void FAnimBlueprintNodeOptionalPinManager::PostRemovedOldPin(FOptionalPinFromProperty& Record, int32 ArrayIndex, UProperty* Property, uint8* PropertyAddress) const
{
	check(PropertyAddress != NULL);
	check(!Record.bShowPin);

	if (Record.bCanToggleVisibility && (OldPins != NULL))
	{
		const FString OldPinName = (ArrayIndex != INDEX_NONE) ? FString::Printf(TEXT("%s_%d"), *(Record.PropertyName.ToString()), ArrayIndex) : Record.PropertyName.ToString();
		if (UEdGraphPin* OldPin = OldPinMap.FindRef(OldPinName))
		{
			// Pin was visible but it's now hidden
			UObjectProperty* ObjectProperty = Cast<UObjectProperty>(Property);
			UAnimGraphNode_AssetPlayerBase* AssetPlayerNode = Cast<UAnimGraphNode_AssetPlayerBase>(BaseNode);
			if (AssetPlayerNode && ObjectProperty && ObjectProperty->PropertyClass->IsChildOf<UAnimationAsset>())
			{
				// If this is an anim asset pin, dont store a hard reference to the asset in the node, as this ends up referencing things we might not want to load any more
				UObject* AssetReference = AssetPlayerNode->GetAssetReferenceForPinRestoration();
				if (AssetReference)
				{
					ObjectProperty->SetObjectPropertyValue(PropertyAddress, AssetReference);
				}
					
			}
			else
			{
				// Convert DefaultValue/DefaultValueObject and push back into the struct
				FBlueprintEditorUtils::ImportKismetDefaultValueToProperty(OldPin, Property, PropertyAddress, BaseNode);
			}
		}
	}
}
void FAnimBlueprintNodeOptionalPinManager::PostInitNewPin(UEdGraphPin* Pin, FOptionalPinFromProperty& Record, int32 ArrayIndex, UProperty* Property, uint8* PropertyAddress) const
{
	check(PropertyAddress != NULL);
	check(Record.bShowPin);
		


	if (OldPins == NULL)
	{
		// Initial construction of a visible pin; copy values from the struct
		FBlueprintEditorUtils::ExportPropertyToKismetDefaultValue(Pin, Property, PropertyAddress, BaseNode);
	}
	else if (Record.bCanToggleVisibility)
	{
		if (UEdGraphPin* OldPin = OldPinMap.FindRef(Pin->PinName))
		{
			// Was already visible
		}
		else
		{
			// Showing a pin that was previously hidden, during a reconstruction

			UObjectProperty* ObjectProperty = Cast<UObjectProperty>(Property);
			UAnimGraphNode_AssetPlayerBase* AssetPlayerNode = Cast<UAnimGraphNode_AssetPlayerBase>(BaseNode);
			const bool bIsAnimationAsset = AssetPlayerNode != nullptr && ObjectProperty != nullptr && ObjectProperty->PropertyClass->IsChildOf<UAnimationAsset>();

			// Store the old reference to an animation asset in the node's asset reference
			if (bIsAnimationAsset)
			{
				AssetPlayerNode->SetAssetReferenceForPinRestoration(ObjectProperty->GetObjectPropertyValue(PropertyAddress));
			}
		
			// Convert the struct property into DefaultValue/DefaultValueObject
			FBlueprintEditorUtils::ExportPropertyToKismetDefaultValue(Pin, Property, PropertyAddress, BaseNode);

			// clear the asset reference on the node
			if (bIsAnimationAsset)
			{
				ObjectProperty->SetObjectPropertyValue(PropertyAddress, nullptr);
			}
		}
	}
}
Beispiel #3
0
bool ANUTActor::NotifyControlMessage(UNetConnection* Connection, uint8 MessageType, FInBunch& Bunch)
{
	bool bHandledMessage = false;

	if (MessageType == NMT_NUTControl)
	{
		uint8 CmdType = 0;
		FString Command;
		FNetControlMessage<NMT_NUTControl>::Receive(Bunch, CmdType, Command);

		// Console command
		if (CmdType == ENUTControlCommand::Command_NoResult || CmdType == ENUTControlCommand::Command_SendResult)
		{
			UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Executing command: %s"), *Command);

			FStringOutputDevice CmdResult;
			CmdResult.SetAutoEmitLineTerminator(true);

			bool bCmdSuccess = false;

			bCmdSuccess = GEngine->Exec(GetWorld(), *Command, CmdResult);

			UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Command result: %s"), *CmdResult);


			bool bSendResult = CmdType == ENUTControlCommand::Command_SendResult;

			if (bSendResult)
			{
				uint8 ReturnCmdType = (bCmdSuccess ? ENUTControlCommand::CommandResult_Success :
										ENUTControlCommand::CommandResult_Failed);

				FNetControlMessage<NMT_NUTControl>::Send(Connection, ReturnCmdType, CmdResult);
			}
		}
		// Console command result
		else if (CmdType == ENUTControlCommand::CommandResult_Failed || CmdType == ENUTControlCommand::CommandResult_Success)
		{
			bool bCmdSuccess = CmdType == ENUTControlCommand::CommandResult_Success;

			if (bCmdSuccess)
			{
				UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Got command result:"));
				UE_LOG(LogUnitTest, Log, TEXT("%s"), *Command);
			}
			else
			{
				UE_LOG(LogUnitTest, Log, TEXT("NMT_NUTControl: Failed to execute command"));
			}
		}
		// Ping request
		else if (CmdType == ENUTControlCommand::Ping)
		{
			uint8 TempCmdType = ENUTControlCommand::Pong;
			FString Dud;

