Example #1
0
void FContentComparisonHelper::RecursiveObjectCollection(UObject* InStartObject, int32 InCurrDepth, int32 InMaxDepth, TMap<UObject*,bool>& OutCollectedReferences)
{
	// Serialize object with reference collector.
	TArray<UObject*> LocalCollectedReferences;
	FReferenceFinder ObjectReferenceCollector( LocalCollectedReferences, NULL, false, true, true, true );
	ObjectReferenceCollector.FindReferences( InStartObject );

	if (InCurrDepth < InMaxDepth)
	{
		InCurrDepth++;
		for (int32 ObjRefIdx = 0; ObjRefIdx < LocalCollectedReferences.Num(); ObjRefIdx++)
		{
			UObject* InnerObject = LocalCollectedReferences[ObjRefIdx];
			if ((InnerObject != NULL) &&
				(InnerObject->IsA(UFunction::StaticClass()) == false) &&
				(InnerObject->IsA(UPackage::StaticClass()) == false)
				)
			{
				OutCollectedReferences.Add(InnerObject, true);
				RecursiveObjectCollection(InnerObject, InCurrDepth, InMaxDepth, OutCollectedReferences);
			}
		}
		InCurrDepth--;
	}
}
void UGatherTextFromAssetsCommandlet::ProcessPackages( const TArray< UPackage* >& PackagesToProcess )
{
	for( int32 i = 0; i < PackagesToProcess.Num(); ++i )
	{
		UPackage* Package = PackagesToProcess[i];
		TArray<UObject*> Objects;
		GetObjectsWithOuter(Package, Objects);

		for( int32 j = 0; j < Objects.Num(); ++j )
		{
			UObject* Object = Objects[j];
			if ( Object->IsA( UBlueprint::StaticClass() ) )
			{
				UBlueprint* Blueprint = Cast<UBlueprint>( Object );

				if( Blueprint->GeneratedClass != NULL )
				{
					ProcessObject( Blueprint->GeneratedClass->GetDefaultObject(), Package );
				}
				else
				{
					UE_LOG(LogGatherTextFromAssetsCommandlet, Warning, TEXT("%s - Invalid generated class!"), *Blueprint->GetFullName());
				}
			}
			else if( Object->IsA( UDialogueWave::StaticClass() ) )
			{
				UDialogueWave* DialogueWave = Cast<UDialogueWave>( Object );
				ProcessDialogueWave( DialogueWave );
			}

			ProcessObject( Object, Package );
		}
	}
}
FReply FEditorUtilityInstanceDetails::OnExecuteAction(TWeakObjectPtr<UFunction> WeakFunctionPtr)
{
    if (UFunction* Function = WeakFunctionPtr.Get())
    {
        FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "BlutilityAction", "Blutility Action") );
        FEditorScriptExecutionGuard ScriptGuard;

        UClass* MinRequiredClass = Function->GetOuterUClass();

        // Execute this function on any objects that support it
        for (auto SelectedObjectIt = SelectedObjectsList.CreateConstIterator(); SelectedObjectIt; ++SelectedObjectIt)
        {
            UObject* Object = (*SelectedObjectIt).Get();

            if ((Object != NULL) && (Object->IsA(MinRequiredClass)))
            {
                Object->ProcessEvent(Function, NULL);

                if (UGlobalEditorUtilityBase* BlutilityInstance = Cast<UGlobalEditorUtilityBase>(Object))
                {
                    BlutilityInstance->PostExecutionCleanup();
                }
            }
        }
    }

    return FReply::Handled();
}
Example #4
0
int32 UObjectLibrary::LoadAssetsFromPaths(const TArray<FString>& Paths)
{
	int32 Count = 0;

	if (bIsFullyLoaded)
	{
		// We already ran this
		return 0; 
	}

	bIsFullyLoaded = true;
	
	for (int PathIndex = 0; PathIndex < Paths.Num(); PathIndex++)
	{
		TArray<UObject*> LoadedObjects;
		FString Path = Paths[PathIndex];
		if (EngineUtils::FindOrLoadAssetsByPath(Path, LoadedObjects, bHasBlueprintClasses ? EngineUtils::ATL_Class : EngineUtils::ATL_Regular))
		{
			for (int32 i = 0; i < LoadedObjects.Num(); ++i)
			{
				UObject* Object = LoadedObjects[i];

				if (Object == NULL || (ObjectBaseClass && !Object->IsA(ObjectBaseClass)))
				{
					// Incorrect type, skip
					continue;
				}
		
				AddObject(Object);
				Count++;
			}
		}
	}
	return Count;
}
Example #5
0
FArchiveGenerateReferenceGraph::FArchiveGenerateReferenceGraph( FReferenceGraph& OutGraph ) 
	: CurrentObject(NULL),
	  ObjectGraph(OutGraph)
{

	ArIsObjectReferenceCollector = true;
	ArIgnoreOuterRef = true;

	// Iterate over each object..
	for( FObjectIterator It; It; ++It )
	{
		UObject* Object	= *It;

		// Skip transient and those about to be deleted
		if( !Object->HasAnyFlags( RF_Transient | RF_PendingKill ) )
		{
			// only serialize non actors objects which have not been visited.
			// actors are skipped because we have don't need them to show the reference tree
			// @todo, may need to serialize them later for full reference graph.
			if( !VisitedObjects.Find( Object ) && !Object->IsA( AActor::StaticClass() ) )
			{
				// Set the current object to the one we are about to serialize
				CurrentObject = Object;
				// This object has been visited.  Any serializations after this should skip this object
				VisitedObjects.Add( Object );
				Object->Serialize( *this );
			}
		}
	}
}
void USelection::DeselectAll( UClass* InClass )
{
	// Fast path for deselecting all UObjects with any flags
	if ( InClass == UObject::StaticClass() )
	{
		InClass = nullptr;
	}

	bool bSelectionChanged = false;

	TSet<FSelectedClassInfo> RemovedClasses;
	// Remove from the end to minimize memmoves.
	for ( int32 i = SelectedObjects.Num()-1 ; i >= 0 ; --i )
	{
		UObject* Object = GetSelectedObject(i);

		if ( !Object )
		{		
			// Remove NULLs from SelectedObjects array.
			SelectedObjects.RemoveAt( i );
		}
		else if( !InClass || Object->IsA( InClass ) )
		{
			// if the object is of type InClass then all objects of that same type will be removed
			RemovedClasses.Add(FSelectedClassInfo(Object->GetClass()));

			GSelectedAnnotation.Clear(Object);
			SelectedObjects.RemoveAt( i );

			// Call this after the item has been removed from the selection set.
			USelection::SelectObjectEvent.Broadcast( Object );

			bSelectionChanged = true;
		}
	}

	if( InClass == nullptr )
	{
		SelectedClasses.Empty();
	}
	else
	{
		// Remove the passed in class and all child classes that were removed
		// from the list of currently selected classes
		RemovedClasses.Add(InClass);
		SelectedClasses = SelectedClasses.Difference(RemovedClasses);
	}

	if ( bSelectionChanged )
	{
		MarkBatchDirty();
		if ( !IsBatchSelecting() )
		{
			USelection::SelectionChangedEvent.Broadcast(this);
		}
	}
}
Example #7
0
/**
 * Traverses the outer chain searching for the next object of a certain type.  (T must be derived from UObject)
 *
 * @param	Target class to search for
 * @return	a pointer to the first object in this object's Outer chain which is of the correct type.
 */
UObject* UObjectBaseUtility::GetTypedOuter(UClass* Target) const
{
	UObject* Result = NULL;
	for ( UObject* NextOuter = GetOuter(); Result == NULL && NextOuter != NULL; NextOuter = NextOuter->GetOuter() )
	{
		if ( NextOuter->IsA(Target) )
		{
			Result = NextOuter;
		}
	}
	return Result;
}
Example #8
0
int32 UObjectLibrary::LoadAssetsFromAssetData()
{
	int32 Count = 0;

	if (bIsFullyLoaded)
	{
		// We already ran this
		return 0; 
	}

	bIsFullyLoaded = true;

	for(int32 AssetIdx=0; AssetIdx<AssetDataList.Num(); AssetIdx++)
	{
		FAssetData& Data = AssetDataList[AssetIdx];

		UObject *LoadedObject = NULL;
			
		if (!bHasBlueprintClasses)
		{
			LoadedObject = Data.GetAsset();

			checkSlow(!LoadedObject || !ObjectBaseClass || LoadedObject->IsA(ObjectBaseClass));
		}
		else
		{
			UPackage* Package = Data.GetPackage();
			if (Package)
			{
				TArray<UObject*> ObjectsInPackage;
				GetObjectsWithOuter(Package, ObjectsInPackage);
				for (UObject* PotentialBPGC : ObjectsInPackage)
				{
					if (auto LoadedBPGC = Cast<UBlueprintGeneratedClass>(PotentialBPGC))
					{
						checkSlow(!ObjectBaseClass || LoadedBPGC->IsChildOf(ObjectBaseClass));
						LoadedObject = LoadedBPGC;
						break; //there is usually only one BGPC in a package
					}
				}
			}
		}

		if (LoadedObject)
		{
			AddObject(LoadedObject);
			Count++;
		}
	}

	return Count;
}
void ULiveEditorKismetLibrary::ReplicateChangesToChildren( FName PropertyName, UObject *Archetype )
{	
	if ( Archetype == NULL )
		return;
	
	//find our child instances from the LiveEditManage lookup cache
	TArray< TWeakObjectPtr<UObject> > PiePartners;
	FLiveEditorManager::Get().FindPiePartners( Archetype, PiePartners );

	for(TArray< TWeakObjectPtr<UObject> >::TIterator It(PiePartners); It; ++It)
	{
		if ( !(*It).IsValid() )
			continue;

		UObject *Object = (*It).Get();
		check( Object->IsA(Archetype->GetClass()) );	//little sanity check, but the object cache manages all this for us
		nLiveEditorKismetLibrary::CopyPropertyFromArchetype( Object, Archetype, PropertyName );
	}

	void *ContainerPtr = Archetype;
	int32 ArrayIndex = 0;
	UProperty *Prop = nLiveEditorKismetLibrary::GetPropertyByName( Archetype, Archetype->GetClass(), PropertyName.ToString(), &ContainerPtr, ArrayIndex );
	if ( Prop && Prop->IsA( UNumericProperty::StaticClass() ) )
	{
		check( ContainerPtr != NULL );
		FString ClassName = Archetype->GetClass()->GetName();
		FString ValueString;
		void *Value = Prop->ContainerPtrToValuePtr<void>(ContainerPtr, ArrayIndex);
		Prop->ExportTextItem(ValueString, Value, NULL, NULL, 0);
		FLiveEditorManager::Get().BroadcastValueUpdate( ClassName, PropertyName.ToString(), ValueString );
	}

