& VisitedObjects;
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/** Output property data */
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FCDOPropertyData& PropertyData;
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/** Current subobject being serialized */
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FName SubobjectName;
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public:
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/** Serializes all script properties of the provided DefaultObject */
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FCDOWriter(FCDOPropertyData& InOutData, UObject* DefaultObject, TSet<UObject*>& InVisitedObjects, FName InSubobjectName = NAME_None)
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: FMemoryWriter(InOutData.Bytes, /* bIsPersistent = */ false, /* bSetOffset = */ true)
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, VisitedObjects(InVisitedObjects)
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, PropertyData(InOutData)
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, SubobjectName(InSubobjectName)
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{
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// Disable delta serialization, we want to serialize everything
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ArNoDelta = true;
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DefaultObject->SerializeScriptProperties(*this);
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}
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virtual void Serialize(void* Data, int64 Num) override
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{
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// Collect serialized properties so we can later update their values on instances if they change
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auto SerializedProperty = GetSerializedProperty();
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if (SerializedProperty != nullptr)
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{
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FCDOProperty& PropertyInfo = PropertyData.Properties.FindOrAdd(SerializedProperty->GetFName());
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if (PropertyInfo.Property == nullptr)
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{
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PropertyInfo.Property = SerializedProperty;
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PropertyInfo.SubobjectName = SubobjectName;
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PropertyInfo.SerializedValueOffset = Tell();
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PropertyInfo.SerializedValueSize = Num;
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PropertyData.Properties.Add(SerializedProperty->GetFName(), PropertyInfo);
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}
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else
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{
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PropertyInfo.SerializedValueSize += Num;
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}
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}
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FMemoryWriter::Serialize(Data, Num);
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}
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/** Serializes an object. Only name and class for normal references, deep serialization for DSOs */
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virtual FArchive& operator<<(class UObject*& InObj) override
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{
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FArchive& Ar = *this;
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if (InObj)
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{
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FName ClassName = InObj->GetClass()->GetFName();
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FName ObjectName = InObj->GetFName();
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Ar << ClassName;
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Ar << ObjectName;
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if (!VisitedObjects.Contains(InObj))
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{
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VisitedObjects.Add(InObj);
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if (Ar.GetSerializedProperty() && Ar.GetSerializedProperty()->ContainsInstancedObjectProperty())
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{
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// Serialize all DSO properties too
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FCDOWriter DefaultSubobjectWriter(PropertyData, InObj, VisitedObjects, InObj->GetFName());
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Seek(PropertyData.Bytes.Num());
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}
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}
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}
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else
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{
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FName UnusedName = NAME_None;
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Ar << UnusedName;
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Ar << UnusedName;
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}
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return *this;
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}
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/** Serializes an FName as its index and number */
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virtual FArchive& operator<<(FName& InName) override
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{
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FArchive& Ar = *this;
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NAME_INDEX ComparisonIndex = InName.GetComparisonIndex();
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NAME_INDEX DisplayIndex = InName.GetDisplayIndex();
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int32 Number = InName.GetNumber();
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Ar << ComparisonIndex;
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Ar << DisplayIndex;
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Ar << Number;
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return Ar;
