Files
UnrealEngine/Engine/Source/Editor/KismetCompiler/Private/KismetCompilerModule.cpp
2025-05-18 13:04:45 +08:00

402 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
KismetCompilerModule.cpp
=============================================================================*/
#include "KismetCompilerModule.h"
#include "Stats/Stats.h"
#include "UObject/GarbageCollection.h"
#include "UObject/Class.h"
#include "Engine/Blueprint.h"
#include "Stats/StatsMisc.h"
#include "Modules/ModuleManager.h"
#include "UObject/UObjectIterator.h"
#include "UObject/MetaData.h"
#include "Animation/AnimBlueprint.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompilerMisc.h"
#include "KismetCompiler.h"
#include "Kismet2/KismetDebugUtilities.h"
#include "Kismet2/KismetReinstanceUtilities.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "UserDefinedStructureCompilerUtils.h"
#include "StructUtils/UserDefinedStruct.h"
#include "IMessageLogListing.h"
#include "Engine/Engine.h"
DEFINE_LOG_CATEGORY(LogK2Compiler);
#define LOCTEXT_NAMESPACE "KismetCompiler"
//////////////////////////////////////////////////////////////////////////
// FKismet2CompilerModule - The Kismet 2 Compiler module
class FKismet2CompilerModule : public IKismetCompilerInterface
{
public:
// Implementation of the IKismetCompilerInterface
virtual void RefreshVariables(UBlueprint* Blueprint) override final;
virtual void CompileStructure(class UUserDefinedStruct* Struct, FCompilerResultsLog& Results) override;
virtual void RecoverCorruptedBlueprint(class UBlueprint* Blueprint) override;
virtual void RemoveBlueprintGeneratedClasses(class UBlueprint* Blueprint) override;
virtual TArray<IBlueprintCompiler*>& GetCompilers() override { return Compilers; }
virtual void OverrideBPTypeForClass(UClass* Class, TSubclassOf<UBlueprint> BlueprintType) override;
virtual void OverrideBPTypeForClassInEditor(UClass* Class, TSubclassOf<UBlueprint> BlueprintType) override;
virtual void OverrideBPGCTypeForBPType(TSubclassOf<UBlueprint> BlueprintType, TSubclassOf<UBlueprintGeneratedClass> BPGCType) override;
virtual void ValidateBPAndClassType(UBlueprint* BP, FCompilerResultsLog& OutResults) override;
virtual void GetBlueprintTypesForClass(UClass* ParentClass, UClass*& OutBlueprintClass, UClass*& OutBlueprintGeneratedClass) const override;
virtual void GetSubclassesWithDifferingBlueprintTypes(UClass* Class, TSet<const UClass*>& OutMismatchedSubclasses) const override;
// End implementation
static TSubclassOf<UBlueprint> FindBlueprintType(UClass* ForClass, const TMap<FTopLevelAssetPath, TSubclassOf<UBlueprint>>& FromMap);
private:
// these are all pointers to native reflection data, so don't require gc visibility
// this will frustrate hotreload, though - hot reload of objects used as keys or values
// doesn't really work anyway:
TMap<FTopLevelAssetPath, TSubclassOf<UBlueprint>> ClassToBPType;
TMap<FTopLevelAssetPath, TSubclassOf<UBlueprint>> ClassToEditorBPType;
TMap<TSubclassOf<UBlueprint>, TSubclassOf<UBlueprintGeneratedClass>> BPTypeToBPGCType;
TArray<IBlueprintCompiler*> Compilers;
};
IMPLEMENT_MODULE( FKismet2CompilerModule, KismetCompiler );
// Compiles a blueprint.
