bool FKismetConnectionDrawingPolicy::CanBuildRoadmap() const { UBlueprint* TargetBP = FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj); UObject* ActiveObject = TargetBP->GetObjectBeingDebugged(); return ActiveObject != NULL; }
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(); } }
void UK2Node::GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const { // start with the default hover text (from the pin's tool-tip) Super::GetPinHoverText(Pin, HoverTextOut); // if the Pin wasn't initialized with a tool-tip of its own if (HoverTextOut.IsEmpty()) { UEdGraphSchema const* Schema = GetSchema(); check(Schema != NULL); Schema->ConstructBasicPinTooltip(Pin, FText::GetEmpty(), HoverTextOut); } UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNodeChecked(this); check(Blueprint != NULL); // If this resides in an intermediate graph, show the UObject name for debug purposes if(Blueprint->IntermediateGeneratedGraphs.Contains(GetGraph())) { HoverTextOut = FString::Printf(TEXT("%s\n\n%s"), *Pin.GetName(), *HoverTextOut); } UObject* ActiveObject = Blueprint->GetObjectBeingDebugged(); // if there is no object being debugged, then we don't need to tack on any of the following data if (ActiveObject == NULL) { return; } // Switch the blueprint to the one that generated the object being debugged (e.g. in case we're inside a Macro BP while debugging) Blueprint = Cast<UBlueprint>(ActiveObject->GetClass()->ClassGeneratedBy); if (Blueprint == NULL) { return; } // if the blueprint doesn't have debug data, notify the user /*if (!FKismetDebugUtilities::HasDebuggingData(Blueprint)) { HoverTextOut += TEXT("\n(NO DEBUGGING INFORMATION GENERATED, NEED TO RECOMPILE THE BLUEPRINT)"); }*/ //@TODO: For exec pins, show when they were last executed // grab the debug value of the pin FString WatchText; const FKismetDebugUtilities::EWatchTextResult WatchStatus = FKismetDebugUtilities::GetWatchText(/*inout*/ WatchText, Blueprint, ActiveObject, &Pin); // if this is an array pin, then we possibly have too many lines (too many entries) if (Pin.PinType.bIsArray) { int32 LineCounter = 0; int32 OriginalWatchTextLen = WatchText.Len(); // walk the string, finding line breaks (counting lines) for (int32 NewWatchTextLen = 0; NewWatchTextLen < OriginalWatchTextLen; ) { ++LineCounter; int32 NewLineIndex = WatchText.Find("\n", ESearchCase::IgnoreCase, ESearchDir::FromStart, NewWatchTextLen); // if we've reached the end of the string (it's not to long) if (NewLineIndex == INDEX_NONE) { break; } NewWatchTextLen = NewLineIndex + 1; // if we're at the end of the string (but it ends with a newline) if (NewWatchTextLen >= OriginalWatchTextLen) { break; } // if we've hit the max number of lines allowed in a tooltip if (LineCounter >= MaxArrayPinTooltipLineCount) { // truncate WatchText so it contains a finite number of lines WatchText = WatchText.Left(NewWatchTextLen); WatchText += "..."; // WatchText should already have a trailing newline (no need to prepend this with one) break; } } } // if Pin.PinType.bIsArray... switch (WatchStatus) { case FKismetDebugUtilities::EWTR_Valid: HoverTextOut += FString::Printf(TEXT("\nCurrent value = %s"), *WatchText); //@TODO: Print out object being debugged name? break; case FKismetDebugUtilities::EWTR_NotInScope: HoverTextOut += TEXT("\n(Variable is not in scope)"); break; default: case FKismetDebugUtilities::EWTR_NoDebugObject: case FKismetDebugUtilities::EWTR_NoProperty: break; } }
void FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() { LatestTimeDiscovered = 0.0; // Only do highlighting in PIE or SIE if (!CanBuildRoadmap()) { return; } UBlueprint* TargetBP = FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj); UObject* ActiveObject = TargetBP->GetObjectBeingDebugged(); check(ActiveObject); // Due to CanBuildRoadmap // Redirect the target Blueprint when debugging with a macro graph visible if (TargetBP->BlueprintType == BPTYPE_MacroLibrary) { TargetBP = Cast<UBlueprint>(ActiveObject->GetClass()->ClassGeneratedBy); } TArray<UEdGraphNode*> SequentialNodesInGraph; TArray<double> SequentialNodeTimes; { const TSimpleRingBuffer<FKismetTraceSample>& TraceStack = FKismetDebugUtilities::GetTraceStack(); UBlueprintGeneratedClass* TargetClass = Cast<UBlueprintGeneratedClass>(TargetBP->GeneratedClass); FBlueprintDebugData& DebugData = TargetClass->GetDebugData(); for (int32 i = 0; i < TraceStack.Num(); ++i) { const FKismetTraceSample& Sample = TraceStack(i); if (UObject* TestObject = Sample.Context.Get()) { if (TestObject == ActiveObject) { if (UEdGraphNode* Node = DebugData.FindSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset, /*bAllowImpreciseHit=*/ false)) { if (GraphObj == Node->GetGraph()) { SequentialNodesInGraph.Add(Node); SequentialNodeTimes.Add(Sample.ObservationTime); } else { // If the top-level source node is a macro instance node UK2Node_MacroInstance* MacroInstanceNode = Cast<UK2Node_MacroInstance>(Node); if (MacroInstanceNode) { // Attempt to locate the macro source node through the code mapping UEdGraphNode* MacroSourceNode = DebugData.FindMacroSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset); if (MacroSourceNode) { // If the macro source node is located in the current graph context if (GraphObj == MacroSourceNode->GetGraph()) { // Add it to the sequential node list SequentialNodesInGraph.Add(MacroSourceNode); SequentialNodeTimes.Add(Sample.ObservationTime); } else { // The macro source node isn't in the current graph context, but we might have a macro instance node that is // in the current graph context, so obtain the set of macro instance nodes that are mapped to the code here. TArray<UEdGraphNode*> MacroInstanceNodes; DebugData.FindMacroInstanceNodesFromCodeLocation(Sample.Function.Get(), Sample.Offset, MacroInstanceNodes); // For each macro instance node in the set for (auto MacroInstanceNodeIt = MacroInstanceNodes.CreateConstIterator(); MacroInstanceNodeIt; ++MacroInstanceNodeIt) { // If the macro instance node is located in the current graph context MacroInstanceNode = Cast<UK2Node_MacroInstance>(*MacroInstanceNodeIt); if (MacroInstanceNode && GraphObj == MacroInstanceNode->GetGraph()) { // Add it to the sequential node list SequentialNodesInGraph.Add(MacroInstanceNode); SequentialNodeTimes.Add(Sample.ObservationTime); // Exit the loop; we're done break; } } } } } } } } } } } // Run thru and apply bonus time const float InvNumNodes = 1.0f / (float)SequentialNodeTimes.Num(); for (int32 i = 0; i < SequentialNodesInGraph.Num(); ++i) { double& ObservationTime = SequentialNodeTimes[i]; const float PositionRatio = (SequentialNodeTimes.Num() - i) * InvNumNodes; const float PositionBonus = FMath::Pow(PositionRatio, TracePositionExponent) * TracePositionBonusPeriod; ObservationTime += PositionBonus; LatestTimeDiscovered = FMath::Max<double>(LatestTimeDiscovered, ObservationTime); } // Record the unique node->node pairings, keeping only the most recent times for each pairing for (int32 i = SequentialNodesInGraph.Num() - 1; i >= 1; --i) { UEdGraphNode* CurNode = SequentialNodesInGraph[i]; double CurNodeTime = SequentialNodeTimes[i]; UEdGraphNode* NextNode = SequentialNodesInGraph[i-1]; double NextNodeTime = SequentialNodeTimes[i-1]; FExecPairingMap& Predecessors = PredecessorNodes.FindOrAdd(NextNode); // Update the timings if this is a more recent pairing FTimePair& Timings = Predecessors.FindOrAdd(CurNode); if (Timings.ThisExecTime < NextNodeTime) { Timings.PredExecTime = CurNodeTime; Timings.ThisExecTime = NextNodeTime; } } // Fade only when free-running (since we're using GCurrentTime, instead of FPlatformTime::Seconds) const double MaxTimeAhead = FMath::Min(GCurrentTime + 2*TracePositionBonusPeriod, LatestTimeDiscovered); //@TODO: Rough clamping; should be exposed as a parameter CurrentTime = FMath::Max(GCurrentTime, MaxTimeAhead); }
void FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() { LatestTimeDiscovered = 0.0; // Only do highlighting in PIE or SIE if (!CanBuildRoadmap()) { return; } UBlueprint* TargetBP = FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj); UObject* ActiveObject = TargetBP->GetObjectBeingDebugged(); check(ActiveObject); // Due to CanBuildRoadmap // Redirect the target Blueprint when debugging with a macro graph visible if (TargetBP->BlueprintType == BPTYPE_MacroLibrary) { TargetBP = Cast<UBlueprint>(ActiveObject->GetClass()->ClassGeneratedBy); } TArray<UEdGraphNode*> SequentialNodesInGraph; TArray<double> SequentialNodeTimes; TArray<UEdGraphPin*> SequentialExecPinsInGraph; { const TSimpleRingBuffer<FKismetTraceSample>& TraceStack = FKismetDebugUtilities::GetTraceStack(); UBlueprintGeneratedClass* TargetClass = Cast<UBlueprintGeneratedClass>(TargetBP->GeneratedClass); FBlueprintDebugData& DebugData = TargetClass->GetDebugData(); for (int32 i = 0; i < TraceStack.Num(); ++i) { const FKismetTraceSample& Sample = TraceStack(i); if (UObject* TestObject = Sample.Context.Get()) { if (TestObject == ActiveObject) { UEdGraphPin* AssociatedPin = DebugData.FindExecPinFromCodeLocation(Sample.Function.Get(), Sample.Offset); if (UEdGraphNode* Node = DebugData.FindSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset, /*bAllowImpreciseHit=*/ false)) { if (GraphObj == Node->GetGraph()) { SequentialNodesInGraph.Add(Node); SequentialNodeTimes.Add(Sample.ObservationTime); SequentialExecPinsInGraph.Add(AssociatedPin); } else { // If the top-level source node is a macro instance node UK2Node_MacroInstance* MacroInstanceNode = Cast<UK2Node_MacroInstance>(Node); if (MacroInstanceNode) { // Attempt to locate the macro source node through the code mapping UEdGraphNode* MacroSourceNode = DebugData.FindMacroSourceNodeFromCodeLocation(Sample.Function.Get(), Sample.Offset); if (MacroSourceNode) { // If the macro source node is located in the current graph context if (GraphObj == MacroSourceNode->GetGraph()) { // Add it to the sequential node list SequentialNodesInGraph.Add(MacroSourceNode); SequentialNodeTimes.Add(Sample.ObservationTime); SequentialExecPinsInGraph.Add(AssociatedPin); } else { // The macro source node isn't in the current graph context, but we might have a macro instance node that is // in the current graph context, so obtain the set of macro instance nodes that are mapped to the code here. TArray<UEdGraphNode*> MacroInstanceNodes; DebugData.FindMacroInstanceNodesFromCodeLocation(Sample.Function.Get(), Sample.Offset, MacroInstanceNodes); // For each macro instance node in the set for (auto MacroInstanceNodeIt = MacroInstanceNodes.CreateConstIterator(); MacroInstanceNodeIt; ++MacroInstanceNodeIt) { // If the macro instance node is located in the current graph context MacroInstanceNode = Cast<UK2Node_MacroInstance>(*MacroInstanceNodeIt); if (MacroInstanceNode && GraphObj == MacroInstanceNode->GetGraph()) { // Add it to the sequential node list SequentialNodesInGraph.Add(MacroInstanceNode); SequentialNodeTimes.Add(Sample.ObservationTime); SequentialExecPinsInGraph.Add(AssociatedPin); // Exit the loop; we're done break; } } } } } } } } } } } // Run thru and apply bonus time const float InvNumNodes = 1.0f / (float)SequentialNodeTimes.Num(); for (int32 i = 0; i < SequentialNodesInGraph.Num(); ++i) { double& ObservationTime = SequentialNodeTimes[i]; const float PositionRatio = (SequentialNodeTimes.Num() - i) * InvNumNodes; const float PositionBonus = FMath::Pow(PositionRatio, TracePositionExponent) * TracePositionBonusPeriod; ObservationTime += PositionBonus; LatestTimeDiscovered = FMath::Max<double>(LatestTimeDiscovered, ObservationTime); } UEdGraphPin* LastExecPin = NULL; // Record the unique exec-pin to time pairings, keeping only the most recent // times for each pairing... reverse the "SequentialNodes" because right now // it is in stack order (with the last executed node first) for (int32 i = SequentialNodesInGraph.Num() - 1; i >= 1; --i) { UEdGraphNode* CurNode = SequentialNodesInGraph[i]; UEdGraphNode* NextNode = SequentialNodesInGraph[i-1]; // keep track of the last exec-pin executed by CurNode (these tracked // pins coincide with "WireTraceSite" op-codes that have been injected // prior to every "goto" statement... this way we have context for which // pin executed the jump) if (UEdGraphPin* AssociatedPin = SequentialExecPinsInGraph[i]) { LastExecPin = AssociatedPin; } // if this statement is a jump (from one node to another) if (CurNode != NextNode) { // if there was a wire-trace op-code inserted before this jump if (LastExecPin != NULL) { //ensure(LastExecPin->GetOwningNode() == CurNode); double NextNodeTime = SequentialNodeTimes[i-1]; FExecPairingMap& ExecPaths = PredecessorPins.FindOrAdd(NextNode); FTimePair& ExecTiming = ExecPaths.FindOrAdd(LastExecPin); // make sure that if we've already visited this exec-pin (like // in a for-loop or something), that we're replacing it with a // more recent execution time // // @TODO I don't see when this wouldn't be the case if (ExecTiming.ThisExecTime < NextNodeTime) { double CurNodeTime = SequentialNodeTimes[i]; ExecTiming.ThisExecTime = NextNodeTime; ExecTiming.PredExecTime = CurNodeTime; } } // if the nodes aren't graphically connected how could they be // executed back-to-back? well, this could be a pop back to a // sequence node from the end of one thread of execution, etc. else if (AreNodesGraphicallySequential(CurNode, NextNode)) { // only warn when the nodes are directly connected (this is all // for execution flow visualization after all) UE_LOG(LogConnectionDrawingPolicy, Warning, TEXT("Looks like a wire-trace was not injected before the jump from '%s' to '%s'."), *CurNode->GetNodeTitle(ENodeTitleType::FullTitle).ToString(), *NextNode->GetNodeTitle(ENodeTitleType::FullTitle).ToString()); } // clear the exec-pin (we're moving to a new node and want to find // it's executed out pin) LastExecPin = NULL; } // else, we're only collecting this data for tracing node-to-node // executions (so we don't care about this sequence of statements) } // Fade only when free-running (since we're using FApp::GetCurrentTime(), instead of FPlatformTime::Seconds) const double MaxTimeAhead = FMath::Min(FApp::GetCurrentTime() + 2*TracePositionBonusPeriod, LatestTimeDiscovered); //@TODO: Rough clamping; should be exposed as a parameter CurrentTime = FMath::Max(FApp::GetCurrentTime(), MaxTimeAhead); }