void FBlueprintCompileReinstancer::ReconstructOwnerInstances(TSubclassOf<UActorComponent> ComponentClass)
{
	if (ComponentClass == nullptr)
	{
		return;
	}

	TArray<UObject*> ComponentInstances;
	GetObjectsOfClass(ComponentClass, ComponentInstances, /*bIncludeDerivedClasses =*/false);

	TSet<AActor*> OwnerInstances;
	for (UObject* ComponentObj : ComponentInstances)
	{
	
		UActorComponent* Component = CastChecked<UActorComponent>(ComponentObj);
			
		if (AActor* OwningActor = Component->GetOwner())
		{
			// we don't just rerun construction here, because we could end up 
			// doing it twice for the same actor (if it had multiple components 
			// of this kind), so we put that off as a secondary pass
			OwnerInstances.Add(OwningActor);
		}
	}

	for (AActor* ComponentOwner : OwnerInstances)
	{
		ComponentOwner->RerunConstructionScripts();
	}
}
void FSkookumScriptEditor::on_class_updated(UClass * ue_class_p)
  {
  // 1) Refresh actions (in Blueprint editor drop down menu)
  FBlueprintActionDatabase::Get().RefreshClassActions(ue_class_p);

  // Storage for gathered objects
  TArray<UObject*> obj_array;

  // 2) Refresh node display of all SkookumScript function call nodes
  obj_array.Reset();
  GetObjectsOfClass(UK2Node_CallFunction::StaticClass(), obj_array, true, RF_ClassDefaultObject);
  for (auto obj_p : obj_array)
    {
    UK2Node_CallFunction * function_node_p = Cast<UK2Node_CallFunction>(obj_p);
    UFunction * target_function_p = function_node_p->GetTargetFunction();
    // Also refresh all nodes with no target function as it is probably a Sk function that was deleted
    //if (!target_function_p || get_runtime()->is_skookum_blueprint_function(target_function_p))
    if (target_function_p && get_runtime()->is_skookum_blueprint_function(target_function_p))
      {
      const UEdGraphSchema * schema_p = function_node_p->GetGraph()->GetSchema();
      schema_p->ReconstructNode(*function_node_p, true);
      }
    }

  // 3) Refresh node display of all SkookumScript event nodes
  obj_array.Reset();
  GetObjectsOfClass(UK2Node_Event::StaticClass(), obj_array, true, RF_ClassDefaultObject);
  for (auto obj_p : obj_array)
    {
    UK2Node_Event * event_node_p = Cast<UK2Node_Event>(obj_p);
    UFunction * event_function_p = event_node_p->FindEventSignatureFunction();
    if (event_function_p && get_runtime()->is_skookum_blueprint_event(event_function_p))
      {
      const UEdGraphSchema * schema_p = event_node_p->GetGraph()->GetSchema();
      schema_p->ReconstructNode(*event_node_p, true);
      }
    }

  // 4) Try recompiling any Blueprints that previously had errors
  recompile_blueprints_with_errors();
  }
 //---------------------------------------------------------------------------------------
 // Get array of actors of the given class or a superclass
 static UClass * get_actor_super_class_array(SkClass * sk_class_p, TArray<UObject*> * object_array_p, SkClass ** sk_superclass_pp)
   {
   UClass * ue_superclass_p;
   SkClass * sk_superclass_p = SkUEClassBindingHelper::find_most_derived_super_class_known_to_ue(sk_class_p, &ue_superclass_p);
   if (ue_superclass_p)
     {
     object_array_p->Reserve(1024);
     GetObjectsOfClass(ue_superclass_p, *object_array_p, true, RF_ClassDefaultObject);
     }
   *sk_superclass_pp = sk_superclass_p;
   return ue_superclass_p;
   }
//---------------------------------------------------------------------------------------
// Find blueprints that have compile errors and try recompiling them
// (as errors might be due to SkookumScript not having been initialized at previous compile time
void FSkookumScriptEditor::recompile_blueprints_with_errors()
  {
  TArray<UObject*> blueprint_array;
  GetObjectsOfClass(UBlueprint::StaticClass(), blueprint_array, false, RF_ClassDefaultObject);
  for (UObject * obj_p : blueprint_array)
    {
    UBlueprint * blueprint_p = static_cast<UBlueprint *>(obj_p);
    if (blueprint_p->Status == BS_Error)
      {
      FKismetEditorUtilities::CompileBlueprint(blueprint_p);
      }
    }
  }
void FBlueprintCompileReinstancer::ReinstanceFast()
{
	UE_LOG(LogBlueprint, Log, TEXT("BlueprintCompileReinstancer: Doing a fast path refresh on class '%s'."), *GetPathNameSafe(ClassToReinstance));

