Work on 'Raise Error' k2node, and added patch-unrealengine

This commit is contained in:
2024-10-28 17:40:29 -04:00
parent ecbca6e5a2
commit cb1769ac8d
10 changed files with 928 additions and 32 deletions

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122
EnginePatches/LogMacros.cpp Normal file
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@@ -0,0 +1,122 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Logging/LogMacros.h"
#include "CoreGlobals.h"
#include "HAL/Platform.h"
#include "Misc/ScopeLock.h"
#include "Misc/OutputDeviceRedirector.h"
#include "Misc/FeedbackContext.h"
#include "Misc/VarargsHelper.h"
#include "Stats/Stats.h"
#include "ProfilingDebugging/CsvProfiler.h"
namespace UBreakPoint {
volatile int OnLogError_V;
FORCENOINLINE static void OnLogError() {
OnLogError_V = 0;
}
}
void StaticFailDebugV(const TCHAR* Error, const ANSICHAR* Expression, const ANSICHAR* File, int32 Line, bool bIsEnsure, void* ProgramCounter, const TCHAR* DescriptionFormat, va_list DescriptionArgs);
CSV_DEFINE_CATEGORY(FMsgLogf, true);
void FMsg::LogfImpl(const ANSICHAR* File, int32 Line, const FLogCategoryName& Category, ELogVerbosity::Type Verbosity, const TCHAR* Fmt, ...)
{
#if !NO_LOGGING
if (LIKELY(Verbosity != ELogVerbosity::Fatal))
{
// SetColour is routed to GWarn just like the other verbosities and handled in the
// device that does the actual printing.
FOutputDevice* LogOverride = nullptr;
switch (Verbosity)
{
case ELogVerbosity::Error:
case ELogVerbosity::Warning:
case ELogVerbosity::Display:
case ELogVerbosity::SetColor:
LogOverride = GWarn;
break;
default:
break;
}
GROWABLE_LOGF(LogOverride ? LogOverride->Log(Category, Verbosity, Buffer)
: GLog->RedirectLog(Category, Verbosity, Buffer))
if (Verbosity == ELogVerbosity::Error) {
UBreakPoint::OnLogError();
}
}
else
{
va_list Args;
va_start(Args, Fmt);
StaticFailDebugV(TEXT("Fatal error:"), "", File, Line, /*bIsEnsure*/ false, PLATFORM_RETURN_ADDRESS(), Fmt, Args);
va_end(Args);
va_start(Args, Fmt);
FDebug::AssertFailedV("", File, Line, Fmt, Args);
va_end(Args);
}
#endif
}
void FMsg::LogV(const ANSICHAR* File, int32 Line, const FLogCategoryName& Category, ELogVerbosity::Type Verbosity, const TCHAR* Fmt, va_list Args)
{
#if !NO_LOGGING
LLM_SCOPE_BYNAME("EngineMisc/FMsgLogf")
QUICK_SCOPE_CYCLE_COUNTER(STAT_FMsgLogf);
CSV_CUSTOM_STAT(FMsgLogf, FMsgLogfCount, 1, ECsvCustomStatOp::Accumulate);
if (LIKELY(Verbosity != ELogVerbosity::Fatal))
{
TStringBuilder<512> Buffer;
Buffer.AppendV(Fmt, Args);
const TCHAR* Message = *Buffer;
FOutputDevice* OutputDevice = nullptr;
switch (Verbosity)
{
case ELogVerbosity::Error:
case ELogVerbosity::Warning:
case ELogVerbosity::Display:
case ELogVerbosity::SetColor:
OutputDevice = GWarn;
break;
default:
break;
}
// Logging is always done in the open as we want logs even with transactionalized code.
AutoRTFM::Open([OutputDevice, Message, Verbosity, Category]
{
(OutputDevice ? OutputDevice : GLog)->Serialize(Message, Verbosity, Category);
});
if (Verbosity == ELogVerbosity::Error) {
UBreakPoint::OnLogError();
}
}
else
{
StaticFailDebugV(TEXT("Fatal error:"), "", File, Line, /*bIsEnsure*/ false, PLATFORM_RETURN_ADDRESS(), Fmt, Args);
}
#endif
}
void FMsg::Logf_InternalImpl(const ANSICHAR* File, int32 Line, const FLogCategoryName& Category, ELogVerbosity::Type Verbosity, const TCHAR* Fmt, ...)