	/**
	 * Object iteration method should we want to dump the PIEObjectCache
	 * Downside is that it is perceptably slow (though still usable)
	TArray<UObject*> ObjectsToChange;
	const bool bIncludeDerivedClasses = true;
	GetObjectsOfClass(Archetype->GetClass(), ObjectsToChange, bIncludeDerivedClasses);
	for ( auto ObjIt = ObjectsToChange.CreateIterator(); ObjIt; ++ObjIt )
	{
		UObject *Object = *ObjIt;

		UWorld *World = GEngine->GetWorldFromContextObject( Object, false );
		if ( World == NULL || World->WorldType != EWorldType::PIE )
			continue;

		CopyPropertyFromArchetype( Object, Archetype, PropertyName );
	}
	*/
}
void UMatineeTrackAnimControlHelper::OnAddKeyTextEntry(const FAssetData& AssetData, IMatineeBase* Matinee, UInterpTrack* Track)
{
	if (EntryMenu.IsValid())
	{
		EntryMenu.Pin()->Dismiss();
	}

	UObject* SelectedObject = AssetData.GetAsset();
	if (SelectedObject && SelectedObject->IsA(UAnimSequence::StaticClass()))
	{
		KeyframeAddAnimSequence = CastChecked<UAnimSequence>(AssetData.GetAsset());

		Matinee->FinishAddKey(Track, true);
	}
}
FString SObjectNameEditableTextBox::GetObjectDisplayName(TWeakObjectPtr<UObject> Object)
{
	FString Result;
	if(Object.IsValid())
	{
		UObject* ObjectPtr = Object.Get();
		if (ObjectPtr->IsA(AActor::StaticClass()))
		{
			Result =  ((AActor*)ObjectPtr)->GetActorLabel();
		}
		else
		{
			Result = ObjectPtr->GetName();
		}
	}
	return Result;
}
Example #12
0
UEdGraph* SGraphTitleBar::GetOuterGraph( UObject* Obj )
{
	if( Obj )
	{
		UObject* OuterObj = Obj->GetOuter();
		if( OuterObj )
		{
			if( OuterObj->IsA( UEdGraph::StaticClass()) )
			{
				return Cast<UEdGraph>(OuterObj);
			}
			else
			{
				return GetOuterGraph( OuterObj );
			}
		}
	}
	return NULL;
}
bool FKismetVariableDragDropAction::CanVariableBeDropped(const UProperty* InVariableProperty, const UEdGraph& InGraph) const
{
	bool bCanVariableBeDropped = false;
	if (InVariableProperty)
	{
		UObject* Outer = InVariableProperty->GetOuter();

		// Only allow variables to be placed within the same blueprint (otherwise the self context on the dropped node will be invalid)
		bCanVariableBeDropped = IsFromBlueprint(FBlueprintEditorUtils::FindBlueprintForGraph(&InGraph));

		// Local variables have some special conditions for being allowed to be placed
		if (bCanVariableBeDropped && Outer->IsA(UFunction::StaticClass()))
		{
			// Check if the top level graph has the same name as the function, if they do not then the variable cannot be placed in the graph
			if (FBlueprintEditorUtils::GetTopLevelGraph(&InGraph)->GetFName() != Outer->GetFName())
			{
				bCanVariableBeDropped = false;
			}
		}
	}
	return bCanVariableBeDropped;
}
void SPropertyMenuAssetPicker::OnPaste()
{
	FString DestPath;
	FPlatformMisc::ClipboardPaste(DestPath);

	if(DestPath == TEXT("None"))
	{
		SetValue(NULL);
	}
	else
	{
		UObject* Object = LoadObject<UObject>(NULL, *DestPath);
		bool PassesAllowedClassesFilter = true;
		if(AllowedClasses.Num())
		{
			PassesAllowedClassesFilter = false;
			for(int32 i = 0; i < AllowedClasses.Num(); ++i)
			{
				if( Object->IsA(AllowedClasses[i]) )
				{
					PassesAllowedClassesFilter = true;
					break;
				}
			}
		}
		if( Object && PassesAllowedClassesFilter )
		{
			FAssetData ObjectAssetData(Object);

			// Check against custom asset filter
			if (!OnShouldFilterAsset.IsBound()
				|| !OnShouldFilterAsset.Execute(ObjectAssetData))
			{
				SetValue(ObjectAssetData);
			}
		}
	}
	OnClose.ExecuteIfBound();
}
void SPropertyEditorAsset::OnPaste()
{
	FString DestPath;
	FPlatformMisc::ClipboardPaste(DestPath);

	if(DestPath == TEXT("None"))
	{
		SetValue(NULL);
	}
	else
	{
		UObject* Object = LoadObject<UObject>(NULL, *DestPath);
		if(Object && Object->IsA(ObjectClass))
		{
			// Check against custom asset filter
			if (!OnShouldFilterAsset.IsBound()
				|| !OnShouldFilterAsset.Execute(FAssetData(Object)))
			{
				SetValue(Object);
			}
		}
	}
}
void FLiveEditorListenServer::ReplicateChanges( const nLiveEditorListenServer::FNetworkMessage &Message )
{
	if ( Message.Type == nLiveEditorListenServer::CLASSDEFAULT_OBJECT_PROPERTY )
	{
		//UClass *BaseClass = LoadClass<UObject>( NULL, *Message.Payload.ClassName, NULL, 0, NULL );
		UClass *BaseClass = FindObject<UClass>(ANY_PACKAGE, *Message.Payload.ClassName);
		if ( BaseClass )
		{
			nLiveEditorListenServer::SetPropertyValue( BaseClass->ClassDefaultObject, Message.Payload.PropertyName, Message.Payload.PropertyValue );

			TArray< TWeakObjectPtr<UObject> > Replicants;
			ObjectCache.FindObjectDependants( BaseClass->ClassDefaultObject, Replicants );
			for ( TArray< TWeakObjectPtr<UObject> >::TIterator It(Replicants); It; ++It )
			{
				if ( !(*It).IsValid() )
					continue;

				UObject *Object = (*It).Get();
				check( Object->IsA(BaseClass) );
				nLiveEditorListenServer::SetPropertyValue( Object, Message.Payload.PropertyName, Message.Payload.PropertyValue );
			}
		}
	}
}
int32 UFixupRedirectsCommandlet::Main( const FString& Params )
{
	// Retrieve list of all packages in .ini paths.
	TArray<FString> PackageList;
	FEditorFileUtils::FindAllPackageFiles(PackageList);
	if( !PackageList.Num() )
	{
		return 0;
	}

	// process the commandline
	FString Token;
	const TCHAR* CommandLine	= *Params;
	bool bIsQuietMode			= false;
	bool bIsTestOnly			= false;
	bool bShouldRestoreProgress= false;
	bool bIsSCCDisabled		= false;
	bool bUpdateEnginePackages = false;
	bool bDeleteRedirects		= true;
	bool bDeleteOnlyReferencedRedirects = false;
	bool bAutoSubmit			= false;
	bool bSandboxed			= IFileManager::Get().IsSandboxEnabled();

	while (FParse::Token(CommandLine, Token, 1))
	{
		if (Token == TEXT("-nowarn"))
		{
			bIsQuietMode = true;
		}
		else if (Token == TEXT("-testonly"))
		{
			bIsTestOnly = true;
		}
		else if (Token == TEXT("-restore"))
		{
			bShouldRestoreProgress = true;
		}
		else if (Token == TEXT("-NoAutoCheckout"))
		{
			bIsSCCDisabled = true;
		}
		else if (Token == TEXT("-AutoSubmit"))
		{
			bAutoSubmit = true;
		}
		else if (Token == TEXT("-UpdateEnginePackages"))
		{
			bUpdateEnginePackages = true;
		}
		else if (Token == TEXT("-NoDelete"))
		{
			bDeleteRedirects = false;
		}
		else if (Token == TEXT("-NoDeleteUnreferenced"))
		{
			bDeleteOnlyReferencedRedirects = true;
		}
		else if ( Token.Left(1) != TEXT("-") )
		{
			FPackageName::SearchForPackageOnDisk(Token, &GRedirectCollector.FileToFixup);
		}
	}

	if (bSandboxed)
	{
		UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("Running in a sandbox."));
		bIsSCCDisabled = true;
		bAutoSubmit = false;
		bDeleteRedirects = false;
	}


	bool bShouldSkipErrors = false;

	// Setup file Output log in the Saved Directory
	const FString ProjectDir = FPaths::GetPath(FPaths::GetProjectFilePath());
	const FString LogFilename = FPaths::Combine(*ProjectDir, TEXT("Saved"), TEXT("FixupRedirect"), TEXT("FixupRedirect.log"));
	FArchive* LogOutputFile = IFileManager::Get().CreateFileWriter(*LogFilename);
	LogOutputFile->Logf(TEXT("[Redirects]"));

	/////////////////////////////////////////////////////////////////////
	// Display any script code referenced redirects
	/////////////////////////////////////////////////////////////////////

	TArray<FString> UpdatePackages;
	TArray<FString> RedirectorsThatCantBeCleaned;

	if (!bShouldRestoreProgress)
	{
		// load all string asset reference targets, and add fake redirectors for them
		GRedirectCollector.ResolveStringAssetReference();

		for (int32 RedirIndex = 0; RedirIndex < GRedirectCollector.Redirections.Num(); RedirIndex++)
		{
			FRedirection& Redir = GRedirectCollector.Redirections[RedirIndex];
			UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Boot redirector can't be cleaned: %s(%s) -> %s(%s)"), *Redir.RedirectorName, *Redir.RedirectorPackageFilename, *Redir.DestinationObjectName, *Redir.PackageFilename);
			RedirectorsThatCantBeCleaned.AddUnique(Redir.RedirectorName);
		}

		/////////////////////////////////////////////////////////////////////
		// Build a list of packages that need to be updated
		/////////////////////////////////////////////////////////////////////

		SET_WARN_COLOR(COLOR_WHITE);
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT(""));
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Generating list of tasks:"));
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("-------------------------"));
		CLEAR_WARN_COLOR();

		int32 GCIndex = 0;

		// process script code first pass, then everything else
		for( int32 PackageIndex = 0; PackageIndex < PackageList.Num(); PackageIndex++ )
		{
			const FString& Filename = PackageList[PackageIndex];

			// already loaded code, skip them, and skip autosave packages
			if (Filename.StartsWith(AutoSaveUtils::GetAutoSaveDir(), ESearchCase::IgnoreCase))
			{
				continue;
			}

			UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("Looking for redirects in %s..."), *Filename);

