RealtimeStyleTransferRuntime/Source/LyraEditor/Validation/EditorValidator_Blueprints.cpp

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditorValidator_Blueprints.h"
#include "Engine/Blueprint.h"
#include "Blueprint/BlueprintSupport.h"
#include "Kismet2/BlueprintEditorUtils.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "Validation/EditorValidator_Load.h"
#include "LyraEditor.h"
#define LOCTEXT_NAMESPACE "EditorValidator"
UEditorValidator_Blueprints::UEditorValidator_Blueprints()
: Super()
{
}
bool UEditorValidator_Blueprints::CanValidateAsset_Implementation(UObject* InAsset) const
{
return Super::CanValidateAsset_Implementation(InAsset) && (InAsset ? InAsset->IsA(UBlueprint::StaticClass()) : false);
}
EDataValidationResult UEditorValidator_Blueprints::ValidateLoadedAsset_Implementation(UObject* InAsset, TArray<FText>& ValidationErrors)
{
UBlueprint* Blueprint = Cast<UBlueprint>(InAsset);
check(Blueprint);
if (UEditorValidator::ShouldAllowFullValidation())
{
// 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
if (!FBlueprintEditorUtils::IsDataOnlyBlueprint(Blueprint))
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
TSet<FName> AllHardReferencers;
TArray<FName> PackagesToProcess;
PackagesToProcess.Add(Blueprint->GetOutermost()->GetFName());
do
{
TArray<FName> NextPackagesToProcess;
for (FName PackageToProcess : PackagesToProcess)
{
TArray<FName> HardReferencers;
AssetRegistry.GetReferencers(PackageToProcess, HardReferencers, UE::AssetRegistry::EDependencyCategory::Package, UE::AssetRegistry::EDependencyQuery::Hard);
for (FName HardReferencer : HardReferencers)
{
if (!AllHardReferencers.Contains(HardReferencer))
{
AllHardReferencers.Add(HardReferencer);
TArray<FAssetData> RefAssets;
AssetRegistry.GetAssetsByPackageName(HardReferencer, RefAssets, true);
for (const FAssetData& RefData : RefAssets)
{
if (RefData.IsRedirector())
{
NextPackagesToProcess.Add(RefData.PackageName);
break;
}
}
}
}
}
PackagesToProcess = MoveTemp(NextPackagesToProcess);
} while (PackagesToProcess.Num() > 0);
for (FName HardReferencer : AllHardReferencers)
{
FString HardReferencerStr = HardReferencer.ToString();
if (!IsInUncookedFolder(HardReferencerStr))
{
TArray<FAssetData> ReferencerAssets;
AssetRegistry.GetAssetsByPackageName(HardReferencer, ReferencerAssets, true);
for (const FAssetData& ReferencerAssetData : ReferencerAssets)
{
// Skip levelscript BPs... for now
if ((ReferencerAssetData.PackageFlags & PKG_ContainsMap) == 0)
{
bool bIsDataOnlyBP = false;
if (ReferencerAssetData.GetTagValue<bool>(FBlueprintTags::IsDataOnly, bIsDataOnlyBP))
{
if (!bIsDataOnlyBP)
{
UE_LOG(LogLyraEditor, Display, TEXT(" Loading referencing non-dataonly blueprint %s"), *HardReferencerStr);
TArray<FString> WarningsAndErrors;
if (UEditorValidator_Load::GetLoadWarningsAndErrorsForPackage(HardReferencerStr, WarningsAndErrors))
{
for (const FString& WarningOrError : WarningsAndErrors)
{
AssetFails(InAsset, FText::FromString(WarningOrError), ValidationErrors);
}
}
break;
}
}
}
}
}
}
}
}
if (GetValidationResult() != EDataValidationResult::Invalid)
{
AssetPasses(InAsset);
}
return GetValidationResult();
}
#undef LOCTEXT_NAMESPACE