484 lines
16 KiB
C++
484 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_ConstructObjectFromClass.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeSpawner.h"
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#include "Containers/EnumAsByte.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraphSchema_K2.h"
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#include "EditorCategoryUtils.h"
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#include "Engine/Blueprint.h"
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#include "FindInBlueprintManager.h"
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#include "HAL/PlatformCrt.h"
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#include "Internationalization/Internationalization.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Misc/AssertionMacros.h"
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#include "Templates/Casts.h"
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#include "Templates/SubclassOf.h"
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#include "Templates/UnrealTemplate.h"
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#include "UObject/Class.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UnrealNames.h"
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#include "UObject/UnrealType.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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struct FK2Node_ConstructObjectFromClassHelper
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{
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static FName GetWorldContextPinName()
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{
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return TEXT("WorldContextObject");
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}
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static FName GetClassPinName()
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{
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return TEXT("Class");
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}
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static FName GetOuterPinFriendlyName()
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{
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return TEXT("Outer");
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}
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static FName GetOuterPinName()
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{
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return UEdGraphSchema_K2::PN_Self;
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}
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};
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#define LOCTEXT_NAMESPACE "K2Node_ConstructObjectFromClass"
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UK2Node_ConstructObjectFromClass::UK2Node_ConstructObjectFromClass(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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NodeTooltip = LOCTEXT("NodeTooltip", "Attempts to spawn a new object");
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}
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UClass* UK2Node_ConstructObjectFromClass::GetClassPinBaseClass() const
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{
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return UObject::StaticClass();
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}
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bool UK2Node_ConstructObjectFromClass::UseWorldContext() const
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{
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UBlueprint* BP = GetBlueprint();
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const UClass* ParentClass = BP ? BP->ParentClass : nullptr;
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return ParentClass ? ParentClass->HasMetaDataHierarchical(FBlueprintMetadata::MD_ShowWorldContextPin) != nullptr : false;
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}
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void UK2Node_ConstructObjectFromClass::AllocateDefaultPins()
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{
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// Add execution pins
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CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);
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// If required add the world context pin
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if (UseWorldContext())
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{
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CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Object, UObject::StaticClass(), FK2Node_ConstructObjectFromClassHelper::GetWorldContextPinName());
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}
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// Add blueprint pin
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UEdGraphPin* ClassPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Class, GetClassPinBaseClass(), FK2Node_ConstructObjectFromClassHelper::GetClassPinName());
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// Result pin
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UEdGraphPin* ResultPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Object, GetClassPinBaseClass(), UEdGraphSchema_K2::PN_ReturnValue);
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if (UseOuter())
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{
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UEdGraphPin* OuterPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Object, UObject::StaticClass(), UEdGraphSchema_K2::PN_Self);
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OuterPin->PinFriendlyName = FText::FromName(FK2Node_ConstructObjectFromClassHelper::GetOuterPinFriendlyName());
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}
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Super::AllocateDefaultPins();
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}
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UEdGraphPin* UK2Node_ConstructObjectFromClass::GetOuterPin() const
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{
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UEdGraphPin* Pin = FindPin(FK2Node_ConstructObjectFromClassHelper::GetOuterPinName());
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ensure(nullptr == Pin || Pin->Direction == EGPD_Input);
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return Pin;
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}
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void UK2Node_ConstructObjectFromClass::SetPinToolTip(UEdGraphPin& MutatablePin, const FText& PinDescription) const
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{
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MutatablePin.PinToolTip = UEdGraphSchema_K2::TypeToText(MutatablePin.PinType).ToString();
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UEdGraphSchema_K2 const* const K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
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if (K2Schema != nullptr)
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{
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MutatablePin.PinToolTip += TEXT(" ");
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MutatablePin.PinToolTip += K2Schema->GetPinDisplayName(&MutatablePin).ToString();
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}
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MutatablePin.PinToolTip += FString(TEXT("\n")) + PinDescription.ToString();
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}
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void UK2Node_ConstructObjectFromClass::CreatePinsForClass(UClass* InClass, TArray<UEdGraphPin*>* OutClassPins)
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{
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check(InClass);
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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const UObject* const ClassDefaultObject = InClass->GetDefaultObject(false);
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for (TFieldIterator<FProperty> PropertyIt(InClass, EFieldIteratorFlags::IncludeSuper); PropertyIt; ++PropertyIt)
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{
