290 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			290 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "CSCompilerContext.h"
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#include "BlueprintActionDatabase.h"
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#include "ISettingsModule.h"
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#include "BehaviorTree/Tasks/BTTask_BlueprintBase.h"
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#include "Blueprint/StateTreeTaskBlueprintBase.h"
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#include "Engine/SCS_Node.h"
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#include "Engine/SimpleConstructionScript.h"
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#include "TypeGenerator/CSBlueprint.h"
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#include "TypeGenerator/CSClass.h"
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#include "TypeGenerator/CSSkeletonClass.h"
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#include "TypeGenerator/Factories/CSFunctionFactory.h"
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#include "TypeGenerator/Factories/CSPropertyFactory.h"
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#include "TypeGenerator/Factories/PropertyGenerators/CSPropertyGenerator.h"
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#include "TypeGenerator/Register/CSGeneratedClassBuilder.h"
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#include "TypeGenerator/Register/CSMetaDataUtils.h"
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#include "TypeGenerator/Register/CSSimpleConstructionScriptBuilder.h"
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#include "TypeGenerator/Register/MetaData/CSClassMetaData.h"
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#include "TypeGenerator/Register/TypeInfo/CSClassInfo.h"
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#include "UnrealSharpEditor/CSUnrealSharpEditorSettings.h"
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#include "UnrealSharpUtilities/UnrealSharpUtils.h"
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#include "Utils/CSClassUtilities.h"
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FCSCompilerContext::FCSCompilerContext(UCSBlueprint* Blueprint, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompilerOptions):
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	FKismetCompilerContext(Blueprint, InMessageLog, InCompilerOptions)
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{
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}
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void FCSCompilerContext::FinishCompilingClass(UClass* Class)
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{
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	bool bIsSkeletonClass = FCSClassUtilities::IsSkeletonType(Class);
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	if (!bIsSkeletonClass)
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	{
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		// The skeleton class shouldn't be using the managed constructor since it's not tied to an assembly
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		Class->ClassConstructor = &UCSGeneratedClassBuilder::ManagedObjectConstructor;
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	}
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	Super::FinishCompilingClass(Class);
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	TSharedPtr<FCSClassMetaData> TypeMetaData = GetClassInfo()->GetTypeMetaData<FCSClassMetaData>();
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	// Super call overrides the class flags, so we need to set after that
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	Class->ClassFlags |= TypeMetaData->ClassFlags;
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	if (NeedsToFakeNativeClass(Class) && !bIsSkeletonClass)
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	{
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		// There are systems in Unreal (BehaviorTree, StateTree) which uses the AssetRegistry to find BP classes, since our C# classes are not assets,
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		// we need to fake that they're native classes in editor in order to be able to find them. 
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		// The functions that are used to find classes are:
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		// FGraphNodeClassHelper::BuildClassGraph()
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		// FStateTreeNodeClassCache::CacheClasses()
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		Class->ClassFlags |= CLASS_Native;
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	}
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	UCSGeneratedClassBuilder::SetConfigName(Class, TypeMetaData);
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	TryInitializeAsDeveloperSettings(Class);
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	ApplyMetaData();
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}
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void FCSCompilerContext::OnPostCDOCompiled(const UObject::FPostCDOCompiledContext& Context)
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{
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	FKismetCompilerContext::OnPostCDOCompiled(Context);
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	UCSGeneratedClassBuilder::SetupDefaultTickSettings(NewClass->GetDefaultObject(), NewClass);
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	UCSClass* Class = GetMainClass();
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	if (Class == NewClass)
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	{
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		UCSGeneratedClassBuilder::TryRegisterDynamicSubsystem(Class);
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		if (GEditor)
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		{
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			FBlueprintActionDatabase::Get().RefreshClassActions(Class);
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		}
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	}
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}
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void FCSCompilerContext::CreateClassVariablesFromBlueprint()
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{
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	TSharedPtr<FCSClassInfo> ClassInfo = GetMainClass()->GetManagedTypeInfo<FCSClassInfo>();
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	const TArray<FCSPropertyMetaData>& Properties = ClassInfo->GetTypeMetaData<FCSClassMetaData>()->Properties;
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	NewClass->PropertyGuids.Empty(Properties.Num());
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	TryValidateSimpleConstructionScript(ClassInfo);
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	FCSPropertyFactory::CreateAndAssignProperties(NewClass, Properties, [this](const FProperty* NewProperty)
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	{
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		FName PropertyName = NewProperty->GetFName();
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		FGuid PropertyGuid = FCSUnrealSharpUtils::ConstructGUIDFromName(PropertyName);
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		NewClass->PropertyGuids.Add(PropertyName, PropertyGuid);
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	});
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	// Create dummy variables for the blueprint.