	TArray<UObject*> ObjectsToReplace;
	GetObjectsOfClass(DuplicatedClass, ObjectsToReplace, /*bIncludeDerivedClasses=*/ false);

	const bool bIsActor = ClassToReinstance->IsChildOf<AActor>();
	const bool bIsAnimInstance = ClassToReinstance->IsChildOf<UAnimInstance>();
	const bool bIsComponent = ClassToReinstance->IsChildOf<UActorComponent>();
	for (auto Obj : ObjectsToReplace)
	{
		UE_LOG(LogBlueprint, Log, TEXT("  Fast path is refreshing (not replacing) %s"), *Obj->GetFullName());

		if ((!Obj->IsTemplate() || bIsComponent) && !Obj->IsPendingKill())
		{
			const bool bIsSelected = bIsActor ? Obj->IsSelected() : false;

			Obj->SetClass(ClassToReinstance);

			if (bIsActor)
			{
				auto Actor = CastChecked<AActor>(Obj);
				Actor->ReregisterAllComponents();
				Actor->RerunConstructionScripts();

				if (bIsSelected)
				{
					GEditor->SelectActor(Actor, /*bInSelected =*/true, /*bNotify =*/true, false, true);
				}
			}

			if (bIsAnimInstance)
			{
				// Initialising the anim instance isn't enough to correctly set up the skeletal mesh again in a
				// paused world, need to initialise the skeletal mesh component that contains the anim instance.
				if (USkeletalMeshComponent* SkelComponent = Cast<USkeletalMeshComponent>(Obj->GetOuter()))
				{
					SkelComponent->InitAnim(true);
				}
			}
		}
	}

	TArray<UObject*> SourceObjects;
	TMap<UObject*, UObject*> OldToNewInstanceMap;
	TMap<FStringAssetReference, UObject*> ReinstancedObjectsWeakReferenceMap;
	FReplaceReferenceHelper::IncludeCDO(DuplicatedClass, ClassToReinstance, OldToNewInstanceMap, SourceObjects, OriginalCDO);
	FReplaceReferenceHelper::FindAndReplaceReferences(SourceObjects, &ObjectsThatShouldUseOldStuff, ObjectsToReplace, OldToNewInstanceMap, ReinstancedObjectsWeakReferenceMap);
}
//---------------------------------------------------------------------------------------
// Generate SkookumScript class script files for all known blueprint assets
void FSkookumScriptEditor::generate_all_class_script_files()
  {
  if (!m_overlay_path.IsEmpty())
    {
    TArray<UObject*> blueprint_array;
    GetObjectsOfClass(UBlueprint::StaticClass(), blueprint_array, false, RF_ClassDefaultObject);
    for (UObject * obj_p : blueprint_array)
      {
      generate_class_script_files(static_cast<UBlueprint *>(obj_p)->GeneratedClass, true);
      }

    generate_used_class_script_files();
    }
  }
 // TODO: shell we cache the dependency?
 static TArray<UDataTable*> GetTablesDependentOnStruct(UUserDefinedStruct* Struct)
 {
     TArray<UDataTable*> Result;
     if (Struct)
     {
         TArray<UObject*> DataTables;
         GetObjectsOfClass(UDataTable::StaticClass(), DataTables);
         for (auto DataTableObj : DataTables)
         {
             auto DataTable = Cast<UDataTable>(DataTableObj);
             if (DataTable && (Struct == DataTable->RowStruct))
             {
                 Result.Add(DataTable);
             }
         }
     }
     return Result;
 }
示例#8
0
 //Performs a quick Map lookup if we're already tracking this key, full TObjectIteration otherwise
void FLiveEditorManager::FPieObjectCache::FindPiePartners( const class UObject* EditorObject, TArray< TWeakObjectPtr<UObject> >& OutValues )
{
	if ( EditorObject == NULL || !bCacheActive )
		return;

	if ( ObjectLookupCache.Contains(EditorObject) )
	{
		ObjectLookupCache.MultiFind( EditorObject, OutValues );
	}
	else
	{
		UWorld *OldWorld = NULL;
		if ( GEditor->PlayWorld != NULL )
		{
			OldWorld = GWorld;
			GWorld = GEditor->PlayWorld;
		}

