本文整理汇总了C++中UBlueprintGeneratedClass类的典型用法代码示例。如果您正苦于以下问题:C++ UBlueprintGeneratedClass类的具体用法?C++ UBlueprintGeneratedClass怎么用?C++ UBlueprintGeneratedClass使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了UBlueprintGeneratedClass类的17个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GetClass
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;
}
开发者ID:johndpope,项目名称:UE4,代码行数:59,代码来源:ActorConstruction.cpp
示例2: PreReplication
void UActorComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
{
UBlueprintGeneratedClass* BPClass = Cast<UBlueprintGeneratedClass>(GetClass());
if (BPClass != NULL)
{
BPClass->InstancePreReplication(ChangedPropertyTracker);
}
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:8,代码来源:ActorComponent.cpp
示例3: FindReplacedNameAndOuter
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;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:57,代码来源:BlueprintNativeCodeGenModule.cpp
示例4: GetLifetimeReplicatedProps
void UActorComponent::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
UBlueprintGeneratedClass* BPClass = Cast<UBlueprintGeneratedClass>(GetClass());
if (BPClass != NULL)
{
BPClass->GetLifetimeBlueprintReplicationList(OutLifetimeProps);
}
DOREPLIFETIME( UActorComponent, bIsActive );
DOREPLIFETIME( UActorComponent, bReplicates );
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:11,代码来源:ActorComponent.cpp
示例5: if
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();
}
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:54,代码来源:ActorComponent.cpp
示例6: TEXT
void UBlueprint::GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const
{
UClass* GenClass = Cast<UClass>(GeneratedClass);
if ( GenClass && GenClass->GetDefaultObject() )
{
GenClass->GetDefaultObject()->GetAssetRegistryTags(OutTags);
}
Super::GetAssetRegistryTags(OutTags);
FString ParentClassPackageName;
if ( ParentClass )
{
ParentClassPackageName = ParentClass->GetOutermost()->GetName();
}
else
{
ParentClassPackageName = TEXT("None");
}
//NumReplicatedProperties
int32 NumReplicatedProperties = 0;
UBlueprintGeneratedClass* BlueprintClass = Cast<UBlueprintGeneratedClass>(GenClass);
if (BlueprintClass)
{
NumReplicatedProperties = BlueprintClass->NumReplicatedProperties;
}
OutTags.Add(FAssetRegistryTag("NumReplicatedProperties", FString::FromInt(NumReplicatedProperties), FAssetRegistryTag::TT_Numerical));
OutTags.Add(FAssetRegistryTag("ParentClassPackage", ParentClassPackageName, FAssetRegistryTag::TT_Hidden));
OutTags.Add(FAssetRegistryTag(GET_MEMBER_NAME_CHECKED(UBlueprint, BlueprintDescription), BlueprintDescription, FAssetRegistryTag::TT_Hidden));
uint32 ClassFlagsTagged = 0;
if (BlueprintClass)
{
ClassFlagsTagged = BlueprintClass->GetClassFlags();
}
else
{
ClassFlagsTagged = GetClass()->GetClassFlags();
}
OutTags.Add( FAssetRegistryTag("ClassFlags", FString::FromInt(ClassFlagsTagged), FAssetRegistryTag::TT_Hidden) );
FKismetEditorUtilities::GetAssetRegistryTagsForBlueprint(this, OutTags);
OutTags.Add( FAssetRegistryTag( "IsDataOnly",
FBlueprintEditorUtils::IsDataOnlyBlueprint(this) ? TEXT("True") : TEXT("False"),
FAssetRegistryTag::TT_Alphabetical ) );
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:50,代码来源:Blueprint.cpp
示例7: CreateConnectionPolicy
FConnectionDrawingPolicy* FBlueprintProfilerPinConnectionFactory::CreateConnectionPolicy(const class UEdGraphSchema* Schema, int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const class FSlateRect& InClippingRect, class FSlateWindowElementList& InDrawElements, class UEdGraph* InGraphObj) const
{
FConnectionDrawingPolicy* NewPolicy = nullptr;
if (InGraphObj)
{
EBlueprintProfilerHeatMapDisplayMode WireHeatMode = GetDefault<UBlueprintProfilerSettings>()->WireHeatMapDisplayMode;
if (WireHeatMode != EBlueprintProfilerHeatMapDisplayMode::None)
{
UBlueprint* Blueprint = InGraphObj->GetTypedOuter<UBlueprint>();
UBlueprintGeneratedClass* BPGC = Blueprint ? Cast<UBlueprintGeneratedClass>(Blueprint->GeneratedClass) : nullptr;
if (BPGC)
{
IBlueprintProfilerInterface& ProfilerModule = FModuleManager::LoadModuleChecked<IBlueprintProfilerInterface>("BlueprintProfiler");
TSharedPtr<FBlueprintExecutionContext> BlueprintContext = ProfilerModule.FindBlueprintContext(BPGC->GetPathName());
if (BlueprintContext.IsValid())
{
NewPolicy = new FBlueprintProfilerConnectionDrawingPolicy(InBackLayerID, InFrontLayerID, ZoomFactor, InClippingRect, InDrawElements, WireHeatMode, InGraphObj, BlueprintContext);
// When we have an active connection drawing policy, associate utility contexts with the active blueprint execution context.