			// Assert if package couldn't be opened so we have no chance of messing up saving later packages.
			UPackage* Package = Cast<UPackage>(LoadPackage(NULL, *Filename, 0));

			// load all string asset reference targets, and add fake redirectors for them
			GRedirectCollector.ResolveStringAssetReference();

			if (!Package)
			{
				SET_WARN_COLOR(COLOR_RED);
				UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   ... failed to open %s"), *Filename);
				CLEAR_WARN_COLOR();

				// if we are not in quiet mode, and the user wants to continue, go on
				const FText Message = FText::Format( NSLOCTEXT("Unreal", "PackageFailedToOpen", "The package '{0}' failed to open. Should this commandlet continue operation, ignoring further load errors? Continuing may have adverse effects (object references may be lost)."), FText::FromString( Filename ) );
				if (bShouldSkipErrors || (!bIsQuietMode && GWarn->YesNof( Message )))
				{
					bShouldSkipErrors = true;
					continue;
				}
				else
				{
					return 1;
				}
			}

			// all notices here about redirects get this color
			SET_WARN_COLOR(COLOR_DARK_GREEN);

			// look for any redirects that were followed that are referenced by this package
			// (may have been loaded earlier if this package was loaded by script code)
			// any redirectors referenced by script code can't be cleaned up
			for (int32 RedirIndex = 0; RedirIndex < GRedirectCollector.Redirections.Num(); RedirIndex++)
			{
				FRedirection& Redir = GRedirectCollector.Redirections[RedirIndex];

				if (Redir.PackageFilename == Filename)
				{
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   ... references %s [-> %s]"), *Redir.RedirectorName, *Redir.DestinationObjectName);

					// put the source and dest packages in the list to be updated
					UpdatePackages.AddUnique(Redir.PackageFilename);
					UpdatePackages.AddUnique(Redir.RedirectorPackageFilename);
				}
			}

			// clear the flag for needing to collect garbage
			bool bNeedToCollectGarbage = false;

			// if this package has any redirectors, make sure we update it
			if (!GRedirectCollector.FileToFixup.Len() || GRedirectCollector.FileToFixup == FPackageName::FilenameToLongPackageName(Filename))
			{
				TArray<UObject *> ObjectsInOuter;
				GetObjectsWithOuter(Package, ObjectsInOuter);
				for( int32 Index = 0; Index < ObjectsInOuter.Num(); Index++ )
				{
					UObject* Obj = ObjectsInOuter[Index];
					UObjectRedirector* Redir = Cast<UObjectRedirector>(Obj);
					if (Redir)
					{
						// make sure this package is in the list of packages to update
						UpdatePackages.AddUnique(Filename);

						UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   ... has redirect %s [-> %s]"), *Redir->GetPathName(), *Redir->DestinationObject->GetFullName());
						LogOutputFile->Logf(TEXT("%s = %s"), *Redir->GetPathName(), *Redir->DestinationObject->GetFullName());

						// make sure we GC if we found a redirector
						bNeedToCollectGarbage = true;
					}
				}
			}

			CLEAR_WARN_COLOR();

			// collect garbage every N packages, or if there was any redirectors in the package 
			// (to make sure that redirectors get reloaded properly and followed by the callback)
			// also, GC after loading a map package, to make sure it's unloaded so that we can track
			// other packages loading a map package as a dependency
			if (((++GCIndex) % 50) == 0 || bNeedToCollectGarbage || Package->ContainsMap())
			{
				// collect garbage to close the package
				CollectGarbage(RF_Native);
				UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("GC..."));
				// reset our counter
				GCIndex = 0;
			}
		}

		// save off restore point
		FArchive* Ar = IFileManager::Get().CreateFileWriter(*(FPaths::GameSavedDir() + TEXT("Fixup.bin")));
		*Ar << GRedirectCollector.Redirections;
		*Ar << UpdatePackages;
		*Ar << RedirectorsThatCantBeCleaned;
		delete Ar;
	}
	else
	{
		// load restore point
		FArchive* Ar = IFileManager::Get().CreateFileReader(*(FPaths::GameSavedDir() + TEXT("Fixup.bin")));
		if( Ar != NULL )
		{
			*Ar << GRedirectCollector.Redirections;
			*Ar << UpdatePackages;
			*Ar << RedirectorsThatCantBeCleaned;
			delete Ar;
		}
	}

	// unregister the callback so we stop getting redirections added
	FCoreUObjectDelegates::RedirectorFollowed.RemoveAll(&GRedirectCollector);
	
	/////////////////////////////////////////////////////////////////////
	// Explain to user what is happening
	/////////////////////////////////////////////////////////////////////
	SET_WARN_COLOR(COLOR_YELLOW);
	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT(""));
	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Files that need to fixed up:"));
	SET_WARN_COLOR(COLOR_DARK_YELLOW);

	// print out the working set of packages
	for (int32 PackageIndex = 0; PackageIndex < UpdatePackages.Num(); PackageIndex++)
	{
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   %s"), *UpdatePackages[PackageIndex]);
	}

	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT(""));
	CLEAR_WARN_COLOR();

	// if we are only testing, just just quiet before actually doing anything
	if (bIsTestOnly)
	{
		LogOutputFile->Close();
		delete LogOutputFile;
		LogOutputFile = NULL;
		return 0;
	}

	/////////////////////////////////////////////////////////////////////
	// Find redirectors that are referenced by packages we cant check out
	/////////////////////////////////////////////////////////////////////

	bool bEngineRedirectorCantBeCleaned = false;

	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();

	// initialize source control if it hasn't been initialized yet
	if(!bIsSCCDisabled)
	{
		SourceControlProvider.Init();

		//Make sure we can check out all packages - update their state first
		SourceControlProvider.Execute(ISourceControlOperation::Create<FUpdateStatus>(), UpdatePackages);
	}

	for( int32 PackageIndex = 0; PackageIndex < UpdatePackages.Num(); PackageIndex++ )
	{
		const FString& Filename = UpdatePackages[PackageIndex];

		bool bCanEdit = true;

		if(!bIsSCCDisabled)
		{
			FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(Filename, EStateCacheUsage::ForceUpdate);
			if(SourceControlState.IsValid() && !SourceControlState->CanEdit())
			{
				bCanEdit = false;
			}
		}
		else if(IFileManager::Get().IsReadOnly(*Filename))
		{
			bCanEdit = false;
		}

		if(!bCanEdit)
		{
			const bool bAllowCheckout = bUpdateEnginePackages || !Filename.StartsWith( FPaths::EngineDir() );

			if (!bIsSCCDisabled && bAllowCheckout)
			{
				FString PackageName(FPackageName::FilenameToLongPackageName(Filename));
				FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(Filename, EStateCacheUsage::ForceUpdate);
				if (SourceControlState.IsValid() && SourceControlState->CanCheckout())
				{
					SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), SourceControlHelpers::PackageFilename(PackageName));
					FSourceControlStatePtr NewSourceControlState = SourceControlProvider.GetState(Filename, EStateCacheUsage::ForceUpdate);
					bCanEdit = NewSourceControlState.IsValid() && NewSourceControlState->CanEdit();
				}
			}

			// if the checkout failed for any reason, we can't clean it up
			if (bAllowCheckout && !bCanEdit)
			{
				SET_WARN_COLOR(COLOR_RED);
				UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Couldn't check out/edit %s..."), *Filename);
				CLEAR_WARN_COLOR();

				// load all string asset reference targets, and add fake redirectors for them
				GRedirectCollector.ResolveStringAssetReference();

				// any redirectors that are pointed to by this read-only package can't be fixed up
				for (int32 RedirIndex = 0; RedirIndex < GRedirectCollector.Redirections.Num(); RedirIndex++)
				{
					FRedirection& Redir = GRedirectCollector.Redirections[RedirIndex];

					// any redirectors pointed to by this file we don't clean
					if (Redir.PackageFilename == Filename)
					{
						RedirectorsThatCantBeCleaned.AddUnique(Redir.RedirectorName);
						UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   ... can't fixup references to %s"), *Redir.RedirectorName);

						// if this redirector is in an Engine package, we need to alert the user, because
						// Engine packages are shared between games, so if one game still needs the redirector
						// to be valid, then we can't check in Engine packages after another game has
						// run that could 
						if (!bEngineRedirectorCantBeCleaned)
						{
							FString PackagePath;
							FPackageName::DoesPackageExist(Redir.RedirectorPackageFilename, NULL, &PackagePath);
							if (PackagePath.StartsWith(FPaths::EngineDir()))
							{
								bEngineRedirectorCantBeCleaned = true;
							}
						}
					}
					// any redirectors in this file can't be deleted
					else if (Redir.RedirectorPackageFilename == Filename)
					{
						RedirectorsThatCantBeCleaned.AddUnique(Redir.RedirectorName);
						UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   ... can't delete %s"), *Redir.RedirectorName);
					}
				}
			} 
			else
			{
				SET_WARN_COLOR(COLOR_DARK_GREEN);
				UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Checked out %s..."), *Filename);
				CLEAR_WARN_COLOR();
			}
		}
	}
	// warn about an engine package that can't be cleaned up (may want to revert engine packages)
	if (bEngineRedirectorCantBeCleaned)
	{
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT(""));
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Engine package redirectors are referenced by packages that can't be cleaned. If you have multiple games, it's recommended you revert any checked out Engine packages."));
		bUpdateEnginePackages=false;
	}

	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT(""));

	/////////////////////////////////////////////////////////////////////
	// Load and save packages to save out the proper fixed up references
	/////////////////////////////////////////////////////////////////////

	SET_WARN_COLOR(COLOR_WHITE);
	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Fixing references to point to proper objects:"));
	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("---------------------------------------------"));
	CLEAR_WARN_COLOR();

	// keep a list of all packages that have ObjectRedirects in them. This is not needed if we aren't deleting redirects
	TArray<bool> PackagesWithRedirects;

	// Delete these packages entirely because they are empty
	TArray<bool> EmptyPackagesToDelete;

	if ( bDeleteRedirects )
	{
		PackagesWithRedirects.AddZeroed(UpdatePackages.Num());
		EmptyPackagesToDelete.AddZeroed(PackageList.Num());
	}

	bool bSCCEnabled = ISourceControlModule::Get().IsEnabled();

	// Iterate over all packages, loading and saving to remove all references to ObjectRedirectors (can't delete the Redirects yet)
	for( int32 PackageIndex = 0; PackageIndex < UpdatePackages.Num(); PackageIndex++ )
	{
		const FString& Filename = UpdatePackages[PackageIndex];