{
#if !NO_LOGGING
va_list Args;
va_start(Args, Fmt);
LogV(File, Line, Category, Verbosity, Fmt, Args);
va_end(Args);
#endif
}
/** Sends a formatted message to a remote tool. */
void VARARGS FMsg::SendNotificationStringfImpl( const TCHAR *Fmt, ... )
{
GROWABLE_LOGF(SendNotificationString(Buffer));
}
void FMsg::SendNotificationString( const TCHAR* Message )
{
FPlatformMisc::LowLevelOutputDebugString(Message);
}

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@@ -4,29 +4,33 @@ LINUX INSTRUCTIONS:
Install important Software
- install visual studio code. Usually: apt-get install code
- install dotnet6. Usually: apt-get install dotnet6
Git Clone the Unreal Engine source code:
Git Clone the UnrealEngine repository:
- The repository is at https://github.com/EpicGames/UnrealEngine.git
- Cloning the repository requires creating an account and a password and
some other fiddly credential management stuff I don't remember how to do.
- Clone it into your home directory, $HOME/UnrealEngine
Compile the Unreal Engine, version 5.3.1
- Change directory to $HOME/UnrealEngine
- git checkout 5.3.1-release
- Run Setup.sh
- Run GenerateProjectFiles.sh
- make
Clone the Integration Repository
- Check out the correct version: git checkout 5.3.1-release
Git Clone the integration Repository
- The repository is at https://gnaut.com/jyelon/integration.git
- Clone it into your home directory, $HOME/integration
Apply patches:
- Change directory to $HOME/integration
- Patch the integration repository: python3 patch-integration.py
- Patch the UnrealEngine repository: python3 patch-unrealengine.py
Compile the Unreal Engine
- Change directory to $HOME/UnrealEngine
- Run Setup.sh
- Run GenerateProjectFiles.sh
- make
Compile Integration
- Change directory to $HOME/integration
- Create Makefile and other useful project files: python3 make-makefiles.py
- make
- make
Launch Integration in the Debugger
- Change directory to $HOME/integration
- Start the IDE: code Integration.code-workspace
@@ -34,13 +38,13 @@ Launch Integration in the Debugger
- Install the recommended extensions (only have to do this once)
- Click 'Run/Start Debugging'
- Is is preconfigured to launch and debug the unreal editor with the integration code.
To edit and recompile, from inside the IDE:
- Edit some source files
- Click 'Terminal/Run Task...'
- If you edited the code in 'Source': Click 'IntegrationEditor Linux DebugGame Build'
- If you edited the code in 'Luprex': Click 'build luprex'
- You can optionally recompile from the command line by typing 'make' again.
- Alternately, you can recompile from the command line by typing 'make' again.
- After recompiling in the IDE, you can go straight back to debugging.

