114 lines
3.7 KiB
C++
114 lines
3.7 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditorValidator_Blueprints.h"
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#include "Engine/Blueprint.h"
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#include "Blueprint/BlueprintSupport.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "AssetRegistryModule.h"
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#include "Validation/EditorValidator_Load.h"
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#include "LyraEditor.h"
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#define LOCTEXT_NAMESPACE "EditorValidator"
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UEditorValidator_Blueprints::UEditorValidator_Blueprints()
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: Super()
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{
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}
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bool UEditorValidator_Blueprints::CanValidateAsset_Implementation(UObject* InAsset) const
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{
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return Super::CanValidateAsset_Implementation(InAsset) && (InAsset ? InAsset->IsA(UBlueprint::StaticClass()) : false);
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}
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EDataValidationResult UEditorValidator_Blueprints::ValidateLoadedAsset_Implementation(UObject* InAsset, TArray<FText>& ValidationErrors)
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{
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UBlueprint* Blueprint = Cast<UBlueprint>(InAsset);
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check(Blueprint);
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if (UEditorValidator::ShouldAllowFullValidation())
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{
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// For non-dataonly blueprints, also load and check all directly referencing non-data-only blueprints, as changes may have caused them to fail to compile
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if (!FBlueprintEditorUtils::IsDataOnlyBlueprint(Blueprint))
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{
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
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IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
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TSet<FName> AllHardReferencers;
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TArray<FName> PackagesToProcess;
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PackagesToProcess.Add(Blueprint->GetOutermost()->GetFName());
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do
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{
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TArray<FName> NextPackagesToProcess;
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for (FName PackageToProcess : PackagesToProcess)
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{
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TArray<FName> HardReferencers;
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AssetRegistry.GetReferencers(PackageToProcess, HardReferencers, UE::AssetRegistry::EDependencyCategory::Package, UE::AssetRegistry::EDependencyQuery::Hard);
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for (FName HardReferencer : HardReferencers)
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{
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if (!AllHardReferencers.Contains(HardReferencer))
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{
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AllHardReferencers.Add(HardReferencer);
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TArray<FAssetData> RefAssets;
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AssetRegistry.GetAssetsByPackageName(HardReferencer, RefAssets, true);
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for (const FAssetData& RefData : RefAssets)
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{
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if (RefData.IsRedirector())
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{
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NextPackagesToProcess.Add(RefData.PackageName);
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break;
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}
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}
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}
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}
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}
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PackagesToProcess = MoveTemp(NextPackagesToProcess);
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} while (PackagesToProcess.Num() > 0);
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for (FName HardReferencer : AllHardReferencers)
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{
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FString HardReferencerStr = HardReferencer.ToString();
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if (!IsInUncookedFolder(HardReferencerStr))
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{
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TArray<FAssetData> ReferencerAssets;
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AssetRegistry.GetAssetsByPackageName(HardReferencer, ReferencerAssets, true);
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for (const FAssetData& ReferencerAssetData : ReferencerAssets)
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{
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// Skip levelscript BPs... for now
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if ((ReferencerAssetData.PackageFlags & PKG_ContainsMap) == 0)
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{
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bool bIsDataOnlyBP = false;
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if (ReferencerAssetData.GetTagValue<bool>(FBlueprintTags::IsDataOnly, bIsDataOnlyBP))
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{
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if (!bIsDataOnlyBP)
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{
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UE_LOG(LogLyraEditor, Display, TEXT(" Loading referencing non-dataonly blueprint %s"), *HardReferencerStr);
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TArray<FString> WarningsAndErrors;
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if (UEditorValidator_Load::GetLoadWarningsAndErrorsForPackage(HardReferencerStr, WarningsAndErrors))
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{
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for (const FString& WarningOrError : WarningsAndErrors)
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{
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AssetFails(InAsset, FText::FromString(WarningOrError), ValidationErrors);
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}
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}
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break;
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}
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}
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}
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}
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}
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}
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}
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}
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if (GetValidationResult() != EDataValidationResult::Invalid)
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{
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AssetPasses(InAsset);
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}
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return GetValidationResult();
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}
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#undef LOCTEXT_NAMESPACE
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