void UExporter::ExportComponentDefinitions(const FExportObjectInnerContext* Context, const TArray<UObject*>& Components, FOutputDevice& Ar, uint32 PortFlags) { PortFlags |= PPF_ExportsNotFullyQualified; if (!(PortFlags & PPF_SeparateDefine)) { // export forward declarations // technically we only need to do this if there are circular references but it doesn't seem worth it // to complicate this code for a minor speed improvement in the text import path for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++) { UObject* Component = Components[ComponentIndex]; FName ComponentName = Component->GetFName(); if (!Component->HasAnyMarks(OBJECTMARK_TagImp) && !Component->HasAnyFlags(RF_TextExportTransient)) { if (Component->HasAnyFlags(RF_ClassDefaultObject) || Component->GetArchetype()->HasAllFlags(RF_ClassDefaultObject)) { Ar.Logf(TEXT("%sBegin Object Class=%s Name=%s ObjName=%s%s"), FCString::Spc(TextIndent), *Component->GetClass()->GetName(), *ComponentName.ToString(), *Component->GetName(), LINE_TERMINATOR); } else { Ar.Logf(TEXT("%sBegin Object Class=%s Name=%s ObjName=%s Archetype=%s'%s'%s"),FCString::Spc(TextIndent),*Component->GetClass()->GetName(), *ComponentName.ToString(), *Component->GetName(), *Component->GetArchetype()->GetClass()->GetName(), *Component->GetArchetype()->GetPathName(), LINE_TERMINATOR); } if (PortFlags & PPF_SeparateDeclare) { ExportObjectInner(Context, Component, Ar, PortFlags, false); } Ar.Logf(TEXT("%sEnd Object%s"), FCString::Spc(TextIndent), LINE_TERMINATOR); } } } if (!(PortFlags & PPF_SeparateDeclare)) { // export property definitions for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++) { UObject* Component = Components[ComponentIndex]; FName ComponentName = Component->GetFName(); if (!Component->HasAnyMarks(OBJECTMARK_TagImp) && !Component->HasAnyFlags(RF_TextExportTransient)) { Ar.Logf(TEXT("%sBegin Object Name=%s%s"), FCString::Spc(TextIndent), *ComponentName.ToString(), LINE_TERMINATOR); uint32 OldPortFlags = PortFlags; if (!(Component->HasAnyFlags(RF_ClassDefaultObject) || Component->GetArchetype()->HasAllFlags(RF_ClassDefaultObject))) { // we created this thing with an archetype (see archetype=, above), so we don't want to list the archetype because it is unqualified and will clash, resetting the archetype pointer to something silly PortFlags |= PPF_NoInternalArcheType; } ExportObjectInner(Context, Component, Ar, PortFlags, false); PortFlags = OldPortFlags; Ar.Logf(TEXT("%sEnd Object%s"), FCString::Spc(TextIndent), LINE_TERMINATOR); Component->Mark(OBJECTMARK_TagImp); } } } }
/** * Parse and import text as property values for the object specified. This function should never be called directly - use ImportObjectProperties instead. * * @param ObjectStruct the struct for the data we're importing * @param DestData the location to import the property values to * @param SourceText pointer to a buffer containing the values that should be parsed and imported * @param SubobjectRoot when dealing with nested subobjects, corresponds to the top-most outer that * is not a subobject/template * @param SubobjectOuter the outer to use for creating subobjects/components. NULL when importing structdefaultproperties * @param Warn output device to use for log messages * @param Depth current nesting level * @param InstanceGraph contains the mappings of instanced objects and components to their templates * * @return NULL if the default values couldn't be imported */ static const TCHAR* ImportProperties( uint8* DestData, const TCHAR* SourceText, UStruct* ObjectStruct, UObject* SubobjectRoot, UObject* SubobjectOuter, FFeedbackContext* Warn, int32 Depth, FObjectInstancingGraph& InstanceGraph, const TMap<FName, AActor*>* ActorRemapper ) { check(!GIsUCCMakeStandaloneHeaderGenerator); check(ObjectStruct!