Пример #1
0
bool VerifyServiceTask::checkFiles()
{
	if (HasAnyFlags(m_uiOldStatus, UserCore::Item::ItemInfoI::STATUS_DOWNLOADING))
	{
		gcString path;

		if (checkMcfDownload(path))
			finishVerify(UserCore::Misc::VerifyComplete::V_DOWNLOAD, path.c_str());
		else
			finishVerify(UserCore::Misc::VerifyComplete::V_DOWNLOAD);

		return false;
	}
	else if (HasAnyFlags(m_uiOldStatus, (UserCore::Item::ItemInfoI::STATUS_INSTALLED|UserCore::Item::ItemInfoI::STATUS_INSTALLING)))
	{
		m_hMcf->getProgEvent() += delegate(this, &VerifyServiceTask::onProgress);
		m_hMcf->getErrorEvent() += delegate(this, &VerifyServiceTask::onError);

		bool completeMcf = false;

		if (m_McfBuild == 0)
			m_McfBuild = getItemInfo()->getInstalledBuild();

		setTier(VERIFYMCF);

		if (!checkMcf(completeMcf))
			return false;

		setTier(VERIFYINSTALL);

		if (!checkInstall(completeMcf))
			return false;

		setTier(DOWNLOADMISSINGFILES);

		if (completeMcf == false && !downloadMissingFiles())
			return false;

		setTier(INSTALLMISSINGFILES);

		if (!installMissingFiles())
			return false;
	}
	else
	{
		getItemInfo()->delSFlag(UserCore::Item::ItemInfoI::STATUS_READY);
		finishVerify(UserCore::Misc::VerifyComplete::V_RESET);
		return false;
	}

	return true;
}
void UParticleModuleParameterDynamic::PostInitProperties()
{
	Super::PostInitProperties();
	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))
	{
		// Structure to hold one-time initialization
		struct FConstructorStatics
		{
			FName NAME_None;
			FConstructorStatics()
				: NAME_None(TEXT("None"))
			{
			}
		};
		static FConstructorStatics ConstructorStatics;

		UDistributionFloatConstant* NewParam1 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam1")); NewParam1->Constant = 1.0f;
		UDistributionFloatConstant* NewParam2 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam2")); NewParam2->Constant = 1.0f;
		UDistributionFloatConstant* NewParam3 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam3")); NewParam3->Constant = 1.0f;
		UDistributionFloatConstant* NewParam4 = NewObject<UDistributionFloatConstant>(this, TEXT("DistributionParam4")); NewParam4->Constant = 1.0f;

		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam1));
		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam2));
		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam3));
		DynamicParams.Add(FEmitterDynamicParameter(ConstructorStatics.NAME_None, false, EDPV_UserSet, NewParam4));
	}
}
Пример #3
0
void UClassProperty::Serialize( FArchive& Ar )
{
	Super::Serialize( Ar );
	Ar << MetaClass;

#if USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING
	if (Ar.IsLoading() || Ar.IsObjectReferenceCollector())
	{
		if (ULinkerPlaceholderClass* PlaceholderClass = Cast<ULinkerPlaceholderClass>(MetaClass))
		{
			PlaceholderClass->AddReferencingProperty(this);
		}
	}
#endif // USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING

	if( !(MetaClass||HasAnyFlags(RF_ClassDefaultObject)) )
	{
		// If we failed to load the MetaClass and we're not a CDO, that means we relied on a class that has been removed or doesn't exist.
		// The most likely cause for this is either an incomplete recompile, or if content was migrated between games that had native class dependencies
		// that do not exist in this game.  We allow blueprint classes to continue, because compile on load will error out, and stub the class that was using it
		UClass* TestClass = dynamic_cast<UClass*>(GetOwnerStruct());
		if( TestClass && TestClass->HasAllClassFlags(CLASS_Native) && !TestClass->HasAllClassFlags(CLASS_NewerVersionExists) && (TestClass->GetOutermost() != GetTransientPackage()) )
		{
			checkf(false, TEXT("Class property tried to serialize a missing class.  Did you remove a native class and not fully recompile?"));
		}
	}
}
Пример #4
0
APawn::APawn(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	PrimaryActorTick.bCanEverTick = true;
	PrimaryActorTick.TickGroup = TG_PrePhysics;