		// we can't do anything with packages that are read-only or cant be edited due to source control (we don't want to fixup the redirects)
		if(bSCCEnabled)
		{
			FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(SourceControlHelpers::PackageFilename(Filename), EStateCacheUsage::ForceUpdate);
			if(SourceControlState.IsValid() && !SourceControlState->CanEdit())
			{
				continue;
			}
		}
		else if(IFileManager::Get().IsReadOnly(*Filename))
		{
			continue;
		}
		
		// Assert if package couldn't be opened so we have no chance of messing up saving later packages.
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Cleaning %s"), *Filename);
		UPackage* Package = LoadPackage( NULL, *Filename, LOAD_NoVerify );
		// load all string asset reference targets, and add fake redirectors for them
		GRedirectCollector.ResolveStringAssetReference();

		// if it failed to open, we have already dealt with quitting if we are going to, so just skip it
		if (!Package)
		{
			continue;
		}

		if ( bDeleteOnlyReferencedRedirects && bDeleteRedirects )
		{
			TArray<UObject *> ObjectsInOuter;
			GetObjectsWithOuter(Package, ObjectsInOuter);
			for( int32 Index = 0; Index < ObjectsInOuter.Num(); Index++ )
			{
				UObject* Obj = ObjectsInOuter[Index];
				UObjectRedirector* Redir = Cast<UObjectRedirector>(Obj);
				if (Redir)
				{
					PackagesWithRedirects[PackageIndex] = 1;
					break;
				}
			}
		}

		// Don't save packages in the engine directory if we did not opt to update engine packages
		if( bUpdateEnginePackages || !Filename.StartsWith( FPaths::EngineDir() ) )
		{
			// save out the package
			UWorld* World = UWorld::FindWorldInPackage(Package);
			GEditor->SavePackage( Package, World, World ? RF_NoFlags : RF_Standalone, *Filename, GWarn );
		}
		
		// collect garbage to close the package
		UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("Collecting Garbage..."));
		CollectGarbage(RF_Native);
	}

	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT(""));

	if ( bDeleteRedirects )
	{
		/////////////////////////////////////////////////////////////////////
		// Delete all redirects that are no longer referenced
		/////////////////////////////////////////////////////////////////////

		SET_WARN_COLOR(COLOR_WHITE);
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Deleting redirector objects:"));
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("----------------------------"));
		CLEAR_WARN_COLOR();

		const TArray<FString>& PackagesToCleaseOfRedirects = bDeleteOnlyReferencedRedirects ? UpdatePackages : PackageList;

		int32 GCIndex = 0;

		// Again, iterate over all packages, loading and saving to and this time deleting all 
		for( int32 PackageIndex = 0; PackageIndex < PackagesToCleaseOfRedirects.Num(); PackageIndex++ )
		{
			const FString& Filename = PackagesToCleaseOfRedirects[PackageIndex];
		
			if (bDeleteOnlyReferencedRedirects && PackagesWithRedirects[PackageIndex] == 0)
			{
				continue;
			}

			// The file should have already been checked out/be writable
			// If it is read only that means the checkout failed or we are not using source control and we can not write this file.
			if(bSCCEnabled)
			{
				FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(SourceControlHelpers::PackageFilename(Filename), EStateCacheUsage::ForceUpdate);
				if(SourceControlState.IsValid() && !SourceControlState->CanEdit())
				{
					UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("Skipping file: source control says we cant edit the file %s..."), *Filename);
					continue;
				}
			}
			else if( IFileManager::Get().IsReadOnly( *Filename ))
			{
				UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("Skipping read-only file %s..."), *Filename);
				continue;
			}

			UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Wiping %s..."), *Filename);
		
			UPackage* Package = LoadPackage( NULL, *Filename, 0 );
			// load all string asset reference targets, and add fake redirectors for them
			GRedirectCollector.ResolveStringAssetReference();
			// if it failed to open, we have already dealt with quitting if we are going to, so just skip it
			if (!Package)
			{
				continue;
			}

			// assume that all redirs in this file are still-referenced
			bool bIsDirty = false;

			// see if this package is completely empty other than purged redirectors and metadata
			bool bIsEmpty = true;

			// delete all ObjectRedirects now
			TArray<UObjectRedirector*> Redirs;
			// find all redirectors, put into an array so delete doesn't mess up the iterator
			TArray<UObject *> ObjectsInOuter;
			GetObjectsWithOuter(Package, ObjectsInOuter);
			for( int32 Index = 0; Index < ObjectsInOuter.Num(); Index++ )
			{
				UObject* Obj = ObjectsInOuter[Index];
				UObjectRedirector *Redir = Cast<UObjectRedirector>(Obj);

				if (Redir)
				{
					int32 Dummy;
					// if the redirector was marked as uncleanable, skip it
					if (RedirectorsThatCantBeCleaned.Find(Redir->GetFullName(), Dummy))
					{
						SET_WARN_COLOR(COLOR_DARK_RED);
						UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   ... skipping still-referenced %s"), *Redir->GetFullName());
						CLEAR_WARN_COLOR();
						bIsEmpty = false;
						continue;
					}

					bIsDirty = true;
					SET_WARN_COLOR(COLOR_DARK_GREEN);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("   ... deleting %s"), *Redir->GetFullName());
					CLEAR_WARN_COLOR();
					Redirs.Add(Redir);
				}
				else if ( (!Obj->IsA(UMetaData::StaticClass()) && !Obj->IsA(UField::StaticClass()))
					|| Obj->IsA(UUserDefinedEnum::StaticClass())) // UserDefinedEnum should not be deleted
				{
					// This package has a real object
					bIsEmpty = false;
				}
			}

			if (bIsEmpty && !bDeleteOnlyReferencedRedirects)
			{
				EmptyPackagesToDelete[PackageIndex] = 1;
			}

			// mark them for deletion.
			for (int32 RedirIndex = 0; RedirIndex < Redirs.Num(); RedirIndex++)
			{
				UObjectRedirector* Redirector = Redirs[RedirIndex];
				// Remove standalone flag and mark as pending kill.
				Redirector->ClearFlags( RF_Standalone | RF_Public );
			
				// We don't need redirectors in the root set, the references should already be fixed up
				if ( Redirector->IsRooted() )
				{
					Redirector->RemoveFromRoot();
				}

				Redirector->MarkPendingKill();
			}
			Redirs.Empty();

			if (bIsDirty)
			{
				// Don't save packages in the engine directory if we did not opt to update engine packages
				if( bUpdateEnginePackages || !Filename.StartsWith( FPaths::EngineDir() ) )
				{
					// save the package
					UWorld* World = UWorld::FindWorldInPackage(Package);
					GEditor->SavePackage( Package, World, World ? RF_NoFlags : RF_Standalone, *Filename, GWarn );
				}
			}

			// collect garbage every N packages, or if there was any redirectors in the package 
			if (((++GCIndex) % 50) == 0 || bIsDirty || Package->ContainsMap())
			{
				// collect garbage to close the package
				CollectGarbage(RF_Native);
				UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("GC..."));
				// reset our counter
				GCIndex = 0;
			}
		}

		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT(""));
	}
	else
	{
		SET_WARN_COLOR(COLOR_WHITE);
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("----------------------------"));
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Not deleting any redirector objects:"));
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("----------------------------"));
		UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT(""));
		CLEAR_WARN_COLOR();
	}

	/////////////////////////////////////////////////////////////////////
	// Clean up any unused trash
	/////////////////////////////////////////////////////////////////////

	SET_WARN_COLOR(COLOR_WHITE);
	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Deleting empty and unused packages:"));
	UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("---------------------------------------"));
	CLEAR_WARN_COLOR();

	LogOutputFile->Logf(TEXT(""));
	LogOutputFile->Logf(TEXT("[Deleted]"));

	// Iterate over packages, attempting to delete unreferenced packages
	for( int32 PackageIndex = 0; PackageIndex < PackageList.Num(); PackageIndex++ )
	{
		bool bDelete = false;
		const FString& Filename = PackageList[PackageIndex];
		
		FString PackageName(FPackageName::FilenameToLongPackageName(Filename));

		const bool bAllowDelete = bUpdateEnginePackages || !Filename.StartsWith( FPaths::EngineDir() );
		if (bDeleteRedirects && !bDeleteOnlyReferencedRedirects && EmptyPackagesToDelete[PackageIndex] && bAllowDelete)
		{
			// this package is completely empty, delete it
			bDelete = true;
		}

		if (bDelete == true)
		{
			struct Local
			{
				static bool DeleteFromDisk(const FString& InFilename, const FString& InMessage)
				{
					SET_WARN_COLOR(COLOR_GREEN);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("%s"), *InMessage);
					if (!IFileManager::Get().Delete(*InFilename, false, true))
					{
						SET_WARN_COLOR(COLOR_RED);
						UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("  ... failed to delete from disk."), *InFilename);
						CLEAR_WARN_COLOR();
						return false;
					}
					CLEAR_WARN_COLOR();
					return true;
				}
			};

			if (!bIsSCCDisabled)
			{
				// get file SCC status
				FString FileName = SourceControlHelpers::PackageFilename(PackageName);
				FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(FileName, EStateCacheUsage::ForceUpdate);

				if(SourceControlState.IsValid() && (SourceControlState->IsCheckedOut() || SourceControlState->IsAdded()) )
				{
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Revert '%s' from source control..."), *Filename);
					SourceControlProvider.Execute(ISourceControlOperation::Create<FRevert>(), FileName);

					SET_WARN_COLOR(COLOR_GREEN);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Deleting '%s' from source control..."), *Filename);
					CLEAR_WARN_COLOR();
					SourceControlProvider.Execute(ISourceControlOperation::Create<FDelete>(), FileName);
				}
				else if(SourceControlState.IsValid() && SourceControlState->CanCheckout())
				{
					SET_WARN_COLOR(COLOR_GREEN);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Deleting '%s' from source control..."), *Filename);
					CLEAR_WARN_COLOR();
					SourceControlProvider.Execute(ISourceControlOperation::Create<FDelete>(), FileName);
				}
				else if(SourceControlState.IsValid() && SourceControlState->IsCheckedOutOther())
				{
					SET_WARN_COLOR(COLOR_RED);
					UE_LOG(LogFixupRedirectsCommandlet, Warning, TEXT("Couldn't delete '%s' from source control, someone has it checked out, skipping..."), *Filename);
					CLEAR_WARN_COLOR();
				}
				else if(SourceControlState.IsValid() && !SourceControlState->IsSourceControlled())
				{
					if(Local::DeleteFromDisk(Filename, FString::Printf(TEXT("'%s' is not in source control, attempting to delete from disk..."), *Filename)))
					{
						LogOutputFile->Logf(*Filename);
					}
				}
				else
				{
					if(Local::DeleteFromDisk(Filename, FString::Printf(TEXT("'%s' is in an unknown source control state, attempting to delete from disk..."), *Filename)))
					{
						LogOutputFile->Logf(*Filename);
					}
				}
			}
			else
			{
				if(Local::DeleteFromDisk(Filename, FString::Printf(TEXT("source control disabled while deleting '%s', attempting to delete from disk..."), *Filename)))
				{
					LogOutputFile->Logf(*Filename);
				}
			}
		}
	}
	LogOutputFile->Close();
	delete LogOutputFile;
	LogOutputFile = NULL;

	if (!bIsSCCDisabled && bAutoSubmit)
	{
		/////////////////////////////////////////////////////////////////////
		// Submit the results to source control
		/////////////////////////////////////////////////////////////////////
		UE_LOG(LogFixupRedirectsCommandlet, Display, TEXT("Submiting the results to source control"));