		TArray<UObject*> ObjectsToChange;
		const bool bIncludeDerivedClasses = true;
		GetObjectsOfClass(EditorObject->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;

			if ( !nPieObjectCache::IsPiePartner(*EditorObject, *Object) )
				continue;

			ObjectLookupCache.AddUnique( EditorObject, Object );
			TrackedObjects.Add( Object );

			OutValues.Add( Object );
		}

		if ( GEditor->PlayWorld != NULL )
		{
			GWorld = OldWorld;
		}
	}
}
void FBlueprintCompileReinstancer::ReplaceInstancesOfClass(UClass* OldClass, UClass* NewClass, UObject*	OriginalCDO, TSet<UObject*>* ObjectsThatShouldUseOldStuff)
{
	USelection* SelectedActors;
	bool bSelectionChanged = false;
	TArray<UObject*> ObjectsToReplace;
	const bool bLogConversions = false; // for debugging

	// Map of old objects to new objects
	TMap<UObject*, UObject*> OldToNewInstanceMap;
	TMap<UClass*, UClass*>   OldToNewClassMap;
	OldToNewClassMap.Add(OldClass, NewClass);

	TMap<FStringAssetReference, UObject*> ReinstancedObjectsWeakReferenceMap;

	// actors being replace
	TArray<FActorReplacementHelper> ReplacementActors;

	// A list of objects (e.g. Blueprints) that potentially have editors open that we need to refresh
	TArray<UObject*> PotentialEditorsForRefreshing;

	// A list of component owners that need their construction scripts re-ran (because a component of theirs has been reinstanced)
	TSet<AActor*> OwnersToReconstruct;

	// Set global flag to let system know we are reconstructing blueprint instances
	TGuardValue<bool> GuardTemplateNameFlag(GIsReconstructingBlueprintInstances, true);

	struct FObjectRemappingHelper
	{
		void OnObjectsReplaced(const TMap<UObject*, UObject*>& InReplacedObjects)
		{
			ReplacedObjects.Append(InReplacedObjects);
		}

		TMap<UObject*, UObject*> ReplacedObjects;
	} ObjectRemappingHelper;

	FDelegateHandle OnObjectsReplacedHandle = GEditor->OnObjectsReplaced().AddRaw(&ObjectRemappingHelper,&FObjectRemappingHelper::OnObjectsReplaced);

	{ BP_SCOPED_COMPILER_EVENT_STAT(EKismetReinstancerStats_ReplaceInstancesOfClass);


		const bool bIncludeDerivedClasses = false;
		GetObjectsOfClass(OldClass, ObjectsToReplace, bIncludeDerivedClasses);
	
		SelectedActors = GEditor->GetSelectedActors();
		SelectedActors->BeginBatchSelectOperation();
		SelectedActors->Modify();
		
		// Then fix 'real' (non archetype) instances of the class
		for (UObject* OldObject : ObjectsToReplace)
		{
			// Skip non-archetype instances, EXCEPT for component templates
			const bool bIsComponent = NewClass->IsChildOf(UActorComponent::StaticClass());
			if ((!bIsComponent && OldObject->IsTemplate()) || OldObject->IsPendingKill())
			{
				continue;
			}

			UBlueprint* CorrespondingBlueprint  = Cast<UBlueprint>(OldObject->GetClass()->ClassGeneratedBy);
			UObject*    OldBlueprintDebugObject = nullptr;
			// If this object is being debugged, cache it off so we can preserve the 'object being debugged' association
			if ((CorrespondingBlueprint != nullptr) && (CorrespondingBlueprint->GetObjectBeingDebugged() == OldObject))
			{
				OldBlueprintDebugObject = OldObject;
			}