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}
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virtual FArchive& operator<<(FLazyObjectPtr& LazyObjectPtr) override
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{
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FArchive& Ar = *this;
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auto UniqueID = LazyObjectPtr.GetUniqueID();
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Ar << UniqueID;
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return *this;
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}
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virtual FArchive& operator<<(FAssetPtr& AssetPtr) override
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{
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FArchive& Ar = *this;
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auto UniqueID = AssetPtr.GetUniqueID();
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Ar << UniqueID;
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return Ar;
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}
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virtual FArchive& operator<<(FStringAssetReference& Value) override
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{
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FArchive& Ar = *this;
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FString Path = Value.ToString();
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Ar << Path;
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if (IsLoading())
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{
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Value.SetPath(MoveTemp(Path));
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}
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return Ar;
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}
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/** Archive name, for debugging */
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virtual FString GetArchiveName() const override { return TEXT("FCDOWriter"); }
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};
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TSet<UObject*> VisitedObjects;
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VisitedObjects.Add(InObject);
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FCDOWriter Ar(OutData, InObject, VisitedObjects);
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}
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void FHotReloadClassReinstancer::ReconstructClassDefaultObject(UClass* InClass, UObject* InOuter, FName InName, EObjectFlags InFlags)
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{
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// Get the parent CDO
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UClass* ParentClass = InClass->GetSuperClass();
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UObject* ParentDefaultObject = NULL;
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if (ParentClass != NULL)
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{
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ParentDefaultObject = ParentClass->GetDefaultObject(); // Force the default object to be constructed if it isn't already
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}
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// Re-create
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InClass->ClassDefaultObject = StaticAllocateObject(InClass, InOuter, InName, InFlags, EInternalObjectFlags::None, false);
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check(InClass->ClassDefaultObject);
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const bool bShouldInitilizeProperties = false;
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const bool bCopyTransientsFromClassDefaults = false;
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(*InClass->ClassConstructor)(FObjectInitializer(InClass->ClassDefaultObject, ParentDefaultObject, bCopyTransientsFromClassDefaults, bShouldInitilizeProperties));
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}
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void FHotReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing(UClass* InOldClass)
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{
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// Set base class members to valid values
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ClassToReinstance = InOldClass;
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DuplicatedClass = InOldClass;
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OriginalCDO = InOldClass->GetDefaultObject();
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bHasReinstanced = false;
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bSkipGarbageCollection = false;
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bNeedsReinstancing = false;
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NewClass = InOldClass; // The class doesn't change in this case
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// Collect the original property values
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SerializeCDOProperties(InOldClass->GetDefaultObject(), OriginalCDOProperties);
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// Remember all the basic info about the object before we rename it
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EObjectFlags CDOFlags = OriginalCDO->GetFlags();
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UObject* CDOOuter = OriginalCDO->GetOuter();
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FName CDOName = OriginalCDO->GetFName();
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// Rename original CDO, so we can store this one as OverridenArchetypeForCDO
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// and create new one with the same name and outer.
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OriginalCDO->Rename(
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*MakeUniqueObjectName(
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GetTransientPackage(),
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OriginalCDO->GetClass(),
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*FString::Printf(TEXT("BPGC_ARCH_FOR_CDO_%s"), *InOldClass->GetName())
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).ToString(),
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GetTransientPackage(),
