More work on blueprint exporter, and some work on build system
This commit is contained in:
@@ -1,6 +1,7 @@
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#if WITH_EDITOR
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#include "BlueprintExporter.h"
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#include "Common.h"
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#include "Engine/Blueprint.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphNode.h"
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@@ -20,123 +21,35 @@ FlxBlueprintExporter::FlxBlueprintExporter(UEdGraph* InGraph)
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EmitGraph();
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}
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void FlxBlueprintExporter::AssignNodeNames()
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{
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TMap<FString, int32> NextIndex;
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////////////////////////////////////////////////////////
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//
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// General utilities for manipulating UEdGraph nodes.
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//
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////////////////////////////////////////////////////////
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for (UEdGraphNode* Node : SortedNodes)
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{
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FString Base = SanitizeName(Node->GetNodeTitle(ENodeTitleType::ListView).ToString());
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int32& Idx = NextIndex.FindOrAdd(Base, 0);
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FString Name = (Idx == 0) ? Base : FString::Printf(TEXT("%s_%d"), *Base, Idx + 1);
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NodeNames.Add(Node, Name);
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Idx++;
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}
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FString FlxBlueprintExporter::SanitizeName(const FString& Title)
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{
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FString Result = Title.TrimStartAndEnd().Replace(TEXT(" "), TEXT("_"));
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return Result.IsEmpty() ? TEXT("_") : Result;
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}
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void FlxBlueprintExporter::Traverse(UEdGraphNode* Node)
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FString FlxBlueprintExporter::FormatPinType(UEdGraphPin* Pin)
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{
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if (Visited.Contains(Node)) return;
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Visited.Add(Node);
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// First, traverse input nodes
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for (UEdGraphPin* Pin : Node->Pins)
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if (UObject* SubObj = Pin->PinType.PinSubCategoryObject.Get())
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{
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if (Pin->Direction != EGPD_Input) continue;
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for (UEdGraphPin* LinkedPin : Pin->LinkedTo)
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{
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Traverse(LinkedPin->GetOwningNode());
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}
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}
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// Add this node to the sorted list.
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SortedNodes.Add(Node);
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// Then, traverse exec output nodes only.
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// Data outputs are not followed — data nodes get pulled in
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// through their consumers' input traversal.
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for (UEdGraphPin* Pin : Node->Pins)
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{
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if (Pin->Direction != EGPD_Output) continue;
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if (Pin->PinType.PinCategory != UEdGraphSchema_K2::PC_Exec) continue;
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for (UEdGraphPin* LinkedPin : Pin->LinkedTo)
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{
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Traverse(LinkedPin->GetOwningNode());
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}
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return SubObj->GetName();
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}
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FString Type = Pin->PinType.PinCategory.ToString();
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Type[0] = FChar::ToUpper(Type[0]);
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return Type;
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}
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bool FlxBlueprintExporter::HasExecPin(UEdGraphNode* Node, EEdGraphPinDirection Direction)
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FString FlxBlueprintExporter::FormatNodeBaseName(UEdGraphNode* Node)
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{
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for (UEdGraphPin* Pin : Node->Pins)
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{
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if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Exec)
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{
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if (Pin->Direction == Direction) return true;
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}
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}
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return false;
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return SanitizeName(Node->GetNodeTitle(ENodeTitleType::ListView).ToString());
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}
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void FlxBlueprintExporter::SortNodes()
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{
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// Find starter nodes: have exec output but no exec input.
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TArray<UEdGraphNode*> Starters;
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for (UEdGraphNode* Node : Graph->Nodes)
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{
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if (HasExecPin(Node, EGPD_Output) && !HasExecPin(Node, EGPD_Input))
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{
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Starters.Add(Node);
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}
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}
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// Sort starters by Y position.
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Starters.Sort([](const UEdGraphNode& A, const UEdGraphNode& B)
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{
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return A.NodePosY < B.NodePosY;
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});
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// Traverse from each starter.
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for (UEdGraphNode* Starter : Starters)
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{
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Traverse(Starter);
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}
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// Traverse all nodes.
