示例#1
2
UActorComponent* AActor::AddComponent(FName TemplateName, bool bManualAttachment, const FTransform& RelativeTransform, const UObject* ComponentTemplateContext)
{
	UActorComponent* Template = nullptr;
	UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>((ComponentTemplateContext != nullptr) ? ComponentTemplateContext->GetClass() : GetClass());
	while(BlueprintGeneratedClass != nullptr)
	{
		Template = BlueprintGeneratedClass->FindComponentTemplateByName(TemplateName);
		if(nullptr != Template)
		{
			break;
		}
		BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>(BlueprintGeneratedClass->GetSuperClass());
	}

	bool bIsSceneComponent = false;
	UActorComponent* NewActorComp = CreateComponentFromTemplate(Template);
	if(NewActorComp != nullptr)
	{
		// Call function to notify component it has been created
		NewActorComp->OnComponentCreated();
		
		// The user has the option of doing attachment manually where they have complete control or via the automatic rule
		// that the first component added becomes the root component, with subsequent components attached to the root.
		USceneComponent* NewSceneComp = Cast<USceneComponent>(NewActorComp);
		if(NewSceneComp != nullptr)
		{
			if (!bManualAttachment)
			{
				if (RootComponent == nullptr)
				{
					RootComponent = NewSceneComp;
				}
				else
				{
					NewSceneComp->AttachTo(RootComponent);
				}
			}

			NewSceneComp->SetRelativeTransform(RelativeTransform);

			bIsSceneComponent = true;
		}

		// Register component, which will create physics/rendering state, now component is in correct position
		NewActorComp->RegisterComponent();

		UWorld* World = GetWorld();
		if (!bRunningUserConstructionScript && World && bIsSceneComponent)
		{
			UPrimitiveComponent* NewPrimitiveComponent = Cast<UPrimitiveComponent>(NewActorComp);
			if (NewPrimitiveComponent && ACullDistanceVolume::CanBeAffectedByVolumes(NewPrimitiveComponent))
			{
				World->UpdateCullDistanceVolumes(this, NewPrimitiveComponent);
			}
		}
	}

	return NewActorComp;
}
示例#2
0
void UActorComponent::PostLoad()
{
	Super::PostLoad();

	if (GetLinkerUE4Version() < VER_UE4_ACTOR_COMPONENT_CREATION_METHOD)
	{
		if (IsTemplate())
		{
			CreationMethod = EComponentCreationMethod::Native;
		}
		else if (bCreatedByConstructionScript_DEPRECATED)
		{
			CreationMethod = EComponentCreationMethod::SimpleConstructionScript;
		}
		else if (bInstanceComponent_DEPRECATED)
		{
			CreationMethod = EComponentCreationMethod::Instance;
		}

		if (CreationMethod == EComponentCreationMethod::SimpleConstructionScript)
		{
			UBlueprintGeneratedClass* Class = CastChecked<UBlueprintGeneratedClass>(GetOuter()->GetClass());
			while (Class)
			{
				USimpleConstructionScript* SCS = Class->SimpleConstructionScript;
				if (SCS != nullptr && SCS->FindSCSNode(GetFName()))
				{
					break;
				}
				else
				{
					Class = Cast<UBlueprintGeneratedClass>(Class->GetSuperClass());
					if (Class == nullptr)
					{
						CreationMethod = EComponentCreationMethod::UserConstructionScript;
					}
				}
			}
		}
	}

	if (CreationMethod == EComponentCreationMethod::SimpleConstructionScript)
	{
		if ((GetLinkerUE4Version() < VER_UE4_TRACK_UCS_MODIFIED_PROPERTIES) && !HasAnyFlags(RF_ClassDefaultObject))
		{
			DetermineUCSModifiedProperties();
		}
	}
	else
	{
		// For a brief period of time we were inadvertently storing these for all components, need to clear it out
		UCSModifiedProperties.Empty();
	}
}
	FFindHeadersToInclude(FGatherConvertedClassDependencies& InDependencies)
		: FGatherConvertedClassDependenciesHelperBase(InDependencies)
	{
		FindReferences(Dependencies.GetActualStruct());