	AutoPossessAI = EAutoPossessAI::PlacedInWorld;

	if (HasAnyFlags(RF_ClassDefaultObject) && GetClass() == APawn::StaticClass())
	{
		AIControllerClass = LoadClass<AController>(NULL, *((UEngine*)(UEngine::StaticClass()->GetDefaultObject()))->AIControllerClassName.ToString(), NULL, LOAD_None, NULL);
	}
	else
	{
		AIControllerClass = ((APawn*)APawn::StaticClass()->GetDefaultObject())->AIControllerClass;
	}
	bCanBeDamaged = true;
	
	SetRemoteRoleForBackwardsCompat(ROLE_SimulatedProxy);
	bReplicates = true;
	NetPriority = 3.0f;
	NetUpdateFrequency = 100.f;
	bReplicateMovement = true;
	BaseEyeHeight = 64.0f;
	AllowedYawError = 10.99f;
	bCollideWhenPlacing = true;
	SpawnCollisionHandlingMethod = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
	bProcessingOutsideWorldBounds = false;

	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	bInputEnabled = true;
}
Пример #5
0
UGUIWidget::UGUIWidget(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	OpenCloseTween = ObjectInitializer.CreateDefaultSubobject<UTweeningBoolean>(this, "OpenCloseTweenDefault");
	if ( OpenCloseTween )
	{
		if ( HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject) )
		{
			FTweeningBooleanParameters Params;
			Params.TweenParamsIn = FTweenParameters(EEaseType::Linear, 0.f);
			Params.TweenParamsOut = FTweenParameters(EEaseType::Linear, 0.f);
			Params.bInitialValue = true;
			OpenCloseTween->SetParams( Params );
		}
		else
		{
			//OpenCloseTween->OnValueChanged.AddUObject( this, &UGUIWidget::OnOpenClose );
			OpenCloseTween->OnTweening.AddUObject( this, &UGUIWidget::OnOpenCloseTweening );
			OpenCloseTween->OnFinished.AddUObject( this, &UGUIWidget::OnOpenCloseFinished );
		}
	}

	Tweener = ObjectInitializer.CreateDefaultSubobject<UTweener>(this, "TweenerDefault");
	BooleanTweener = ObjectInitializer.CreateDefaultSubobject<UBooleanTweener>(this, "BooleanTweenerDefault");
	StateMachine = ObjectInitializer.CreateDefaultSubobject<UTweeningStateMachine>(this, "StateMachineDefault");
}
Пример #6
0
void UActorComponent::DoDeferredRenderUpdates_Concurrent()
{
	checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetFullName());
	checkf(!IsTemplate(), TEXT("%s"), *GetFullName());
	checkf(!IsPendingKill(), TEXT("%s"), *GetFullName());

	if(!IsRegistered())
	{
		UE_LOG(LogActorComponent, Log, TEXT("UpdateComponent: (%s) Not registered, Aborting."), *GetPathName());
		return;
	}

	if(bRenderStateDirty)
	{
		SCOPE_CYCLE_COUNTER(STAT_PostTickComponentRecreate);
		RecreateRenderState_Concurrent();
		checkf(!bRenderStateDirty, TEXT("Failed to route CreateRenderState_Concurrent (%s)"), *GetFullName());
	}
	else
	{
		SCOPE_CYCLE_COUNTER(STAT_PostTickComponentLW);
		if(bRenderTransformDirty)
		{
			// Update the component's transform if the actor has been moved since it was last updated.
			SendRenderTransform_Concurrent();
		}

		if(bRenderDynamicDataDirty)
		{
			SendRenderDynamicData_Concurrent();
		}
	}
}
Пример #7
0
UGameplayAbility::UGameplayAbility(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	CostGameplayEffect = NULL;
	CooldownGameplayEffect = NULL;