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for (UEdGraphNode* Node : Graph->Nodes)
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{
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Traverse(Node);
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}
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}
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void FlxBlueprintExporter::EmitNodeList()
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{
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Output.Appendf(TEXT("NodeList:\n"));
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for (UEdGraphNode* Node : SortedNodes)
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{
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if (Node->IsA<UK2Node_Knot>()) continue;
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if (Node->IsA<UEdGraphNode_Comment>()) continue;
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if (Node->IsA<UK2Node_VariableGet>()) continue;
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Output.Appendf(TEXT(" %s = %s\n"),
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*NodeNames[Node], *Node->NodeGuid.ToString());
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}
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}
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FString FlxBlueprintExporter::GetPinDisplayName(UEdGraphPin *Pin)
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{
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FString Result = Pin->GetOwningNode()->GetPinDisplayName(Pin).ToString();
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if (!Result.IsEmpty()) return Result;
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return Pin->PinName.ToString();
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}
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UEdGraphPin* FlxBlueprintExporter::FindFirstPin(UEdGraphNode* Node, EEdGraphPinDirection Direction)
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{
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for (UEdGraphPin* Pin : Node->Pins)
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{
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if (Pin->Direction == Direction) return Pin;
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}
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return nullptr;
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}
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UEdGraphPin* FlxBlueprintExporter::GetLinkedTo(UEdGraphPin* Pin)
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{
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@@ -150,15 +63,116 @@ UEdGraphPin* FlxBlueprintExporter::GetLinkedTo(UEdGraphPin* Pin)
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}
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}
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FString FlxBlueprintExporter::FormatPinType(UEdGraphPin* Pin)
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bool FlxBlueprintExporter::IsDefaultToSelf(UEdGraphPin* Pin)
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{
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if (UObject* SubObj = Pin->PinType.PinSubCategoryObject.Get())
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// Only valid call-function nodes can have default-to-self.
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UK2Node_CallFunction* CallNode = Cast<UK2Node_CallFunction>(Pin->GetOwningNode());
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if (!CallNode) return false;
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UFunction* Function = CallNode->GetTargetFunction();
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if (!Function) return false;
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// In a call function node, the pin name 'self' is reserved
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// for the C++ 'this' pointer. This always has 'DefaultToSelf'
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// behavior. Note that 'self' in other nodes is not special.
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if (Pin->PinName == UEdGraphSchema_K2::PN_Self) return true;
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// For any other pin name, we have to check for
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// the presence of meta = (DefaultToSelf = "Pin")
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const FString& DefaultToSelfPinName = Function->GetMetaData(FBlueprintMetadata::MD_DefaultToSelf);
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return Pin->PinName.ToString() == DefaultToSelfPinName;
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}
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TArray<UEdGraphPin*> FlxBlueprintExporter::FilterPins(UEdGraphNode* Node, EEdGraphPinDirection Direction, FName Category)
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{
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TArray<UEdGraphPin*> Result;
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for (UEdGraphPin* Pin : Node->Pins)
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{
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return SubObj->GetName();
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if (Direction != EGPD_MAX && Pin->Direction != Direction) continue;
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if (!Category.IsNone() && Pin->PinType.PinCategory != Category) continue;
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Result.Add(Pin);
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}
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FString Type = Pin->PinType.PinCategory.ToString();
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Type[0] = FChar::ToUpper(Type[0]);
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return Type;
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return Result;
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}
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bool FlxBlueprintExporter::HasExecPin(UEdGraphNode* Node, EEdGraphPinDirection Direction)
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{
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return FilterPins(Node, Direction, UEdGraphSchema_K2::PC_Exec).Num() > 0;
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}
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UEdGraphPin* FlxBlueprintExporter::FindFirstPin(UEdGraphNode* Node, EEdGraphPinDirection Direction)
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{
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for (UEdGraphPin* Pin : Node->Pins)
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{
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if (Pin->Direction == Direction) return Pin;
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}
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return nullptr;
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}
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UEdGraphPin* FlxBlueprintExporter::BestMatchPin(UEdGraphNode* Node, EEdGraphPinDirection Direction, bool Exec, const FString& Name)
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{
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if (Name == TEXT("_")) return nullptr;
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UEdGraphPin* DisplayMatch = nullptr;
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int32 DisplayCount = 0;
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UEdGraphPin* RawMatch = nullptr;
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int32 RawCount = 0;
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for (UEdGraphPin* Pin : Node->Pins)
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{
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if (Pin->Direction != Direction) continue;
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bool PinIsExec = (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Exec);
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if (PinIsExec != Exec) continue;
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if (Name == SanitizeName(Node->GetPinDisplayName(Pin).ToString()))
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{
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DisplayMatch = Pin;
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DisplayCount++;
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}
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if (Name == SanitizeName(Pin->PinName.ToString()))
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{
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RawMatch = Pin;
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RawCount++;
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}
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}
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if (DisplayCount == 1) return DisplayMatch;
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if (RawCount == 1) return RawMatch;
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return nullptr;
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}
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FString FlxBlueprintExporter::FormatPinName(UEdGraphPin *Pin)
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{
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UEdGraphNode* Node = Pin->GetOwningNode();
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bool Exec = (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Exec);
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// Try sanitized display name first.
