File size: 5,330 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraDevelopmentStatics.h"
#include "AssetRegistry/ARFilter.h"
#include "AssetRegistry/AssetData.h"
#include "Development/LyraDeveloperSettings.h"
#include "Engine/Blueprint.h"
#include "Engine/Engine.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Engine/World.h"
#include "Misc/PackageName.h"
#include "Modules/ModuleManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraDevelopmentStatics)
bool ULyraDevelopmentStatics::ShouldSkipDirectlyToGameplay()
{
#if WITH_EDITOR
if (GIsEditor)
{
return !GetDefault<ULyraDeveloperSettings>()->bTestFullGameFlowInPIE;
}
#endif
return false;
}
bool ULyraDevelopmentStatics::ShouldLoadCosmeticBackgrounds()
{
#if WITH_EDITOR
if (GIsEditor)
{
return !GetDefault<ULyraDeveloperSettings>()->bSkipLoadingCosmeticBackgroundsInPIE;
}
#endif
return true;
}
bool ULyraDevelopmentStatics::CanPlayerBotsAttack()
{
#if WITH_EDITOR
if (GIsEditor)
{
return GetDefault<ULyraDeveloperSettings>()->bAllowPlayerBotsToAttack;
}
#endif
return true;
}
//@TODO: Actually want to take a lambda and run on every authority world most of the time...
UWorld* ULyraDevelopmentStatics::FindPlayInEditorAuthorityWorld()
{
check(GEngine);
// Find the server world (any PIE world will do, in case they are running without a dedicated server, but the ded. server world is ideal)
UWorld* ServerWorld = nullptr;
#if WITH_EDITOR
for (const FWorldContext& WorldContext : GEngine->GetWorldContexts())
{
if (WorldContext.WorldType == EWorldType::PIE)
{
if (UWorld* TestWorld = WorldContext.World())
{
if (WorldContext.RunAsDedicated)
{
// Ideal case
ServerWorld = TestWorld;
break;
}
else if (ServerWorld == nullptr)
{
ServerWorld = TestWorld;
}
else
{
// We already have a candidate, see if this one is 'better'
if (TestWorld->GetNetMode() < ServerWorld->GetNetMode())
{
return ServerWorld;
}
}
}
}
}
#endif
return ServerWorld;
}
TArray<FAssetData> ULyraDevelopmentStatics::GetAllBlueprints()
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
FName PluginAssetPath;
TArray<FAssetData> BlueprintList;
FARFilter Filter;
Filter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName());
Filter.bRecursivePaths = true;
AssetRegistryModule.Get().GetAssets(Filter, BlueprintList);
return BlueprintList;
}
UClass* ULyraDevelopmentStatics::FindBlueprintClass(const FString& TargetNameRaw, UClass* DesiredBaseClass)
{
FString TargetName = TargetNameRaw;
TargetName.RemoveFromEnd(TEXT("_C"), ESearchCase::CaseSensitive);
TArray<FAssetData> BlueprintList = ULyraDevelopmentStatics::GetAllBlueprints();
for (const FAssetData& AssetData : BlueprintList)
{
if ((AssetData.AssetName.ToString() == TargetName) || (AssetData.GetObjectPathString() == TargetName))
{
if (UBlueprint* BP = Cast<UBlueprint>(AssetData.GetAsset()))
{
if (UClass* GeneratedClass = BP->GeneratedClass)
{
if (GeneratedClass->IsChildOf(DesiredBaseClass))
{
return GeneratedClass;
}
}
}
}
}
return nullptr;
}
UClass* ULyraDevelopmentStatics::FindClassByShortName(const FString& SearchToken, UClass* DesiredBaseClass, bool bLogFailures)
{
check(DesiredBaseClass);
FString TargetName = SearchToken;
// Check native classes and loaded assets first before resorting to the asset registry
bool bIsValidClassName = true;
if (TargetName.IsEmpty() || TargetName.Contains(TEXT(" ")))
{
bIsValidClassName = false;
}
else if (!FPackageName::IsShortPackageName(TargetName))
{
if (TargetName.Contains(TEXT(".")))
{
// Convert type'path' to just path (will return the full string if it doesn't have ' in it)
TargetName = FPackageName::ExportTextPathToObjectPath(TargetName);
FString PackageName;
FString ObjectName;
TargetName.Split(TEXT("."), &PackageName, &ObjectName);
const bool bIncludeReadOnlyRoots = true;
FText Reason;
if (!FPackageName::IsValidLongPackageName(PackageName, bIncludeReadOnlyRoots, &Reason))
{
bIsValidClassName = false;
}
}
else
{
bIsValidClassName = false;
}
}
UClass* ResultClass = nullptr;
if (bIsValidClassName)
{
ResultClass = UClass::TryFindTypeSlow<UClass>(TargetName);
}
// If we still haven't found anything yet, try the asset registry for blueprints that match the requirements
if (ResultClass == nullptr)
{
ResultClass = FindBlueprintClass(TargetName, DesiredBaseClass);
}
// Now validate the class (if we have one)
if (ResultClass != nullptr)
{
if (!ResultClass->IsChildOf(DesiredBaseClass))
{
if (bLogFailures)
{
UE_LOG(LogConsoleResponse, Warning, TEXT("Found an asset %s but it wasn't of type %s"), *ResultClass->GetPathName(), *DesiredBaseClass->GetName());
}
ResultClass = nullptr;
}
}
else
{
if (bLogFailures)
{
UE_LOG(LogConsoleResponse, Warning, TEXT("Failed to find class of type %s named %s"), *DesiredBaseClass->GetName(), *SearchToken);
}
}
return ResultClass;
}
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