		// special case - literal enum
		UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(Dependencies.GetActualStruct());
		UBlueprint* BP = BPGC ? Cast<UBlueprint>(BPGC->ClassGeneratedBy) : nullptr;
		if (BP)
		{
			TArray<UEdGraph*> Graphs;
			BP->GetAllGraphs(Graphs);
			for (UEdGraph* Graph : Graphs)
			{
				if (Graph)
				{
					TArray<UK2Node_EnumLiteral*> LiteralEnumNodes;
					Graph->GetNodesOfClass<UK2Node_EnumLiteral>(LiteralEnumNodes);
					for (UK2Node_EnumLiteral* LiteralEnumNode : LiteralEnumNodes)
					{
						UEnum* Enum = LiteralEnumNode ? LiteralEnumNode->Enum : nullptr;
						IncludeTheHeaderInBody(Enum);
					}
				}
			}
		}

		// Include classes of native subobjects
		if (BPGC)
		{
			UClass* NativeSuperClass = BPGC->GetSuperClass();
			for (; NativeSuperClass && !NativeSuperClass->HasAnyClassFlags(CLASS_Native); NativeSuperClass = NativeSuperClass->GetSuperClass())
			{}
			UObject* NativeCDO = NativeSuperClass ? NativeSuperClass->GetDefaultObject(false) : nullptr;
			if (NativeCDO)
			{
				TArray<UObject*> DefaultSubobjects;
				NativeCDO->GetDefaultSubobjects(DefaultSubobjects);
				for (UObject* DefaultSubobject : DefaultSubobjects)
				{
					IncludeTheHeaderInBody(DefaultSubobject ? DefaultSubobject->GetClass() : nullptr);
				}
			}
		}
	}
FString FEmitDefaultValueHelper::HandleNonNativeComponent(FEmitterLocalContext& Context, const USCS_Node* Node, TSet<const UProperty*>& OutHandledProperties, TArray<FString>& NativeCreatedComponentProperties, const USCS_Node* ParentNode, TArray<FNonativeComponentData>& ComponenntsToInit)
{
	check(Node);
	check(Context.CurrentCodeType == FEmitterLocalContext::EGeneratedCodeType::CommonConstructor);

	FString NativeVariablePropertyName;
	UBlueprintGeneratedClass* BPGC = CastChecked<UBlueprintGeneratedClass>(Context.GetCurrentlyGeneratedClass());
	if (UActorComponent* ComponentTemplate = Node->GetActualComponentTemplate(BPGC))
	{
		const FString VariableCleanName = Node->VariableName.ToString();

		const UObjectProperty* VariableProperty = FindField<UObjectProperty>(BPGC, *VariableCleanName);
		if (VariableProperty)
		{
			NativeVariablePropertyName = FEmitHelper::GetCppName(VariableProperty);
			OutHandledProperties.Add(VariableProperty);
		}
		else
		{
			NativeVariablePropertyName = VariableCleanName;
		}

		Context.AddCommonSubObject_InConstructor(ComponentTemplate, NativeVariablePropertyName);

		if (ComponentTemplate->GetOuter() == BPGC)
		{
			FNonativeComponentData NonativeComponentData;
			NonativeComponentData.NativeVariablePropertyName = NativeVariablePropertyName;
			NonativeComponentData.ComponentTemplate = ComponentTemplate;

			UClass* ComponentClass = ComponentTemplate->GetClass();
			check(ComponentClass != nullptr);

			UObject* ObjectToCompare = ComponentClass->GetDefaultObject(false);

			if (ComponentTemplate->HasAnyFlags(RF_InheritableComponentTemplate))
			{
				ObjectToCompare = Node->GetActualComponentTemplate(Cast<UBlueprintGeneratedClass>(BPGC->GetSuperClass()));
			}
			else
			{
				Context.AddLine(FString::Printf(TEXT("%s%s = CreateDefaultSubobject<%s>(TEXT(\"%s\"));")
					, (VariableProperty == nullptr) ? TEXT("auto ") : TEXT("")
					, *NativeVariablePropertyName
					, *FEmitHelper::GetCppName(ComponentClass)
					, *VariableCleanName));