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FString SanitizedDisplay = SanitizeName(Node->GetPinDisplayName(Pin).ToString());
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if (BestMatchPin(Node, Pin->Direction, Exec, SanitizedDisplay) == Pin)
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return SanitizedDisplay;
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// Try sanitized raw name.
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FString SanitizedRaw = SanitizeName(Pin->PinName.ToString());
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if (BestMatchPin(Node, Pin->Direction, Exec, SanitizedRaw) == Pin)
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return SanitizedRaw;
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// No unambiguous name found.
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UE_LOG(LogLuprexIntegration, Warning, TEXT("Blueprint export: ambiguous pin name '%s' on node '%s'"),
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*Pin->PinName.ToString(), *Node->GetNodeTitle(ENodeTitleType::ListView).ToString());
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return FString::Printf(TEXT("?%s"), *SanitizedRaw);
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}
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////////////////////////////////////////////////////////
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//
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// Traverse and Emit the Nodes.
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//
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////////////////////////////////////////////////////////
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FString FlxBlueprintExporter::FormatNodeName(UEdGraphNode* Node)
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{
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FString* Name = NodeNames.Find(Node);
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return Name ? *Name : FormatNodeBaseName(Node);
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}
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FString FlxBlueprintExporter::FormatPinSource(UEdGraphPin* Pin)
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@@ -173,9 +187,8 @@ FString FlxBlueprintExporter::FormatPinSource(UEdGraphPin* Pin)
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if (UK2Node_VariableGet* VarGet = Cast<UK2Node_VariableGet>(LinkedToNode))
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return SanitizeName(VarGet->GetVarNameString());
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FString PinLabel = SanitizeName(GetPinDisplayName(LinkedTo));
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FString* Name = NodeNames.Find(LinkedToNode);
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return FString::Printf(TEXT("%s.%s"), **Name, *PinLabel);
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FString PinLabel = FormatPinName(LinkedTo);
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return FString::Printf(TEXT("%s.%s"), *FormatNodeName(LinkedToNode), *PinLabel);
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}
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// String pins: always show in quotes (even if empty).
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@@ -213,131 +226,144 @@ FString FlxBlueprintExporter::FormatPinSource(UEdGraphPin* Pin)
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}
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}
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void FlxBlueprintExporter::Traverse(UEdGraphNode* Node)
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{
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if (Visited.Contains(Node)) return;
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Visited.Add(Node);
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// First, traverse input nodes
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for (UEdGraphPin* Pin : FilterPins(Node, EGPD_Input))
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for (UEdGraphPin* LinkedPin : Pin->LinkedTo)
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Traverse(LinkedPin->GetOwningNode());
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// Add this node to the sorted list.
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SortedNodes.Add(Node);
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// Then, traverse exec output nodes only.
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// Data outputs are not followed — data nodes get pulled in
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// through their consumers' input traversal.