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FProperty* Property = *PropertyIt;
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UClass* PropertyClass = CastChecked<UClass>(Property->GetOwner<UObject>());
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const bool bIsDelegate = Property->IsA(FMulticastDelegateProperty::StaticClass());
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const bool bIsExposedToSpawn = UEdGraphSchema_K2::IsPropertyExposedOnSpawn(Property);
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const bool bIsSettableExternally = !Property->HasAnyPropertyFlags(CPF_DisableEditOnInstance);
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if( bIsExposedToSpawn &&
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!Property->HasAnyPropertyFlags(CPF_Parm) &&
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bIsSettableExternally &&
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Property->HasAllPropertyFlags(CPF_BlueprintVisible) &&
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!bIsDelegate &&
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(nullptr == FindPin(Property->GetFName()) ) &&
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FBlueprintEditorUtils::PropertyStillExists(Property))
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{
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if (UEdGraphPin* Pin = CreatePin(EGPD_Input, NAME_None, Property->GetFName()))
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{
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K2Schema->ConvertPropertyToPinType(Property, /*out*/ Pin->PinType);
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if (OutClassPins)
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{
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OutClassPins->Add(Pin);
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}
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if (Property->HasAllPropertyFlags(CPF_AdvancedDisplay))
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{
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Pin->bAdvancedView = true;
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if (AdvancedPinDisplay == ENodeAdvancedPins::NoPins)
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{
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AdvancedPinDisplay = ENodeAdvancedPins::Hidden;
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}
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}
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if (ClassDefaultObject && K2Schema->PinDefaultValueIsEditable(*Pin))
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{
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FString DefaultValueAsString;
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const bool bDefaultValueSet = FBlueprintEditorUtils::PropertyValueToString(Property, reinterpret_cast<const uint8*>(ClassDefaultObject), DefaultValueAsString, this);
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check(bDefaultValueSet);
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K2Schema->SetPinAutogeneratedDefaultValue(Pin, DefaultValueAsString);
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}
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// Copy tooltip from the property.
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K2Schema->ConstructBasicPinTooltip(*Pin, Property->GetToolTipText(), Pin->PinToolTip);
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}
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}
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}
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// Change class of output pin
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UEdGraphPin* ResultPin = GetResultPin();
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ResultPin->PinType.PinSubCategoryObject = InClass->GetAuthoritativeClass();
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}
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UClass* UK2Node_ConstructObjectFromClass::GetClassToSpawn(const TArray<UEdGraphPin*>* InPinsToSearch /*=NULL*/) const
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{
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UClass* UseSpawnClass = nullptr;
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const TArray<UEdGraphPin*>* PinsToSearch = InPinsToSearch ? InPinsToSearch : &Pins;
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UEdGraphPin* ClassPin = GetClassPin(PinsToSearch);
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if (ClassPin && ClassPin->DefaultObject && ClassPin->LinkedTo.Num() == 0)
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{
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UseSpawnClass = CastChecked<UClass>(ClassPin->DefaultObject);
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}
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else if (ClassPin && ClassPin->LinkedTo.Num())
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{
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UEdGraphPin* ClassSource = ClassPin->LinkedTo[0];
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UseSpawnClass = ClassSource ? Cast<UClass>(ClassSource->PinType.PinSubCategoryObject.Get()) : nullptr;
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}
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return UseSpawnClass;
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}
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void UK2Node_ConstructObjectFromClass::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
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{
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AllocateDefaultPins();
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if (UClass* UseSpawnClass = GetClassToSpawn(&OldPins))
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{
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CreatePinsForClass(UseSpawnClass);
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}
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RestoreSplitPins(OldPins);
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}
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UK2Node::ERedirectType UK2Node_ConstructObjectFromClass::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
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{
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// the name of the outer pin was changed and its friendly name was updated to match
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// the legacy naming. Use this to identify the change
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if (NewPin->PinName == FK2Node_ConstructObjectFromClassHelper::GetOuterPinName() &&
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OldPin->PinName == FK2Node_ConstructObjectFromClassHelper::GetOuterPinFriendlyName())
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{
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return ERedirectType_Name;
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}
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return Super::DoPinsMatchForReconstruction(NewPin, NewPinIndex, OldPin, OldPinIndex);
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}
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void UK2Node_ConstructObjectFromClass::PostPlacedNewNode()
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{
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Super::PostPlacedNewNode();
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if (UClass* UseSpawnClass = GetClassToSpawn())
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{
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CreatePinsForClass(UseSpawnClass);
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}
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}
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FString UK2Node_ConstructObjectFromClass::GetPinMetaData(FName InPinName, FName InKey)
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{
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FString MetaData = Super::GetPinMetaData(InPinName, InKey);
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if (MetaData.IsEmpty())
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{
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if (InPinName == FK2Node_ConstructObjectFromClassHelper::GetClassPinName() && InKey == FBlueprintMetadata::MD_AllowAbstractClasses)
