More MCP work
This commit is contained in:
@@ -1,397 +0,0 @@
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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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#include "EdGraph/EdGraphPin.h"
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#include "EdGraphSchema_K2.h"
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#include "K2Node_Knot.h"
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#include "EdGraphNode_Comment.h"
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#include "K2Node_VariableGet.h"
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#include "K2Node_CallFunction.h"
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#include "K2Node_FunctionEntry.h"
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FlxBlueprintExporter::FlxBlueprintExporter(UEdGraph* InGraph)
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: Graph(InGraph)
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{
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SortNodes();
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AssignNodeNames();
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EmitLocalVariables();
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EmitNodeList();
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EmitGraph();
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}
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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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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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FString FlxBlueprintExporter::FormatPinType(const FEdGraphPinType& PinType)
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{
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if (UObject* SubObj = PinType.PinSubCategoryObject.Get())
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{
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return SubObj->GetName();
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}
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FString Type = 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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FString FlxBlueprintExporter::FormatPinType(UEdGraphPin* Pin)
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{
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return FormatPinType(Pin->PinType);
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}
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FString FlxBlueprintExporter::FormatNodeBaseName(UEdGraphNode* Node)
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{
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FString Title = Node->GetNodeTitle(ENodeTitleType::FullTitle).ToString();
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int32 NewlineIdx;
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if (Title.FindChar(TEXT('\n'), NewlineIdx))
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Title.LeftInline(NewlineIdx);
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return SanitizeName(Title);
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}
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UEdGraphPin* FlxBlueprintExporter::GetLinkedTo(UEdGraphPin* Pin)
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{
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while (true)
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{
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if (Pin == nullptr) return nullptr;
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if (Pin->LinkedTo.IsEmpty()) return nullptr;
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UEdGraphPin *LinkedTo = Pin->LinkedTo[0];
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if (!LinkedTo->GetOwningNode()->IsA<UK2Node_Knot>()) return LinkedTo;
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Pin = FindFirstPin(LinkedTo->GetOwningNode(), Pin->Direction);
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}
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}
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bool FlxBlueprintExporter::IsDefaultToSelf(UEdGraphPin* Pin)
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{
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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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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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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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{
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// If connected, show source node.pin
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UEdGraphPin* LinkedTo = GetLinkedTo(Pin);
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if (LinkedTo != nullptr)
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{
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UEdGraphNode* LinkedToNode = LinkedTo->GetOwningNode();
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// For variable get nodes, just show the variable name.
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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 = 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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FName Category = Pin->PinType.PinCategory;
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if (Category == UEdGraphSchema_K2::PC_String ||
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Category == UEdGraphSchema_K2::PC_Name ||
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Category == UEdGraphSchema_K2::PC_Text)
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{
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return FString::Printf(TEXT("\"%s\""), *Pin->DefaultValue);
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}
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// If has a non-empty default, show it.
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if (!Pin->DefaultValue.IsEmpty())
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{
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return Pin->DefaultValue;
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}
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if (Pin->DefaultObject)
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{
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return Pin->DefaultObject->GetName();
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}
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if (!Pin->DefaultTextValue.IsEmpty())
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{
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return FString::Printf(TEXT("\"%s\""), *Pin->DefaultTextValue.ToString());
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}
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if (IsDefaultToSelf(Pin))
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{
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return TEXT("<self>");
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}
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else
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{
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return TEXT("<default>");
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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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return;
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}
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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 : FilterPins(Node, EGPD_Input))
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{
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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(" input %s %s = %s\n"),
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*FormatPinType(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 : FilterPins(Node, EGPD_Output))
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{
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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 += FormatPinName(Pin);
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}
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if (!ReturnPins.IsEmpty())
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{
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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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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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UEdGraphPin* LinkedTo = GetLinkedTo(Pin);
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if (!LinkedTo) continue;
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FString Target = FormatNodeName(LinkedTo->GetOwningNode());
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if (ExecOuts.Num() == 1)
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Output.Appendf(TEXT(" goto %s\n"), *Target);
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else
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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::EmitLocalVariables()
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{
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for (UEdGraphNode* Node : Graph->Nodes)
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{
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UK2Node_FunctionEntry* EntryNode = Cast<UK2Node_FunctionEntry>(Node);
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if (!EntryNode) continue;
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for (const FBPVariableDescription& Var : EntryNode->LocalVariables)
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{
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FString Default = Var.DefaultValue.IsEmpty() ? TEXT("<default>") : Var.DefaultValue;
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Output.Appendf(TEXT("local %s %s = %s\n"),
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*FormatPinType(Var.VarType),
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*SanitizeName(Var.VarName.ToString()),
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*Default);
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}
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break;
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}
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}
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void FlxBlueprintExporter::EmitGraph()
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{
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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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void FlxBlueprintExporter::EmitNodeList()
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{
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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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Details.Appendf(TEXT("%s = %s\n"),
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*FormatNodeName(Node), *Node->NodeGuid.ToString());
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}
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}
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#endif
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@@ -1,128 +0,0 @@
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#pragma once
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#if WITH_EDITOR
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#include "CoreMinimal.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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#include "EdGraph/EdGraphPin.h"
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class FlxBlueprintExporter
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{
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public:
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FlxBlueprintExporter(UEdGraph* InGraph);
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const FString GetOutput() { return Output.ToString(); }
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const FString GetDetails() { return Details.ToString(); }
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private:
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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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// Sanitize a name: trim whitespace, and replace space
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// with underscores.