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for (UEdGraphPin* Pin : FilterPins(Node, EGPD_Output, UEdGraphSchema_K2::PC_Exec))
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for (UEdGraphPin* LinkedPin : Pin->LinkedTo)
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Traverse(LinkedPin->GetOwningNode());
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}
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void FlxBlueprintExporter::SortNodes()
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{
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// Find starter nodes: have exec output but no exec input.
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TArray<UEdGraphNode*> Starters;
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for (UEdGraphNode* Node : Graph->Nodes)
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{
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if (HasExecPin(Node, EGPD_Output) && !HasExecPin(Node, EGPD_Input))
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{
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Starters.Add(Node);
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}
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}
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// Sort starters by Y position.
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Starters.Sort([](const UEdGraphNode& A, const UEdGraphNode& B)
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{
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return A.NodePosY < B.NodePosY;
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});
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// Traverse from each starter.
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for (UEdGraphNode* Starter : Starters)
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{
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Traverse(Starter);
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}
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// Traverse all nodes.
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for (UEdGraphNode* Node : Graph->Nodes)
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{
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Traverse(Node);
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}
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}
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void FlxBlueprintExporter::AssignNodeNames()
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{
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TMap<FString, int32> NextIndex;
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for (UEdGraphNode* Node : SortedNodes)
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{
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FString Base = FormatNodeBaseName(Node);
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int32& Idx = NextIndex.FindOrAdd(Base, 0);
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FString Name = (Idx == 0) ? Base : FString::Printf(TEXT("%s_%d"), *Base, Idx + 1);
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NodeNames.Add(Node, Name);
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Idx++;
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}
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}
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void FlxBlueprintExporter::EmitNode(UEdGraphNode* Node)
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{
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if (Node->IsA<UEdGraphNode_Comment>())
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{
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Output.Appendf(TEXT("\n // %s\n"), *Node->NodeComment);
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Output.Appendf(TEXT("\n// %s\n"), *Node->NodeComment);
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return;
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}
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if (Node->IsA<UK2Node_VariableGet>())
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return;
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Output.Appendf(TEXT("\n %s\n"), *NodeNames[Node]);
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Output.Appendf(TEXT("\nnode %s\n"), *FormatNodeName(Node));
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// Emit input data pins.
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for (UEdGraphPin* Pin : Node->Pins)
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for (UEdGraphPin* Pin : FilterPins(Node, EGPD_Input))
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{
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if (Pin->Direction != EGPD_Input) continue;
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if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Exec) continue;
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if (Pin->bHidden) continue;
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Output.Appendf(TEXT(" %s %s = %s\n"),
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Output.Appendf(TEXT(" input %s %s = %s\n"),
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*FormatPinType(Pin),
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*SanitizeName(GetPinDisplayName(Pin)),
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*FormatPinName(Pin),
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*FormatPinSource(Pin));
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}
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// Emit output data pins as a return line.
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FString ReturnPins;
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for (UEdGraphPin* Pin : Node->Pins)
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for (UEdGraphPin* Pin : FilterPins(Node, EGPD_Output))
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{
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if (Pin->Direction != EGPD_Output) continue;
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if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Exec) continue;
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if (Pin->bHidden) continue;
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if (!ReturnPins.IsEmpty()) ReturnPins += TEXT(",");
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ReturnPins += SanitizeName(GetPinDisplayName(Pin));
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if (!ReturnPins.IsEmpty()) ReturnPins += TEXT(", ");
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ReturnPins += FormatPinName(Pin);
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}
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if (!ReturnPins.IsEmpty())
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Output.Appendf(TEXT(" return %s\n"), *ReturnPins);
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// Detect output exec pin patterns.
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int32 ExecOutCount = 0;
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bool HasElsePin = false;
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for (UEdGraphPin* Pin : Node->Pins)
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{
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if (Pin->Direction != EGPD_Output) continue;
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if (Pin->PinType.PinCategory != UEdGraphSchema_K2::PC_Exec) continue;
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ExecOutCount++;
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if (Pin->PinName == TEXT("Else"))
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HasElsePin = true;
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Output.Appendf(TEXT(" return %s\n"), *ReturnPins);
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}
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// Emit output exec pins as goto statements.