	{
		static FName FuncName = FName(TEXT("K2_ShouldAbilityRespondToEvent"));
		UFunction* ShouldRespondFunction = GetClass()->FindFunctionByName(FuncName);
		HasBlueprintShouldAbilityRespondToEvent = ShouldRespondFunction && ShouldRespondFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());
	}
	{
		static FName FuncName = FName(TEXT("K2_CanActivateAbility"));
		UFunction* CanActivateFunction = GetClass()->FindFunctionByName(FuncName);
		HasBlueprintCanUse = CanActivateFunction && CanActivateFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());
	}
	{
		static FName FuncName = FName(TEXT("K2_ActivateAbility"));
		UFunction* ActivateFunction = GetClass()->FindFunctionByName(FuncName);
		HasBlueprintActivate = ActivateFunction && ActivateFunction->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());
	}
	
#if WITH_EDITOR
	/** Autoregister abilities with the blueprint debugger in the editor.*/
	if (!HasAnyFlags(RF_ClassDefaultObject))
	{
		UBlueprint* BP = Cast<UBlueprint>(GetClass()->ClassGeneratedBy);
		if (BP && (BP->GetWorldBeingDebugged() == nullptr || BP->GetWorldBeingDebugged() == GetWorld()))
		{
			BP->SetObjectBeingDebugged(this);
		}
	}
#endif
}
Пример #8
0
void ANavigationData::PostInitProperties()
{
	Super::PostInitProperties();

	if (IsPendingKill() == true)
	{
		return;
	}

	if (HasAnyFlags(RF_ClassDefaultObject))
	{
		if (RuntimeGeneration == ERuntimeGenerationType::LegacyGeneration)
		{
			RuntimeGeneration = bRebuildAtRuntime_DEPRECATED ? ERuntimeGenerationType::Dynamic : ERuntimeGenerationType::Static;
		}
	}
	else
	{
		bNetLoadOnClient = (*GEngine->NavigationSystemClass != nullptr) && (GEngine->NavigationSystemClass->GetDefaultObject<UNavigationSystem>()->ShouldLoadNavigationOnClient(this));

		UWorld* WorldOuter = GetWorld();
		
		if (WorldOuter != NULL && WorldOuter->GetNavigationSystem() != NULL)
		{
			WorldOuter->GetNavigationSystem()->RequestRegistration(this);
		}

		RenderingComp = ConstructRenderingComponent();
	}
}
Пример #9
0
void UObject::SetLinker( FLinkerLoad* LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting )
{
	FLinkerIndexPair Existing = LinkerAnnotation.GetAnnotation(this);
	Existing.CheckInvariants();
	// Detach from existing linker.
	if( Existing.Linker && bShouldDetachExisting )
	{
		checkf(!HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad), TEXT("Detaching from existing linker for %s while object %s needs loaded"), *Existing.Linker->GetArchiveName(), *GetFullName());
		check(Existing.Linker->ExportMap[Existing.LinkerIndex].Object!=NULL);
		check(Existing.Linker->ExportMap[Existing.LinkerIndex].Object==this);
		Existing.Linker->ExportMap[Existing.LinkerIndex].Object = NULL;
	}

	if (Existing.Linker == LinkerLoad)
	{
		bShouldDetachExisting = false; // no change so don't call notify
	}
	LinkerAnnotation.AddAnnotation(this,FLinkerIndexPair(LinkerLoad,LinkerIndex));
	if (bShouldDetachExisting)
	{
#if WITH_EDITOR
		PostLinkerChange();
#else
		UE_CLOG(Existing.Linker && LinkerLoad, LogUObjectLinker, Fatal,
			TEXT("It is only legal to change linkers in the editor. Trying to change linker on %s from %s (Existing->LinkerRoot=%s) to %s (LinkerLoad->LinkerRoot=%s)"),
			*GetFullName(),
			*Existing.Linker->Filename,
			*GetNameSafe(Existing.Linker->LinkerRoot),
			*LinkerLoad->Filename,
			*GetNameSafe(LinkerLoad->LinkerRoot));
#endif
	}
}
Пример #10
0
void UUserWidget::Initialize()
{
	// If it's not initialized initialize it, as long as it's not the CDO, we never initialize the CDO.
	if ( !bInitialized && !HasAnyFlags(RF_ClassDefaultObject) )
	{
		bInitialized = true;

		// Only do this if this widget is of a blueprint class
		UWidgetBlueprintGeneratedClass* BGClass = Cast<UWidgetBlueprintGeneratedClass>(GetClass());
		if ( BGClass != nullptr )
		{
			BGClass->InitializeWidget(this);
		}

