File size: 5,204 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "Engine/BlueprintGeneratedClass.h"
#include "UObject/UObjectIterator.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Engine/World.h"
#include "LyraLogChannels.h"
//////////////////////////////////////////////////////////////////////////
#if ALLOW_DEBUG_FILES
#include "HAL/IConsoleManager.h"
// Writes a collection of the specified name containing a list of items (returning the absolute file path to the collection)
// This is manual rather than relying on the collection manager so it can be used at runtime without depending on a developer module
FString WriteCollectionFile(const FString& CollectionName, const TArray<FString>& Items)
{
// If in the editor, create it in the directory that CST_Local would have used, otherwise write it to the profiling dir for later harvesting
const FString OutputDir = WITH_EDITOR ? (FPaths::ProjectSavedDir() / TEXT("Collections")) : (FPaths::ProfilingDir() / TEXT("AssetSnapshots"));
IFileManager::Get().MakeDirectory(*OutputDir, true);
const FString LogFilename = OutputDir / (CollectionName + TEXT(".collection"));
if (FArchive* OutputFile = IFileManager::Get().CreateDebugFileWriter(*LogFilename))
{
const FGuid CollectionGUID = FGuid::NewGuid();
OutputFile->Logf(TEXT("FileVersion:2"));
OutputFile->Logf(TEXT("Type:Static"));
OutputFile->Logf(TEXT("Guid:%s"), *CollectionGUID.ToString(EGuidFormats::DigitsWithHyphens));
OutputFile->Logf(TEXT(""));
for (const FString& Item : Items)
{
OutputFile->Logf(TEXT("%s"), *Item);
}
// Flush, close and delete.
delete OutputFile;
const FString AbsolutePath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*LogFilename);
return AbsolutePath;
}
return FString();
}
FAutoConsoleCommandWithWorldAndArgs GObjListToCollectionCmd(
TEXT("Lyra.ObjListToCollection"),
TEXT("Spits out a collection that contains the current object list"),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(
[](const TArray<FString>& Params, UWorld* World)
{
// Get the list of loaded assets
TArray<FString> AssetPaths;
for (TObjectIterator<UObject> It; It; ++It)
{
UObject* Obj = *It;
if (Obj->IsAsset())
{
AssetPaths.Add(Obj->GetPathName());
}
else if (UBlueprintGeneratedClass* Class = Cast<UBlueprintGeneratedClass>(Obj))
{
FString BlueprintName = Class->GetPathName();
BlueprintName.RemoveFromEnd(TEXT("_C"));
AssetPaths.Add(BlueprintName);
}
}
AssetPaths.Sort();
// Determine the filename
FString CollectionNameSuffix;
if (Params.Num() > 0)
{
CollectionNameSuffix = TEXT("_") + Params[0];
}
const FString CollectionName = FString::Printf(TEXT("_LoadedAssets_%s_%s%s"), *FDateTime::Now().ToString(TEXT("%H%M%S")), *GWorld->GetMapName(), *CollectionNameSuffix);
// Write the collection out
const FString CollectionFilePath = WriteCollectionFile(CollectionName, AssetPaths);
UE_LOG(LogLyra, Warning, TEXT("Wrote collection of loaded assets to %s"), *CollectionFilePath);
}));
#endif
//////////////////////////////////////////////////////////////////////////
// This can be used in a command to compare assets to a parent class (BP or C++ default) to determine if any fields are actually 'fixed' and can be removed to save memory
void AnalyzeObjectListForDifferences(TArrayView<UObject*> ObjectList, UClass* CommonClass, const TSet<FName>& PropertiesToIgnore, bool bLogAllMatchedDefault=false)
{
check(CommonClass);
UObject* CommonClassCDO = CommonClass->GetDefaultObject();
UE_LOG(LogLyra, Log, TEXT(" Field\tDifferentToBase\tNumValues\tValues"));
for (TFieldIterator<FProperty> PropIt(CommonClass); PropIt; ++PropIt)
{
FProperty* Prop = *PropIt;
if (PropertiesToIgnore.Contains(Prop->GetFName()))
{
continue;
}
//@TODO: Handle fixed length arrays
ensure(Prop->ArrayDim <= 1);
FString DefaultValueStr;
Prop->ExportText_InContainer(0, /*out*/ DefaultValueStr, CommonClassCDO, CommonClassCDO, nullptr, 0);
bool bAnyMatchedDefaultValue = false;
bool bAllMatchedDefaultValue = true;
TSet<FString> ValuesObserved;
for (UObject* Object : ObjectList)
{
FString ValueStr;
if (Prop->ExportText_InContainer(0, /*out*/ ValueStr, Object, CommonClassCDO, nullptr, 0))
{
ValuesObserved.Add(ValueStr);
bAllMatchedDefaultValue = false;
}
else
{
bAnyMatchedDefaultValue = true;
}
}
if (bAnyMatchedDefaultValue)
{
ValuesObserved.Add(DefaultValueStr);
}
if (!bAllMatchedDefaultValue)
{
const FString ValueList = FString::Join(ValuesObserved, TEXT(","));
UE_LOG(LogLyra, Log, TEXT(" %s::%s\t%s\t%d\t%s"),
*CommonClass->GetName(),
*Prop->GetName(),
(ValuesObserved.Num() == 1) ? TEXT("FixedDifferent") : TEXT("Varies"),
ValuesObserved.Num(),
*ValueList);
}
else if (bLogAllMatchedDefault)
{
UE_LOG(LogLyra, Log, TEXT(" %s::%s\t%s"), *CommonClass->GetName(), *Prop->GetName(), TEXT("Default"));
}
}
}
//////////////////////////////////////////////////////////////////////////
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