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for (UEdGraphPin* Pin : Node->Pins)
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TArray<UEdGraphPin*> ExecOuts = FilterPins(Node, EGPD_Output, UEdGraphSchema_K2::PC_Exec);
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for (UEdGraphPin* Pin : ExecOuts)
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{
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if (Pin->Direction != EGPD_Output) continue;
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if (Pin->PinType.PinCategory != UEdGraphSchema_K2::PC_Exec) continue;
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UEdGraphPin* LinkedTo = GetLinkedTo(Pin);
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if (!LinkedTo) continue;
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FString* TargetName = NodeNames.Find(LinkedTo->GetOwningNode());
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FString Target = TargetName ? *TargetName : TEXT("?");
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FString Target = FormatNodeName(LinkedTo->GetOwningNode());
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if (ExecOutCount == 1)
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if (ExecOuts.Num() == 1)
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Output.Appendf(TEXT(" goto %s\n"), *Target);
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else if (HasElsePin)
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Output.Appendf(TEXT(" %s goto %s\n"), *Pin->PinName.ToString().ToLower(), *Target);
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else
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Output.Appendf(TEXT(" goto %s if %s\n"), *Target, *Pin->PinName.ToString());
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Output.Appendf(TEXT(" goto-if %s %s\n"), *FormatPinName(Pin), *Target);
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}
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}
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void FlxBlueprintExporter::EmitGraph()
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{
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Output.Appendf(TEXT("\nGraph:\n"));
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for (UEdGraphNode* Node : SortedNodes)
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{
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if (Node->IsA<UK2Node_Knot>()) continue;
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if (Node->IsA<UK2Node_VariableGet>()) continue;
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EmitNode(Node);
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}
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}
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bool FlxBlueprintExporter::IsDefaultToSelf(UEdGraphPin* Pin)
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void FlxBlueprintExporter::EmitNodeList()
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{
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// The engine's own IsSelfPin check.
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if (Pin->PinName == UEdGraphSchema_K2::PN_Self)
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return true;
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// Check if the owning node is a function call with DefaultToSelf metadata naming this pin.
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UK2Node_CallFunction* CallNode = Cast<UK2Node_CallFunction>(Pin->GetOwningNode());
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if (!CallNode) return false;
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|
||||
UFunction* Function = CallNode->GetTargetFunction();
|
||||
if (!Function) return false;
|
||||
|
||||
const FString& DefaultToSelfPinName = Function->GetMetaData(FBlueprintMetadata::MD_DefaultToSelf);
|
||||
return Pin->PinName.ToString() == DefaultToSelfPinName;
|
||||
}
|
||||
|
||||
FString FlxBlueprintExporter::SanitizeName(const FString& Title)
|
||||
{
|
||||
FString Result;
|
||||
bool PrevWasUnderscore = true; // suppress leading underscore
|
||||
for (TCHAR Ch : Title)
|
||||
for (UEdGraphNode* Node : SortedNodes)
|
||||
{
|
||||
if (FChar::IsWhitespace(Ch))
|
||||
{
|
||||
if (!PrevWasUnderscore)
|
||||
{
|
||||
Result += TEXT('_');
|
||||
PrevWasUnderscore = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Result += Ch;
|
||||
PrevWasUnderscore = false;
|
||||
}
|
||||
if (Node->IsA<UK2Node_Knot>()) continue;
|
||||
if (Node->IsA<UEdGraphNode_Comment>()) continue;
|
||||
if (Node->IsA<UK2Node_VariableGet>()) continue;
|
||||
Details.Appendf(TEXT("%s = %s\n"),
|
||||
*FormatNodeName(Node), *Node->NodeGuid.ToString());
|
||||
}
|
||||
// Trim trailing underscore
|
||||
if (Result.Len() > 0 && Result[Result.Len() - 1] == TEXT('_'))
|
||||
{
|
||||
Result.LeftChopInline(1);
|
||||
}
|
||||
return Result.IsEmpty() ? TEXT("_") : Result;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
#if WITH_EDITOR
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
class UBlueprint;
|
||||
class UEdGraph;
|
||||
class UEdGraphNode;
|
||||
#include "Engine/Blueprint.h"
|
||||
#include "EdGraph/EdGraph.h"
|
||||
#include "EdGraph/EdGraphNode.h"
|
||||
#include "EdGraph/EdGraphPin.h"
|
||||
|
||||
class FlxBlueprintExporter
|
||||
{
|
||||
@@ -14,22 +14,102 @@ public:
|
||||
FlxBlueprintExporter(UEdGraph* InGraph);
|
||||
|
||||
const FString GetOutput() { return Output.ToString(); }
|
||||
const FString GetDetails() { return Details.ToString(); }
|
||||
|
||||
private:
|
||||
////////////////////////////////////////////////////////
|
||||
//
|
||||
// General utilities for manipulating UEdGraph nodes.