		// Map the named slot bindings to the available slots.
		WidgetTree->ForEachWidget([&] (UWidget* Widget) {
			if ( UNamedSlot* NamedWidet = Cast<UNamedSlot>(Widget) )
			{
				for ( FNamedSlotBinding& Binding : NamedSlotBindings )
				{
					if ( Binding.Content && Binding.Name == NamedWidet->GetFName() )
					{
						NamedWidet->ClearChildren();
						NamedWidet->AddChild(Binding.Content);
						return;
					}
				}
			}
		});

		// TODO Find a way to remove the bindings from the table.  Currently they're still needed.
		// Clear the named slot bindings table.
		//NamedSlotBindings.Reset();
	}
}
UGameplayDebuggerSettings::UGameplayDebuggerSettings(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
	if (HasAnyFlags(RF_ClassDefaultObject))
	{
		/*read base default values from Engine config file. It can be overridden (locally) by Editor settings*/
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView1"), CustomViewNames.GameView1, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView2"), CustomViewNames.GameView2, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView3"), CustomViewNames.GameView3, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView4"), CustomViewNames.GameView4, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView5"), CustomViewNames.GameView5, GEngineIni);
		GConfig->GetString(TEXT("GameplayDebuggerSettings"), TEXT("NameForGameView5"), CustomViewNames.GameView5, GEngineIni);
		
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("OverHead"), OverHead, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("Basic"), Basic, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("BehaviorTree"), BehaviorTree, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("EQS"), EQS, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("EnableEQSOnHUD"), EnableEQSOnHUD, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("Perception"), Perception, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView1"), GameView1, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView2"), GameView2, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView3"), GameView3, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView4"), GameView4, GEngineIni);
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("GameView5"), GameView5, GEngineIni);

#if ADD_LEVEL_EDITOR_EXTENSIONS
		bExtendViewportMenu = false;
		GConfig->GetBool(TEXT("GameplayDebuggerSettings"), TEXT("bExtendViewportMenu"), bExtendViewportMenu, GEngineIni);
#endif
	}
}
Пример #12
0
bool VSCheckInstall::checkInstallComplex(bool completeMcf)
{
	if (HasAnyFlags(getItemInfo()->getStatus(), UserCore::Item::ItemInfoI::STATUS_INSTALLCOMPLEX) == false)
		return false;

	auto pItem = getItemInfo();
	auto pParent = getParentItemInfo();

	if (pParent)
	{
		if (!pParent->getInstalledModId().isOk() || pParent->getInstalledModId() != pItem->getId())
		{
			if (completeMcf)
				setResult(RES_COMPLETE);
			else
				setResult(RES_DOWNLOADMISSING);

			return true;
		}
	}
	else if (pItem->getInstalledModId().isOk())
	{
		setResult(RES_COMPLETE);
		return true;
	}

	return false;
}
Пример #13
0
void UAIPerceptionComponent::CleanUp()
{
	if (bCleanedUp == false)
	{
		UAIPerceptionSystem* AIPerceptionSys = UAIPerceptionSystem::GetCurrent(GetWorld());
		if (AIPerceptionSys != nullptr)
		{
			AIPerceptionSys->UnregisterListener(*this);
			AActor* MutableBodyActor = GetMutableBodyActor();
			if (MutableBodyActor)
			{
				AIPerceptionSys->UnregisterSource(*MutableBodyActor);
			}
		}

		if (HasAnyFlags(RF_BeginDestroyed) == false)
		{
			AActor* Owner = GetOwner();
			if (Owner != nullptr)
			{
				Owner->OnEndPlay.RemoveDynamic(this, &UAIPerceptionComponent::OnOwnerEndPlay);
			}
		}

		bCleanedUp = true;
	}
}
Пример #14
0
void AEQSTestingPawn::UpdateDrawing()
{
#if WITH_EDITORONLY_DATA
	if (HasAnyFlags(RF_ClassDefaultObject) == true)
	{
		return;
	}

	UBillboardComponent* SpriteComponent = FindComponentByClass<UBillboardComponent>();
	if (SpriteComponent != NULL)
	{
		SpriteComponent->MarkRenderStateDirty();
	}	

	if (EdRenderComp != NULL && EdRenderComp->bVisible)
	{
		EdRenderComp->MarkRenderStateDirty();