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@@ -8,9 +8,23 @@ public class Integration : ModuleRules
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Sockets", "Networking", "EnhancedInput" });
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Sockets",
"Networking",
"EnhancedInput",
});
PrivateDependencyModuleNames.AddRange(new string[] { });
PrivateDependencyModuleNames.AddRange(new string[] {
"KismetCompiler",
"UnrealEd",
"Kismet",
"KismetWidgets",
"BlueprintGraph",
});
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

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@@ -0,0 +1,587 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_RaiseError.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "Containers/EnumAsByte.h"
#include "Containers/UnrealString.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphSchema.h"
#include "EdGraphSchema_K2.h"
#include "EdGraphSchema_K2_Actions.h"
#include "EditorCategoryUtils.h"
#include "Engine/Blueprint.h"
#include "HAL/PlatformCrt.h"
#include "Internationalization/Internationalization.h"
#include "K2Node_CallFunction.h"
#include "K2Node_MakeArray.h"
#include "K2Node_MakeStruct.h"
#include "Kismet/KismetMathLibrary.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Kismet/KismetTextLibrary.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompiler.h"
#include "Math/Vector2D.h"
#include "Misc/AssertionMacros.h"
#include "Misc/CString.h"
#include "ScopedTransaction.h"
#include "Templates/Casts.h"
#include "Templates/SubclassOf.h"
#include "UObject/Class.h"
#include "UObject/ObjectPtr.h"
#include "UObject/Package.h"
#include "UObject/UnrealNames.h"
#include "UObject/UnrealType.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#define LOCTEXT_NAMESPACE "K2Node_RaiseError"
/////////////////////////////////////////////////////
// UK2Node_RaiseError
struct FRaiseErrorNodeHelper
{
static const FName FormatPinName;
static const FName GetFormatPinName()
{
return FormatPinName;
}
};
const FName FRaiseErrorNodeHelper::FormatPinName(TEXT("Format"));
UK2Node_RaiseError::UK2Node_RaiseError(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, CachedFormatPin(NULL)
{
NodeTooltip = LOCTEXT("NodeTooltip", "Builds a formatted string using available format argument values.\n \u2022 Use {} to denote format arguments.\n \u2022 Argument types may be Byte, Integer, Float, Text, String, Name, Boolean, Object or ETextGender.");
}
void UK2Node_RaiseError::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
CachedFormatPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Text, FRaiseErrorNodeHelper::GetFormatPinName());
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Text, TEXT("Result"));
for (const FName& PinName : PinNames)
{
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, PinName);
}
}
void UK2Node_RaiseError::SynchronizeArgumentPinType(UEdGraphPin* Pin)
{
const UEdGraphPin* FormatPin = GetFormatPin();
if (Pin != FormatPin && Pin->Direction == EGPD_Input)
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
bool bPinTypeChanged = false;
if (Pin->LinkedTo.Num() == 0)
{
static const FEdGraphPinType WildcardPinType = FEdGraphPinType(UEdGraphSchema_K2::PC_Wildcard, NAME_None, nullptr, EPinContainerType::None, false, FEdGraphTerminalType());
// Ensure wildcard
if (Pin->PinType != WildcardPinType)
{
Pin->PinType = WildcardPinType;
bPinTypeChanged = true;
}
}
else
{
UEdGraphPin* ArgumentSourcePin = Pin->LinkedTo[0];
// Take the type of the connected pin
if (Pin->PinType != ArgumentSourcePin->PinType)
{
Pin->PinType = ArgumentSourcePin->PinType;
bPinTypeChanged = true;
}
}
if (bPinTypeChanged)
{
// Let the graph know to refresh
GetGraph()->NotifyNodeChanged(this);
UBlueprint* Blueprint = GetBlueprint();
if (!Blueprint->bBeingCompiled)
{
FBlueprintEditorUtils::MarkBlueprintAsModified(Blueprint);
}
}
}
}
FText UK2Node_RaiseError::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("RaiseError_Title", "Raise Error");
}
FText UK2Node_RaiseError::GetPinDisplayName(const UEdGraphPin* Pin) const
{
return FText::FromName(Pin->PinName);
}
void UK2Node_RaiseError::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
const FName PropertyName = (PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None);
if (PropertyName == GET_MEMBER_NAME_CHECKED(UK2Node_RaiseError, PinNames))
{
ReconstructNode();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
GetGraph()->NotifyNodeChanged(this);
}
void UK2Node_RaiseError::PinConnectionListChanged(UEdGraphPin* Pin)
{
UEdGraphPin* FormatPin = GetFormatPin();
Modify();
// Clear all pins.
