EM_Task/CoreUObject/Public/UObject/Script.h
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

629 lines
26 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Script.h: Blueprint bytecode execution engine.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "HAL/ThreadSingleton.h"
#include "Stats/Stats.h"
#include "Misc/EnumClassFlags.h"
#include "Misc/CoreMisc.h"
struct FFrame;
// It's best to set only one of these, but strictly speaking you could set both.
// The results will be confusing. Native time would be included only in a coarse
// 'native time' timer, and all overhead would be broken up per script function
#define TOTAL_OVERHEAD_SCRIPT_STATS (STATS && 0)
#define PER_FUNCTION_SCRIPT_STATS ((STATS || ENABLE_STATNAMEDEVENTS) && 1)
DECLARE_STATS_GROUP(TEXT("Scripting"), STATGROUP_Script, STATCAT_Advanced);
#if TOTAL_OVERHEAD_SCRIPT_STATS
DECLARE_FLOAT_COUNTER_STAT_EXTERN(TEXT("Blueprint - (All) VM Time (ms)"), STAT_ScriptVmTime_Total, STATGROUP_Script, COREUOBJECT_API);
DECLARE_FLOAT_COUNTER_STAT_EXTERN(TEXT("Blueprint - (All) Native Time (ms)"), STAT_ScriptNativeTime_Total, STATGROUP_Script, COREUOBJECT_API);
#endif // TOTAL_OVERHEAD_SCRIPT_STATS
/*-----------------------------------------------------------------------------
Constants & types.
-----------------------------------------------------------------------------*/
// Sizes.
enum
{
MAX_STRING_CONST_SIZE = 1024
};
/**
* this is the size of the buffer used by the VM for unused simple (not constructed) return values.
*/
enum
{
MAX_SIMPLE_RETURN_VALUE_SIZE = 64
};
/**
* a typedef for the size (in bytes) of a property; typedef'd because this value must be synchronized between the
* blueprint compiler and the VM
*/
typedef uint16 VariableSizeType;
/**
* a typedef for the number of bytes to skip-over when certain expressions are evaluated by the VM
* (e.g. context expressions that resolve to NULL, etc.)
* typedef'd because this type must be synchronized between the blueprint compiler and the VM
*/
// If you change this, make sure to bump either VER_MIN_SCRIPTVM_UE4 or VER_MIN_SCRIPTVM_LICENSEEUE4
#define SCRIPT_LIMIT_BYTECODE_TO_64KB 0
#if SCRIPT_LIMIT_BYTECODE_TO_64KB
typedef uint16 CodeSkipSizeType;
#else
typedef uint32 CodeSkipSizeType;
#endif
//
// Blueprint VM intrinsic return value declaration.
//
#define RESULT_PARAM Z_Param__Result
#define RESULT_DECL void*const RESULT_PARAM
/** Space where UFunctions are asking to be called */
namespace FunctionCallspace
{
enum Type
{
/** This function call should be absorbed (ie client side with no authority) */
Absorbed = 0x0,
/** This function call should be called remotely via its net driver */
Remote = 0x1,
/** This function call should be called locally */
Local = 0x2
};
/** @return the stringified version of the enum passed in */
inline const TCHAR* ToString(FunctionCallspace::Type Callspace)
{
switch (Callspace)
{
case Absorbed:
return TEXT("Absorbed");
case Remote:
return TEXT("Remote");
case Local:
return TEXT("Local");
}
return TEXT("");
}
} // namespace FunctionCallspace
//
// Function flags.
//
// Note: Please keep ParseFunctionFlags in sync when this enum is modified.
enum EFunctionFlags : uint32
{
// Function flags.
FUNC_None = 0x00000000,
FUNC_Final = 0x00000001, // Function is final (prebindable, non-overridable function).
FUNC_RequiredAPI = 0x00000002, // Indicates this function is DLL exported/imported.
FUNC_BlueprintAuthorityOnly = 0x00000004, // Function will only run if the object has network authority
FUNC_BlueprintCosmetic = 0x00000008, // Function is cosmetic in nature and should not be invoked on dedicated servers
// FUNC_ = 0x00000010, // unused.
// FUNC_ = 0x00000020, // unused.
FUNC_Net = 0x00000040, // Function is network-replicated.
FUNC_NetReliable = 0x00000080, // Function should be sent reliably on the network.