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{
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MetaData = TEXT("false");
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}
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}
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return MetaData;
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}
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void UK2Node_ConstructObjectFromClass::AddSearchMetaDataInfo(TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const
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{
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Super::AddSearchMetaDataInfo(OutTaggedMetaData);
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OutTaggedMetaData.Add(FSearchTagDataPair(FFindInBlueprintSearchTags::FiB_NativeName, CachedNodeTitle.GetCachedText()));
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}
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bool UK2Node_ConstructObjectFromClass::IsSpawnVarPin(UEdGraphPin* Pin) const
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{
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if (Pin->ParentPin)
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{
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return IsSpawnVarPin(Pin->ParentPin);
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}
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return( Pin->PinName != UEdGraphSchema_K2::PN_Execute &&
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Pin->PinName != UEdGraphSchema_K2::PN_Then &&
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Pin->PinName != UEdGraphSchema_K2::PN_ReturnValue &&
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Pin->PinName != FK2Node_ConstructObjectFromClassHelper::GetClassPinName() &&
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Pin->PinName != FK2Node_ConstructObjectFromClassHelper::GetWorldContextPinName() &&
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Pin->PinName != FK2Node_ConstructObjectFromClassHelper::GetOuterPinName());
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}
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void UK2Node_ConstructObjectFromClass::OnClassPinChanged()
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{
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// Remove all pins related to archetype variables
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TArray<UEdGraphPin*> OldPins = Pins;
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TArray<UEdGraphPin*> OldClassPins;
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for (UEdGraphPin* OldPin : OldPins)
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{
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if (IsSpawnVarPin(OldPin))
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{
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Pins.Remove(OldPin);
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OldClassPins.Add(OldPin);
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}
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}
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CachedNodeTitle.MarkDirty();
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TArray<UEdGraphPin*> NewClassPins;
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if (UClass* UseSpawnClass = GetClassToSpawn())
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{
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CreatePinsForClass(UseSpawnClass, &NewClassPins);
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}
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RestoreSplitPins(OldPins);
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UEdGraphPin* ResultPin = GetResultPin();
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// Cache all the pin connections to the ResultPin, we will attempt to recreate them
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TArray<UEdGraphPin*> ResultPinConnectionList = ResultPin->LinkedTo;
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// Because the archetype has changed, we break the output link as the output pin type will change
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ResultPin->BreakAllPinLinks(true);
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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// Recreate any pin links to the Result pin that are still valid
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for (UEdGraphPin* Connections : ResultPinConnectionList)
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{
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K2Schema->TryCreateConnection(ResultPin, Connections);
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}
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// Rewire the old pins to the new pins so connections are maintained if possible
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RewireOldPinsToNewPins(OldClassPins, Pins, nullptr);
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// Refresh the UI for the graph so the pin changes show up
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GetGraph()->NotifyGraphChanged();
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// Mark dirty
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FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
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}
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void UK2Node_ConstructObjectFromClass::PinConnectionListChanged(UEdGraphPin* Pin)
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{
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Super::PinConnectionListChanged(Pin);
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if (Pin && (Pin->PinName == FK2Node_ConstructObjectFromClassHelper::GetClassPinName()))
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{
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OnClassPinChanged();
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}
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}
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void UK2Node_ConstructObjectFromClass::GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const
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{
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if (UEdGraphPin* ClassPin = GetClassPin())
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{
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SetPinToolTip(*ClassPin, LOCTEXT("ClassPinDescription", "The object class you want to construct"));
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}
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if (UEdGraphPin* ResultPin = GetResultPin())
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{
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SetPinToolTip(*ResultPin, LOCTEXT("ResultPinDescription", "The constructed object"));
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}
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if (UEdGraphPin* OuterPin = (UseOuter() ? GetOuterPin() : nullptr))
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{
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SetPinToolTip(*OuterPin, LOCTEXT("OuterPinDescription", "Owner of the constructed object"));
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}
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return Super::GetPinHoverText(Pin, HoverTextOut);
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}
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void UK2Node_ConstructObjectFromClass::PinDefaultValueChanged(UEdGraphPin* ChangedPin)
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{
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if (ChangedPin && (ChangedPin->PinName == FK2Node_ConstructObjectFromClassHelper::GetClassPinName()))
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{
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OnClassPinChanged();
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}
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}
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FText UK2Node_ConstructObjectFromClass::GetTooltipText() const
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{
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return NodeTooltip;
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}