if(Pin == FormatPin && !FormatPin->DefaultTextValue.IsEmpty())
{
PinNames.Empty();
GetSchema()->TrySetDefaultText(*FormatPin, FText::GetEmpty());
for(auto It = Pins.CreateConstIterator(); It; ++It)
{
UEdGraphPin* CheckPin = *It;
if(CheckPin != FormatPin && CheckPin->Direction == EGPD_Input)
{
CheckPin->Modify();
CheckPin->MarkAsGarbage();
Pins.Remove(CheckPin);
--It;
}
}
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
// Potentially update an argument pin type
SynchronizeArgumentPinType(Pin);
}
void UK2Node_RaiseError::PinDefaultValueChanged(UEdGraphPin* Pin)
{
const UEdGraphPin* FormatPin = GetFormatPin();
if(Pin == FormatPin && FormatPin->LinkedTo.Num() == 0)
{
TArray< FString > ArgumentParams;
FText::GetFormatPatternParameters(FormatPin->DefaultTextValue, ArgumentParams);
PinNames.Reset();
for (const FString& Param : ArgumentParams)
{
const FName ParamName(*Param);
if (!FindArgumentPin(ParamName))
{
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, ParamName);
}
PinNames.Add(ParamName);
}
for (auto It = Pins.CreateIterator(); It; ++It)
{
UEdGraphPin* CheckPin = *It;
if (CheckPin != FormatPin && CheckPin->Direction == EGPD_Input)
{
const bool bIsValidArgPin = ArgumentParams.ContainsByPredicate([&CheckPin](const FString& InPinName)
{
return InPinName.Equals(CheckPin->PinName.ToString(), ESearchCase::CaseSensitive);
});
if(!bIsValidArgPin)
{
CheckPin->MarkAsGarbage();
It.RemoveCurrent();
}
}
}
GetGraph()->NotifyNodeChanged(this);
}
}
void UK2Node_RaiseError::PinTypeChanged(UEdGraphPin* Pin)
{
// Potentially update an argument pin type
SynchronizeArgumentPinType(Pin);
Super::PinTypeChanged(Pin);
}
FText UK2Node_RaiseError::GetTooltipText() const
{
return NodeTooltip;
}
UEdGraphPin* FindOutputStructPinChecked(UEdGraphNode* Node)
{
check(NULL != Node);
UEdGraphPin* OutputPin = NULL;
for (int32 PinIndex = 0; PinIndex < Node->Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Node->Pins[PinIndex];
if (Pin && (EGPD_Output == Pin->Direction))
{
OutputPin = Pin;
break;
}
}
check(NULL != OutputPin);
return OutputPin;
}
void UK2Node_RaiseError::PostReconstructNode()
{
Super::PostReconstructNode();
UEdGraph* OuterGraph = GetGraph();
if (!IsTemplate() && OuterGraph && OuterGraph->Schema) {
for (UEdGraphPin* CurrentPin : Pins)
{
// Potentially update an argument pin type
SynchronizeArgumentPinType(CurrentPin);
}
}
}
void UK2Node_RaiseError::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
/**
At the end of this, the UK2Node_RaiseError will not be a part of the Blueprint, it merely handles connecting
the other nodes into the Blueprint.
*/
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
// Create a "Make Array" node to compile the list of arguments into an array for the Format function being called
UK2Node_MakeArray* MakeArrayNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph);
MakeArrayNode->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(MakeArrayNode, this);
UEdGraphPin* ArrayOut = MakeArrayNode->GetOutputPin();
// This is the node that does all the Format work.
UK2Node_CallFunction* CallFormatFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CallFormatFunction->SetFromFunction(UKismetTextLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Format)));
CallFormatFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFormatFunction, this);
// Connect the output of the "Make Array" pin to the function's "InArgs" pin
ArrayOut->MakeLinkTo(CallFormatFunction->FindPinChecked(TEXT("InArgs")));
// This will set the "Make Array" node's type, only works if one pin is connected.
MakeArrayNode->PinConnectionListChanged(ArrayOut);
// For each argument, we will need to add in a "Make Struct" node.
for(int32 ArgIdx = 0; ArgIdx < PinNames.Num(); ++ArgIdx)
{
UEdGraphPin* ArgumentPin = FindArgumentPin(PinNames[ArgIdx]);
static UScriptStruct* FormatArgumentDataStruct = FindObjectChecked<UScriptStruct>(FindObjectChecked<UPackage>(nullptr, TEXT("/Script/Engine")), TEXT("FormatArgumentData"));
// Spawn a "Make Struct" node to create the struct needed for formatting the text.