=NULL); check(DestData!=NULL); if ( SourceText == NULL ) return NULL; // Cannot create subobjects when importing struct defaults, or if SubobjectOuter (used as the Outer for any subobject declarations encountered) is NULL bool bSubObjectsAllowed = !ObjectStruct->IsA(UScriptStruct::StaticClass()) && SubobjectOuter != NULL; // true when DestData corresponds to a subobject in a class default object bool bSubObject = false; UClass* ComponentOwnerClass = NULL; if ( bSubObjectsAllowed ) { bSubObject = SubobjectRoot != NULL && SubobjectRoot->HasAnyFlags(RF_ClassDefaultObject); if ( SubobjectRoot == NULL ) { SubobjectRoot = SubobjectOuter; } ComponentOwnerClass = SubobjectOuter != NULL ? SubobjectOuter->IsA(UClass::StaticClass()) ? CastChecked<UClass>(SubobjectOuter) : SubobjectOuter->GetClass() : NULL; } // The PortFlags to use for all ImportText calls uint32 PortFlags = PPF_Delimited | PPF_CheckReferences; if (GIsImportingT3D) { PortFlags |= PPF_AttemptNonQualifiedSearch; } FString StrLine; TArray<FDefinedProperty> DefinedProperties; // Parse all objects stored in the actor. // Build list of all text properties. bool ImportedBrush = 0; int32 LinesConsumed = 0; while (FParse::LineExtended(&SourceText, StrLine, LinesConsumed, true)) { // remove extra whitespace and optional semicolon from the end of the line { int32 Length = StrLine.Len(); while ( Length > 0 && (StrLine[Length - 1] == TCHAR(';') || StrLine[Length - 1] == TCHAR(' ') || StrLine[Length - 1] == 9) ) { Length--; } if (Length != StrLine.Len()) { StrLine = StrLine.Left(Length); } } if ( ContextSupplier != NULL ) { ContextSupplier->CurrentLine += LinesConsumed; } if (StrLine.Len() == 0) { continue; } const TCHAR* Str = *StrLine; int32 NewLineNumber; if( FParse::Value( Str, TEXT("linenumber="), NewLineNumber ) ) { if ( ContextSupplier != NULL ) { ContextSupplier->CurrentLine = NewLineNumber; } } else if( GetBEGIN(&Str,TEXT("Brush")) && ObjectStruct->IsChildOf(ABrush::StaticClass()) ) { // If SubobjectOuter is NULL, we are importing defaults for a UScriptStruct's defaultproperties block if ( !bSubObjectsAllowed ) { Warn->Logf(ELogVerbosity::Error, TEXT("BEGIN BRUSH: Subobjects are not allowed in this context")); return NULL; } // Parse brush on this line. TCHAR BrushName[NAME_SIZE]; if( FParse::Value( Str, TEXT("Name="), BrushName, NAME_SIZE ) ) { // If an initialized brush with this name already exists in the level, rename the existing one. // It is deemed to be initialized if it has a non-zero poly count. // If it is uninitialized, the existing object will have been created by a forward reference in the import text, // and it will now be redefined. This relies on the behavior that NewObject<> will return an existing pointer // if an object with the same name and outer is passed. UModel* ExistingBrush = FindObject<UModel>( SubobjectRoot, BrushName ); if (ExistingBrush && ExistingBrush->Polys && ExistingBrush->Polys->Element.Num() > 0) { ExistingBrush->Rename(); } // Create model. UModelFactory* ModelFactory = NewObject<UModelFactory>(); ModelFactory->FactoryCreateText( UModel::StaticClass(), SubobjectRoot, FName(BrushName, FNAME_Add, true), RF_NoFlags, NULL, TEXT("t3d"), SourceText, SourceText+FCString::Strlen(SourceText), Warn ); ImportedBrush = 1; } } else if (GetBEGIN(&Str, TEXT("Foliage"))) { UFoliageType* SourceFoliageType; FName ComponentName; if (SubobjectRoot && ParseObject<UFoliageType>(Str, TEXT("FoliageType="), SourceFoliageType, ANY_PACKAGE) && FParse::Value(Str, TEXT("Component="), ComponentName) ) { UPrimitiveComponent* ActorComponent = FindObjectFast<UPrimitiveComponent>(SubobjectRoot, ComponentName); if (ActorComponent && ActorComponent->GetComponentLevel()) { AInstancedFoliageActor* IFA = AInstancedFoliageActor::GetInstancedFoliageActorForLevel(ActorComponent->GetComponentLevel(), true); FFoliageMeshInfo* MeshInfo = nullptr; UFoliageType* FoliageType = IFA->AddFoliageType(SourceFoliageType, &MeshInfo); const TCHAR* StrPtr; FString TextLine; while (MeshInfo && FParse::Line(&SourceText, TextLine)) { StrPtr = *TextLine; if (GetEND(&StrPtr, TEXT("Foliage"))) { break; } // Parse the instance properties FFoliageInstance Instance; FString Temp; if (FParse::Value(StrPtr, TEXT("Location="), Temp, false)) { GetFVECTOR(*Temp, Instance.Location); } if (FParse::Value(StrPtr, TEXT("Rotation="), Temp, false)) { GetFROTATOR(*Temp, Instance.Rotation, 1); } if (FParse::Value(StrPtr, TEXT("PreAlignRotation="), Temp, false)) { GetFROTATOR(*Temp, Instance.PreAlignRotation, 1); } if (FParse::Value(StrPtr, TEXT("DrawScale3D="), Temp, false)) { GetFVECTOR(*Temp, Instance.DrawScale3D); } FParse::Value(StrPtr, TEXT("Flags="), Instance.Flags); // Add the instance MeshInfo->AddInstance(IFA, FoliageType, Instance, ActorComponent); } } } } else if( GetBEGIN(&Str,TEXT("Object"))) { // If SubobjectOuter is NULL, we are importing defaults for a UScriptStruct's defaultproperties block if ( !bSubObjectsAllowed ) { Warn->Logf(ELogVerbosity::Error, TEXT("BEGIN OBJECT: Subobjects are not allowed in this context")); return NULL; } // Parse subobject default properties. // Note: default properties subobjects have compiled class as their Outer (used for localization). UClass* TemplateClass = NULL; bool bInvalidClass = false; ParseObject<UClass>(Str, TEXT("Class="), TemplateClass, ANY_PACKAGE, &bInvalidClass); if (bInvalidClass) { Warn->Logf(ELogVerbosity::Error,TEXT("BEGIN OBJECT: Invalid class specified: %s"), *StrLine); return NULL; } // parse the name of the template FName TemplateName = NAME_None; FParse::Value(Str,TEXT("Name="),TemplateName); if(TemplateName == NAME_None) { Warn->Logf(ELogVerbosity::Error,TEXT("BEGIN OBJECT: Must specify valid name for subobject/component: %s"), *StrLine); return NULL; } // points to the parent class's template subobject/component, if we are overriding a subobject/component declared in our parent class UObject* BaseTemplate = NULL; bool bRedefiningSubobject = false; if( TemplateClass ) { } else { // next, verify that a template actually exists in the parent class UClass* ParentClass = ComponentOwnerClass->GetSuperClass(); check(ParentClass); UObject* ParentCDO = ParentClass->GetDefaultObject(); check(ParentCDO); BaseTemplate = StaticFindObjectFast(UObject::StaticClass(), SubobjectOuter, TemplateName); bRedefiningSubobject = (BaseTemplate != NULL); if (BaseTemplate == NULL) { BaseTemplate = StaticFindObjectFast(UObject::StaticClass(), ParentCDO, TemplateName); } if ( BaseTemplate == NULL ) { // wasn't found Warn->Logf(ELogVerbosity::Error, TEXT("BEGIN OBJECT: No base template named %s found in parent class %s: %s"), *TemplateName.ToString(), *ParentClass->GetName(), *StrLine); return