#if WITH_EDITOR
		if (GEditor != NULL)
		{
			GEditor->RedrawLevelEditingViewports();
		}
#endif // WITH_EDITOR
	}
#endif // WITH_EDITORONLY_DATA
}
void UDeviceProfileManager::SaveProfiles(bool bSaveToDefaults)
{
	if( !HasAnyFlags( RF_ClassDefaultObject ) )
	{
		if(bSaveToDefaults)
		{
			for (int32 DeviceProfileIndex = 0; DeviceProfileIndex < Profiles.Num(); ++DeviceProfileIndex)
			{
				UDeviceProfile* CurrentProfile = CastChecked<UDeviceProfile>(Profiles[DeviceProfileIndex]);
				CurrentProfile->UpdateDefaultConfigFile();
			}
		}
		else
		{
			TArray< FString > DeviceProfileMapArray;

			for (int32 DeviceProfileIndex = 0; DeviceProfileIndex < Profiles.Num(); ++DeviceProfileIndex)
			{
				UDeviceProfile* CurrentProfile = CastChecked<UDeviceProfile>(Profiles[DeviceProfileIndex]);
				FString DeviceProfileTypeNameCombo = FString::Printf(TEXT("%s,%s"), *CurrentProfile->GetName(), *CurrentProfile->DeviceType);
				DeviceProfileMapArray.Add(DeviceProfileTypeNameCombo);

				CurrentProfile->SaveConfig(CPF_Config, *DeviceProfileFileName);
			}

			GConfig->SetArray(TEXT("DeviceProfiles"), TEXT("DeviceProfileNameAndTypes"), DeviceProfileMapArray, DeviceProfileFileName);
			GConfig->Flush(false, DeviceProfileFileName);
		}

		ManagerUpdatedDelegate.Broadcast();
	}
}
Пример #16
0
UEdGraphPin* UEdGraphNode::CreatePin(EEdGraphPinDirection Dir, const FEdGraphPinType& InPinType, const FString& PinName, int32 Index /*= INDEX_NONE*/)
{
	UEdGraphPin* NewPin = NewObject<UEdGraphPin>(this);
	NewPin->PinName = PinName;
	NewPin->Direction = Dir;

	NewPin->PinType = InPinType;

	NewPin->SetFlags(RF_Transactional);

	if (HasAnyFlags(RF_Transient))
	{
		NewPin->SetFlags(RF_Transient);
	}

	Modify(false);
	if (Pins.IsValidIndex(Index))
	{
		Pins.Insert(NewPin, Index);
	}
	else
	{
		Pins.Add(NewPin);
	}
	return NewPin;
}
Пример #17
0
void UModel::PostLoad()
{
	Super::PostLoad();
	
	if( FApp::CanEverRender() && !HasAnyFlags(RF_ClassDefaultObject) )
	{
		UpdateVertices();
	}

	// If in the editor, initialize each surface to hidden or not depending upon
	// whether the poly flag dictates being hidden at editor startup or not
	if ( GIsEditor )
	{
		for ( TArray<FBspSurf>::TIterator SurfIter( Surfs ); SurfIter; ++SurfIter )
		{
			FBspSurf& CurSurf = *SurfIter;
			CurSurf.bHiddenEdTemporary = ( ( CurSurf.PolyFlags & PF_HiddenEd ) != 0 );
			CurSurf.bHiddenEdLevel = 0;
		}

#if WITH_EDITOR
		if (ABrush* Owner = Cast<ABrush>(GetOuter()))
		{
			OwnerLocationWhenLastBuilt = Owner->GetActorLocation();
			OwnerPrepivotWhenLastBuilt = Owner->GetPrePivot();
			OwnerScaleWhenLastBuilt = Owner->GetActorScale();
			OwnerRotationWhenLastBuilt = -Owner->GetActorRotation();
			bCachedOwnerTransformValid = true;
		}
#endif
	}
}
Пример #18
0
bool VerifyServiceTask::checkItem()
{
	gcException eBadItem(ERR_BADITEM);
	gcException eBrchNull(ERR_BADITEM, "Item branch is null");
	