if (Blueprint->BlueprintType == BPTYPE_Normal)
{
ProfilerModule.AssociateUtilityContexts(BlueprintContext);
}
}
}
}
}
return NewPolicy;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:28,代码来源:BlueprintProfilerConnectionDrawingPolicy.cpp
示例8: PreEditChange
void AActor::PreEditChange(UProperty* PropertyThatWillChange)
{
Super::PreEditChange(PropertyThatWillChange);
UObjectProperty* ObjProp = Cast<UObjectProperty>(PropertyThatWillChange);
UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(GetClass());
if ( BPGC != nullptr && ObjProp != nullptr )
{
BPGC->UnbindDynamicDelegatesForProperty(this, ObjProp);
}
if ( ReregisterComponentsWhenModified() )
{
UnregisterAllComponents();
}
}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:16,代码来源:ActorEditor.cpp
示例9: PreEditChange
void AActor::PreEditChange(UProperty* PropertyThatWillChange)
{
Super::PreEditChange(PropertyThatWillChange);
UObjectProperty* ObjProp = Cast<UObjectProperty>(PropertyThatWillChange);
UBlueprintGeneratedClass* BPGC = Cast<UBlueprintGeneratedClass>(GetClass());
if ( BPGC != nullptr && ObjProp != nullptr )
{
BPGC->UnbindDynamicDelegatesForProperty(this, ObjProp);
}
// During SIE, allow components to be unregistered here, and then reregistered and reconstructed in PostEditChangeProperty.
if ((GEditor && GEditor->bIsSimulatingInEditor) || ReregisterComponentsWhenModified())
{
UnregisterAllComponents();
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:ActorEditor.cpp
示例10: FFindHeadersToInclude
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);
}
}
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:45,代码来源:BlueprintCompilerCppBackendGatherDependencies.cpp
示例11: GetLifetimeReplicatedProps
void AActor::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
UBlueprintGeneratedClass* BPClass = Cast<UBlueprintGeneratedClass>(GetClass());
if (BPClass != NULL)
{
BPClass->GetLifetimeBlueprintReplicationList(OutLifetimeProps);
}
DOREPLIFETIME( AActor, Role );
DOREPLIFETIME( AActor, RemoteRole );
DOREPLIFETIME( AActor, Owner );
DOREPLIFETIME( AActor, bHidden );
DOREPLIFETIME( AActor, bTearOff );
DOREPLIFETIME( AActor, bCanBeDamaged );
DOREPLIFETIME( AActor, AttachmentReplication );
DOREPLIFETIME( AActor, Instigator );
DOREPLIFETIME_CONDITION( AActor, ReplicatedMovement, COND_SimulatedOrPhysics );
}
开发者ID:johndpope,项目名称:UE4,代码行数:21,代码来源:ActorReplication.cpp
示例12: check
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
//.........这里部分代码省略.........