|
||||
//
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
// Sanitize a name: trim whitespace, and replace space
|
||||
// with underscores.
|
||||
//
|
||||
static FString SanitizeName(const FString& Title);
|
||||
|
||||
// Get the pin type as a string. This is lossy,
|
||||
// we don't differentiate between object reference
|
||||
// or struct, for example. But that's OK, we don't
|
||||
// need precise type info, we just need readability.
|
||||
//
|
||||
static FString FormatPinType(UEdGraphPin* Pin);
|
||||
|
||||
// Get the node base name as a sanitized string.
|
||||
// Later, we may append a number to this base name
|
||||
// in order to turn it into a unique string.
|
||||
//
|
||||
static FString FormatNodeBaseName(UEdGraphNode* Node);
|
||||
|
||||
// Get the pin that this pin is linked to. If the
|
||||
// pin is linked to multiple pins, returns the first.
|
||||
// If the pin is linked to a knot node, follow the
|
||||
// chain of knot nodes and find the pin at the other
|
||||
// end of the chain. Returns nullptr if this pin
|
||||
// is not linked to anything.
|
||||
//
|
||||
static UEdGraphPin* GetLinkedTo(UEdGraphPin *Pin);
|
||||
|
||||
// Return true if the pin in question defaults
|
||||
// to self.
|
||||
//
|
||||
static bool IsDefaultToSelf(UEdGraphPin* Pin);
|
||||
|
||||
// Get a subset of the pins in the node, filtered
|
||||
// by direction, category, or both.
|
||||
//
|
||||
static TArray<UEdGraphPin*> FilterPins(UEdGraphNode* Node,
|
||||
EEdGraphPinDirection Direction = EGPD_MAX, FName Category = FName());
|
||||
|
||||
// Return true if the node has an exec pin that points
|
||||
// in the specified direction.
|
||||
//
|
||||
static bool HasExecPin(UEdGraphNode* Node, EEdGraphPinDirection Direction);
|
||||
|
||||
// Find the first pin that points in the specified direction.
|
||||
//
|
||||
static UEdGraphPin* FindFirstPin(UEdGraphNode* Node, EEdGraphPinDirection Direction);
|
||||
|
||||
// Given a sanitized pin display name or a sanitized pin
|
||||
// name, find the one pin that matches. If the string
|
||||
// provided doesn't match any pin, or if it matches
|
||||
// multiple pins ambiguously, returns nullptr. If the
|
||||
// string is the sanitized empty string, returns nullptr
|
||||
// even if that matches a pin.
|
||||
//
|
||||
static UEdGraphPin* BestMatchPin(UEdGraphNode* Node, EEdGraphPinDirection Direction, bool Exec, const FString& Name);
|
||||
|
||||
// Returns either the sanitized display name or
|
||||
// sanitized pin name. Chooses the one that
|
||||
// unambiguously identifies the pin. If neither is
|
||||
// ambiguous, prefers the display name. If both are
|
||||
// ambiguous, returns the display name with a question
|
||||
// mark prepended to indicate that it doesn't uniquely
|
||||
// identify the pin.