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REN_DoNotDirty | REN_DontCreateRedirectors | REN_NonTransactional | REN_SkipGeneratedClasses | REN_ForceNoResetLoaders);
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// Re-create the CDO, re-running its constructor
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ReconstructClassDefaultObject(InOldClass, CDOOuter, CDOName, CDOFlags);
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ReconstructedCDOsMap.Add(OriginalCDO, InOldClass->GetDefaultObject());
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// Collect the property values after re-constructing the CDO
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SerializeCDOProperties(InOldClass->GetDefaultObject(), ReconstructedCDOProperties);
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// We only want to re-instance the old class if its CDO's values have changed or any of its DSOs' property values have changed
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if (DefaultPropertiesHaveChanged())
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{
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bNeedsReinstancing = true;
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SaveClassFieldMapping(InOldClass);
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TArray<UClass*> ChildrenOfClass;
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GetDerivedClasses(InOldClass, ChildrenOfClass);
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for (auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt)
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{
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UClass* ChildClass = *ClassIt;
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UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
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if (ChildBP && !ChildBP->HasAnyFlags(RF_BeingRegenerated))
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{
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if (!ChildBP->HasAnyFlags(RF_NeedLoad))
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{
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Children.AddUnique(ChildBP);
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auto BPGC = Cast<UBlueprintGeneratedClass>(ChildBP->GeneratedClass);
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auto CurrentCDO = BPGC ? BPGC->GetDefaultObject(false) : nullptr;
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if (CurrentCDO && (OriginalCDO == CurrentCDO->GetArchetype()))
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{
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BPGC->OverridenArchetypeForCDO = OriginalCDO;
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}
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}
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}
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}
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}
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}
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FHotReloadClassReinstancer::FHotReloadClassReinstancer(UClass* InNewClass, UClass* InOldClass, const TMap<UClass*, UClass*>& InOldToNewClassesMap, TMap<UObject*, UObject*>& OutReconstructedCDOsMap, TSet<UBlueprint*>& InBPSetToRecompile, TSet<UBlueprint*>& InBPSetToRecompileBytecodeOnly)
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: NewClass(nullptr)
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, bNeedsReinstancing(false)
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, CopyOfPreviousCDO(nullptr)
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, ReconstructedCDOsMap(OutReconstructedCDOsMap)
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, BPSetToRecompile(InBPSetToRecompile)
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, BPSetToRecompileBytecodeOnly(InBPSetToRecompileBytecodeOnly)
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, OldToNewClassesMap(InOldToNewClassesMap)
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{
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ensure(InOldClass);
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ensure(!HotReloadedOldClass && !HotReloadedNewClass);
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HotReloadedOldClass = InOldClass;
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HotReloadedNewClass = InNewClass ? InNewClass : InOldClass;
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for (const TPair<UClass*, UClass*>& OldToNewClass : OldToNewClassesMap)
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{
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ObjectsThatShouldUseOldStuff.Add(OldToNewClass.Key);
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}
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// If InNewClass is NULL, then the old class has not changed after hot-reload.
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// However, we still need to check for changes to its constructor code (CDO values).
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if (InNewClass)
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{
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SetupNewClassReinstancing(InNewClass, InOldClass);
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TMap<UObject*, UObject*> ClassRedirects;
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ClassRedirects.Add(InOldClass, InNewClass);
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for (TObjectIterator<UBlueprint> BlueprintIt; BlueprintIt; ++BlueprintIt)
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{
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FArchiveReplaceObjectRef<UObject> ReplaceObjectArch(*BlueprintIt, ClassRedirects, false, true, true);
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if (ReplaceObjectArch.GetCount())
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{
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EnlistDependentBlueprintToRecompile(*BlueprintIt, false);
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}
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}
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}
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else
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{
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RecreateCDOAndSetupOldClassReinstancing(InOldClass);
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}
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}
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FHotReloadClassReinstancer::~FHotReloadClassReinstancer()