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//
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static FString SanitizeName(const FString& Title);
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// Get the pin type as a string. This is lossy,
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// we don't differentiate between object reference
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// or struct, for example. But that's OK, we don't
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// need precise type info, we just need readability.
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//
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static FString FormatPinType(const FEdGraphPinType& PinType);
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static FString FormatPinType(UEdGraphPin* Pin);
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// Get the node base name as a sanitized string.
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// Later, we may append a number to this base name
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// in order to turn it into a unique string.
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//
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static FString FormatNodeBaseName(UEdGraphNode* Node);
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// Get the pin that this pin is linked to. If the
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// pin is linked to multiple pins, returns the first.
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// If the pin is linked to a knot node, follow the
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// chain of knot nodes and find the pin at the other
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// end of the chain. Returns nullptr if this pin
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// is not linked to anything.
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//
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static UEdGraphPin* GetLinkedTo(UEdGraphPin *Pin);
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// Return true if the pin in question defaults
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// to self.
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//
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static bool IsDefaultToSelf(UEdGraphPin* Pin);
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// Get a subset of the pins in the node, filtered
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// by direction, category, or both.
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//
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static TArray<UEdGraphPin*> FilterPins(UEdGraphNode* Node,
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EEdGraphPinDirection Direction = EGPD_MAX, FName Category = FName());
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||||
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// Return true if the node has an exec pin that points
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// in the specified direction.
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//
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static bool HasExecPin(UEdGraphNode* Node, EEdGraphPinDirection Direction);
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// Find the first pin that points in the specified direction.
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//
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static UEdGraphPin* FindFirstPin(UEdGraphNode* Node, EEdGraphPinDirection Direction);
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||||
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||||
// Given a sanitized pin display name or a sanitized pin
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// name, find the one pin that matches. If the string
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||||
// provided doesn't match any pin, or if it matches
|
||||
// multiple pins ambiguously, returns nullptr. If the
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||||
// string is the sanitized empty string, returns nullptr
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// even if that matches a pin.
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//
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static UEdGraphPin* BestMatchPin(UEdGraphNode* Node, EEdGraphPinDirection Direction, bool Exec, const FString& Name);
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||||
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||||
// Returns either the sanitized display name or
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||||
// sanitized pin name. Chooses the one that
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||||
// 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 EmitNode(UEdGraphNode* Node);
|
||||
void EmitLocalVariables();
|
||||
void EmitGraph();
|
||||
void EmitNodeList();
|
||||
|
||||
////////////////////////////////////////////////////////
|
||||
//
|
||||
// Values recorded during traversal.
|
||||
//
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
UEdGraph* Graph;
|
||||
|
||||
// Data populated by passes.
|
||||
TMap<UEdGraphNode*, FString> NodeNames;
|
||||
TArray<UEdGraphNode*> SortedNodes;
|
||||
TSet<UEdGraphNode*> Visited;
|
||||
|
||||
// Output buffers.