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UEdGraphPin* UK2Node_ConstructObjectFromClass::GetClassPin(const TArray<UEdGraphPin*>* InPinsToSearch /*= NULL*/) const
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{
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const TArray<UEdGraphPin*>* PinsToSearch = InPinsToSearch ? InPinsToSearch : &Pins;
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UEdGraphPin* Pin = nullptr;
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for (UEdGraphPin* TestPin : *PinsToSearch)
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{
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if (TestPin && TestPin->PinName == FK2Node_ConstructObjectFromClassHelper::GetClassPinName())
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{
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Pin = TestPin;
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break;
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}
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}
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check(Pin == nullptr || Pin->Direction == EGPD_Input);
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return Pin;
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}
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UEdGraphPin* UK2Node_ConstructObjectFromClass::GetWorldContextPin() const
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{
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UEdGraphPin* Pin = FindPin(FK2Node_ConstructObjectFromClassHelper::GetWorldContextPinName());
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check(Pin == nullptr || Pin->Direction == EGPD_Input);
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return Pin;
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}
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UEdGraphPin* UK2Node_ConstructObjectFromClass::GetResultPin() const
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{
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UEdGraphPin* Pin = FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue);
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check(Pin->Direction == EGPD_Output);
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return Pin;
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}
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FText UK2Node_ConstructObjectFromClass::GetBaseNodeTitle() const
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{
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return NSLOCTEXT("K2Node", "ConstructObject_BaseTitle", "Construct Object from Class");
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}
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FText UK2Node_ConstructObjectFromClass::GetDefaultNodeTitle() const
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{
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return NSLOCTEXT("K2Node", "ConstructObject_Title_NONE", "Construct NONE");
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}
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FText UK2Node_ConstructObjectFromClass::GetNodeTitleFormat() const
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{
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return NSLOCTEXT("K2Node", "Construct", "Construct {ClassName}");
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}
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FText UK2Node_ConstructObjectFromClass::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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return GetBaseNodeTitle();
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}
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else if (UClass* ClassToSpawn = GetClassToSpawn())
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{
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if (CachedNodeTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("ClassName"), ClassToSpawn->GetDisplayNameText());
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitle.SetCachedText(FText::Format(GetNodeTitleFormat(), Args), this);
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}
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return CachedNodeTitle;
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}
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return GetDefaultNodeTitle();
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}
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bool UK2Node_ConstructObjectFromClass::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
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return Super::IsCompatibleWithGraph(TargetGraph) && (!Blueprint || FBlueprintEditorUtils::FindUserConstructionScript(Blueprint) != TargetGraph);
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}
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void UK2Node_ConstructObjectFromClass::GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const
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{
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UClass* ClassToSpawn = GetClassToSpawn();
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const FString ClassToSpawnStr = ClassToSpawn ? ClassToSpawn->GetName() : TEXT( "InvalidClass" );
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OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Type" ), TEXT( "ConstructObjectFromClass" ) ));
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OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Class" ), GetClass()->GetName() ));
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OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Name" ), GetName() ));
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OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "ObjectClass" ), ClassToSpawnStr ));
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}
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void UK2Node_ConstructObjectFromClass::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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// actions get registered under specific object-keys; the idea is that
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// actions might have to be updated (or deleted) if their object-key is
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// mutated (or removed)... here we use the node's class (so if the node
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// type disappears, then the action should go with it)
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UClass* ActionKey = GetClass();
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// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
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// check to make sure that the registrar is looking for actions of this type
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// (could be regenerating actions for a specific asset, and therefore the
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// registrar would only accept actions corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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FText UK2Node_ConstructObjectFromClass::GetMenuCategory() const
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{
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return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Gameplay);
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}
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bool UK2Node_ConstructObjectFromClass::HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const
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{
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UClass* SourceClass = GetClassToSpawn();
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const UBlueprint* SourceBlueprint = GetBlueprint();
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const bool bResult = (SourceClass && (SourceClass->ClassGeneratedBy.Get() != SourceBlueprint));
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if (bResult && OptionalOutput)
|
|
{
|
|
OptionalOutput->AddUnique(SourceClass);
|
|
}
|
|
const bool bSuperResult = Super::HasExternalDependencies(OptionalOutput);
|
|
return bSuperResult || bResult;
|
|
}
|
|
|
|
FText UK2Node_ConstructObjectFromClass::GetKeywords() const
|
|
{
|
|
return LOCTEXT("ConstructObjectKeywords", "Create New");
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|