UK2Node_MakeStruct* MakeFormatArgumentDataStruct = CompilerContext.SpawnIntermediateNode<UK2Node_MakeStruct>(this, SourceGraph);
MakeFormatArgumentDataStruct->StructType = FormatArgumentDataStruct;
MakeFormatArgumentDataStruct->AllocateDefaultPins();
MakeFormatArgumentDataStruct->bMadeAfterOverridePinRemoval = true;
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(MakeFormatArgumentDataStruct, this);
// Set the struct's "ArgumentName" pin literal to be the argument pin's name.
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentName)), ArgumentPin->PinName.ToString());
UEdGraphPin* ArgumentTypePin = MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueType));
// Move the connection of the argument pin to the correct argument value pin, and also set the correct argument type based on the pin that was hooked up.
if (ArgumentPin->LinkedTo.Num() > 0)
{
const FName& ArgumentPinCategory = ArgumentPin->PinType.PinCategory;
// Adds an implicit conversion node to this argument based on its function and pin name
auto AddConversionNode = [&](const FName FuncName, const TCHAR* PinName)
{
// Set the default value if there was something passed in, or default to "Text"
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Text"));
// Spawn conversion node based on the given function name
UK2Node_CallFunction* ToTextFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
ToTextFunction->SetFromFunction(UKismetTextLibrary::StaticClass()->FindFunctionByName(FuncName));
ToTextFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(ToTextFunction, this);
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *ToTextFunction->FindPinChecked(PinName));
ToTextFunction->FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue)->MakeLinkTo(MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValue)));
};
if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Int)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Int"));
// Need a manual cast from int -> int64
UK2Node_CallFunction* CallFloatToDoubleFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CallFloatToDoubleFunction->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetMathLibrary, Conv_IntToInt64)));
CallFloatToDoubleFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFloatToDoubleFunction, this);
// Move the byte output pin to the input pin of the conversion node
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *CallFloatToDoubleFunction->FindPinChecked(TEXT("InInt")));
// Connect the int output pin to the argument value
CallFloatToDoubleFunction->FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue)->MakeLinkTo(MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueInt)));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Real)
{
if (ArgumentPin->PinType.PinSubCategory == UEdGraphSchema_K2::PC_Float)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Float"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueFloat)));
}
else if (ArgumentPin->PinType.PinSubCategory == UEdGraphSchema_K2::PC_Double)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Double"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueDouble)));
}
else
{
check(false);
}
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Int64)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Int64"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueInt)));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Text)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Text"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValue)));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Byte && !ArgumentPin->PinType.PinSubCategoryObject.IsValid())
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Int"));
// Need a manual cast from byte -> int
UK2Node_CallFunction* CallByteToIntFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CallByteToIntFunction->SetFromFunction(UKismetMathLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetMathLibrary, Conv_ByteToInt64)));
CallByteToIntFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallByteToIntFunction, this);
// Move the byte output pin to the input pin of the conversion node
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *CallByteToIntFunction->FindPinChecked(TEXT("InByte")));
// Connect the int output pin to the argument value
CallByteToIntFunction->FindPinChecked(UEdGraphSchema_K2::PN_ReturnValue)->MakeLinkTo(MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueInt)));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Byte || ArgumentPinCategory == UEdGraphSchema_K2::PC_Enum)
{
static UEnum* TextGenderEnum = FindObjectChecked<UEnum>(nullptr, TEXT("/Script/Engine.ETextGender"), /*ExactClass*/true);
if (ArgumentPin->PinType.PinSubCategoryObject == TextGenderEnum)
{
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Gender"));
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValueGender)));
}
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Boolean)
{
AddConversionNode(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Conv_BoolToText), TEXT("InBool"));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Name)
{
AddConversionNode(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Conv_NameToText), TEXT("InName"));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_String)
{
AddConversionNode(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Conv_StringToText), TEXT("InString"));
}
else if (ArgumentPinCategory == UEdGraphSchema_K2::PC_Object)
{
AddConversionNode(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Conv_ObjectToText), TEXT("InObj"));
}
else
{
// Unexpected pin type!