|
||||
TStringBuilder<4096> Output;
|
||||
TStringBuilder<4096> Details;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -7,79 +7,14 @@
|
||||
#include "Misc/Paths.h"
|
||||
#include "ShaderCore.h"
|
||||
|
||||
#if WITH_EDITOR
|
||||
#include "Engine/Blueprint.h"
|
||||
#include "UObject/SavePackage.h"
|
||||
#include "UObject/ObjectSaveContext.h"
|
||||
#include "EdGraph/EdGraph.h"
|
||||
#include "BlueprintExporter.h"
|
||||
#include "Misc/FileHelper.h"
|
||||
#include "Exporters/Exporter.h"
|
||||
#include "UnrealExporter.h"
|
||||
#endif
|
||||
|
||||
IMPLEMENT_PRIMARY_GAME_MODULE(FlxIntegrationModuleImpl, Integration, "Integration");
|
||||
|
||||
void FlxIntegrationModuleImpl::StartupModule()
|
||||
{
|
||||
FString ShaderDir = FPaths::Combine(FPaths::ProjectDir(), TEXT("Shaders"));
|
||||
AddShaderSourceDirectoryMapping(TEXT("/Project/Integration"), ShaderDir);
|
||||
|
||||
#if WITH_EDITOR
|
||||
OnAssetSavedHandle = UPackage::PackageSavedWithContextEvent.AddRaw(
|
||||
this, &FlxIntegrationModuleImpl::OnAssetSaved);
|
||||
#endif
|
||||
}
|
||||
|
||||
void FlxIntegrationModuleImpl::ShutdownModule()
|
||||
{
|
||||
#if WITH_EDITOR
|
||||
UPackage::PackageSavedWithContextEvent.Remove(OnAssetSavedHandle);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if WITH_EDITOR
|
||||
void FlxIntegrationModuleImpl::OnAssetSaved(const FString& PackageFilename, UPackage* Package, FObjectPostSaveContext Context)
|
||||
{
|
||||
if (!Package) return;
|
||||
|
||||
FString PkDir = FPaths::ProjectDir() / TEXT("Saved") / TEXT("BlueprintExports") / FPaths::GetBaseFilename(PackageFilename);
|
||||
IFileManager::Get().DeleteDirectory(*PkDir, false, true);
|
||||
|
||||
// Export the whole package in both formats for comparison.
|
||||
{
|
||||
FStringOutputDevice Archive;
|
||||
const FExportObjectInnerContext InnerContext;
|
||||
UExporter::ExportToOutputDevice(&InnerContext, Package, nullptr, Archive, TEXT("copy"), 0);
|
||||
FFileHelper::SaveStringToFile(Archive, *(PkDir / TEXT("COPY_DUMP.txt")));
|
||||
}
|
||||
{
|
||||
FStringOutputDevice Archive;
|
||||
const FExportObjectInnerContext InnerContext;
|
||||
UExporter::ExportToOutputDevice(&InnerContext, Package, nullptr, Archive, TEXT("t3d"), 0);
|
||||
FFileHelper::SaveStringToFile(Archive, *(PkDir / TEXT("T3D_DUMP.txt")));
|
||||
}
|
||||
|
||||
TArray<UObject*> AllObjects;
|
||||
GetObjectsWithPackage(Package, AllObjects);
|
||||
for (UObject *Obj : AllObjects)
|
||||
{
|
||||
if (UBlueprint *BP = Cast<UBlueprint>(Obj))
|
||||
{
|
||||
FString BPDir = PkDir / BP->GetName();
|
||||
TArray<UEdGraph*> AllGraphs;
|
||||
BP->GetAllGraphs(AllGraphs);
|
||||
for (UEdGraph* Graph : AllGraphs)
|
||||
{
|
||||
FlxBlueprintExporter Exporter(Graph);
|
||||
|
||||
FString FilePath = BPDir / Graph->GetName() + TEXT(".txt");
|
||||
FString DetailsPath = BPDir / TEXT("DETAILS") / Graph->GetName() + TEXT(".txt");
|
||||
FFileHelper::SaveStringToFile(Exporter.GetOutput(), *FilePath);
|
||||
FFileHelper::SaveStringToFile(Exporter.GetDetails(), *DetailsPath);
|
||||
UE_LOG(LogLuprexIntegration, Warning, TEXT("Blueprint export: %s"), *FilePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -4,17 +4,10 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Modules/ModuleInterface.h"
|
||||
#include "UObject/ObjectSaveContext.h"
|
||||
|
||||
class FlxIntegrationModuleImpl : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
|
||||
private:
|
||||
#if WITH_EDITOR
|
||||
void OnAssetSaved(const FString& PackageFilename, UPackage* Package, FObjectPostSaveContext Context);
|
||||
FDelegateHandle OnAssetSavedHandle;
|
||||
#endif
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user