				NonativeComponentData.bSetNativeCreationMethod = true;
				NativeCreatedComponentProperties.Add(NativeVariablePropertyName);

				FString ParentVariableName;
				if (ParentNode)
				{
					const FString CleanParentVariableName = ParentNode->VariableName.ToString();
					const UObjectProperty* ParentVariableProperty = FindField<UObjectProperty>(BPGC, *CleanParentVariableName);
					ParentVariableName = ParentVariableProperty ? FEmitHelper::GetCppName(ParentVariableProperty) : CleanParentVariableName;
				}
				else if (USceneComponent* ParentComponentTemplate = Node->GetParentComponentTemplate(CastChecked<UBlueprint>(BPGC->ClassGeneratedBy)))
				{
					ParentVariableName = Context.FindGloballyMappedObject(ParentComponentTemplate, USceneComponent::StaticClass());
				}
				NonativeComponentData.ParentVariableName = ParentVariableName;
				NonativeComponentData.AttachToName = Node->AttachToName;
			}
			NonativeComponentData.ObjectToCompare = ObjectToCompare;
			ComponenntsToInit.Add(NonativeComponentData);
		}
	}

	// Recursively handle child nodes.
	for (auto ChildNode : Node->ChildNodes)
	{
		HandleNonNativeComponent(Context, ChildNode, OutHandledProperties, NativeCreatedComponentProperties, Node, ComponenntsToInit);
	}

	return NativeVariablePropertyName;
}
EReplacementResult FBlueprintNativeCodeGenModule::IsTargetedForReplacement(const UObject* Object) const
{
	if (Object == nullptr)
	{
		return EReplacementResult::DontReplace;
	}

	const UStruct* Struct = Cast<UStruct>(Object);
	const UEnum* Enum = Cast<UEnum>(Object);

	if (Struct == nullptr && Enum == nullptr)
	{
		return EReplacementResult::DontReplace;
	}

	EReplacementResult Result = EReplacementResult::ReplaceCompletely;
	if (const UClass* BlueprintClass = Cast<UClass>(Struct))
	{
		if (UBlueprint* Blueprint = Cast<UBlueprint>(BlueprintClass->ClassGeneratedBy))
		{
			static const FBoolConfigValueHelper NativizeAnimBPOnlyWhenNonReducibleFuncitons(TEXT("BlueprintNativizationSettings"), TEXT("bNativizeAnimBPOnlyWhenNonReducibleFuncitons"));
			if (NativizeAnimBPOnlyWhenNonReducibleFuncitons)
			{
				if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint))
				{
					ensure(AnimBlueprint->bHasBeenRegenerated);
					if (AnimBlueprint->bHasAnyNonReducibleFunction == UBlueprint::EIsBPNonReducible::No)
					{
						UE_LOG(LogBlueprintCodeGen, Log, TEXT("AnimBP %s without non-reducible functions is excluded from nativization"), *GetPathNameSafe(Blueprint));
						Result = EReplacementResult::GenerateStub;
					}
				}
			}

			const EBlueprintType UnconvertableBlueprintTypes[] = {
				//BPTYPE_Const,		// WTF is a "const" Blueprint?
				BPTYPE_MacroLibrary,
				BPTYPE_LevelScript,
			};