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	// They should not get compiled, just there for metadata for different Unreal modules.
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	CreateDummyBlueprintVariables(Properties);
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}
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void FCSCompilerContext::CleanAndSanitizeClass(UBlueprintGeneratedClass* ClassToClean, UObject*& InOldCDO)
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{
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	FKismetCompilerContext::CleanAndSanitizeClass(ClassToClean, InOldCDO);
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	NewClass->FieldNotifies.Reset();
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	TryDeinitializeAsDeveloperSettings(InOldCDO);
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	// Too late to generate functions in CreateFunctionList for child blueprints
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	GenerateFunctions();
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}
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void FCSCompilerContext::SpawnNewClass(const FString& NewClassName)
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{
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	UCSClass* MainClass = GetMainClass();
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	UCSSkeletonClass* NewSkeletonClass = NewObject<UCSSkeletonClass>(Blueprint->GetOutermost(), FName(*NewClassName), RF_Public | RF_Transactional);
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	NewSkeletonClass->SetGeneratedClass(MainClass);
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	NewClass = NewSkeletonClass;
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	// Skeleton class doesn't generate functions on the first pass.
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	// It's done in CleanAndSanitizeClass which doesn't run when the skeleton class is created
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	GenerateFunctions();
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}
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void FCSCompilerContext::AddInterfacesFromBlueprint(UClass* Class)
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{
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	UCSGeneratedClassBuilder::ImplementInterfaces(Class, GetTypeMetaData()->Interfaces);
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}
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void FCSCompilerContext::TryValidateSimpleConstructionScript(const TSharedPtr<const FCSClassInfo>& ClassInfo) const
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{
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	const TArray<FCSPropertyMetaData>& Properties = GetTypeMetaData()->Properties;
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	FCSSimpleConstructionScriptBuilder::BuildSimpleConstructionScript(Blueprint->GeneratedClass, &Blueprint->SimpleConstructionScript, Properties);
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	if (!Blueprint->SimpleConstructionScript)
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	{
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		return;
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	}
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	TArray<USCS_Node*> Nodes;
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	for (const FCSPropertyMetaData& Property : Properties)
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	{
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		if (Property.Type->PropertyType != ECSPropertyType::DefaultComponent)
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		{
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			continue;
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		}
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		USimpleConstructionScript* SCS = Blueprint->SimpleConstructionScript;
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		USCS_Node* Node = SCS->FindSCSNode(Property.Name);
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		Nodes.Add(Node);
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	}
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	// Remove all nodes that are not part of the class anymore.