		// Work out the list of file to check in
		TArray <FString> FilesToSubmit;

		for( int32 PackageIndex = 0; PackageIndex < PackageList.Num(); PackageIndex++ )
		{
			const FString& Filename = PackageList[PackageIndex];

			FString PackageName(FPackageName::FilenameToLongPackageName(Filename));
			FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(SourceControlHelpers::PackageFilename(Filename), EStateCacheUsage::ForceUpdate);

			if( SourceControlState.IsValid() && (SourceControlState->IsCheckedOut() || SourceControlState->IsAdded() || SourceControlState->IsDeleted()) )
			{
				// Only submit engine packages if we're requested to
				if( bUpdateEnginePackages || !Filename.StartsWith( FPaths::EngineDir() ) )
				{
					FilesToSubmit.Add(*PackageName);
				}
			}
		}

		// Check in all changed files
		const FText Description = NSLOCTEXT("FixupRedirectsCmdlet", "ChangelistDescription", "Fixed up Redirects");
		TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = ISourceControlOperation::Create<FCheckIn>();
		CheckInOperation->SetDescription( Description );
		SourceControlProvider.Execute(CheckInOperation, SourceControlHelpers::PackageFilenames(FilesToSubmit));

		// toss the SCC manager
		ISourceControlModule::Get().GetProvider().Close();
	}
	return 0;
}
Example #18
0
void SSizeMap::GatherDependenciesRecursively( FAssetRegistryModule& AssetRegistryModule, TSharedPtr<FAssetThumbnailPool>& InAssetThumbnailPool, TMap<FName, TSharedPtr<FTreeMapNodeData>>& VisitedAssetPackageNames, const TArray<FName>& AssetPackageNames, const TSharedPtr<FTreeMapNodeData>& Node, TSharedPtr<FTreeMapNodeData>& SharedRootNode, int32& NumAssetsWhichFailedToLoad )
{
	for( const FName AssetPackageName : AssetPackageNames )
	{
		// Have we already added this asset to the tree?  If so, we'll either move it to a "shared" group or (if it's referenced again by the same
		// root-level asset) ignore it
		if( VisitedAssetPackageNames.Contains( AssetPackageName ) )
		{ 
			// OK, we've determined that this asset has already been referenced by something else in our tree.  We'll move it to a "shared" group
			// so all of the assets that are referenced in multiple places can be seen together.
			TSharedPtr<FTreeMapNodeData> ExistingNode = VisitedAssetPackageNames[ AssetPackageName ];

			// Is the existing node not already under the "shared" group?  Note that it might still be (indirectly) under
			// the "shared" group, in which case we'll still want to move it up to the root since we've figured out that it is
			// actually shared between multiple assets which themselves may be shared
			if( ExistingNode->Parent != SharedRootNode.Get() )
			{
				// Don't bother moving any of the assets at the root level into a "shared" bucket.  We're only trying to best
				// represent the memory used when all of the root-level assets have become loaded.  It's OK if root-level assets
				// are referenced by other assets in the set -- we don't need to indicate they are shared explicitly
				FTreeMapNodeData* ExistingNodeParent = ExistingNode->Parent;
				check( ExistingNodeParent != nullptr );
				const bool bExistingNodeIsAtRootLevel = ExistingNodeParent->Parent == nullptr || RootAssetPackageNames.Contains( AssetPackageName );
				if( !bExistingNodeIsAtRootLevel )
				{
					// OK, the current asset (AssetPackageName) is definitely not a root level asset, but its already in the tree
					// somewhere as a non-shared, non-root level asset.  We need to make sure that this Node's reference is not from the
					// same root-level asset as the ExistingNodeInTree.  Otherwise, there's no need to move it to a 'shared' group.
					FTreeMapNodeData* MyParentNode = Node.Get();
					check( MyParentNode != nullptr );
					FTreeMapNodeData* MyRootLevelAssetNode = MyParentNode;
					while( MyRootLevelAssetNode->Parent != nullptr && MyRootLevelAssetNode->Parent->Parent != nullptr )
					{
						MyRootLevelAssetNode = MyRootLevelAssetNode->Parent;
					}
					if( MyRootLevelAssetNode->Parent == nullptr )
					{
						// No root asset (Node must be a root level asset itself!)
						MyRootLevelAssetNode = nullptr;
					}
					
					// Find the existing node's root level asset node
					FTreeMapNodeData* ExistingNodeRootLevelAssetNode = ExistingNodeParent;
					while( ExistingNodeRootLevelAssetNode->Parent->Parent != nullptr )
					{
						ExistingNodeRootLevelAssetNode = ExistingNodeRootLevelAssetNode->Parent;
					}

					// If we're being referenced by another node within the same asset, no need to move it to a 'shared' group.  
					if( MyRootLevelAssetNode != ExistingNodeRootLevelAssetNode )
					{
						// This asset was already referenced by something else (or was in our top level list of assets to display sizes for)
						if( !SharedRootNode.IsValid() )
						{
							// Find the root-most tree node
							FTreeMapNodeData* RootNode = MyParentNode;
							while( RootNode->Parent != nullptr )
							{
								RootNode = RootNode->Parent;
							}

							SharedRootNode = MakeShareable( new FTreeMapNodeData() );
							RootNode->Children.Add( SharedRootNode );
							SharedRootNode->Parent = RootNode;	// Keep back-pointer to parent node
						}

						// Reparent the node that we've now determined to be shared
						ExistingNode->Parent->Children.Remove( ExistingNode );
						SharedRootNode->Children.Add( ExistingNode );
						ExistingNode->Parent = SharedRootNode.Get();
					}
				}
			}
		}
		else
		{
			// This asset is new to us so far!  Let's add it to the tree.  Later as we descend through references, we might find that the
			// asset is referenced by something else as well, in which case we'll pull it out and move it to a "shared" top-level box
					
			// Don't bother showing code references
			const FString AssetPackageNameString = AssetPackageName.ToString();
			if( !AssetPackageNameString.StartsWith( TEXT( "/Script/" ) ) )
			{
				FTreeMapNodeDataRef ChildTreeMapNode = MakeShareable( new FTreeMapNodeData() );
				Node->Children.Add( ChildTreeMapNode );
				ChildTreeMapNode->Parent = Node.Get();	// Keep back-pointer to parent node

				VisitedAssetPackageNames.Add( AssetPackageName, ChildTreeMapNode );

				FNodeSizeMapData& NodeSizeMapData = NodeSizeMapDataMap.Add( ChildTreeMapNode );

				// Set some defaults for this node.  These will be used if we can't actually locate the asset.
				// @todo sizemap urgent: We need a better indication in the UI when there are one or more missing assets.  Because missing assets have a size 
				//    of zero, they are nearly impossible to zoom into.  At the least, we should have some Output Log spew when assets cannot be loaded
				NodeSizeMapData.AssetData.AssetName = AssetPackageName;
				NodeSizeMapData.AssetData.AssetClass = FName( *LOCTEXT( "MissingAsset", "MISSING!" ).ToString() );
				NodeSizeMapData.AssetSize = 0;
				NodeSizeMapData.bHasKnownSize = false;

				// Find the asset using the asset registry
				// @todo sizemap: Asset registry-based reference gathering is faster but possibly not as exhaustive (no PostLoad created references, etc.)  Maybe should be optional?
				// @todo sizemap: With AR-based reference gathering, sometimes the size map is missing root level dependencies until you reopen it a few times (Buggy BP)
				// @todo sizemap: With AR-based reference gathering, reference changes at editor-time do not appear in the Size Map until you restart
				// @todo sizemap: With AR-based reference gathering, opening the size map for all engine content caused the window to not respond until a restart
				// @todo sizemap: We don't really need the asset registry given we need to load the objects to figure out their size, unless we make that AR-searchable.
				//   ---> This would allow us to not have to wait for AR initialization.  But if we made size AR-searchable, we could run very quickly for large data sets!
				const bool bUseAssetRegistryForDependencies = false;

				const FString AssetPathString = AssetPackageNameString + TEXT(".") + FPackageName::GetLongPackageAssetName( AssetPackageNameString );
				const FAssetData FoundAssetData = AssetRegistryModule.Get().GetAssetByObjectPath( FName( *AssetPathString ) );
				if( FoundAssetData.IsValid() )
				{
					NodeSizeMapData.AssetData = FoundAssetData;

					// Now actually load up the asset.  We need it in memory in order to accurately determine its size.
					// @todo sizemap: We could async load these packages to make the editor experience a bit nicer (smoother progress)
					UObject* Asset = StaticLoadObject( UObject::StaticClass(), nullptr, *AssetPathString );
					if( Asset != nullptr )
					{
						TArray<FName> ReferencedAssetPackageNames;
						if( bUseAssetRegistryForDependencies )
						{
							AssetRegistryModule.Get().GetDependencies( AssetPackageName, ReferencedAssetPackageNames );
						}
						else
						{
							SizeMapInternals::FAssetReferenceFinder References( Asset );
							for( UObject* Object : References.GetReferencedAssets() )
							{
								ReferencedAssetPackageNames.Add( FName( *Object->GetOutermost()->GetPathName() ) );
							}
						}

						// For textures, make sure we're getting the worst case size, not the size of the currently loaded set of mips
						// @todo sizemap: We should instead have a special EResourceSizeMode that asks for the worst case size.  Some assets (like UTextureCube) currently always report resident mip size, even when asked for inclusive size
						if( Asset->IsA( UTexture2D::StaticClass() ) )
						{
							NodeSizeMapData.AssetSize = Asset->GetResourceSize( EResourceSizeMode::Inclusive );
						}
						else
						{
							NodeSizeMapData.AssetSize = Asset->GetResourceSize( EResourceSizeMode::Exclusive );
						}

