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#include " Materials/Material.h"
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#include " Kismet2/BlueprintEditorUtils.h"
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#include " Engine/Blueprint.h"
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- #include " AssetData.h"
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#include " Modules/ModuleManager.h"
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- #include " IAssetRegistry.h"
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#include " IAssetTools.h"
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#include " AssetRegistryModule.h"
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@@ -58,18 +56,18 @@ FName ULintRule::GetRuleBasedObjectVariantName_Implementation(UObject* ObjectToL
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}
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{
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- UMaterialInterface* MI = Cast<UMaterialInterface>(ObjectToLint);
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+ const UMaterialInterface* MI = Cast<UMaterialInterface>(ObjectToLint);
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if (MI != nullptr )
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{
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- #if ENGINE_MINOR_VERSION >= 25
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+ #if ENGINE_MINOR_VERSION >= 25 || ENGINE_MAJOR_VERSION >= 5
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TMicRecursionGuard RecursionGuard;
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#else
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UMaterialInterface::TMicRecursionGuard RecursionGuard;
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#endif
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const UMaterial* Material = MI->GetMaterial_Concurrent (RecursionGuard);
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if (Material != nullptr )
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{
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- if (Material->MaterialDomain == EMaterialDomain:: MD_PostProcess)
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+ if (Material->MaterialDomain == MD_PostProcess)
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{
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return " PostProcess" ;
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}
@@ -78,10 +76,10 @@ FName ULintRule::GetRuleBasedObjectVariantName_Implementation(UObject* ObjectToL
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}
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{
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- UBlueprint* Blueprint = Cast<UBlueprint>(ObjectToLint);
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+ const UBlueprint* Blueprint = Cast<UBlueprint>(ObjectToLint);
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if (Blueprint != nullptr )
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{
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- if (Blueprint->BlueprintType == EBlueprintType:: BPTYPE_MacroLibrary)
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+ if (Blueprint->BlueprintType == BPTYPE_MacroLibrary)
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{
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return " MacroLibrary" ;
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}
@@ -132,7 +130,7 @@ TArray<TSharedPtr<FLintRuleViolation>> FLintRuleViolation::AllRuleViolationsWith
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// This should really be done when the structs are first created
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TArray<TSharedPtr<FLintRuleViolation>> SharedViolations;
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TArray<FLintRuleViolation> Violations = AllRuleViolationsWithViolator (RuleViolationCollection, SearchViolator);
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- for (FLintRuleViolation Violation : Violations)
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+ for (const FLintRuleViolation Violation : Violations)
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{
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SharedViolations.Push (TSharedPtr<FLintRuleViolation>(new FLintRuleViolation (Violation)));
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}
@@ -237,7 +235,7 @@ TMultiMap<const ULintRule*, TSharedPtr<FLintRuleViolation>> FLintRuleViolation::
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bool FLintRuleViolation::PopulateAssetData ()
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{
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- IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(" AssetRegistry" ).Get ();
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+ const IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(" AssetRegistry" ).Get ();
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TArray<FAssetRenameData> AssetRenameData;
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if (Violator.IsValid ())
@@ -247,4 +245,4 @@ bool FLintRuleViolation::PopulateAssetData()
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}
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return false ;
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- }
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+ }
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