	UserCore::Item::ItemInfo* pItem = getItemInfo();

	if (!pItem)
	{
		onError(eBadItem);
		return true;
	}

	if (!pItem->isDownloadable())
	{
		finishVerify(UserCore::Misc::VerifyComplete::V_COMPLETE);
		return true;
	}

	if (!pItem->getCurrentBranch())
	{
		if (HasAnyFlags(pItem->getStatus(), UserCore::Item::ItemInfoI::STATUS_INSTALLED|UserCore::Item::ItemInfoI::STATUS_DOWNLOADING|UserCore::Item::ItemInfoI::STATUS_INSTALLING))
			onError(eBrchNull);
		else
			finishVerify(UserCore::Misc::VerifyComplete::V_RESET);

		return true;
	}

	return false;
}
Пример #19
0
bool GatherInfoTask::checkNullBranch(UserCore::Item::BranchInfoI* branchInfo)
{
	if (branchInfo)
		return true;

	if (!getUserCore()->getItemManager()->isKnownBranch(getMcfBranch(), getItemId()))
		throw gcException(ERR_BADITEM, "Branch is invalid or user doesnt have permissions to install branch.");

	if (!m_bFirstTime || HasAnyFlags(m_uiFlags, GI_FLAG_TEST))
		throw gcException(ERR_UNSUPPORTEDPLATFORM, 1, "This branch is not supported on this platform");

	m_bFirstTime = false;
	bool res = false;

	if (!m_bCanceled && m_pGIHH)
		res = m_pGIHH->showPlatformError();

	if (!res)
	{
		completeStage();
	}
	else
	{
		m_uiMcfBranch = MCFBranch::BranchFromInt(0);
		checkRequirements();
	}

	return false;
}
bool UAmethystGameInstance::LoadFrontEndMap(const FString& MapName)
{
	bool bSuccess = true;

	// if already loaded, do nothing
	UWorld* const World = GetWorld();
	if (World)
	{
		FString const CurrentMapName = *World->PersistentLevel->GetOutermost()->GetName();
		//if (MapName.Find(TEXT("Highrise")) != -1)
		if (CurrentMapName == MapName)
		{
			return bSuccess;
		}
	}

	FString Error;
	EBrowseReturnVal::Type BrowseRet = EBrowseReturnVal::Failure;
	FURL URL(
		*FString::Printf(TEXT("%s"), *MapName)
		);

	if (URL.Valid && !HasAnyFlags(RF_ClassDefaultObject)) //CastChecked<UEngine>() will fail if using Default__AmethystGameInstance, so make sure that we're not default
	{
		BrowseRet = GetEngine()->Browse(*WorldContext, URL, Error);

		// Handle failure.
		if (BrowseRet != EBrowseReturnVal::Success)
		{
			UE_LOG(LogLoad, Fatal, TEXT("%s"), *FString::Printf(TEXT("Failed to enter %s: %s. Please check the log for errors."), *MapName, *Error));
			bSuccess = false;
		}
	}
	return bSuccess;
}
Пример #21
0
void UNavArea::PostLoad()
{
	Super::PostLoad();

	if (HasAnyFlags(RF_ClassDefaultObject)
#if WITH_HOT_RELOAD
		&& !GIsHotReload
#endif // WITH_HOT_RELOAD
		)
	{
		UNavigationSystem::RequestAreaRegistering(GetClass());
	}

	if (!SupportedAgents.IsInitialized())
	{
		SupportedAgents.bSupportsAgent0 = bSupportsAgent0;
		SupportedAgents.bSupportsAgent1 = bSupportsAgent1;
		SupportedAgents.bSupportsAgent2 = bSupportsAgent2;
		SupportedAgents.bSupportsAgent3 = bSupportsAgent3;
		SupportedAgents.bSupportsAgent4 = bSupportsAgent4;
		SupportedAgents.bSupportsAgent5 = bSupportsAgent5;
		SupportedAgents.bSupportsAgent6 = bSupportsAgent6;
		SupportedAgents.bSupportsAgent7 = bSupportsAgent7;
		SupportedAgents.bSupportsAgent8 = bSupportsAgent8;
		SupportedAgents.bSupportsAgent9 = bSupportsAgent9;
		SupportedAgents.bSupportsAgent10 = bSupportsAgent10;
		SupportedAgents.bSupportsAgent11 = bSupportsAgent11;
		SupportedAgents.bSupportsAgent12 = bSupportsAgent12;
		SupportedAgents.bSupportsAgent13 = bSupportsAgent13;
		SupportedAgents.bSupportsAgent14 = bSupportsAgent14;
		SupportedAgents.bSupportsAgent15 = bSupportsAgent15;
		SupportedAgents.MarkInitialized();
	}
}
void UDeviceProfileManager::SaveProfiles()
{
	if( !HasAnyFlags( RF_ClassDefaultObject ) )
	{
		InternalSaveProfiles();
	}
}
Пример #23
0
void TBIUpdateMenu::calcUpdates()
{
	UserCore::UserI* user = GetUserCore();