CompilerContext.MessageLog.Error(*FText::Format(LOCTEXT("Error_UnexpectedPinType", "Pin '{0}' has an unexpected type: {1}"), FText::FromName(PinNames[ArgIdx]), FText::FromName(ArgumentPinCategory)).ToString());
}
}
else
{
// No connected pin - just default to an empty text
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultValue(*ArgumentTypePin, TEXT("Text"));
MakeFormatArgumentDataStruct->GetSchema()->TrySetDefaultText(*MakeFormatArgumentDataStruct->FindPinChecked(GET_MEMBER_NAME_STRING_CHECKED(FFormatArgumentData, ArgumentValue)), FText::GetEmpty());
}
// The "Make Array" node already has one pin available, so don't create one for ArgIdx == 0
if(ArgIdx > 0)
{
MakeArrayNode->AddInputPin();
}
// Find the input pin on the "Make Array" node by index.
const FString PinName = FString::Printf(TEXT("[%d]"), ArgIdx);
UEdGraphPin* InputPin = MakeArrayNode->FindPinChecked(PinName);
// Find the output for the pin's "Make Struct" node and link it to the corresponding pin on the "Make Array" node.
FindOutputStructPinChecked(MakeFormatArgumentDataStruct)->MakeLinkTo(InputPin);
}
// Move connection of RaiseError's "Result" pin to the call function's return value pin.
CompilerContext.MovePinLinksToIntermediate(*FindPinChecked(TEXT("Result")), *CallFormatFunction->GetReturnValuePin());
// Move connection of RaiseError's "Format" pin to the call function's "InPattern" pin
CompilerContext.MovePinLinksToIntermediate(*GetFormatPin(), *CallFormatFunction->FindPinChecked(TEXT("InPattern")));
BreakAllNodeLinks();
}
UEdGraphPin* UK2Node_RaiseError::FindArgumentPin(const FName InPinName) const
{
const UEdGraphPin* FormatPin = GetFormatPin();
for (UEdGraphPin* Pin : Pins)
{
if( Pin != FormatPin && Pin->Direction != EGPD_Output && Pin->PinName.ToString().Equals(InPinName.ToString(), ESearchCase::CaseSensitive) )
{
return Pin;
}
}
return nullptr;
}
UK2Node::ERedirectType UK2Node_RaiseError::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
ERedirectType RedirectType = ERedirectType_None;
// if the pin names do match
if (NewPin->PinName.ToString().Equals(OldPin->PinName.ToString(), ESearchCase::CaseSensitive))
{
// Make sure we're not dealing with a menu node
UEdGraph* OuterGraph = GetGraph();
if( OuterGraph && OuterGraph->Schema )
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
if( !K2Schema || K2Schema->IsSelfPin(*NewPin) || K2Schema->ArePinTypesCompatible(OldPin->PinType, NewPin->PinType) )
{
RedirectType = ERedirectType_Name;
}
else
{
RedirectType = ERedirectType_None;
}
}
}
else
{
// try looking for a redirect if it's a K2 node
if (UK2Node* Node = Cast<UK2Node>(NewPin->GetOwningNode()))
{
// if you don't have matching pin, now check if there is any redirect param set
TArray<FString> OldPinNames;
GetRedirectPinNames(*OldPin, OldPinNames);
FName NewPinName;
RedirectType = ShouldRedirectParam(OldPinNames, /*out*/ NewPinName, Node);
// make sure they match
if ((RedirectType != ERedirectType_None) && (!NewPin->PinName.ToString().Equals(NewPinName.ToString(), ESearchCase::CaseSensitive)))
{
RedirectType = ERedirectType_None;
}
}
}
return RedirectType;
}
bool UK2Node_RaiseError::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
// Argument input pins may only be connected to Byte, Integer, Float, Text, and ETextGender pins...
const UEdGraphPin* FormatPin = GetFormatPin();
// The format pin cannot be connected to anything. It must be a constant string.