void FKismet2CompilerModule::CompileStructure(UUserDefinedStruct* Struct, FCompilerResultsLog& Results)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FKismet2CompilerModule::CompileStructure);
Results.SetSourcePath(Struct->GetPathName());
FUserDefinedStructureCompilerUtils::CompileStruct(Struct, Results, true);
}
void FKismet2CompilerModule::RefreshVariables(UBlueprint* Blueprint)
{
#if 0 // disabled because this is a costly ensure:
// ensure that nothing is using this class cause that would be super bad:
TArray<UObject*> Instances;
GetObjectsOfClass(*(Blueprint->GeneratedClass), Instances);
ensure(Instances.Num() == 0 || Instances.Num() == 1);
#endif
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
FCompilerResultsLog MessageLog;
bool bMissingProperty = false;
TArray<int32> MissingVariables;
for (int32 VarIndex = 0; VarIndex < Blueprint->NewVariables.Num(); ++VarIndex)
{
FProperty* ExistingVariable = Blueprint->GeneratedClass->FindPropertyByName(Blueprint->NewVariables[VarIndex].VarName);
if( ExistingVariable == nullptr || ExistingVariable->GetOwner<UObject>() != Blueprint->GeneratedClass)
{
MissingVariables.Add(VarIndex);
}
}
if(MissingVariables.Num() != 0)
{
UObject* OldCDO = Blueprint->GeneratedClass->GetDefaultObject(false);
auto Reinstancer = FBlueprintCompileReinstancer::Create(*Blueprint->GeneratedClass);
ensure(OldCDO->GetClass() != *Blueprint->GeneratedClass);
// move old cdo aside:
if(OldCDO)
{
OldCDO->Rename(NULL, GetTransientPackage(), REN_DontCreateRedirectors | REN_NonTransactional | REN_AllowPackageLinkerMismatch);
}
Blueprint->GeneratedClass->SetDefaultObject(nullptr);
// add missing properties:
for( int32 MissingVarIndex : MissingVariables)
{
FProperty* NewProperty = FKismetCompilerUtilities::CreatePropertyOnScope(
Blueprint->GeneratedClass,
Blueprint->NewVariables[MissingVarIndex].VarName,
Blueprint->NewVariables[MissingVarIndex].VarType,
Blueprint->GeneratedClass,
CPF_None,
K2Schema,
MessageLog);
if(NewProperty)
{
NewProperty->PropertyLinkNext = Blueprint->GeneratedClass->PropertyLink;
Blueprint->GeneratedClass->PropertyLink = NewProperty;
}
}
Blueprint->GeneratedClass->Bind();
Blueprint->GeneratedClass->StaticLink(true);
// regenerate CDO:
Blueprint->GeneratedClass->GetDefaultObject();
// cpfuo:
UEngine::FCopyPropertiesForUnrelatedObjectsParams Params;
Params.bNotifyObjectReplacement = true;
UEngine::CopyPropertiesForUnrelatedObjects(OldCDO, Blueprint->GeneratedClass->GetDefaultObject(false), Params);
}
}
// Recover a corrupted blueprint
void FKismet2CompilerModule::RecoverCorruptedBlueprint(class UBlueprint* Blueprint)
{
UPackage* Package = Blueprint->GetOutermost();
// Get rid of any stale classes
for (FThreadSafeObjectIterator ObjIt; ObjIt; ++ObjIt)
{
UObject* TestObject = *ObjIt;
if (TestObject->GetOuter() == Package)
{
// This object is in the blueprint package; is it expected?
if (UClass* TestClass = Cast<UClass>(TestObject))
{
if ((TestClass != Blueprint->SkeletonGeneratedClass) && (TestClass != Blueprint->GeneratedClass))
{
// Unexpected UClass
FKismetCompilerUtilities::ConsignToOblivion(TestClass, false);
}
}
}
}
CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS );
}
void FKismet2CompilerModule::RemoveBlueprintGeneratedClasses(class UBlueprint* Blueprint)
{
if (Blueprint != NULL)
{
// Order unfortunately matters, as we want to allow UBlueprintGeneratedClass::GetAuthoritativeClass to function
// correctly for as long as possible:
if (Blueprint->SkeletonGeneratedClass != NULL)
{
FKismetCompilerUtilities::ConsignToOblivion(Blueprint->SkeletonGeneratedClass, Blueprint->bIsRegeneratingOnLoad);