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	int32 NumNodes = Blueprint->SimpleConstructionScript->GetAllNodes().Num();
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	TArray<USCS_Node*> AllNodes = Blueprint->SimpleConstructionScript->GetAllNodes();
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	for (int32 i = NumNodes - 1; i >= 0; --i)
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	{
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		USCS_Node* Node = AllNodes[i];
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		if (!Nodes.Contains(Node))
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		{
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			Blueprint->SimpleConstructionScript->RemoveNode(Node);
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		}
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	}
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	Blueprint->SimpleConstructionScript->ValidateNodeTemplates(MessageLog);
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	Blueprint->SimpleConstructionScript->ValidateNodeVariableNames(MessageLog);
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}
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void FCSCompilerContext::GenerateFunctions() const
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{
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	TSharedPtr<const FCSClassMetaData> TypeMetaData = GetTypeMetaData();
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	if (TypeMetaData->VirtualFunctions.IsEmpty() && TypeMetaData->Functions.IsEmpty())
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	{
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		return;
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	}
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	FCSFunctionFactory::GenerateVirtualFunctions(NewClass, TypeMetaData);
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	FCSFunctionFactory::GenerateFunctions(NewClass, TypeMetaData->Functions);
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}
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UCSClass* FCSCompilerContext::GetMainClass() const
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{
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	return CastChecked<UCSClass>(Blueprint->GeneratedClass);
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}
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TSharedPtr<const FCSClassInfo> FCSCompilerContext::GetClassInfo() const
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{
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	return GetMainClass()->GetManagedTypeInfo<FCSClassInfo>();
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}
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TSharedPtr<const FCSClassMetaData> FCSCompilerContext::GetTypeMetaData() const
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{
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	return GetClassInfo()->GetTypeMetaData<FCSClassMetaData>();
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}
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bool FCSCompilerContext::IsDeveloperSettings() const
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{
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	return Blueprint->GeneratedClass == NewClass && NewClass->IsChildOf<UDeveloperSettings>();
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}
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void FCSCompilerContext::TryInitializeAsDeveloperSettings(const UClass* Class) const
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{
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	if (!IsDeveloperSettings())
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	{
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		return;
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	}
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	UDeveloperSettings* Settings = static_cast<UDeveloperSettings*>(Class->GetDefaultObject());
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	ISettingsModule& SettingsModule = FModuleManager::GetModuleChecked<ISettingsModule>("Settings");
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	SettingsModule.RegisterSettings(Settings->GetContainerName(), Settings->GetCategoryName(), Settings->GetSectionName(),
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		Settings->GetSectionText(),
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		Settings->GetSectionDescription(),
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		Settings);
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	Settings->LoadConfig();
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}
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void FCSCompilerContext::TryDeinitializeAsDeveloperSettings(UObject* Settings) const
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{
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	if (!IsValid(Settings) || !IsDeveloperSettings())
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	{
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		return;
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	}
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	ISettingsModule& SettingsModule = FModuleManager::GetModuleChecked<ISettingsModule>("Settings");
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	UDeveloperSettings* DeveloperSettings = static_cast<UDeveloperSettings*>(Settings);
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	SettingsModule.UnregisterSettings(DeveloperSettings->GetContainerName(), DeveloperSettings->GetCategoryName(), DeveloperSettings->GetSectionName());
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}
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void FCSCompilerContext::ApplyMetaData()
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{
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	TSharedPtr<const FCSClassMetaData> TypeMetaData = GetTypeMetaData();
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	static FString DisplayNameKey = TEXT("DisplayName");
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	if (!NewClass->HasMetaData(*DisplayNameKey))
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	{
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		NewClass->SetMetaData(*DisplayNameKey, *Blueprint->GetName());
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	}
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	if (GetDefault<UCSUnrealSharpEditorSettings>()->bSuffixGeneratedTypes)
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	{
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		FString DisplayName = NewClass->GetMetaData(*DisplayNameKey);
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		DisplayName += TEXT(" (C#)");
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		NewClass->SetMetaData(*DisplayNameKey, *DisplayName);
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	}
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	FCSMetaDataUtils::ApplyMetaData(TypeMetaData->MetaData, NewClass);
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}
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bool FCSCompilerContext::NeedsToFakeNativeClass(UClass* Class)
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{
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	static TArray ParentClasses =
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	{
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		UBTTask_BlueprintBase::StaticClass(),
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		UStateTreeTaskBlueprintBase::StaticClass(),
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	};
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	for (UClass* ParentClass  : ParentClasses)
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	{
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		if (Class->IsChildOf(ParentClass))
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		{
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			return true;
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		}
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	}
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	return false;
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}
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void FCSCompilerContext::CreateDummyBlueprintVariables(const TArray<FCSPropertyMetaData>& Properties) const
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{
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	Blueprint->NewVariables.Empty(Properties.Num());
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	for (const FCSPropertyMetaData& PropertyMetaData : Properties)
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	{
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		FBPVariableDescription VariableDescription;
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		VariableDescription.FriendlyName = PropertyMetaData.Name.ToString();
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		VariableDescription.VarName = PropertyMetaData.Name;
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		for (const TTuple<FString, FString>& MetaData : PropertyMetaData.MetaData)
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		{
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			VariableDescription.SetMetaData(*MetaData.Key, MetaData.Value);
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		}
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		Blueprint->NewVariables.Add(VariableDescription);
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	}
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}
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#undef LOCTEXT_NAMESPACE
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