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{
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// Make sure the base class does not remove the DuplicatedClass from root, we not always want it.
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// For example when we're just reconstructing CDOs. Other cases are handled by HotReloadClassReinstancer.
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DuplicatedClass = nullptr;
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ensure(HotReloadedOldClass);
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HotReloadedOldClass = nullptr;
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HotReloadedNewClass = nullptr;
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}
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/** Helper for finding subobject in an array. Usually there's not that many subobjects on a class to justify a TMap */
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FORCEINLINE static UObject* FindDefaultSubobject(TArray<UObject*>& InDefaultSubobjects, FName SubobjectName)
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{
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for (auto Subobject : InDefaultSubobjects)
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{
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if (Subobject->GetFName() == SubobjectName)
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{
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return Subobject;
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}
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}
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return nullptr;
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}
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void FHotReloadClassReinstancer::UpdateDefaultProperties()
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{
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struct FPropertyToUpdate
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{
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UProperty* Property;
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FName SubobjectName;
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uint8* OldSerializedValuePtr;
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uint8* NewValuePtr;
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int64 OldSerializedSize;
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};
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/** Memory writer archive that supports UObject values the same way as FCDOWriter. */
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class FPropertyValueMemoryWriter : public FMemoryWriter
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{
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public:
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FPropertyValueMemoryWriter(TArray<uint8>& OutData)
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: FMemoryWriter(OutData)
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{}
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virtual FArchive& operator<<(class UObject*& InObj) override
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{
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FArchive& Ar = *this;
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if (InObj)
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{
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FName ClassName = InObj->GetClass()->GetFName();
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FName ObjectName = InObj->GetFName();
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Ar << ClassName;
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Ar << ObjectName;
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}
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else
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{
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FName UnusedName = NAME_None;
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Ar << UnusedName;
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Ar << UnusedName;
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}
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return *this;
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}
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virtual FArchive& operator<<(FName& InName) override
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{
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FArchive& Ar = *this;
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NAME_INDEX ComparisonIndex = InName.GetComparisonIndex();
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NAME_INDEX DisplayIndex = InName.GetDisplayIndex();
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int32 Number = InName.GetNumber();
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Ar << ComparisonIndex;
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Ar << DisplayIndex;
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Ar << Number;
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return Ar;
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}
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virtual FArchive& operator<<(FLazyObjectPtr& LazyObjectPtr) override
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{
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FArchive& Ar = *this;
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auto UniqueID = LazyObjectPtr.GetUniqueID();
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Ar << UniqueID;
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return *this;
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}
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virtual FArchive& operator<<(FAssetPtr& AssetPtr) override
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{
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FArchive& Ar = *this;
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auto UniqueID = AssetPtr.GetUniqueID();
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Ar << UniqueID;
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return Ar;
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}
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virtual FArchive& operator<<(FStringAssetReference& Value) override
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{
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FArchive& Ar = *this;
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FString Path = Value.ToString();