			AActor*  OldActor = Cast<AActor>(OldObject);
			UObject* NewUObject = nullptr;
			// if the object to replace is an actor...
			if (OldActor != nullptr)
			{
				FVector  Location = FVector::ZeroVector;
				FRotator Rotation = FRotator::ZeroRotator;
				if (USceneComponent* OldRootComponent = OldActor->GetRootComponent())
				{
					Location = OldActor->GetActorLocation();
					Rotation = OldActor->GetActorRotation();
				}

				// If this actor was spawned from an Archetype, we spawn the new actor from the new version of that archetype
				UObject* OldArchetype = OldActor->GetArchetype();
				UWorld*  World        = OldActor->GetWorld();
				AActor*  NewArchetype = Cast<AActor>(OldToNewInstanceMap.FindRef(OldArchetype));
				// Check that either this was an instance of the class directly, or we found a new archetype for it
				check(OldArchetype == OldClass->GetDefaultObject() || NewArchetype);

				// Spawn the new actor instance, in the same level as the original, but deferring running the construction script until we have transferred modified properties
				ULevel*  ActorLevel  = OldActor->GetLevel();
				UClass** MappedClass = OldToNewClassMap.Find(OldActor->GetClass());
				UClass*  SpawnClass  = MappedClass ? *MappedClass : NewClass;

				FActorSpawnParameters SpawnInfo;
				SpawnInfo.OverrideLevel      = ActorLevel;
				SpawnInfo.Template           = NewArchetype;
				SpawnInfo.bNoCollisionFail   = true;
				SpawnInfo.bDeferConstruction = true;

				// Temporarily remove the deprecated flag so we can respawn the Blueprint in the level
				const bool bIsClassDeprecated = SpawnClass->HasAnyClassFlags(CLASS_Deprecated);
				SpawnClass->ClassFlags &= ~CLASS_Deprecated;

				AActor* NewActor = World->SpawnActor(SpawnClass, &Location, &Rotation, SpawnInfo);
				// Reassign the deprecated flag if it was previously assigned
				if (bIsClassDeprecated)
				{
					SpawnClass->ClassFlags |= CLASS_Deprecated;
				}

				check(NewActor != nullptr);
				NewUObject = NewActor;
				// store the new actor for the second pass (NOTE: this detaches 
				// OldActor from all child/parent attachments)
				//
				// running the NewActor's construction-script is saved for that 
				// second pass (because the construction-script may reference 
				// another instance that hasn't been replaced yet).
				ReplacementActors.Add(FActorReplacementHelper(NewActor, OldActor));

				ReinstancedObjectsWeakReferenceMap.Add(OldObject, NewUObject);

				OldActor->DestroyConstructedComponents(); // don't want to serialize components from the old actor
				// Unregister native components so we don't copy any sub-components they generate for themselves (like UCameraComponent does)
				OldActor->UnregisterAllComponents();

				// Unregister any native components, might have cached state based on properties we are going to overwrite
				NewActor->UnregisterAllComponents(); 

				UEditorEngine::CopyPropertiesForUnrelatedObjects(OldActor, NewActor);
				// reset properties/streams
				NewActor->ResetPropertiesForConstruction(); 
				// register native components
				NewActor->RegisterAllComponents(); 

				// 
				// clean up the old actor (unselect it, remove it from the world, etc.)...

				if (OldActor->IsSelected())
				{
					GEditor->SelectActor(OldActor, /*bInSelected =*/false, /*bNotify =*/false);
					bSelectionChanged = true;
				}
				if (GEditor->Layers.IsValid()) // ensure(NULL != GEditor->Layers) ?? While cooking the Layers is NULL.
				{
					GEditor->Layers->DisassociateActorFromLayers(OldActor);
				}

 				World->EditorDestroyActor(OldActor, /*bShouldModifyLevel =*/true);
 				OldToNewInstanceMap.Add(OldActor, NewActor);
			}
			else
			{
				FName OldName(OldObject->GetFName());
				OldObject->Rename(NULL, OldObject->GetOuter(), REN_DoNotDirty | REN_DontCreateRedirectors);
				NewUObject = NewObject<UObject>(OldObject->GetOuter(), NewClass, OldName);
				check(NewUObject != nullptr);