|
||||
//
|
||||
static FString FormatPinName(UEdGraphPin *Pin);
|
||||
|
||||
////////////////////////////////////////////////////////
|
||||
//
|
||||
// Traverse and Emit the Nodes.
|
||||
//
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
FString FormatNodeName(UEdGraphNode* Node);
|
||||
FString FormatPinSource(UEdGraphPin* Pin);
|
||||
void Traverse(UEdGraphNode* Node);
|
||||
void SortNodes();
|
||||
void AssignNodeNames();
|
||||
void EmitNodeList();
|
||||
void EmitGraph();
|
||||
void EmitNode(UEdGraphNode* Node);
|
||||
void Traverse(UEdGraphNode* Node);
|
||||
bool HasExecPin(UEdGraphNode* Node, EEdGraphPinDirection Direction);
|
||||
UEdGraphPin* FindFirstPin(UEdGraphNode* Node, EEdGraphPinDirection Direction);
|
||||
bool IsDefaultToSelf(UEdGraphPin* Pin);
|
||||
FString SanitizeName(const FString& Title);
|
||||
FString FormatPinType(UEdGraphPin* Pin);
|
||||
FString FormatPinSource(UEdGraphPin* Pin);
|
||||
UEdGraphPin* GetLinkedTo(UEdGraphPin *Pin);
|
||||
FString GetPinDisplayName(UEdGraphPin *Pin);
|
||||
void EmitGraph();
|
||||
void EmitNodeList();
|
||||
|
||||
////////////////////////////////////////////////////////
|
||||
//
|
||||
// Values recorded during traversal.
|
||||
//
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
UEdGraph* Graph;
|
||||
|
||||
@@ -38,8 +118,9 @@ private:
|
||||
TArray<UEdGraphNode*> SortedNodes;
|
||||
TSet<UEdGraphNode*> Visited;
|
||||
|
||||
// Output buffer.
|
||||
// Output buffers.
|
||||
TStringBuilder<4096> Output;
|
||||
TStringBuilder<4096> Details;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "Integration.h"
|
||||
#include "Common.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
#if WITH_EDITOR
|
||||
@@ -40,6 +41,8 @@ void FlxIntegrationModuleImpl::OnAssetSaved(const FString& PackageFilename, UPac
|
||||
{
|
||||
FString BPDir = FPaths::ProjectDir() / TEXT("Saved") / TEXT("BlueprintExports") / BP->GetName();
|
||||
|
||||
IFileManager::Get().DeleteDirectory(*BPDir, false, true);
|
||||
|
||||
TArray<UEdGraph*> AllGraphs;
|
||||
BP->GetAllGraphs(AllGraphs);
|
||||
|
||||
@@ -48,8 +51,10 @@ void FlxIntegrationModuleImpl::OnAssetSaved(const FString& PackageFilename, UPac
|
||||
FlxBlueprintExporter Exporter(Graph);
|
||||
|
||||
FString FilePath = BPDir / Graph->GetName() + TEXT(".txt");
|
||||
FString DetailsPath = BPDir / TEXT("DETAILS") / Graph->GetName() + TEXT(".txt");
|
||||
FFileHelper::SaveStringToFile(Exporter.GetOutput(), *FilePath);
|
||||
UE_LOG(LogTemp, Warning, TEXT("Blueprint export: %s"), *FilePath);
|
||||
FFileHelper::SaveStringToFile(Exporter.GetDetails(), *DetailsPath);
|
||||
UE_LOG(LogLuprexIntegration, Warning, TEXT("Blueprint export: %s"), *FilePath);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Modules/ModuleInterface.h"
|
||||
#include "UObject/ObjectSaveContext.h"
|
||||
|
||||
class FlxIntegrationModuleImpl : public IModuleInterface
|
||||
{
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "LuaCallNode.h"
|
||||
#include "StringDecoder.h"
|
||||
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "BlueprintActionDatabaseRegistrar.h"
|
||||
#include "BlueprintNodeSpawner.h"
|
||||
#include "Containers/EnumAsByte.h"
|
||||
|
||||
Reference in New Issue
Block a user