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Ar << Path;
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if (IsLoading())
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{
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Value.SetPath(MoveTemp(Path));
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}
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return Ar;
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}
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};
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// Collect default subobjects to update their properties too
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const int32 DefaultSubobjectArrayCapacity = 16;
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TArray<UObject*> DefaultSubobjectArray;
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DefaultSubobjectArray.Empty(DefaultSubobjectArrayCapacity);
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NewClass->GetDefaultObject()->CollectDefaultSubobjects(DefaultSubobjectArray);
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TArray<FPropertyToUpdate> PropertiesToUpdate;
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// Collect all properties that have actually changed
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for (auto& Pair : ReconstructedCDOProperties.Properties)
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{
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auto OldPropertyInfo = OriginalCDOProperties.Properties.Find(Pair.Key);
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if (OldPropertyInfo)
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{
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auto& NewPropertyInfo = Pair.Value;
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uint8* OldSerializedValuePtr = OriginalCDOProperties.Bytes.GetData() + OldPropertyInfo->SerializedValueOffset;
|
|
uint8* NewSerializedValuePtr = ReconstructedCDOProperties.Bytes.GetData() + NewPropertyInfo.SerializedValueOffset;
|
|
if (OldPropertyInfo->SerializedValueSize != NewPropertyInfo.SerializedValueSize ||
|
|
FMemory::Memcmp(OldSerializedValuePtr, NewSerializedValuePtr, OldPropertyInfo->SerializedValueSize) != 0)
|
|
{
|
|
// Property value has changed so add it to the list of properties that need updating on instances
|
|
FPropertyToUpdate PropertyToUpdate;
|
|
PropertyToUpdate.Property = NewPropertyInfo.Property;
|
|
PropertyToUpdate.NewValuePtr = nullptr;
|
|
PropertyToUpdate.SubobjectName = NewPropertyInfo.SubobjectName;
|
|
|
|
if (NewPropertyInfo.Property->GetOuter() == NewClass)
|
|
{
|
|
PropertyToUpdate.NewValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(NewClass->GetDefaultObject());
|
|
}
|
|
else if (NewPropertyInfo.SubobjectName != NAME_None)
|
|
{
|
|
UObject* DefaultSubobjectPtr = FindDefaultSubobject(DefaultSubobjectArray, NewPropertyInfo.SubobjectName);
|
|
if (DefaultSubobjectPtr && NewPropertyInfo.Property->GetOuter() == DefaultSubobjectPtr->GetClass())
|
|
{
|
|
PropertyToUpdate.NewValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(DefaultSubobjectPtr);
|
|
}
|
|
}
|
|
if (PropertyToUpdate.NewValuePtr)
|
|
{
|
|
PropertyToUpdate.OldSerializedValuePtr = OldSerializedValuePtr;
|
|
PropertyToUpdate.OldSerializedSize = OldPropertyInfo->SerializedValueSize;
|
|
|
|
PropertiesToUpdate.Add(PropertyToUpdate);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (PropertiesToUpdate.Num())
|
|
{
|
|
TArray<uint8> CurrentValueSerializedData;
|
|
|
|
// Update properties on all existing instances of the class
|
|
for (FObjectIterator It(NewClass); It; ++It)
|
|
{
|
|
UObject* ObjectPtr = *It;
|
|
DefaultSubobjectArray.Empty(DefaultSubobjectArrayCapacity);
|
|
ObjectPtr->CollectDefaultSubobjects(DefaultSubobjectArray);
|
|
|
|
for (auto& PropertyToUpdate : PropertiesToUpdate)
|
|
{
|
|
uint8* InstanceValuePtr = nullptr;
|
|
if (PropertyToUpdate.SubobjectName == NAME_None)
|
|
{
|
|
InstanceValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(ObjectPtr);
|
|
}
|
|
else
|
|
{
|
|
UObject* DefaultSubobjectPtr = FindDefaultSubobject(DefaultSubobjectArray, PropertyToUpdate.SubobjectName);
|
|
if (DefaultSubobjectPtr && PropertyToUpdate.Property->GetOuter() == DefaultSubobjectPtr->GetClass())
|
|
{
|
|
InstanceValuePtr = PropertyToUpdate.Property->ContainerPtrToValuePtr<uint8>(DefaultSubobjectPtr);
|
|
}
|
|
}
|
|
|
|
if (InstanceValuePtr)
|
|
{
|
|
// Serialize current value to a byte array as we don't have the previous CDO to compare against, we only have its serialized property data
|
|
CurrentValueSerializedData.Empty(CurrentValueSerializedData.Num() + CurrentValueSerializedData.GetSlack());
|
|
FPropertyValueMemoryWriter CurrentValueWriter(CurrentValueSerializedData);
|
|
PropertyToUpdate.Property->SerializeItem(CurrentValueWriter, InstanceValuePtr);
|
|
|
|
// Update only when the current value on the instance is identical to the original CDO
|
|
if (CurrentValueSerializedData.Num() == PropertyToUpdate.OldSerializedSize &&
|
|
FMemory::Memcmp(CurrentValueSerializedData.GetData(), PropertyToUpdate.OldSerializedValuePtr, CurrentValueSerializedData.Num()) == 0)
|
|
{
|
|
// Update with the new value
|
|
PropertyToUpdate.Property->CopyCompleteValue(InstanceValuePtr, PropertyToUpdate.NewValuePtr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadClassReinstancer::ReinstanceObjectsAndUpdateDefaults()
|
|
{
|
|
ReinstanceObjects(true);
|
|
UpdateDefaultProperties();
|
|
}
|
|
|
|
void FHotReloadClassReinstancer::AddReferencedObjects(FReferenceCollector& Collector)
|
|
{
|
|
FBlueprintCompileReinstancer::AddReferencedObjects(Collector);
|
|
Collector.AddReferencedObject(CopyOfPreviousCDO);
|
|
}
|
|
|
|
void FHotReloadClassReinstancer::EnlistDependentBlueprintToRecompile(UBlueprint* BP, bool bBytecodeOnly)
|
|
{
|
|
if (IsValid(BP))
|
|
{
|
|
if (bBytecodeOnly)
|
|
{
|
|
if (!BPSetToRecompile.Contains(BP) && !BPSetToRecompileBytecodeOnly.Contains(BP))
|
|
{
|
|
BPSetToRecompileBytecodeOnly.Add(BP);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!BPSetToRecompile.Contains(BP))
|
|
{
|
|
if (BPSetToRecompileBytecodeOnly.Contains(BP))
|
|
{
|
|
BPSetToRecompileBytecodeOnly.Remove(BP);
|
|
}
|
|
|
|
BPSetToRecompile.Add(BP);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FHotReloadClassReinstancer::BlueprintWasRecompiled(UBlueprint* BP, bool bBytecodeOnly)
|
|
{
|
|
BPSetToRecompile.Remove(BP);
|
|
BPSetToRecompileBytecodeOnly.Remove(BP);
|
|
|
|
FBlueprintCompileReinstancer::BlueprintWasRecompiled(BP, bBytecodeOnly);
|
|
}
|
|
|
|
#endif
|