			EBlueprintType BlueprintType = Blueprint->BlueprintType;
			for (int32 TypeIndex = 0; TypeIndex < ARRAY_COUNT(UnconvertableBlueprintTypes); ++TypeIndex)
			{
				if (BlueprintType == UnconvertableBlueprintTypes[TypeIndex])
				{
					Result = EReplacementResult::GenerateStub;
				}
			}

			static const FBoolConfigValueHelper DontNativizeDataOnlyBP(TEXT("BlueprintNativizationSettings"), TEXT("bDontNativizeDataOnlyBP"));
			if (DontNativizeDataOnlyBP)
			{
				if (FBlueprintEditorUtils::IsDataOnlyBlueprint(Blueprint))
				{
					return EReplacementResult::DontReplace;
				}
			}

			for (UBlueprintGeneratedClass* ParentClassIt = Cast<UBlueprintGeneratedClass>(BlueprintClass->GetSuperClass())
				; ParentClassIt; ParentClassIt = Cast<UBlueprintGeneratedClass>(ParentClassIt->GetSuperClass()))
			{
				EReplacementResult ParentResult = IsTargetedForReplacement(ParentClassIt);
				if (ParentResult != EReplacementResult::ReplaceCompletely)
				{
					Result = EReplacementResult::GenerateStub;
				}
			}

			for (TAssetSubclassOf<UBlueprint> ExcludedBlueprintTypeAsset : ExcludedBlueprintTypes)
			{
				UClass* ExcludedBPClass = ExcludedBlueprintTypeAsset.Get();
				if (!ExcludedBPClass)
				{
					ExcludedBPClass = ExcludedBlueprintTypeAsset.LoadSynchronous();
				}
				if (ExcludedBPClass && Blueprint->IsA(ExcludedBPClass))
				{
					Result = EReplacementResult::GenerateStub;
				}
			}
		}
	}

	auto IsObjectFromDeveloperPackage = [](const UObject* Obj) -> bool
	{
		return Obj && Obj->GetOutermost()->HasAllPackagesFlags(PKG_Developer);
	};

	auto IsDeveloperObject = [&](const UObject* Obj) -> bool
	{
		if (Obj)
		{
			if (IsObjectFromDeveloperPackage(Obj))
			{
				return true;
			}
			const UStruct* StructToTest = Obj->IsA<UStruct>() ? CastChecked<const UStruct>(Obj) : Obj->GetClass();
			for (; StructToTest; StructToTest = StructToTest->GetSuperStruct())
			{
				if (IsObjectFromDeveloperPackage(StructToTest))
				{
					return true;
				}
			}
		}
		return false;
	};

	if (Object && (IsEditorOnlyObject(Object) || IsDeveloperObject(Object)))
	{
		UE_LOG(LogBlueprintCodeGen, Warning, TEXT("Object %s depends on Editor or Development stuff. It shouldn't be cooked."), *GetPathNameSafe(Object));
		return EReplacementResult::DontReplace;
	}

	// check blacklists:
	// we can't use FindObject, because we may be converting a type while saving
	if (Enum && ExcludedAssetTypes.Find(Enum->GetPathName()) != INDEX_NONE)
	{
		Result = EReplacementResult::GenerateStub;
	}

	while (Struct)
	{
		if (ExcludedAssetTypes.Find(Struct->GetPathName()) != INDEX_NONE)
		{
			Result = EReplacementResult::GenerateStub;
		}
		Struct = Struct->GetSuperStruct();
	}

	if (ExcludedAssets.Contains(Object->GetOutermost()))
	{
		Result = EReplacementResult::GenerateStub;
	}

	return Result;
}
UObject* FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(UObject* Object, FName& OutName) const
{
	OutName = NAME_None;
	UObject* Outer = nullptr;

	UActorComponent* ActorComponent = Cast<UActorComponent>(Object);
	if (ActorComponent)
	{
		//if is child of a BPGC and not child of a CDO
		UBlueprintGeneratedClass* BPGC = nullptr;
		for (UObject* OuterObject = ActorComponent->GetOuter(); OuterObject && !BPGC; OuterObject = OuterObject->GetOuter())
		{
			if (OuterObject->HasAnyFlags(RF_ClassDefaultObject))
			{
				return Outer;
			}
			BPGC = Cast<UBlueprintGeneratedClass>(OuterObject);
		}