FUNC_NetRequest = 0x00000100, // Function is sent to a net service
FUNC_Exec = 0x00000200, // Executable from command line.
FUNC_Native = 0x00000400, // Native function.
FUNC_Event = 0x00000800, // Event function.
FUNC_NetResponse = 0x00001000, // Function response from a net service
FUNC_Static = 0x00002000, // Static function.
FUNC_NetMulticast = 0x00004000, // Function is networked multicast Server -> All Clients
FUNC_UbergraphFunction = 0x00008000, // Function is used as the merge 'ubergraph' for a blueprint, only assigned when using the persistent 'ubergraph' frame
FUNC_MulticastDelegate = 0x00010000, // Function is a multi-cast delegate signature (also requires FUNC_Delegate to be set!)
FUNC_Public = 0x00020000, // Function is accessible in all classes (if overridden, parameters must remain unchanged).
FUNC_Private = 0x00040000, // Function is accessible only in the class it is defined in (cannot be overridden, but function name may be reused in subclasses. IOW: if overridden, parameters don't need to match, and Super.Func() cannot be accessed since it's private.)
FUNC_Protected = 0x00080000, // Function is accessible only in the class it is defined in and subclasses (if overridden, parameters much remain unchanged).
FUNC_Delegate = 0x00100000, // Function is delegate signature (either single-cast or multi-cast, depending on whether FUNC_MulticastDelegate is set.)
FUNC_NetServer = 0x00200000, // Function is executed on servers (set by replication code if passes check)
FUNC_HasOutParms = 0x00400000, // function has out (pass by reference) parameters
FUNC_HasDefaults = 0x00800000, // function has structs that contain defaults
FUNC_NetClient = 0x01000000, // function is executed on clients
FUNC_DLLImport = 0x02000000, // function is imported from a DLL
FUNC_BlueprintCallable = 0x04000000, // function can be called from blueprint code
FUNC_BlueprintEvent = 0x08000000, // function can be overridden/implemented from a blueprint
FUNC_BlueprintPure = 0x10000000, // function can be called from blueprint code, and is also pure (produces no side effects). If you set this, you should set FUNC_BlueprintCallable as well.
FUNC_EditorOnly = 0x20000000, // function can only be called from an editor scrippt.
FUNC_Const = 0x40000000, // function can be called from blueprint code, and only reads state (never writes state)
FUNC_NetValidate = 0x80000000, // function must supply a _Validate implementation
FUNC_AllFlags = 0xFFFFFFFF,
};
FORCEINLINE FArchive& operator<<(FArchive& Ar, EFunctionFlags& Flags)
{
Ar << (uint32&)Flags;
return Ar;
}
ENUM_CLASS_FLAGS(EFunctionFlags)
// Combinations of flags.
#define FUNC_FuncInherit ((EFunctionFlags)(FUNC_Exec | FUNC_Event | FUNC_BlueprintCallable | FUNC_BlueprintEvent | FUNC_BlueprintAuthorityOnly | FUNC_BlueprintCosmetic | FUNC_Const))
#define FUNC_FuncOverrideMatch ((EFunctionFlags)(FUNC_Exec | FUNC_Final | FUNC_Static | FUNC_Public | FUNC_Protected | FUNC_Private))
#define FUNC_NetFuncFlags ((EFunctionFlags)(FUNC_Net | FUNC_NetReliable | FUNC_NetServer | FUNC_NetClient | FUNC_NetMulticast))
#define FUNC_AccessSpecifiers ((EFunctionFlags)(FUNC_Public | FUNC_Private | FUNC_Protected))
//
// Evaluatable expression item types.
//
enum EExprToken
{
// Variable references.
EX_LocalVariable = 0x00, // A local variable.
EX_InstanceVariable = 0x01, // An object variable.
EX_DefaultVariable = 0x02, // Default variable for a class context.
// = 0x03,
EX_Return = 0x04, // Return from function.
// = 0x05,
EX_Jump = 0x06, // Goto a local address in code.
EX_JumpIfNot = 0x07, // Goto if not expression.
// = 0x08,
EX_Assert = 0x09, // Assertion.
// = 0x0A,
EX_Nothing = 0x0B, // No operation.
// = 0x0C,
// = 0x0D,
// = 0x0E,
EX_Let = 0x0F, // Assign an arbitrary size value to a variable.
// = 0x10,
// = 0x11,
EX_ClassContext = 0x12, // Class default object context.
EX_MetaCast = 0x13, // Metaclass cast.