				UEditorEngine::CopyPropertiesForUnrelatedObjects(OldObject, NewUObject);

				if (UAnimInstance* AnimTree = Cast<UAnimInstance>(NewUObject))
				{
					// Initialising the anim instance isn't enough to correctly set up the skeletal mesh again in a
					// paused world, need to initialise the skeletal mesh component that contains the anim instance.
					if (USkeletalMeshComponent* SkelComponent = Cast<USkeletalMeshComponent>(AnimTree->GetOuter()))
					{
						SkelComponent->InitAnim(true);
					}
				}

				OldObject->RemoveFromRoot();
				OldObject->MarkPendingKill();

				OldToNewInstanceMap.Add(OldObject, NewUObject);

				if (bIsComponent)
				{
					UActorComponent* Component = Cast<UActorComponent>(NewUObject);
					AActor* OwningActor = Component->GetOwner();
					if (OwningActor)
					{
						OwningActor->ResetOwnedComponents();

						// Check to see if they have an editor that potentially needs to be refreshed
						if (OwningActor->GetClass()->ClassGeneratedBy)
						{
							PotentialEditorsForRefreshing.AddUnique(OwningActor->GetClass()->ClassGeneratedBy);
						}

						// we need to keep track of actor instances that need 
						// their construction scripts re-ran (since we've just 
						// replaced a component they own)
						OwnersToReconstruct.Add(OwningActor);
					}
				}
			}

			// If this original object came from a blueprint and it was in the selected debug set, change the debugging to the new object.
			if ((CorrespondingBlueprint) && (OldBlueprintDebugObject) && (NewUObject))
			{
				CorrespondingBlueprint->SetObjectBeingDebugged(NewUObject);
			}

			if (bLogConversions)
			{
				UE_LOG(LogBlueprint, Log, TEXT("Converted instance '%s' to '%s'"), *OldObject->GetPathName(), *NewUObject->GetPathName());
			}
		}
	}

	GEditor->OnObjectsReplaced().Remove(OnObjectsReplacedHandle);

	// Now replace any pointers to the old archetypes/instances with pointers to the new one
	TArray<UObject*> SourceObjects;
	TArray<UObject*> DstObjects;

	OldToNewInstanceMap.GenerateKeyArray(SourceObjects);
	OldToNewInstanceMap.GenerateValueArray(DstObjects); // Also look for references in new spawned objects.

	SourceObjects.Append(DstObjects);

	FReplaceReferenceHelper::IncludeCDO(OldClass, NewClass, OldToNewInstanceMap, SourceObjects, OriginalCDO);
	FReplaceReferenceHelper::FindAndReplaceReferences(SourceObjects, ObjectsThatShouldUseOldStuff, ObjectsToReplace, OldToNewInstanceMap, ReinstancedObjectsWeakReferenceMap);

	{ BP_SCOPED_COMPILER_EVENT_STAT(EKismetReinstancerStats_ReplacementConstruction);

		// the process of setting up new replacement actors is split into two 
		// steps (this here, is the second)...
		// 
		// the "finalization" here runs the replacement actor's construction-
		// script and is left until late to account for a scenario where the 
		// construction-script attempts to modify another instance of the 
		// same class... if this were to happen above, in the ObjectsToReplace 
		// loop, then accessing that other instance would cause an assert in 
		// UProperty::ContainerPtrToValuePtrInternal() (which appropriatly 
		// complains that the other instance's type doesn't match because it 
		// hasn't been replaced yet... that's why we wait until after 
		// FArchiveReplaceObjectRef to run construction-scripts).
		for (FActorReplacementHelper& ReplacementActor : ReplacementActors)
		{
			ReplacementActor.Finalize(ObjectRemappingHelper.ReplacedObjects);
		}
	}

	SelectedActors->EndBatchSelectOperation();
	if (bSelectionChanged)
	{
		GEditor->NoteSelectionChange();
	}

	if (GEditor)
	{
		// Refresh any editors for objects that we've updated components for
		for (auto BlueprintAsset : PotentialEditorsForRefreshing)
		{
			FBlueprintEditor* BlueprintEditor = static_cast<FBlueprintEditor*>(FAssetEditorManager::Get().FindEditorForAsset(BlueprintAsset, /*bFocusIfOpen =*/false));
			if (BlueprintEditor)
			{
				BlueprintEditor->RefreshEditors();
			}
		}
	}