NULL; } TemplateClass = BaseTemplate->GetClass(); } // because the outer won't be a default object checkSlow(TemplateClass != NULL); if (bRedefiningSubobject) { // since we're redefining an object in the same text block, only need to import properties again SourceText = ImportObjectProperties( (uint8*)BaseTemplate, SourceText, TemplateClass, SubobjectRoot, BaseTemplate, Warn, Depth + 1, ContextSupplier ? ContextSupplier->CurrentLine : 0, &InstanceGraph, ActorRemapper ); } else { UObject* Archetype = NULL; UObject* ComponentTemplate = NULL; // Since we are changing the class we can't use the Archetype, // however that is fine since we will have been editing the CDO anyways if (!FBlueprintEditorUtils::IsAnonymousBlueprintClass(SubobjectOuter->GetClass())) { // if an archetype was specified in the Begin Object block, use that as the template for the ConstructObject call. FString ArchetypeName; if (FParse::Value(Str, TEXT("Archetype="), ArchetypeName)) { // if given a name, break it up along the ' so separate the class from the name FString ObjectClass; FString ObjectPath; if ( FPackageName::ParseExportTextPath(ArchetypeName, &ObjectClass, &ObjectPath) ) { // find the class UClass* ArchetypeClass = (UClass*)StaticFindObject(UClass::StaticClass(), ANY_PACKAGE, *ObjectClass); if (ArchetypeClass) { // if we had the class, find the archetype Archetype = StaticFindObject(ArchetypeClass, ANY_PACKAGE, *ObjectPath); } } } } if (SubobjectOuter->HasAnyFlags(RF_ClassDefaultObject)) { if (!Archetype) // if an archetype was specified explicitly, we will stick with that { Archetype = ComponentOwnerClass->GetDefaultSubobjectByName(TemplateName); if(Archetype) { if ( BaseTemplate == NULL ) { // BaseTemplate should only be NULL if the Begin Object line specified a class Warn->Logf(ELogVerbosity::Error, TEXT("BEGIN OBJECT: The component name %s is already used (if you want to override the component, don't specify a class): %s"), *TemplateName.ToString(), *StrLine); return NULL; } // the component currently in the component template map and the base template should be the same checkf(Archetype==BaseTemplate,TEXT("OverrideComponent: '%s' BaseTemplate: '%s'"), *Archetype->GetFullName(), *BaseTemplate->GetFullName()); } } } else // handle the non-template case (subobjects and non-template components) { // don't allow Actor-derived subobjects if ( TemplateClass->IsChildOf(AActor::StaticClass()) ) { Warn->Logf(ELogVerbosity::Error,TEXT("Cannot create subobjects from Actor-derived classes: %s"), *StrLine); return NULL; } ComponentTemplate = FindObject<UObject>(SubobjectOuter, *TemplateName.ToString()); if (ComponentTemplate != NULL) { // if we're overriding a subobject declared in a parent class, we should already have an object with that name that // was instanced when ComponentOwnerClass's CDO was initialized; if so, it's archetype should be the BaseTemplate. If it // isn't, then there are two unrelated subobject definitions using the same name. if ( ComponentTemplate->GetArchetype() != BaseTemplate ) { } else if ( BaseTemplate == NULL ) { // BaseTemplate should only be NULL if the Begin Object line specified a class Warn->Logf(ELogVerbosity::Error, TEXT("BEGIN OBJECT: A subobject named %s is already declared in a parent class. If you intended to override that subobject, don't specify a class in the derived subobject definition: %s"), *TemplateName.ToString(), *StrLine); return NULL; } } } // Propagate object flags to the sub object. EObjectFlags