						NodeSizeMapData.bHasKnownSize = NodeSizeMapData.AssetSize != UObject::RESOURCE_SIZE_NONE && NodeSizeMapData.AssetSize != 0;
						if( !NodeSizeMapData.bHasKnownSize )
						{
							// Asset has no meaningful size
							NodeSizeMapData.AssetSize = 0;

							// @todo sizemap urgent: Try to serialize to figure out how big it is (not into sub-assets though!)
							// FObjectMemoryAnalyzer ObjectMemoryAnalyzer( Asset );
						}

								
						// Now visit all of the assets that we are referencing
						GatherDependenciesRecursively( AssetRegistryModule, InAssetThumbnailPool, VisitedAssetPackageNames, ReferencedAssetPackageNames, ChildTreeMapNode, SharedRootNode, NumAssetsWhichFailedToLoad );
					}
					else
					{
						++NumAssetsWhichFailedToLoad;
					}
				}
				else
				{
					++NumAssetsWhichFailedToLoad;
				}
			}
		}
	}
}
UObject* UObjectPropertyBase::FindImportedObject( const UProperty* Property, UObject* OwnerObject, UClass* ObjectClass, UClass* RequiredMetaClass, const TCHAR* Text, uint32 PortFlags/*=0*/ )
{
	UObject*	Result = NULL;
	check( ObjectClass->IsChildOf(RequiredMetaClass) );

	bool AttemptNonQualifiedSearch = (PortFlags & PPF_AttemptNonQualifiedSearch) != 0; 

	// if we are importing default properties, first look for a matching subobject by
	// looking through the archetype chain at each outer and stop once the outer chain reaches the owning class's default object
	if (PortFlags & PPF_ParsingDefaultProperties)
	{
		for (UObject* SearchStart = OwnerObject; Result == NULL && SearchStart != NULL; SearchStart = SearchStart->GetOuter())
		{
			UObject* ScopedSearchRoot = SearchStart;
			while (Result == NULL && ScopedSearchRoot != NULL)
			{
				Result = StaticFindObject(ObjectClass, ScopedSearchRoot, Text);
				// don't think it's possible to get a non-subobject here, but it doesn't hurt to check
				if (Result != NULL && !Result->IsTemplate(RF_ClassDefaultObject))
				{
					Result = NULL;
				}

				ScopedSearchRoot = ScopedSearchRoot->GetArchetype();
			}
			if (SearchStart->HasAnyFlags(RF_ClassDefaultObject))
			{
				break;
			}
		}
	}
	
	// if we have a parent, look in the parent, then it's outer, then it's outer, ... 
	// this is because exported object properties that point to objects in the level aren't
	// fully qualified, and this will step up the nested object chain to solve any name
	// collisions within a nested object tree
	UObject* ScopedSearchRoot = OwnerObject;
	while (Result == NULL && ScopedSearchRoot != NULL)
	{
		Result = StaticFindObject(ObjectClass, ScopedSearchRoot, Text);
		// disallow class default subobjects here while importing defaults
		// this prevents the use of a subobject name that doesn't exist in the scope of the default object being imported
		// from grabbing some other subobject with the same name and class in some other arbitrary default object
		if (Result != NULL && (PortFlags & PPF_ParsingDefaultProperties) && Result->IsTemplate(RF_ClassDefaultObject))
		{
			Result = NULL;
		}

		ScopedSearchRoot = ScopedSearchRoot->GetOuter();
	}

	if (Result == NULL)
	{
		// attempt to find a fully qualified object
		Result = StaticFindObject(ObjectClass, NULL, Text);

		if (Result == NULL)
		{
			// match any object of the correct class whose path contains the specified path
			Result = StaticFindObject(ObjectClass, ANY_PACKAGE, Text);
			// disallow class default subobjects here while importing defaults
			if (Result != NULL && (PortFlags & PPF_ParsingDefaultProperties) && Result->IsTemplate(RF_ClassDefaultObject))
			{
				Result = NULL;
			}
		}
	}

	// if we haven;t found it yet, then try to find it without a qualified name
	if (!Result)
	{
		const TCHAR* Dot = FCString::Strrchr(Text, '.');
		if (Dot && AttemptNonQualifiedSearch)
		{
			// search with just the object name
			Result = FindImportedObject(Property, OwnerObject, ObjectClass, RequiredMetaClass, Dot + 1);
		}
		FString NewText(Text);
		// if it didn't have a dot, then maybe they just gave a uasset package name
		if (!Dot && !Result)
		{
			int32 LastSlash = NewText.Find(TEXT("/"), ESearchCase::CaseSensitive, ESearchDir::FromEnd);
			if (LastSlash >= 0)
			{
				NewText += TEXT(".");
				NewText += (Text + LastSlash + 1);
				Dot = FCString::Strrchr(*NewText, '.');
			}
		}
		// If we still can't find it, try to load it. (Only try to load fully qualified names)
		if(!Result && Dot)
		{
#if USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING
			FLinkerLoad* Linker = (OwnerObject != nullptr) ? OwnerObject->GetClass()->GetLinker() : nullptr;
			const bool bDeferAssetImports = (Linker != nullptr) && (Linker->LoadFlags & LOAD_DeferDependencyLoads);

			if (bDeferAssetImports)
			{
				Result = Linker->RequestPlaceholderValue(ObjectClass, Text);
			}
			
			if (Result == nullptr)
#endif // USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING
			{
				uint32 LoadFlags = LOAD_NoWarn | LOAD_FindIfFail;

				UE_LOG(LogProperty, Verbose, TEXT("FindImportedObject is attempting to import [%s] (class = %s) with StaticLoadObject"), Text, *GetFullNameSafe(ObjectClass));
				Result = StaticLoadObject(ObjectClass, NULL, Text, NULL, LoadFlags, NULL);

#if USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
				check(!bDeferAssetImports || !Result || !FBlueprintSupport::IsInBlueprintPackage(Result));
#endif // USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TESTS
			}
		}
	}

	// if we found an object, and we have a parent, make sure we are in the same package if the found object is private, unless it's a cross level property
	if (Result && !Result->HasAnyFlags(RF_Public) && OwnerObject && Result->GetOutermost() != OwnerObject->GetOutermost())
	{
		const UObjectPropertyBase* ObjectProperty = dynamic_cast<const UObjectPropertyBase*>(Property);
		if ( !ObjectProperty || !ObjectProperty->AllowCrossLevel())
		{
			UE_LOG(LogProperty, Warning, TEXT("Illegal TEXT reference to a private object in external package (%s) from referencer (%s).  Import failed..."), *Result->GetFullName(), *OwnerObject->GetFullName());
			Result = NULL;
		}
	}

	check(!Result || Result->IsA(RequiredMetaClass));
	return Result;
}
Example #20
0
int32 SGraphPanel::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
{
#if SLATE_HD_STATS
	SCOPE_CYCLE_COUNTER( STAT_SlateOnPaint_SGraphPanel );
#endif

	CachedAllottedGeometryScaledSize = AllottedGeometry.Size * AllottedGeometry.Scale;

	//Style used for objects that are the same between revisions
	FWidgetStyle FadedStyle = InWidgetStyle;
	FadedStyle.BlendColorAndOpacityTint(FLinearColor(0.45f,0.45f,0.45f,0.45f));

	// First paint the background
	const UEditorExperimentalSettings& Options = *GetDefault<UEditorExperimentalSettings>();

	const FSlateBrush* BackgroundImage = FEditorStyle::GetBrush(TEXT("Graph.Panel.SolidBackground"));
	PaintBackgroundAsLines(BackgroundImage, AllottedGeometry, MyClippingRect, OutDrawElements, LayerId);

	const float ZoomFactor = AllottedGeometry.Scale * GetZoomAmount();

	FArrangedChildren ArrangedChildren(EVisibility::Visible);
	ArrangeChildNodes(AllottedGeometry, ArrangedChildren);

	// Determine some 'global' settings based on current LOD
	const bool bDrawShadowsThisFrame = GetCurrentLOD() > EGraphRenderingLOD::LowestDetail;

	// Because we paint multiple children, we must track the maximum layer id that they produced in case one of our parents
	// wants to an overlay for all of its contents.

	// Save LayerId for comment boxes to ensure they always appear below nodes & wires
	const int32 CommentNodeShadowLayerId = LayerId++;
	const int32 CommentNodeLayerId = LayerId++;

	// Save a LayerId for wires, which appear below nodes but above comments
	// We will draw them later, along with the arrows which appear above nodes.
	const int32 WireLayerId = LayerId++;

	const int32 NodeShadowsLayerId = LayerId;
	const int32 NodeLayerId = NodeShadowsLayerId + 1;
	int32 MaxLayerId = NodeLayerId;

	const FVector2D NodeShadowSize = GetDefault<UGraphEditorSettings>()->GetShadowDeltaSize();
	const UEdGraphSchema* Schema = GraphObj->GetSchema();

	// Draw the child nodes
	{
		// When drawing a marquee, need a preview of what the selection will be.
		const FGraphPanelSelectionSet* SelectionToVisualize = &(SelectionManager.SelectedNodes);
		FGraphPanelSelectionSet SelectionPreview;
		if ( Marquee.IsValid() )
		{			
			ApplyMarqueeSelection(Marquee, SelectionManager.SelectedNodes, SelectionPreview);
			SelectionToVisualize = &SelectionPreview;
		}

		// Context for rendering node infos
		FKismetNodeInfoContext Context(GraphObj);

		TArray<FGraphDiffControl::FNodeMatch> NodeMatches;
		for (int32 ChildIndex = 0; ChildIndex < ArrangedChildren.Num(); ++ChildIndex)
		{
			FArrangedWidget& CurWidget = ArrangedChildren[ChildIndex];
			TSharedRef<SGraphNode> ChildNode = StaticCastSharedRef<SGraphNode>(CurWidget.Widget);
			
			// Examine node to see what layers we should be drawing in
			int32 ShadowLayerId = NodeShadowsLayerId;
			int32 ChildLayerId = NodeLayerId;

			// If a comment node, draw in the dedicated comment slots
			{
				UObject* NodeObj = ChildNode->GetObjectBeingDisplayed();
				if (NodeObj && NodeObj->IsA(UEdGraphNode_Comment::StaticClass()))
				{
					ShadowLayerId = CommentNodeShadowLayerId;
					ChildLayerId = CommentNodeLayerId;
				}
			}


			const bool bNodeIsVisible = FSlateRect::DoRectanglesIntersect( CurWidget.Geometry.GetClippingRect(), MyClippingRect );

			if (bNodeIsVisible)
			{
				const bool bSelected = SelectionToVisualize->Contains( StaticCastSharedRef<SNodePanel::SNode>(CurWidget.Widget)->GetObjectBeingDisplayed() );