	// in the case where we're replacing component instances, we need to make 
	// sure to re-run their owner's construction scripts
	for (AActor* ActorInstance : OwnersToReconstruct)
	{
		ActorInstance->RerunConstructionScripts();
	}
}
FBlueprintCompileReinstancer::FBlueprintCompileReinstancer(UClass* InClassToReinstance, bool bIsBytecodeOnly, bool bSkipGC)
	: ClassToReinstance(InClassToReinstance)
	, DuplicatedClass(NULL)
	, OriginalCDO(NULL)
	, bHasReinstanced(false)
	, bSkipGarbageCollection(bSkipGC)
	, ClassToReinstanceDefaultValuesCRC(0)
{
	if( InClassToReinstance != NULL )
	{
		bIsReinstancingSkeleton = FKismetEditorUtilities::IsClassABlueprintSkeleton(ClassToReinstance);

		SaveClassFieldMapping(InClassToReinstance);

		// Remember the initial CDO for the class being resinstanced
		OriginalCDO = ClassToReinstance->GetDefaultObject();

		// Duplicate the class we're reinstancing into the transient package.  We'll re-class all objects we find to point to this new class
		GIsDuplicatingClassForReinstancing = true;
		ClassToReinstance->ClassFlags |= CLASS_NewerVersionExists;
		const FName RenistanceName = MakeUniqueObjectName(GetTransientPackage(), ClassToReinstance->GetClass(), *FString::Printf(TEXT("REINST_%s"), *ClassToReinstance->GetName()));
		DuplicatedClass = (UClass*)StaticDuplicateObject(ClassToReinstance, GetTransientPackage(), *RenistanceName.ToString(), ~RF_Transactional); 

		ClassToReinstance->ClassFlags &= ~CLASS_NewerVersionExists;
		GIsDuplicatingClassForReinstancing = false;

		auto BPGDuplicatedClass = Cast<UBlueprintGeneratedClass>(DuplicatedClass);
		auto DuplicatedClassUberGraphFunction = BPGDuplicatedClass ? BPGDuplicatedClass->UberGraphFunction : nullptr;
		if (DuplicatedClassUberGraphFunction)
		{
			DuplicatedClassUberGraphFunction->Bind();
			DuplicatedClassUberGraphFunction->StaticLink(true);
		}

		// Bind and link the duplicate class, so that it has the proper duplicate property offsets
		DuplicatedClass->Bind();
		DuplicatedClass->StaticLink(true);

		// Copy over the ComponentNametoDefaultObjectMap, which tells CopyPropertiesForUnrelatedObjects which components are instanced and which aren't

		GIsDuplicatingClassForReinstancing = true;
		UObject* OldCDO = ClassToReinstance->GetDefaultObject();
		DuplicatedClass->ClassDefaultObject = (UObject*)StaticDuplicateObject(OldCDO, GetTransientPackage(), *DuplicatedClass->GetDefaultObjectName().ToString());
		GIsDuplicatingClassForReinstancing = false;

		DuplicatedClass->ClassDefaultObject->SetFlags(RF_ClassDefaultObject);
		DuplicatedClass->ClassDefaultObject->SetClass(DuplicatedClass);

		OldCDO->SetClass(DuplicatedClass);
		ObjectsThatShouldUseOldStuff.Add(DuplicatedClass); //CDO of REINST_ class can be used as archetype

		if( !bIsBytecodeOnly )
		{
			TArray<UObject*> ObjectsToChange;
			const bool bIncludeDerivedClasses = false;
			GetObjectsOfClass(ClassToReinstance, ObjectsToChange, bIncludeDerivedClasses);
			for (auto ObjIt = ObjectsToChange.CreateConstIterator(); ObjIt; ++ObjIt)
			{
				(*ObjIt)->SetClass(DuplicatedClass);
			}

			TArray<UClass*> ChildrenOfClass;
			GetDerivedClasses(ClassToReinstance, ChildrenOfClass);
			for ( auto ClassIt = ChildrenOfClass.CreateConstIterator(); ClassIt; ++ClassIt )
			{
				UClass* ChildClass = *ClassIt;
				UBlueprint* ChildBP = Cast<UBlueprint>(ChildClass->ClassGeneratedBy);
				if (ChildBP)
				{
					const bool bClassIsDirectlyGeneratedByTheBlueprint = (ChildBP->GeneratedClass == ChildClass)
						|| (ChildBP->SkeletonGeneratedClass == ChildClass);

					if (ChildBP->HasAnyFlags(RF_BeingRegenerated) || !bClassIsDirectlyGeneratedByTheBlueprint)
					{
						if (ChildClass->GetSuperClass() == ClassToReinstance)
						{
							ReparentChild(ChildClass);
						}