NewFlags = SubobjectOuter->GetMaskedFlags( RF_PropagateToSubObjects ); if (!Archetype) // no override and we didn't find one from the class table, so go with the base { Archetype = BaseTemplate; } UObject* OldComponent = NULL; if (ComponentTemplate) { bool bIsOkToReuse = ComponentTemplate->GetClass() == TemplateClass && ComponentTemplate->GetOuter() == SubobjectOuter && ComponentTemplate->GetFName() == TemplateName && (ComponentTemplate->GetArchetype() == Archetype || !Archetype); if (!bIsOkToReuse) { UE_LOG(LogEditorObject, Log, TEXT("Could not reuse component instance %s, name clash?"), *ComponentTemplate->GetFullName()); ComponentTemplate->Rename(); // just abandon the existing component, we are going to create OldComponent = ComponentTemplate; ComponentTemplate = NULL; } } if (!ComponentTemplate) { ComponentTemplate = NewObject<UObject>( SubobjectOuter, TemplateClass, TemplateName, NewFlags, Archetype, !!SubobjectOuter, &InstanceGraph ); } else { // We do not want to set RF_Transactional for construction script created components, so we have to monkey with things here if (NewFlags & RF_Transactional) { UActorComponent* Component = Cast<UActorComponent>(ComponentTemplate); if (Component && Component->IsCreatedByConstructionScript()) { NewFlags &= ~RF_Transactional; } } // Make sure desired flags are set - existing object could be pending kill ComponentTemplate->ClearFlags(RF_AllFlags); ComponentTemplate->SetFlags(NewFlags); } // replace all properties in this subobject outer' class that point to the original subobject with the new subobject TMap<UObject*, UObject*> ReplacementMap; if (Archetype) { checkSlow(ComponentTemplate->GetArchetype() == Archetype); ReplacementMap.Add(Archetype, ComponentTemplate); InstanceGraph.AddNewInstance(ComponentTemplate); } if (OldComponent) { ReplacementMap.Add(OldComponent, ComponentTemplate); } FArchiveReplaceObjectRef<UObject> ReplaceAr(SubobjectOuter, ReplacementMap, false, false, true); // import the properties for the subobject SourceText = ImportObjectProperties( (uint8*)ComponentTemplate, SourceText, TemplateClass, SubobjectRoot, ComponentTemplate, Warn, Depth+1, ContextSupplier ? ContextSupplier->CurrentLine : 0, &InstanceGraph, ActorRemapper ); } } else if( FParse::Command(&Str,TEXT("CustomProperties"))) { check(SubobjectOuter); SubobjectOuter->ImportCustomProperties(Str, Warn); } else if( GetEND(&Str,TEXT("Actor")) || GetEND(&Str,TEXT("DefaultProperties")) || GetEND(&Str,TEXT("structdefaultproperties")) || (GetEND(&Str,TEXT("Object")) && Depth) ) { // End of properties. break; } else if( GetREMOVE(&Str,TEXT("Component")) ) { checkf(false, TEXT("Remove component is illegal in pasted text")); } else { // Property. UProperty::ImportSingleProperty(Str, DestData, ObjectStruct, SubobjectOuter, PortFlags, Warn, DefinedProperties); } } if (ActorRemapper) { for (const auto& DefinedProperty : DefinedProperties) { RemapProperty(DefinedProperty.Property, DefinedProperty.Index, *ActorRemapper, DestData); } } // Prepare brush. if( ImportedBrush && ObjectStruct->IsChildOf<ABrush>() && !ObjectStruct->IsChildOf<AVolume>() ) { check(GIsEditor); ABrush* Actor = (ABrush*)DestData; check(Actor->GetBrushComponent()); if( Actor->GetBrushComponent()->Mobility == EComponentMobility::Static ) { // Prepare static brush. Actor->SetNotForClientOrServer(); } else { // Prepare moving brush. FBSPOps::csgPrepMovingBrush( Actor ); } } return SourceText; }
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; }