				// Handle Node renaming once the node is visible
				if( bSelected && ChildNode->IsRenamePending() )
				{
					ChildNode->ApplyRename();
				}

				// Draw the node's shadow.
				if (bDrawShadowsThisFrame || bSelected)
				{
					const FSlateBrush* ShadowBrush = ChildNode->GetShadowBrush(bSelected);
					FSlateDrawElement::MakeBox(
						OutDrawElements,
						ShadowLayerId,
						CurWidget.Geometry.ToInflatedPaintGeometry(NodeShadowSize),
						ShadowBrush,
						MyClippingRect
						);
				}

				// Draw the comments and information popups for this node, if it has any.
				{
					const SNodePanel::SNode::FNodeSlot& CommentSlot = ChildNode->GetOrAddSlot( ENodeZone::TopCenter );
					float CommentBubbleY = -CommentSlot.Offset.Get().Y;
					Context.bSelected = bSelected;
					TArray<FGraphInformationPopupInfo> Popups;

					{
						ChildNode->GetNodeInfoPopups(&Context, /*out*/ Popups);
					}

					for (int32 PopupIndex = 0; PopupIndex < Popups.Num(); ++PopupIndex)
					{
						FGraphInformationPopupInfo& Popup = Popups[PopupIndex];
						PaintComment(Popup.Message, CurWidget.Geometry, MyClippingRect, OutDrawElements, ChildLayerId, Popup.BackgroundColor, /*inout*/ CommentBubbleY, InWidgetStyle);
					}
				}

				int32 CurWidgetsMaxLayerId;
				{
					UEdGraphNode* NodeObj = Cast<UEdGraphNode>(ChildNode->GetObjectBeingDisplayed());

					/** When diffing nodes, nodes that are different between revisions are opaque, nodes that have not changed are faded */
					FGraphDiffControl::FNodeMatch NodeMatch = FGraphDiffControl::FindNodeMatch(GraphObjToDiff, NodeObj, NodeMatches);
					if (NodeMatch.IsValid())
					{
						NodeMatches.Add(NodeMatch);
					}
					const bool bNodeIsDifferent = (!GraphObjToDiff || NodeMatch.Diff());

					/* When dragging off a pin, we want to duck the alpha of some nodes */
					TSharedPtr< SGraphPin > OnlyStartPin = (1 == PreviewConnectorFromPins.Num()) ? PreviewConnectorFromPins[0].FindInGraphPanel(*this) : TSharedPtr< SGraphPin >();
					const bool bNodeIsNotUsableInCurrentContext = Schema->FadeNodeWhenDraggingOffPin(NodeObj, OnlyStartPin.IsValid() ? OnlyStartPin.Get()->GetPinObj() : NULL);
					const FWidgetStyle& NodeStyleToUse = (bNodeIsDifferent && !bNodeIsNotUsableInCurrentContext)? InWidgetStyle : FadedStyle;

					// Draw the node.O
					CurWidgetsMaxLayerId = CurWidget.Widget->Paint( Args.WithNewParent(this), CurWidget.Geometry, MyClippingRect, OutDrawElements, ChildLayerId, NodeStyleToUse, ShouldBeEnabled( bParentEnabled ) );
				}

				// Draw the node's overlay, if it has one.
				{
					// Get its size
					const FVector2D WidgetSize = CurWidget.Geometry.Size;

					{
						TArray<FOverlayBrushInfo> OverlayBrushes;
						ChildNode->GetOverlayBrushes(bSelected, WidgetSize, /*out*/ OverlayBrushes);

						for (int32 BrushIndex = 0; BrushIndex < OverlayBrushes.Num(); ++BrushIndex)
						{
							FOverlayBrushInfo& OverlayInfo = OverlayBrushes[BrushIndex];
							const FSlateBrush* OverlayBrush = OverlayInfo.Brush;
							if(OverlayBrush != NULL)
							{
								FPaintGeometry BouncedGeometry = CurWidget.Geometry.ToPaintGeometry(OverlayInfo.OverlayOffset, OverlayBrush->ImageSize, 1.f);

								// Handle bouncing
								const float BounceValue = FMath::Sin(2.0f * PI * BounceCurve.GetLerpLooping());
								BouncedGeometry.DrawPosition += (OverlayInfo.AnimationEnvelope * BounceValue * ZoomFactor);

								CurWidgetsMaxLayerId++;
								FSlateDrawElement::MakeBox(
									OutDrawElements,
									CurWidgetsMaxLayerId,
									BouncedGeometry,
									OverlayBrush,
									MyClippingRect
									);
							}

						}
					}

					{
						TArray<FOverlayWidgetInfo> OverlayWidgets = ChildNode->GetOverlayWidgets(bSelected, WidgetSize);

						for (int32 WidgetIndex = 0; WidgetIndex < OverlayWidgets.Num(); ++WidgetIndex)
						{
							FOverlayWidgetInfo& OverlayInfo = OverlayWidgets[WidgetIndex];
							if(OverlayInfo.Widget->GetVisibility() == EVisibility::Visible)
							{
								// call SlatePrepass as these widgets are not in the 'normal' child hierarchy
								OverlayInfo.Widget->SlatePrepass();

								const FGeometry WidgetGeometry = CurWidget.Geometry.MakeChild(OverlayInfo.OverlayOffset, OverlayInfo.Widget->GetDesiredSize(), 1.f);

								OverlayInfo.Widget->Paint(Args.WithNewParent(this), WidgetGeometry, MyClippingRect, OutDrawElements, CurWidgetsMaxLayerId, InWidgetStyle, bParentEnabled);
							}
						}
					}
				}

				MaxLayerId = FMath::Max( MaxLayerId, CurWidgetsMaxLayerId + 1 );
			}
		}
	}

	MaxLayerId += 1;


	// Draw connections between pins 
	if (Children.Num() > 0 )
	{

		//@TODO: Pull this into a factory like the pin and node ones
		FConnectionDrawingPolicy* ConnectionDrawingPolicy;
		{
			ConnectionDrawingPolicy = Schema->CreateConnectionDrawingPolicy(WireLayerId, MaxLayerId, ZoomFactor, MyClippingRect, OutDrawElements, GraphObj);
			if (!ConnectionDrawingPolicy)
			{
				if (Schema->IsA(UAnimationGraphSchema::StaticClass()))
				{
					ConnectionDrawingPolicy = new FAnimGraphConnectionDrawingPolicy(WireLayerId, MaxLayerId, ZoomFactor, MyClippingRect, OutDrawElements, GraphObj);
				}
				else if (Schema->IsA(UAnimationStateMachineSchema::StaticClass()))
				{
					ConnectionDrawingPolicy = new FStateMachineConnectionDrawingPolicy(WireLayerId, MaxLayerId, ZoomFactor, MyClippingRect, OutDrawElements, GraphObj);
				}
				else if (Schema->IsA(UEdGraphSchema_K2::StaticClass()))
				{
					ConnectionDrawingPolicy = new FKismetConnectionDrawingPolicy(WireLayerId, MaxLayerId, ZoomFactor, MyClippingRect, OutDrawElements, GraphObj);
				}
				else if (Schema->IsA(USoundCueGraphSchema::StaticClass()))
				{
					ConnectionDrawingPolicy = new FSoundCueGraphConnectionDrawingPolicy(WireLayerId, MaxLayerId, ZoomFactor, MyClippingRect, OutDrawElements, GraphObj);
				}
				else if (Schema->IsA(UMaterialGraphSchema::StaticClass()))
				{
					ConnectionDrawingPolicy = new FMaterialGraphConnectionDrawingPolicy(WireLayerId, MaxLayerId, ZoomFactor, MyClippingRect, OutDrawElements, GraphObj);
				}
				else
				{
					ConnectionDrawingPolicy = new FConnectionDrawingPolicy(WireLayerId, MaxLayerId, ZoomFactor, MyClippingRect, OutDrawElements);
				}
			}
		}

		TArray<TSharedPtr<SGraphPin>> OverridePins;
		for (const FGraphPinHandle& Handle : PreviewConnectorFromPins)
		{
			TSharedPtr<SGraphPin> Pin = Handle.FindInGraphPanel(*this);
			if (Pin.IsValid())
			{
				OverridePins.Add(Pin);
			}
		}
		ConnectionDrawingPolicy->SetHoveredPins(CurrentHoveredPins, OverridePins, TimeSinceMouseEnteredPin);
		ConnectionDrawingPolicy->SetMarkedPin(MarkedPin);

		// Get the set of pins for all children and synthesize geometry for culled out pins so lines can be drawn to them.
		TMap<TSharedRef<SWidget>, FArrangedWidget> PinGeometries;
		TSet< TSharedRef<SWidget> > VisiblePins;
		for (int32 ChildIndex = 0; ChildIndex < Children.Num(); ++ChildIndex)
		{
			TSharedRef<SGraphNode> ChildNode = StaticCastSharedRef<SGraphNode>(Children[ChildIndex]);

			// If this is a culled node, approximate the pin geometry to the corner of the node it is within
			if (IsNodeCulled(ChildNode, AllottedGeometry))
			{
				TArray< TSharedRef<SWidget> > NodePins;
				ChildNode->GetPins(NodePins);

				const FVector2D NodeLoc = ChildNode->GetPosition();
				const FGeometry SynthesizedNodeGeometry(GraphCoordToPanelCoord(NodeLoc), AllottedGeometry.AbsolutePosition, FVector2D::ZeroVector, 1.f);

				for (TArray< TSharedRef<SWidget> >::TConstIterator NodePinIterator(NodePins); NodePinIterator; ++NodePinIterator)
				{
					const SGraphPin& PinWidget = static_cast<const SGraphPin&>((*NodePinIterator).Get());
					FVector2D PinLoc = NodeLoc + PinWidget.GetNodeOffset();

					const FGeometry SynthesizedPinGeometry(GraphCoordToPanelCoord(PinLoc), AllottedGeometry.AbsolutePosition, FVector2D::ZeroVector, 1.f);
					PinGeometries.Add(*NodePinIterator, FArrangedWidget(*NodePinIterator, SynthesizedPinGeometry));
				}

				// Also add synthesized geometries for culled nodes
				ArrangedChildren.AddWidget( FArrangedWidget(ChildNode, SynthesizedNodeGeometry) );
			}
			else
			{
				ChildNode->GetPins(VisiblePins);
			}
		}

		// Now get the pin geometry for all visible children and append it to the PinGeometries map
		TMap<TSharedRef<SWidget>, FArrangedWidget> VisiblePinGeometries;
		{
			this->FindChildGeometries(AllottedGeometry, VisiblePins, VisiblePinGeometries);
			PinGeometries.Append(VisiblePinGeometries);
		}