Blueprint->SkeletonGeneratedClass = NULL;
}
if (Blueprint->GeneratedClass != NULL)
{
FKismetCompilerUtilities::ConsignToOblivion(Blueprint->GeneratedClass, Blueprint->bIsRegeneratingOnLoad);
Blueprint->GeneratedClass = NULL;
}
}
}
void FKismet2CompilerModule::OverrideBPTypeForClass(UClass* Class, TSubclassOf<UBlueprint> BlueprintType)
{
check(Class && BlueprintType);
#if DO_CHECK
if (const TSubclassOf<UBlueprint>* ExistingBlueprintType = ClassToBPType.Find(Class->GetClassPathName()))
{
ensureMsgf(false,
TEXT("Ambiguous mapping attempting to add %s to %s when mapping to %s exists"),
*(Class->GetFullName()), *(BlueprintType.Get()->GetFullName()),
*(ExistingBlueprintType->Get()->GetFullName())
);
}
#endif // DO_CHECK
ClassToBPType.Add(Class->GetClassPathName(), BlueprintType);
}
void FKismet2CompilerModule::OverrideBPTypeForClassInEditor(UClass* Class, TSubclassOf<UBlueprint> BlueprintType)
{
check(Class && BlueprintType);
#if DO_CHECK
if (const TSubclassOf<UBlueprint>* ExistingBlueprintType = ClassToEditorBPType.Find(Class->GetClassPathName()))
{
ensureMsgf(false,
TEXT("Ambiguous mapping attempting to add %s to %s when mapping to %s exists"),
*(Class->GetFullName()), *(BlueprintType.Get()->GetFullName()),
*(ExistingBlueprintType->Get()->GetFullName())
);
}
#endif // DO_CHECK
ClassToEditorBPType.Add(Class->GetClassPathName(), BlueprintType);
}
void FKismet2CompilerModule::OverrideBPGCTypeForBPType(TSubclassOf<UBlueprint> BlueprintType, TSubclassOf<UBlueprintGeneratedClass> BPGCType)
{
check(BlueprintType && BPGCType);
#if DO_CHECK
if (const TSubclassOf<UBlueprintGeneratedClass>* ExistingBlueprintType = BPTypeToBPGCType.Find(BlueprintType))
{
ensureMsgf(false,
TEXT("Ambiguous mapping attempting to add %s to %s when mapping to %s exists"),
*(BlueprintType.Get()->GetFullName()), *(BPGCType.Get()->GetFullName()),
*(ExistingBlueprintType->Get()->GetFullName())
);
}
#endif // DO_CHECK
BPTypeToBPGCType.Add(BlueprintType, BPGCType);
}
void FKismet2CompilerModule::ValidateBPAndClassType(UBlueprint* BP, FCompilerResultsLog& OutResults)
{
// validation can become a warning as this matures, for now just note:
if (BP->BlueprintType == BPTYPE_MacroLibrary)
{
// macros will contain macros of all sorts of UClasses, they only have a notional
// type for scoping purposes, it is not useful to inspect their GeneratedClass:
return;
}
UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(BP->GeneratedClass);
if(!BPGC)
{
return;
}
// validate according to ClassToBPType:
{
TSubclassOf<UBlueprint> ExpectedType = FindBlueprintType(BPGC, ClassToBPType);
if(!BP->GetClass()->IsChildOf(ExpectedType))
{
OutResults.Note(
*(FText::Format(
LOCTEXT("BPGCTypeMismatch_Blueprint", "@@ has an incorrect BP type - this type of blueprint ({0}) needs to be converted."),
FText::FromString(BP->GetFullName())).ToString()),
BP
);
}
}
// validate according to ClassToEditorBPType:
if (::IsEditorOnlyObject(BP->GetOutermost()))
{
TSubclassOf<UBlueprint> ExpectedType = FindBlueprintType(BPGC, ClassToEditorBPType);
if (!BP->GetClass()->IsChildOf(ExpectedType))
{
OutResults.Note(
*(FText::Format(
LOCTEXT("BPGCTypeMismatch_EditorOnlyBlueprint", "@@ has an incorrect editor BP type - this type of blueprint ({0}) needs to be converted."),
FText::FromString(BP->GetFullName())).ToString()),
BP
);
}
}
// validate according to BPTypeToBPGCType:
for (TPair<TSubclassOf<UBlueprint>, TSubclassOf<UBlueprintGeneratedClass>> BPTypeToBPGCTypeIter : BPTypeToBPGCType)
{
// if there's a BP type implied by the BPGC we want it to match the provided BP:
