public static UnrealModuleType GetModuleType(string modulePath) { if (File.Exists(modulePath)) { string moduleDir = FPaths.GetPath(modulePath); string subDir; if (FPaths.DirectoryExists(moduleDir)) { if (FPaths.IsSameOrSubDirectory(FPaths.EnginePluginsDir, moduleDir)) { return(UnrealModuleType.EnginePlugin); } else if (FPaths.IsSameOrSubDirectory(FPaths.Combine(FPaths.EngineDir, "Binaries"), moduleDir)) { return(UnrealModuleType.Engine); } else if (FPaths.IsSameOrSubDirectory(FPaths.ProjectPluginsDir, moduleDir)) { return(UnrealModuleType.GamePlugin); } else if (FPaths.IsSameOrSubDirectory(FPaths.ProjectDir, moduleDir, out subDir) && string.IsNullOrEmpty(subDir)) { // Game module path is being treated as the .uproject path return(UnrealModuleType.Game); } } } return(UnrealModuleType.Unknown); }
/// <summary> /// Returns /USharp/Binaries/ /// </summary> public string GetBinDir() { // This gives "/Binaries/XXXX/" where XXXX is the platform (Win32, Win64, Android, etc) string path = FPaths.GetPath(FModuleManager.Get().GetModuleFilename(new FName(ModuleName))); // Move this up to "/Binaries/" return(Path.Combine(path, "../")); }
public static UnrealModuleType GetModuleType(string moduleName, string modulePath, IPlugin[] plugins) { if (File.Exists(modulePath)) { string moduleDir = FPaths.GetPath(modulePath); if (FPaths.DirectoryExists(moduleDir)) { if (FPaths.IsSameOrSubDirectory(FPaths.EnginePluginsDir, moduleDir)) { return(UnrealModuleType.EnginePlugin); } else if (FPaths.IsSameOrSubDirectory(FPaths.Combine(FPaths.EngineDir, "Binaries"), moduleDir)) { return(UnrealModuleType.Engine); } else if (FPaths.IsSameOrSubDirectory(FPaths.ProjectPluginsDir, moduleDir)) { return(UnrealModuleType.GamePlugin); } else { foreach (IPlugin plugin in plugins) { if (plugin.Name == moduleName) { switch (plugin.PluginType) { case EPluginType.Engine: case EPluginType.Enterprise: case EPluginType.External: return(UnrealModuleType.EnginePlugin); case EPluginType.Mod: case EPluginType.Project: return(UnrealModuleType.GamePlugin); } } } if (FPaths.IsSameOrSubDirectory(FPaths.ProjectDir, moduleDir) && moduleName.Equals(FApp.GetProjectName(), StringComparison.OrdinalIgnoreCase)) { return(UnrealModuleType.Game); } } } } return(UnrealModuleType.Unknown); }
public void GenerateCodeForBlueprints(AssetLoadMode loadMode, bool clearAssetCache, bool skipLevels) { BeginGenerateModules(); string projectPath = FPaths.ProjectFilePath; string projectName = FPaths.GetBaseFilename(projectPath); UnrealModuleInfo module = new UnrealModuleInfo(null, projectName, projectPath); BeginGenerateModule(module); UClass worldClass = GCHelper.Find <UClass>(Classes.UWorld); AssetCache assetCache = new AssetCache(this); if (!clearAssetCache) { assetCache.Load(); } List <string> assetBlacklist = LoadAssetBlacklist(); AssetLogClear(); AssetLogLine("Load assets {0}", DateTime.Now); bool registeredCrashHandler = false; if (Settings.CatchCrashOnAssetLoading) { FCoreDelegates.OnHandleSystemError.Bind(OnAssetLoadingCrash); registeredCrashHandler = true; } using (FARFilter filter = new FARFilter()) { filter.RecursiveClasses = true; filter.ClassNames.Add(UClass.GetClass <UBlueprint>().GetFName()); filter.ClassNames.Add(UClass.GetClass <UBlueprintGeneratedClass>().GetFName()); filter.ClassNames.Add(UClass.GetClass <UUserDefinedStruct>().GetFName()); filter.ClassNames.Add(UClass.GetClass <UUserDefinedEnum>().GetFName()); if (!skipLevels && worldClass != null) { filter.ClassNames.Add(worldClass.GetFName()); } List <FAssetData> assets = FAssetData.Load(filter); SlowTaskSetModuleCount(1); SlowTaskBeginModule("Blueprints", assets.Count); foreach (FAssetData asset in assets) { SlowTaskStep(null); string assetFileName, assetFileNameError; if (!asset.TryGetFilename(out assetFileName, out assetFileNameError)) { FMessage.Log(string.Format("FAssetData.TryGetFilename failed. ObjectPath:'{0}' reason:'{1}'", asset.ObjectPath.ToString(), assetFileNameError)); continue; } bool isEngineAsset = FPaths.IsSameOrSubDirectory(FPaths.EngineContentDir, FPaths.GetPath(assetFileName)); if (loadMode != AssetLoadMode.All) { if ((isEngineAsset && loadMode != AssetLoadMode.Engine) || (!isEngineAsset && loadMode != AssetLoadMode.Game)) { continue; } } if (!assetCache.HasAssetChanged(asset, assetFileName)) { if (Settings.LogAssetLoadingVerbose) { AssetLogLine("'{0}' unchanged", assetFileName); } continue; } // Log that we are loading this asset so we know which assets crash on load AssetLog("'{0}' - ", asset.ObjectPath.ToString()); if (assetBlacklist.Contains(asset.ObjectPath.ToString())) { AssetLogLine("blacklisted"); continue; } loadingAsset = asset.ObjectPath.ToString(); UObject obj = asset.GetAsset(); loadingAsset = null; UClass unrealClass = asset.GetClass(); if (obj == null || unrealClass == null) { AssetLogLine("null"); continue; } AssetLogLine("done"); if (unrealClass.IsChildOf <UBlueprint>()) { UBlueprint blueprint = obj as UBlueprint; if (blueprint != null) { UBlueprintGeneratedClass blueprintGeneratedClass = blueprint.GeneratedClass as UBlueprintGeneratedClass; if (blueprintGeneratedClass != null) { GenerateCodeForStruct(module, blueprintGeneratedClass); } } } else if (unrealClass.IsChildOf <UBlueprintGeneratedClass>()) { UBlueprintGeneratedClass blueprintGeneratedClass = obj as UBlueprintGeneratedClass; if (blueprintGeneratedClass != null) { GenerateCodeForStruct(module, blueprintGeneratedClass); } } else if (unrealClass.IsChildOf <UUserDefinedStruct>()) { UUserDefinedStruct unrealStruct = obj as UUserDefinedStruct; if (unrealStruct != null) { GenerateCodeForStruct(module, unrealStruct); } } else if (unrealClass.IsChildOf <UUserDefinedEnum>()) { UUserDefinedEnum unrealEnum = obj as UUserDefinedEnum; if (unrealEnum != null) { GenerateCodeForEnum(module, unrealEnum); } } else if (unrealClass.IsChildOf(worldClass)) { TArrayUnsafeRef <UObject> levels = new TArrayUnsafeRef <UObject>(Native.Native_UWorld.GetLevels(obj.Address)); foreach (UObject level in levels) { using (TArrayUnsafe <UBlueprint> levelBlueprints = new TArrayUnsafe <UBlueprint>()) { Native.Native_ULevel.GetLevelBlueprints(level.Address, levelBlueprints.Address); foreach (UBlueprint blueprint in levelBlueprints) { UBlueprintGeneratedClass blueprintGeneratedClass = blueprint.GeneratedClass as UBlueprintGeneratedClass; if (blueprintGeneratedClass != null) { //GenerateCodeForStruct(blueprintGeneratedClass); } } } } } } } if (registeredCrashHandler) { FCoreDelegates.OnHandleSystemError.Unbind(OnAssetLoadingCrash); } assetCache.Save(); EndGenerateModule(module); EndGenerateModules(); }