		// Draw preview connections (only connected on one end)
		if (PreviewConnectorFromPins.Num() > 0)
		{
			for (const FGraphPinHandle& Handle : PreviewConnectorFromPins)
			{
				TSharedPtr< SGraphPin > CurrentStartPin = Handle.FindInGraphPanel(*this);
				if (!CurrentStartPin.IsValid())
				{
					continue;
				}
				const FArrangedWidget* PinGeometry = PinGeometries.Find( CurrentStartPin.ToSharedRef() );

				if (PinGeometry != NULL)
				{
					FVector2D StartPoint;
					FVector2D EndPoint;

					if (CurrentStartPin->GetDirection() == EGPD_Input)
					{
						StartPoint = AllottedGeometry.AbsolutePosition + PreviewConnectorEndpoint;
						EndPoint = FGeometryHelper::VerticalMiddleLeftOf( PinGeometry->Geometry ) - FVector2D(ConnectionDrawingPolicy->ArrowRadius.X, 0);
					}
					else
					{
						StartPoint = FGeometryHelper::VerticalMiddleRightOf( PinGeometry->Geometry );
						EndPoint = AllottedGeometry.AbsolutePosition + PreviewConnectorEndpoint;
					}

					ConnectionDrawingPolicy->DrawPreviewConnector(PinGeometry->Geometry, StartPoint, EndPoint, CurrentStartPin.Get()->GetPinObj());
				}

				//@TODO: Re-evaluate this incompatible mojo; it's mutating every pin state every frame to accomplish a visual effect
				ConnectionDrawingPolicy->SetIncompatiblePinDrawState(CurrentStartPin, VisiblePins);
			}
		}
		else
		{
			//@TODO: Re-evaluate this incompatible mojo; it's mutating every pin state every frame to accomplish a visual effect
			ConnectionDrawingPolicy->ResetIncompatiblePinDrawState(VisiblePins);
		}

		// Draw all regular connections
		ConnectionDrawingPolicy->Draw(PinGeometries, ArrangedChildren);

		delete ConnectionDrawingPolicy;
	}

	// Draw a shadow overlay around the edges of the graph
	++MaxLayerId;
	PaintSurroundSunkenShadow(FEditorStyle::GetBrush(TEXT("Graph.Shadow")), AllottedGeometry, MyClippingRect, OutDrawElements, MaxLayerId);

	if(ShowGraphStateOverlay.Get())
	{
		const FSlateBrush* BorderBrush = nullptr;
		if((GEditor->bIsSimulatingInEditor || GEditor->PlayWorld != NULL))
		{
			// Draw a surrounding indicator when PIE is active, to make it clear that the graph is read-only, etc...
			BorderBrush = FEditorStyle::GetBrush(TEXT("Graph.PlayInEditor"));
		}
		else if(!IsEditable.Get())
		{
			// Draw a different border when we're not simulating but the graph is read-only
			BorderBrush = FEditorStyle::GetBrush(TEXT("Graph.ReadOnlyBorder"));
		}

		if(BorderBrush)
		{
			// Actually draw the border
			FSlateDrawElement::MakeBox(
				OutDrawElements,
				MaxLayerId,
				AllottedGeometry.ToPaintGeometry(),
				BorderBrush,
				MyClippingRect
				);
		}
	}

	// Draw the marquee selection rectangle
	PaintMarquee(AllottedGeometry, MyClippingRect, OutDrawElements, MaxLayerId);

	// Draw the software cursor
	++MaxLayerId;
	PaintSoftwareCursor(AllottedGeometry, MyClippingRect, OutDrawElements, MaxLayerId);

	return MaxLayerId;
}
FReply SPropertyEditorClass::OnDrop(const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent)
{
    TSharedPtr<FClassDragDropOp> ClassOperation = DragDropEvent.GetOperationAs<FClassDragDropOp>();
    if (ClassOperation.IsValid())
    {
        // We can only drop one item into the combo box, so drop the first one.
        FString AssetName = ClassOperation->ClassesToDrop[0]->GetName();

        // Set the property, it will be verified as valid.
        SendToObjects(AssetName);

        return FReply::Handled();
    }

    TSharedPtr<FUnloadedClassDragDropOp> UnloadedClassOp = DragDropEvent.GetOperationAs<FUnloadedClassDragDropOp>();
    if (UnloadedClassOp.IsValid())
    {
        // Check if the asset is loaded, used to see if the context menu should be available
        bool bAllAssetWereLoaded = true;

        TArray<FClassPackageData>& AssetArray = *(UnloadedClassOp->AssetsToDrop.Get());

        // We can only drop one item into the combo box, so drop the first one.
        FString& AssetName = AssetArray[0].AssetName;

        // Check to see if the asset can be found, otherwise load it.
        UObject* Object = FindObject<UObject>(NULL, *AssetName);
        if(Object == NULL)
        {
            // Check to see if the dropped asset was a blueprint
            const FString& PackageName = AssetArray[0].GeneratedPackageName;
            Object = FindObject<UObject>(NULL, *FString::Printf(TEXT("%s.%s"), *PackageName, *AssetName));

            if(Object == NULL)
            {
                // Load the package.
                GWarn->BeginSlowTask(LOCTEXT("OnDrop_LoadPackage", "Fully Loading Package For Drop"), true, false);
                UPackage* Package = LoadPackage(NULL, *PackageName, LOAD_NoRedirects );
                if(Package)
                {
                    Package->FullyLoad();
                }
                GWarn->EndSlowTask();

                Object = FindObject<UObject>(Package, *AssetName);
            }

            if(Object->IsA(UBlueprint::StaticClass()))
            {
                // Get the default object from the generated class.
                Object = Cast<UBlueprint>(Object)->GeneratedClass->GetDefaultObject();
            }
        }

        // Set the property, it will be verified as valid.
        SendToObjects(AssetName);

        return FReply::Handled();
    }

    return FReply::Unhandled();
}
void FPropertyEditorToolkit::Initialize( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, const TArray<UObject*>& ObjectsToEdit )
{
	CreatePropertyTree();
	CreatePropertyTable();

	TArray< UObject* > AdjustedObjectsToEdit;
	for( auto ObjectIter = ObjectsToEdit.CreateConstIterator(); ObjectIter; ++ObjectIter )
	{
		//@todo Remove this and instead extend the blueprints Edit Defaults editor to use a Property Table as well [12/6/2012 Justin.Sargent]
		UObject* Object = *ObjectIter;
		if ( Object->IsA( UBlueprint::StaticClass() ) )
		{
			UBlueprint* Blueprint = Cast<UBlueprint>( Object );

			// Make sure that the generated class is valid, in case the super has been removed, and this class can't be loaded.
			if( Blueprint->GeneratedClass != NULL )
			{
				AdjustedObjectsToEdit.Add( Blueprint->GeneratedClass->GetDefaultObject() );
			}
		}
		else
		{
			AdjustedObjectsToEdit.Add( Object );
		}
	}

	PropertyTable->SetObjects( AdjustedObjectsToEdit );
	TableColumnsChanged();

	TSharedRef<FTabManager::FLayout> StandaloneDefaultLayout = FTabManager::NewLayout( "Standalone_PropertyEditorToolkit_Layout" )
	->AddArea
	(
		FTabManager::NewPrimaryArea() ->SetOrientation(Orient_Horizontal)
		->Split
		(
			FTabManager::NewStack()
			->SetSizeCoefficient(0.8f)
			->AddTab(GridTabId, ETabState::OpenedTab)
		)
		->Split
		(
			FTabManager::NewStack()
			->SetSizeCoefficient(0.2f)
			->SetHideTabWell( true )
			->AddTab(TreeTabId, ETabState::OpenedTab)
		)
	);

	const bool bCreateDefaultStandaloneMenu = true;
	const bool bCreateDefaultToolbar = false;
	FAssetEditorToolkit::InitAssetEditor( Mode, InitToolkitHost, ApplicationId, StandaloneDefaultLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, AdjustedObjectsToEdit );

	TArray< TWeakObjectPtr<UObject> > AdjustedObjectsToEditWeak;
	for( auto ObjectIter = AdjustedObjectsToEdit.CreateConstIterator(); ObjectIter; ++ObjectIter )
	{
		AdjustedObjectsToEditWeak.Add(*ObjectIter);
	}
	PropertyTree->SetObjectArray( AdjustedObjectsToEditWeak );

	PinColor = FSlateColor( FLinearColor( 1, 1, 1, 0 ) );
	GEditor->GetTimerManager()->SetTimer( TimerHandle_TickPinColor, FTimerDelegate::CreateSP(this, &FPropertyEditorToolkit::TickPinColorAndOpacity), 0.1f, true );
}
void UEnvironmentQueryGraph::RemoveOrphanedNodes()
{
	UEnvQuery* QueryAsset = CastChecked<UEnvQuery>(GetOuter());

	// Obtain a list of all nodes that should be in the asset
	TSet<UObject*> AllNodes;
	for (int32 Index = 0; Index < Nodes.Num(); ++Index)
	{
		UEnvironmentQueryGraphNode_Option* OptionNode = Cast<UEnvironmentQueryGraphNode_Option>(Nodes[Index]);
		if (OptionNode)
		{
			UEnvQueryOption* OptionInstance = Cast<UEnvQueryOption>(OptionNode->NodeInstance);
			if (OptionInstance)
			{
				AllNodes.Add(OptionInstance);
				if (OptionInstance->Generator)
				{
					AllNodes.Add(OptionInstance->Generator);
				}
			}

			for (int32 SubIdx = 0; SubIdx < OptionNode->Tests.Num(); SubIdx++)
			{
				if (OptionNode->Tests[SubIdx] && OptionNode->Tests[SubIdx]->NodeInstance)
				{
					AllNodes.Add(OptionNode->Tests[SubIdx]->NodeInstance);
				}
			}
		}
	}

	// Obtain a list of all nodes actually in the asset and discard unused nodes
	TArray<UObject*> AllInners;
	const bool bIncludeNestedObjects = false;
	GetObjectsWithOuter(QueryAsset, AllInners, bIncludeNestedObjects);
	for (auto InnerIt = AllInners.CreateConstIterator(); InnerIt; ++InnerIt)
	{
		UObject* Node = *InnerIt;
		const bool bEQSNode =
			Node->IsA(UEnvQueryGenerator::StaticClass()) ||
			Node->IsA(UEnvQueryTest::StaticClass()) ||
			Node->IsA(UEnvQueryOption::StaticClass());

		if (bEQSNode && !AllNodes.Contains(Node))
		{
			Node->SetFlags(RF_Transient);
			Node->Rename(NULL, GetTransientPackage(), REN_DontCreateRedirectors | REN_NonTransactional | REN_ForceNoResetLoaders);
		}
	}
}