if(BP->GetClass()->IsChildOf(BPTypeToBPGCTypeIter.Key))
{
if (!BPGC->GetClass()->IsChildOf(BPTypeToBPGCTypeIter.Value))
{
OutResults.Note(
*(FText::Format(
LOCTEXT("BPGCTypeMismatch_GeneratedClass", "@@ has an incorrect BPGC type - this type of blueprint ({0}) needs to sanitize its class."),
FText::FromString(BP->GetFullName())).ToString()),
BP
);
}
}
// if there's a class implied by the BP type we want it to match the provided BPGC:
if(BPGC->GetClass()->IsChildOf(BPTypeToBPGCTypeIter.Value))
{
if (!BP->GetClass()->IsChildOf(BPTypeToBPGCTypeIter.Key))
{
OutResults.Note(
*(FText::Format(
LOCTEXT("BPGCTypeMismatch_ClassGeneratedBy", "@@ has an incorrect BP type - this blueprint ({0}) needs to be converted to a different type of blueprint."),
FText::FromString(BP->GetFullName())).ToString()),
BP
);
}
}
}
}
void FKismet2CompilerModule::GetBlueprintTypesForClass(UClass* ParentClass, UClass*& OutBlueprintClass, UClass*& OutBlueprintGeneratedClass) const
{
const TMap<TSubclassOf<UBlueprint>, TSubclassOf<UBlueprintGeneratedClass>>& BPTypeToBPGCTypeForLookup = BPTypeToBPGCType;
const auto GetBPGCTypeForBPType = [&BPTypeToBPGCTypeForLookup](TSubclassOf<UBlueprint> BPType) -> TSubclassOf<UBlueprintGeneratedClass>
{
if(const TSubclassOf<UBlueprintGeneratedClass>* BPGCType = BPTypeToBPGCTypeForLookup.Find(BPType))
{
return *BPGCType;
}
return UBlueprintGeneratedClass::StaticClass();
};
// honor ClassToEditorBPType
if(::IsEditorOnlyObject(ParentClass))
{
TSubclassOf<UBlueprint> BlueprintType = FindBlueprintType(ParentClass, ClassToEditorBPType);
if(BlueprintType != UBlueprint::StaticClass())
{
OutBlueprintGeneratedClass = GetBPGCTypeForBPType(BlueprintType);
OutBlueprintClass = BlueprintType;
return;
}
}
// no editor mapping found, fall back to ClassToBPType:
TSubclassOf<UBlueprint> BlueprintType = FindBlueprintType(ParentClass, ClassToBPType);
if (BlueprintType != UBlueprint::StaticClass())
{
OutBlueprintGeneratedClass = GetBPGCTypeForBPType(BlueprintType);
OutBlueprintClass = BlueprintType;
return;
}
// legacy support for IBlueprintCompiler:
for ( IBlueprintCompiler* Compiler : Compilers )
{
if ( Compiler->GetBlueprintTypesForClass(ParentClass, OutBlueprintClass, OutBlueprintGeneratedClass) )
{
return;
}
}
OutBlueprintClass = UBlueprint::StaticClass();
OutBlueprintGeneratedClass = UBlueprintGeneratedClass::StaticClass();
}
void FKismet2CompilerModule::GetSubclassesWithDifferingBlueprintTypes(UClass* Class, TSet<const UClass*>& OutMismatchedSubclasses) const
{
UClass* BPClass;
UClass* BPGeneratedClass;
GetBlueprintTypesForClass(Class, BPClass, BPGeneratedClass);
auto CheckClassToBPTypeMap = [](const TMap<FTopLevelAssetPath, TSubclassOf<UBlueprint>>& Map, const UClass* Class, const UClass* BPClass, TSet<const UClass*>& Result)
{
for (const TTuple<FTopLevelAssetPath, TSubclassOf<UBlueprint>>& Pair : Map)
{
if (const UClass* SupportedClass = FindObject<UClass>(Pair.Key);
Pair.Value != BPClass && SupportedClass && SupportedClass->IsChildOf(Class))
{
Result.Add(SupportedClass);
}
}
};
CheckClassToBPTypeMap(ClassToBPType, Class, BPClass, OutMismatchedSubclasses);
CheckClassToBPTypeMap(ClassToEditorBPType, Class, BPClass, OutMismatchedSubclasses);
}
TSubclassOf<UBlueprint> FKismet2CompilerModule::FindBlueprintType(UClass* ForClass, const TMap<FTopLevelAssetPath, TSubclassOf<UBlueprint>>& FromMap)
{
UClass* Iter = ForClass;
while (Iter)
{
if (const TSubclassOf<UBlueprint>* BPType = FromMap.Find(Iter->GetClassPathName()))
{
return *BPType;
}
Iter = Iter->GetSuperClass();
}
return UBlueprint::StaticClass();
}
#undef LOCTEXT_NAMESPACE