if (MyPin == FormatPin) {
OutReason = LOCTEXT("Error_FormatStringMustBeHardwired", "Format string must be a hardwired constant.").ToString();
return true;
}
if (MyPin != FormatPin && MyPin->Direction == EGPD_Input)
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
const FName& OtherPinCategory = OtherPin->PinType.PinCategory;
bool bIsValidType = false;
if (OtherPinCategory == UEdGraphSchema_K2::PC_Int || OtherPinCategory == UEdGraphSchema_K2::PC_Real || OtherPinCategory == UEdGraphSchema_K2::PC_Text ||
(OtherPinCategory == UEdGraphSchema_K2::PC_Byte && !OtherPin->PinType.PinSubCategoryObject.IsValid()) ||
OtherPinCategory == UEdGraphSchema_K2::PC_Boolean || OtherPinCategory == UEdGraphSchema_K2::PC_String || OtherPinCategory == UEdGraphSchema_K2::PC_Name || OtherPinCategory == UEdGraphSchema_K2::PC_Object ||
OtherPinCategory == UEdGraphSchema_K2::PC_Wildcard || OtherPinCategory == UEdGraphSchema_K2::PC_Int64)
{
bIsValidType = true;
}
else if (OtherPinCategory == UEdGraphSchema_K2::PC_Byte || OtherPinCategory == UEdGraphSchema_K2::PC_Enum)
{
static UEnum* TextGenderEnum = FindObjectChecked<UEnum>(nullptr, TEXT("/Script/Engine.ETextGender"), /*ExactClass*/true);
if (OtherPin->PinType.PinSubCategoryObject == TextGenderEnum)
{
bIsValidType = true;
}
}
if (!bIsValidType)
{
OutReason = LOCTEXT("Error_InvalidArgumentType", "Format arguments may only be Byte, Integer, Int64, Float, Double, Text, String, Name, Boolean, Object, Wildcard or ETextGender.").ToString();
return true;
}
}
return Super::IsConnectionDisallowed(MyPin, OtherPin, OutReason);
}
UEdGraphPin* UK2Node_RaiseError::GetFormatPin() const
{
UK2Node_RaiseError *mthis = const_cast<UK2Node_RaiseError*>(this);
if (!CachedFormatPin)
{
mthis->CachedFormatPin = FindPinChecked(FRaiseErrorNodeHelper::GetFormatPinName());
}
return CachedFormatPin;
}
void UK2Node_RaiseError::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_RaiseError::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Text);
}
#undef LOCTEXT_NAMESPACE

View File

@@ -0,0 +1,81 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphPin.h"
#include "HAL/Platform.h"
#include "Internationalization/Text.h"
#include "K2Node.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_RaiseError.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FString;
class UEdGraph;
class UObject;
UCLASS(MinimalAPI)
class UK2Node_RaiseError : public UK2Node
{
GENERATED_UCLASS_BODY()
//~ Begin UObject Interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UObject Interface
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
virtual void PinTypeChanged(UEdGraphPin* Pin) override;
virtual FText GetTooltipText() const override;
virtual FText GetPinDisplayName(const UEdGraphPin* Pin) const override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface.
virtual bool IsNodePure() const override { return true; }
virtual void PostReconstructNode() override;
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
//~ End UK2Node Interface.
private:
/** returns Format pin */
UEdGraphPin* GetFormatPin() const;
/**
* Finds an argument pin by name, checking strings in a strict, case sensitive fashion
*
* @param InPinName The pin name to check for
* @return NULL if the pin was not found, otherwise the found pin.
*/
UEdGraphPin* FindArgumentPin(const FName InPinName) const;
/** Synchronize the type of the given argument pin with the type its connected to, or reset it to a wildcard pin if there's no connection */
void SynchronizeArgumentPinType(UEdGraphPin* Pin);
private:
/** When adding arguments to the node, their names are placed here and are generated as pins during construction */
UPROPERTY()
TArray<FName> PinNames;
/** The "Format" input pin, always available on the node */
UEdGraphPin* CachedFormatPin;
/** Tooltip text for this node. */
FText NodeTooltip;
};

View File