			FNetControlMessage<NMT_NUTControl>::Send(Connection, TempCmdType, Dud);
		}
		// Pong reply - this should only be implemented by custom unit tests; hence the assert
		else if (CmdType == ENUTControlCommand::Pong)
		{
			UNIT_ASSERT(false);
		}
		// Custom implemented events, with the result triggered through 'NotifyEvent'
		else if (CmdType == ENUTControlCommand::WatchEvent)
		{
			// NOTE: Only the last NetConnection to request a WatchEvent, will receive notifications
			EventWatcher = Connection;

			// Watch for the end of seamless travel
			if (Command == TEXT("SeamlessTravelEnd"))
			{
				FCoreUObjectDelegates::PostLoadMap.AddStatic(&ANUTActor::NotifyPostLoadMap);
			}
		}
		// Event watch notification - should only be implemented by custom unit tests
		else if (CmdType == ENUTControlCommand::NotifyEvent)
		{
			UNIT_ASSERT(false);
		}
		// Create an actor instance (the 'summon' console command, doesn't work without a cheat manager)
		else if (CmdType == ENUTControlCommand::Summon)
		{
			const TCHAR* Cmd = *Command;
			FString SpawnClassName = FParse::Token(Cmd, false);
			bool bForceBeginPlay = FParse::Param(Cmd, TEXT("ForceBeginPlay"));

			// Hack specifically for getting the GameplayDebugger working - think the mainline code is broken
			bool bGameplayDebuggerHack = FParse::Param(Cmd, TEXT("GameplayDebuggerHack"));

			UClass* SpawnClass = FindObject<UClass>(NULL, *SpawnClassName);

			if (SpawnClass != NULL)
			{
				FActorSpawnParameters SpawnParms;
				SpawnParms.Owner = GetOwner();

				AActor* NewActor = GetWorld()->SpawnActor<AActor>(SpawnClass, SpawnParms);

				if (NewActor != NULL)
				{
					UE_LOG(LogUnitTest, Log, TEXT("Successfully summoned actor of class '%s'"), *SpawnClassName);

					if (bForceBeginPlay && !NewActor->HasActorBegunPlay())
					{
						UE_LOG(LogUnitTest, Log, TEXT("Forcing call to 'BeginPlay' on newly spawned actor."));

						NewActor->BeginPlay();
					}

					if (bGameplayDebuggerHack)
					{
						// Assign the LocalPlayerOwner property, to the PC owning this NUTActor, using reflection (to avoid dependency)
						UObjectProperty* LocalPlayerOwnerProp =
								FindField<UObjectProperty>(NewActor->GetClass(), TEXT("LocalPlayerOwner"));

						if (LocalPlayerOwnerProp != NULL)
						{
							LocalPlayerOwnerProp->SetObjectPropertyValue(
								LocalPlayerOwnerProp->ContainerPtrToValuePtr<UObject*>(NewActor), GetOwner());
						}
						else
						{
							UE_LOG(LogUnitTest, Log, TEXT("WARNING: Failed to find 'LocalPlayerOwner' property. Unit test broken."));
						}

						// Also hack-disable ticking, so that the replicator doesn't spawn a second replicator
						NewActor->SetActorTickEnabled(false);
					}
				}
				else
				{
					UE_LOG(LogUnitTest, Log, TEXT("SpawnActor failed for class '%s'"), *Command);
				}
			}
			else
			{
				UE_LOG(LogUnitTest, Log, TEXT("Could not find actor class '%s'"), *Command);
			}
		}
		// Suspend the game, until a resume request is received (used for giving time, to attach a debugger)
		else if (CmdType == ENUTControlCommand::SuspendProcess)
		{
			UE_LOG(LogUnitTest, Log, TEXT("Suspend start."));


			// Setup a named pipe, to monitor for the resume request
			FString ResumePipeName = FString::Printf(TEXT("%s%u"), NUT_SUSPEND_PIPE, FPlatformProcess::GetCurrentProcessId());
			FPlatformNamedPipe ResumePipe;
			bool bPipeCreated = ResumePipe.Create(ResumePipeName, true, false);

			if (bPipeCreated)
			{
				if (!ResumePipe.OpenConnection())
				{
					UE_LOG(LogUnitTest, Log, TEXT("WARNING: Failed to open pipe connection."));
				}
			}
			else
			{
				UE_LOG(LogUnitTest, Log, TEXT("WARNING: Failed to create resume pipe."));
			}



			// Spin/sleep (effectively suspended) until a resume request is received
			while (true)
			{
				if (bPipeCreated && ResumePipe.IsReadyForRW())
				{
					int32 ResumeVal = 0;

					if (ResumePipe.ReadInt32(ResumeVal) && !!ResumeVal)
					{
						UE_LOG(LogUnitTest, Log, TEXT("Got resume request."));
						break;
					}
				}


				FPlatformProcess::Sleep(1.0f);
			}


			ResumePipe.Destroy();

			UE_LOG(LogUnitTest, Log, TEXT("Suspend end."));
		}

		bHandledMessage = true;
	}

	return bHandledMessage;
}