						//TODO: some stronger condition would be nice
						if (!bClassIsDirectlyGeneratedByTheBlueprint)
						{
							ObjectsThatShouldUseOldStuff.Add(ChildClass);
						}
					}
					// If this is a direct child, change the parent and relink so the property chain is valid for reinstancing
					else if( !ChildBP->HasAnyFlags(RF_NeedLoad) )
					{
						if( ChildClass->GetSuperClass() == ClassToReinstance )
						{
							ReparentChild(ChildBP);
						}

						Children.AddUnique(ChildBP);
					}
					else
					{
						// If this is a child that caused the load of their parent, relink to the REINST class so that we can still serialize in the CDO, but do not add to later processing
						ReparentChild(ChildClass);
					}
				}
			}
		}

		// Pull the blueprint that generated this reinstance target, and gather the blueprints that are dependent on it
		UBlueprint* GeneratingBP = Cast<UBlueprint>(ClassToReinstance->ClassGeneratedBy);
		check(GeneratingBP || GIsAutomationTesting);
		if(GeneratingBP)
		{
			ClassToReinstanceDefaultValuesCRC = GeneratingBP->CrcPreviousCompiledCDO;
			FBlueprintEditorUtils::GetDependentBlueprints(GeneratingBP, Dependencies);
		}
	}
}
//---------------------------------------------------------------------------------------
// 
void FSkookumScriptRuntime::tick_remote()
  {
  if (!IsRunningCommandlet())
    {
    // Request recompilation of binaries if script files changed
    if (m_freshen_binaries_requested)
      {
      m_remote_client.cmd_compiled_state(true);
      m_freshen_binaries_requested = false;
      }

    // Remote communication to and from SkookumScript IDE.
    // Needs to be called whether in editor or game and whether paused or not
    // $Revisit - CReis This is probably a hack. The remote client update should probably
    // live somewhere other than a tick method such as its own thread.
    m_remote_client.process_incoming();

    // Re-load compiled binaries?
    // If the game is currently running, delay until it's not
    if (m_remote_client.is_load_compiled_binaries_requested() 
     && SkookumScript::get_initialization_level() < SkookumScript::InitializationLevel_gameplay)
      {
      // Makes sure the SkookumScript runtime object is initialized at this point
      ensure_runtime_initialized();

      // Load the Skookum class hierarchy scripts in compiled binary form
      bool is_first_time = !is_skookum_initialized();

      bool success_b = m_runtime.load_and_bind_compiled_scripts();
      SK_ASSERTX(success_b, AErrMsg("Unable to load SkookumScript compiled binaries!", AErrLevel_notify));
      m_remote_client.clear_load_compiled_binaries_requested();

      // After reloading, re-resolve the raw data of all dynamic classes
      #if WITH_EDITORONLY_DATA
        TArray<UObject*> blueprint_array;
        GetObjectsOfClass(UBlueprint::StaticClass(), blueprint_array, true, RF_ClassDefaultObject);
        for (UObject * obj_p : blueprint_array)
          {
          UBlueprint * blueprint_p = static_cast<UBlueprint *>(obj_p);
          if (blueprint_p->GeneratedClass)
            {
            SkClass * sk_class_p = SkUEClassBindingHelper::get_sk_class_from_ue_class(blueprint_p->GeneratedClass);
            if (sk_class_p)
              {
              SkUEClassBindingHelper::resolve_raw_data(sk_class_p, blueprint_p->GeneratedClass);
              }
            }
          }
      #endif

      if (is_first_time && is_skookum_initialized())
        {
        #if WITH_EDITOR
          // Recompile Blueprints in error state as such error state might have been due to SkookumScript not being initialized at the time of compile
          if (m_runtime.get_editor_interface())
            {
            m_runtime.get_editor_interface()->recompile_blueprints_with_errors();
            }
        #endif
        }
      }
    }
  }