	if (!user)
	{
		messageCount = 0;
		updateCount = 0;
		cartCount = 0;
	}
	else
	{
		messageCount = user->getPmCount();
		updateCount = user->getUpCount();
		cartCount = user->getCartCount();
	}

	gameUpdateCount = 0;
	modUpdateCount = 0;

	if (!m_pItemManager && GetUserCore())
		m_pItemManager = GetUserCore()->getItemManager();

	if (!m_pItemManager)
		return;

	std::vector<UserCore::Item::ItemInfoI*> gList;
	m_pItemManager->getGameList(gList);

	for (size_t x=0; x<gList.size(); x++)
	{
		if (HasAnyFlags(gList[x]->getStatus(), UserCore::Item::ItemInfoI::STATUS_UPDATEAVAL))
			gameUpdateCount++;

		std::vector<UserCore::Item::ItemInfoI*> mList;
		m_pItemManager->getModList(gList[x]->getId(), mList);

		for (size_t y=0; y<mList.size(); y++)
		{
			if (HasAnyFlags(mList[y]->getStatus(), UserCore::Item::ItemInfoI::STATUS_UPDATEAVAL))
				gameUpdateCount++;
		}
	}

	uint32 numUpdates = messageCount + updateCount + gameUpdateCount + modUpdateCount;
	m_szMenuName = gcWString(L"{0} ({1})", Managers::GetString(L"#TB_STATUS"), numUpdates);
}
Пример #24
0
void USpriterProject::PostInitProperties()
{
	if (!HasAnyFlags(RF_ClassDefaultObject))
	{
		AssetImportData = NewObject<UAssetImportData>(this, TEXT("AssetImportData"));
	}
	Super::PostInitProperties();
}
void UParticleModuleVelocity::PostInitProperties()
{
	Super::PostInitProperties();
	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))
	{
		InitializeDefaults();
	}
}
Пример #26
0
UBPDownloader::UBPDownloader(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	if (HasAnyFlags(RF_ClassDefaultObject) == false)
	{
		AddToRoot();
	}
}
UJavascriptOutputDevice::UJavascriptOutputDevice(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	if (!HasAnyFlags(RF_ClassDefaultObject))
	{
		OutputDevice = MakeShareable(new FJavascriptOutputDevice(this));
	}	
}
Пример #28
0
void UUnrealEdOptions::PostInitProperties()
{
	Super::PostInitProperties();
	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))
	{
		EditorKeyBindings = NewObject<UUnrealEdKeyBindings>(this, FName("EditorKeyBindingsInst"));
	}
}
Пример #29
0
void USoundCue::PostInitProperties()
{
	Super::PostInitProperties();
	if (!HasAnyFlags(RF_ClassDefaultObject | RF_NeedLoad))
	{
		CreateGraph();
	}
}
Пример #30
0
void UScriptContext::PostInitProperties()
{
	Super::PostInitProperties();

	if (!HasAnyFlags(RF_ClassDefaultObject))
	{
		auto ContextOwner = GetOuter();
		if (ContextOwner && !ContextOwner->HasAnyFlags(RF_ClassDefaultObject))
		{
			auto ScriptClass = UScriptBlueprintGeneratedClass::GetScriptGeneratedClass(ContextOwner->GetClass());
			if (ScriptClass)
			{
				Context = FScriptContextBase::CreateContext(ScriptClass->SourceCode, ScriptClass, ContextOwner);
			}
		}
	}
}