EX_LetBool = 0x14, // Let boolean variable.
EX_EndParmValue = 0x15, // end of default value for optional function parameter
EX_EndFunctionParms = 0x16, // End of function call parameters.
EX_Self = 0x17, // Self object.
EX_Skip = 0x18, // Skippable expression.
EX_Context = 0x19, // Call a function through an object context.
EX_Context_FailSilent = 0x1A, // Call a function through an object context (can fail silently if the context is NULL; only generated for functions that don't have output or return values).
EX_VirtualFunction = 0x1B, // A function call with parameters.
EX_FinalFunction = 0x1C, // A prebound function call with parameters.
EX_IntConst = 0x1D, // Int constant.
EX_FloatConst = 0x1E, // Floating point constant.
EX_StringConst = 0x1F, // String constant.
EX_ObjectConst = 0x20, // An object constant.
EX_NameConst = 0x21, // A name constant.
EX_RotationConst = 0x22, // A rotation constant.
EX_VectorConst = 0x23, // A vector constant.
EX_ByteConst = 0x24, // A byte constant.
EX_IntZero = 0x25, // Zero.
EX_IntOne = 0x26, // One.
EX_True = 0x27, // Bool True.
EX_False = 0x28, // Bool False.
EX_TextConst = 0x29, // FText constant
EX_NoObject = 0x2A, // NoObject.
EX_TransformConst = 0x2B, // A transform constant
EX_IntConstByte = 0x2C, // Int constant that requires 1 byte.
EX_NoInterface = 0x2D, // A null interface (similar to EX_NoObject, but for interfaces)
EX_DynamicCast = 0x2E, // Safe dynamic class casting.
EX_StructConst = 0x2F, // An arbitrary UStruct constant
EX_EndStructConst = 0x30, // End of UStruct constant
EX_SetArray = 0x31, // Set the value of arbitrary array
EX_EndArray = 0x32,
EX_PropertyConst = 0x33, // FProperty constant.
EX_UnicodeStringConst = 0x34, // Unicode string constant.
EX_Int64Const = 0x35, // 64-bit integer constant.
EX_UInt64Const = 0x36, // 64-bit unsigned integer constant.
// = 0x37,
EX_PrimitiveCast = 0x38, // A casting operator for primitives which reads the type as the subsequent byte
EX_SetSet = 0x39,
EX_EndSet = 0x3A,
EX_SetMap = 0x3B,
EX_EndMap = 0x3C,
EX_SetConst = 0x3D,
EX_EndSetConst = 0x3E,
EX_MapConst = 0x3F,
EX_EndMapConst = 0x40,
// = 0x41,
EX_StructMemberContext = 0x42, // Context expression to address a property within a struct
EX_LetMulticastDelegate = 0x43, // Assignment to a multi-cast delegate
EX_LetDelegate = 0x44, // Assignment to a delegate
EX_LocalVirtualFunction = 0x45, // Special instructions to quickly call a virtual function that we know is going to run only locally
EX_LocalFinalFunction = 0x46, // Special instructions to quickly call a final function that we know is going to run only locally
// = 0x47, // CST_ObjectToBool
EX_LocalOutVariable = 0x48, // local out (pass by reference) function parameter
// = 0x49, // CST_InterfaceToBool
EX_DeprecatedOp4A = 0x4A,
EX_InstanceDelegate = 0x4B, // const reference to a delegate or normal function object
EX_PushExecutionFlow = 0x4C, // push an address on to the execution flow stack for future execution when a EX_PopExecutionFlow is executed. Execution continues on normally and doesn't change to the pushed address.
EX_PopExecutionFlow = 0x4D, // continue execution at the last address previously pushed onto the execution flow stack.
EX_ComputedJump = 0x4E, // Goto a local address in code, specified by an integer value.
EX_PopExecutionFlowIfNot = 0x4F, // continue execution at the last address previously pushed onto the execution flow stack, if the condition is not true.
EX_Breakpoint = 0x50, // Breakpoint. Only observed in the editor, otherwise it behaves like EX_Nothing.
EX_InterfaceContext = 0x51, // Call a function through a native interface variable
EX_ObjToInterfaceCast = 0x52, // Converting an object reference to native interface variable
EX_EndOfScript = 0x53, // Last byte in script code
EX_CrossInterfaceCast = 0x54, // Converting an interface variable reference to native interface variable
EX_InterfaceToObjCast = 0x55, // Converting an interface variable reference to an object
// = 0x56,
// = 0x57,
// = 0x58,
// = 0x59,
EX_WireTracepoint = 0x5A, // Trace point. Only observed in the editor, otherwise it behaves like EX_Nothing.