		for (UBlueprintGeneratedClass* SuperBPGC = BPGC; SuperBPGC && (OutName == NAME_None); SuperBPGC = Cast<UBlueprintGeneratedClass>(SuperBPGC->GetSuperClass()))
		{
			if (SuperBPGC->InheritableComponentHandler)
			{
				FComponentKey FoundKey = SuperBPGC->InheritableComponentHandler->FindKey(ActorComponent);
				if (FoundKey.IsValid())
				{
					OutName = FoundKey.IsSCSKey() ? FoundKey.GetSCSVariableName() : ActorComponent->GetFName();
					Outer = BPGC->GetDefaultObject(false);
					break;
				}
			}
			if (SuperBPGC->SimpleConstructionScript)
			{
				for (auto Node : SuperBPGC->SimpleConstructionScript->GetAllNodes())
				{
					if (Node->ComponentTemplate == ActorComponent)
					{
						OutName = Node->VariableName;
						if (OutName != NAME_None)
						{
							Outer = BPGC->GetDefaultObject(false);
							break;
						}
					}
				}
			}
		}
	}

	if (Outer && (EReplacementResult::ReplaceCompletely == IsTargetedForReplacement(Object->GetClass())))
	{
		UE_LOG(LogBlueprintCodeGen, Log, TEXT("Object '%s' has replaced name '%s' and outer: '%s'"), *GetPathNameSafe(Object), *OutName.ToString(), *GetPathNameSafe(Outer));
		return Outer;
	}

	return nullptr;
}
UActorComponent* AActor::AddComponent(FName TemplateName, bool bManualAttachment, const FTransform& RelativeTransform, const UObject* ComponentTemplateContext)
{
	UActorComponent* Template = NULL;
	UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>((ComponentTemplateContext != NULL) ? ComponentTemplateContext->GetClass() : GetClass());
	while(BlueprintGeneratedClass != NULL)
	{
		Template = BlueprintGeneratedClass->FindComponentTemplateByName(TemplateName);
		if(NULL != Template)
		{
			break;
		}
		BlueprintGeneratedClass = Cast<UBlueprintGeneratedClass>(BlueprintGeneratedClass->GetSuperClass());
	}

	UActorComponent* NewActorComp = CreateComponentFromTemplate(Template);
	if(NewActorComp != NULL)
	{
		// The user has the option of doing attachment manually where they have complete control or via the automatic rule
		// that the first component added becomes the root component, with subsequent components attached to the root.
		USceneComponent* NewSceneComp = Cast<USceneComponent>(NewActorComp);
		bool bDeferRegisterStaticComponent = false;
		EComponentMobility::Type OriginalMobility = EComponentMobility::Movable;

		if(NewSceneComp != NULL)
		{
			// Components with Mobility set to EComponentMobility::Static or EComponentMobility::Stationary can't be properly set up in UCS (all changes will be rejected
			// due to EComponentMobility::Static flag) so we're going to temporarily change the flag and defer the registration until UCS has finished.
			bDeferRegisterStaticComponent = bRunningUserConstructionScript && NewSceneComp->Mobility != EComponentMobility::Movable;
			OriginalMobility = NewSceneComp->Mobility;
			if (bDeferRegisterStaticComponent)
			{
				NewSceneComp->Mobility = EComponentMobility::Movable;
			}

			if (!bManualAttachment)
			{
				if (RootComponent == NULL)
				{
					RootComponent = NewSceneComp;
				}
				else
				{
					NewSceneComp->AttachTo(RootComponent);
				}
			}

			NewSceneComp->SetRelativeTransform(RelativeTransform);
		}

		// Call function to notify component it has been created
		NewActorComp->OnComponentCreated();

		if (bDeferRegisterStaticComponent)
		{
			// Defer registration until after UCS has completed.
			FDeferRegisterStaticComponents::Get().DeferStaticComponent(this, NewSceneComp, OriginalMobility);
		}
		else
		{
			// Register component, which will create physics/rendering state, now component is in correct position
			NewActorComp->RegisterComponent();
		}
	}

	return NewActorComp;
}