@@ -1,12 +1,26 @@
#!/usr/bin/python3
#
# This script generates these config files:
# This script applies patches to the integration repository.
#
# Saved/UnrealBuildTool/BuildConfiguration.xml
# Integration.uproject
# Integration.code-workspace
# Makefile
# Source/Integration/lpx-paths.hpp
# There are certain files that can't be easily checked into git
# because the contents of these files must contain hardwired
# paths, or hardwired machine-specific settings. These include:
#
# integration/Saved/UnrealBuildTool/BuildConfiguration.xml
# integration/Integration.uproject
# integration/Integration.code-workspace
# integration/Makefile
# integration/Source/Integration/lpx-paths.hpp
#
# This python program will generate these files as necessary.
#
# It is safe to run this patch program a second time to repair
# any of these files, if necessary. Doing so will not corrupt
# anything.
#
#-------------------------------------------------------------
#
# Details you may need to know someday:
#
# The BuildConfiguration.xml file specifies that this project will
# use visual studio code (on linux) or visual studio (on windows).
@@ -43,6 +57,7 @@
# C++ code to calculate these dynamically, so that they don't need to
# be hardwired in. But this will do for now.
#
#-------------------------------------------------------------
import sys, os, json, glob
from pathlib import Path
@@ -88,6 +103,10 @@ f"""<?xml version="1.0" encoding="utf-8" ?>
<ProjectFileGenerator>
<Format>VisualStudioCode</Format>
</ProjectFileGenerator>
<BuildConfiguration>
<bTuneDebugInfoForLLDB>true</bTuneDebugInfoForLLDB>
<bDisableDumpSyms>true</bDisableDumpSyms>
</BuildConfiguration>
</Configuration>
""")
@@ -186,11 +205,12 @@ LUPREXBUILDTASK["options"]["cwd"] = f"{INTEGRATION}/luprex"
# Convert all launch configurations to lldb.
#
LLDBINIT=f"command script import {UNREALENGINE}/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py"
for config in WORKSPACE["launch"]["configurations"]:
config["type"] = "lldb"
config["initCommands"] = [ LLDBINIT ]
config["initCommands"] = [
f"command script import {UNREALENGINE}/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py",
f'target stop-hook add --one-liner "p ::UngrabAllInputImpl()"'
]
config["args"] = [ f"{INTEGRATION}/Integration.uproject", f"-userdir=User/{USER}" ]
config.pop("visualizerFile", None)
config.pop("showDisplayString", None)

68
patch-unrealengine.py Executable file
View File

@@ -0,0 +1,68 @@
#!/usr/bin/python3
#
# This script applies patches to the UnrealEngine repository.
#
# We don't keep our own unreal engine repository because that
# would be overkill. Instead, you must check out the standard
# copy of Unreal engine, then we apply a few simple patches.
# The files patched are:
#
# UnrealEngine/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml
# UnrealEngine/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp
#
# This python program will generate these files as necessary.
#
# It is safe to run this patch program a second time to repair
# any of these files, if necessary. Doing so will not corrupt
# anything.
#
#--------------------------------------------------------------
import sys, os, json, glob
from pathlib import Path
#
# Some handy utility functions
#
def readfile(fn):
with open(fn) as f:
return f.read()
def writefile(fn, str):
with open(fn, "w") as f:
f.write(str)
#
# These are some directory paths that we will need.
#
INTEGRATION = os.path.dirname(os.path.abspath(sys.argv[0]))
UNREALENGINE = os.environ["HOME"] + "/UnrealEngine"
if not os.path.isdir(UNREALENGINE): error("No unreal installed in $HOME/UnrealEngine")
#
# Change to the target directory.
# Remove any existing project files.
#
os.chdir(UNREALENGINE)
Path("Engine/Saved/UnrealBuildTool").mkdir(parents=True, exist_ok=True)
Path("Engine/Saved/UnrealBuildTool/BuildConfiguration.xml").unlink(missing_ok=True)
Path("Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp").unlink(missing_ok=True)
#
# Write BuildConfiguration.xml
#
BUILDCONFIG=readfile(f"{INTEGRATION}/EnginePatches/BuildConfigurationLinux.xml")
writefile("Engine/Saved/UnrealBuildTool/BuildConfiguration.xml", BUILDCONFIG)
#
# Write LogMacros.cpp
#
LOGMACROS=readfile(f"{INTEGRATION}/EnginePatches/LogMacros.cpp")
writefile(f"{UNREALENGINE}/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp"), LOGMACROS)