EX_SkipOffsetConst = 0x5B, // A CodeSizeSkipOffset constant
EX_AddMulticastDelegate = 0x5C, // Adds a delegate to a multicast delegate's targets
EX_ClearMulticastDelegate = 0x5D, // Clears all delegates in a multicast target
EX_Tracepoint = 0x5E, // Trace point. Only observed in the editor, otherwise it behaves like EX_Nothing.
EX_LetObj = 0x5F, // assign to any object ref pointer
EX_LetWeakObjPtr = 0x60, // assign to a weak object pointer
EX_BindDelegate = 0x61, // bind object and name to delegate
EX_RemoveMulticastDelegate = 0x62, // Remove a delegate from a multicast delegate's targets
EX_CallMulticastDelegate = 0x63, // Call multicast delegate
EX_LetValueOnPersistentFrame = 0x64,
EX_ArrayConst = 0x65,
EX_EndArrayConst = 0x66,
EX_SoftObjectConst = 0x67,
EX_CallMath = 0x68, // static pure function from on local call space
EX_SwitchValue = 0x69,
EX_InstrumentationEvent = 0x6A, // Instrumentation event
EX_ArrayGetByRef = 0x6B,
EX_ClassSparseDataVariable = 0x6C, // Sparse data variable
EX_FieldPathConst = 0x6D,
EX_Max = 0x100,
};
enum ECastToken
{
CST_ObjectToInterface = 0x46,
CST_ObjectToBool = 0x47,
CST_InterfaceToBool = 0x49,
CST_Max = 0xFF,
};
// Kinds of text literals
enum class EBlueprintTextLiteralType : uint8
{
/* Text is an empty string. The bytecode contains no strings, and you should use FText::GetEmpty() to initialize the FText instance. */
Empty,
/** Text is localized. The bytecode will contain three strings - source, key, and namespace - and should be loaded via FInternationalization */
LocalizedText,
/** Text is culture invariant. The bytecode will contain one string, and you should use FText::AsCultureInvariant to initialize the FText instance. */
InvariantText,
/** Text is a literal FString. The bytecode will contain one string, and you should use FText::FromString to initialize the FText instance. */
LiteralString,
/** Text is from a string table. The bytecode will contain an object pointer (not used) and two strings - the table ID, and key - and should be found via FText::FromStringTable */
StringTableEntry,
};
// Kinds of Blueprint exceptions
namespace EBlueprintExceptionType
{
enum Type
{
Breakpoint,
Tracepoint,
WireTracepoint,
AccessViolation,
InfiniteLoop,
NonFatalError,
FatalError,
};
} // namespace EBlueprintExceptionType
// Script instrumentation event types
namespace EScriptInstrumentation
{
enum Type
{
Class = 0,
ClassScope,
Instance,
Event,
InlineEvent,
ResumeEvent,
PureNodeEntry,
NodeDebugSite,
NodeEntry,
NodeExit,
PushState,
RestoreState,
ResetState,
SuspendState,
PopState,
TunnelEndOfThread,
Stop
};
} // namespace EScriptInstrumentation
// Information about a blueprint exception
struct FBlueprintExceptionInfo
{
public:
FBlueprintExceptionInfo(EBlueprintExceptionType::Type InEventType)
: EventType(InEventType)
{
}
FBlueprintExceptionInfo(EBlueprintExceptionType::Type InEventType, const FText& InDescription)
: EventType(InEventType), Description(InDescription)
{
}
EBlueprintExceptionType::Type GetType() const
{
return EventType;
}
const FText& GetDescription() const
{
return Description;
}
protected:
EBlueprintExceptionType::Type EventType;
FText Description;
};
// Information about a blueprint instrumentation signal
struct COREUOBJECT_API FScriptInstrumentationSignal
{
public:
FScriptInstrumentationSignal(EScriptInstrumentation::Type InEventType, const UObject* InContextObject, const struct FFrame& InStackFrame, const FName EventNameIn = NAME_None);
FScriptInstrumentationSignal(EScriptInstrumentation::Type InEventType, const UObject* InContextObject, UFunction* InFunction, const int32 LinkId = INDEX_NONE)
: EventType(InEventType), ContextObject(InContextObject), Function(InFunction), EventName(NAME_None), StackFramePtr(nullptr), LatentLinkId(LinkId)
{
}
/** Access to the event type */
EScriptInstrumentation::Type GetType() const { return EventType; }
/** Designates the event type */
void SetType(EScriptInstrumentation::Type InType) { EventType = InType; }