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:101,代码来源:BlueprintConnectionDrawingPolicy.cpp
示例13: check
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;
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:77,代码来源:BlueprintCompilerCppBackendValueHelper.cpp
示例14: check
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;
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:ConnectionDrawingPolicy.cpp
示例15: NativizeAnimBPOnlyWhenNonReducibleFuncitons
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))
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:BlueprintNativeCodeGenModule.cpp
示例16: ActiveObjectBeingDebugged
// Context used to aid debugging displays for nodes
FKismetNodeInfoContext::FKismetNodeInfoContext(UEdGraph* SourceGraph)
: ActiveObjectBeingDebugged(NULL)
{
// Only show pending latent actions in PIE/SIE mode
SourceBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(SourceGraph);
if (SourceBlueprint != NULL)
{
ActiveObjectBeingDebugged = SourceBlueprint->GetObjectBeingDebugged();
// Run thru debugged objects to see if any are objects with pending latent actions
if (ActiveObjectBeingDebugged != NULL)
{
UBlueprintGeneratedClass* Class = CastChecked<UBlueprintGeneratedClass>((UObject*)(ActiveObjectBeingDebugged->GetClass()));
FBlueprintDebugData const& ClassDebugData = Class->GetDebugData();
TSet<UObject*> LatentContextObjects;
TArray<UK2Node_CallFunction*> FunctionNodes;
SourceGraph->GetNodesOfClass<UK2Node_CallFunction>(FunctionNodes);
// collect all the world context objects for all of the graph's latent nodes
for (UK2Node_CallFunction const* FunctionNode : FunctionNodes)
{
UFunction* Function = FunctionNode->GetTargetFunction();
if ((Function == NULL) || !Function->HasMetaData(FBlueprintMetadata::MD_Latent))
{
continue;
}
UObject* NodeWorldContext = ActiveObjectBeingDebugged;
// if the node has a specific "world context" pin, attempt to get the value set for that first
if (Function->HasMetaData(FBlueprintMetadata::MD_WorldContext))
{
FString const WorldContextPinName = Function->GetMetaData(FBlueprintMetadata::MD_WorldContext);
if (UEdGraphPin* ContextPin = FunctionNode->FindPin(WorldContextPinName))
{
if (UObjectPropertyBase* ContextProperty = Cast<UObjectPropertyBase>(ClassDebugData.FindClassPropertyForPin(ContextPin)))
{
UObject* PropertyValue = ContextProperty->GetObjectPropertyValue_InContainer(ActiveObjectBeingDebugged);
if (PropertyValue != NULL)
{
NodeWorldContext = PropertyValue;
}
}
}
}
LatentContextObjects.Add(NodeWorldContext);
}
for (UObject* ContextObject : LatentContextObjects)
{
if (UWorld* World = GEngine->GetWorldFromContextObject(ContextObject, /*bChecked =*/false))
{
FLatentActionManager& Manager = World->GetLatentActionManager();
TSet<int32> UUIDSet;
Manager.GetActiveUUIDs(ActiveObjectBeingDebugged, /*out*/ UUIDSet);
for (TSet<int32>::TConstIterator IterUUID(UUIDSet); IterUUID; ++IterUUID)
{
const int32 UUID = *IterUUID;
if (UEdGraphNode* ParentNode = ClassDebugData.FindNodeFromUUID(UUID))
{
TArray<FObjectUUIDPair>& Pairs = NodesWithActiveLatentActions.FindOrAdd(ParentNode);
new (Pairs) FObjectUUIDPair(ContextObject, UUID);
}
}
}
}
}
// Covert the watched pin array into a set
for (auto WatchedPinIt = SourceBlueprint->PinWatches.CreateConstIterator(); WatchedPinIt; ++WatchedPinIt)
{
UEdGraphPin* WatchedPin = *WatchedPinIt;
UEdGraphNode* OwningNode = Cast<UEdGraphNode>(WatchedPin->GetOuter());
if (!ensure(OwningNode != NULL)) // shouldn't happen, but just in case a dead pin was added to the PinWatches array
{
continue;
}
check(OwningNode == WatchedPin->GetOwningNode());
WatchedPinSet.Add(WatchedPin);
WatchedNodeSet.Add(OwningNode);
}
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:91,代码来源:ConnectionDrawingPolicy.cpp
示例17: GetClass
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;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:66,代码来源:ActorConstruction.cpp
注:本文中的UBlueprintGeneratedClass类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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