/** Returns true if the context object is valid */
bool IsContextObjectValid() const { return ContextObject != nullptr; }
/** Returns the context object */
const UObject* GetContextObject() const { return ContextObject; }
/** Returns true if the stackframe is valid */
bool IsStackFrameValid() const { return StackFramePtr != nullptr; }
/** Returns the stackframe */
const FFrame& GetStackFrame() const { return *StackFramePtr; }
/** Returns the owner class name of the active instance */
const UClass* GetClass() const;
/** Returns the function scope class */
const UClass* GetFunctionClassScope() const;
/** Returns the name of the active function */
FName GetFunctionName() const;
/** Returns the script code offset */
int32 GetScriptCodeOffset() const;
/** Returns the latent link id for latent events */
int32 GetLatentLinkId() const { return LatentLinkId; }
protected:
/** The event signal type */
EScriptInstrumentation::Type EventType;
/** The context object the event is from */
const UObject* ContextObject;
/** The function that emitted this event */
const UFunction* Function;
/** The event override name */
const FName EventName;
/** The stack frame for the */
const struct FFrame* StackFramePtr;
const int32 LatentLinkId;
};
// Blueprint core runtime delegates
class COREUOBJECT_API FBlueprintCoreDelegates
{
public:
// Callback for debugging events such as a breakpoint (Object that triggered event, active stack frame, Info)
DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnScriptDebuggingEvent, const UObject*, const struct FFrame&, const FBlueprintExceptionInfo&);
// Callback for blueprint profiling signals
DECLARE_MULTICAST_DELEGATE_OneParam(FOnScriptInstrumentEvent, const FScriptInstrumentationSignal&);
// Callback for blueprint instrumentation enable/disable events
DECLARE_MULTICAST_DELEGATE_OneParam(FOnToggleScriptProfiler, bool);
// Deprecated
DECLARE_MULTICAST_DELEGATE(FOnScriptExecutionEnd);
public:
// Called when a script exception occurs
static FOnScriptDebuggingEvent OnScriptException;
// Called when a script profiling event is fired
static FOnScriptInstrumentEvent OnScriptProfilingEvent;
// Called when a script profiler is enabled/disabled
static FOnToggleScriptProfiler OnToggleScriptProfiler;
UE_DEPRECATED(4.26, "OnScriptExecutionEnd is deprecated, bind to delegate inside FBlueprintContextTracker instead")
static FOnScriptExecutionEnd OnScriptExecutionEnd;
public:
static void ThrowScriptException(const UObject* ActiveObject, const struct FFrame& StackFrame, const FBlueprintExceptionInfo& Info);
static void InstrumentScriptEvent(const FScriptInstrumentationSignal& Info);
static void SetScriptMaximumLoopIterations(const int32 MaximumLoopIterations);
};
#if DO_BLUEPRINT_GUARD
/**
* Helper struct for dealing with tracking blueprint context and exceptions
*/
struct COREUOBJECT_API FBlueprintContextTracker: TThreadSingleton<FBlueprintContextTracker>
{
FBlueprintContextTracker()
: Runaway(0), Recurse(0), bRanaway(false), ScriptEntryTag(0)
{}
/** @return Reference to the FBlueprintContextTracker for the current thread, creating the FBlueprintContextTracker if none exists */
static FBlueprintContextTracker& Get();
/** @return Pointer to the FBlueprintContextTracker for the current thread, if any */
static const FBlueprintContextTracker* TryGet();
/** Resets runaway tracking, will unset flag */
void ResetRunaway();
/** Increments Runaway counter */
FORCEINLINE void AddRunaway()
{
Runaway++;
}
/** Called at start of a script function execution */
void EnterScriptContext(const class UObject* ContextObject, const class UFunction* ContextFunction);
/** Called at start of a script function execution */
void ExitScriptContext();
/** Record an access violation warning for a specific object, returns true if warning should be logged */
bool RecordAccessViolation(const UObject* Object);
/** Returns how many function executions deep we are, may be higher than ScriptStack size */
FORCEINLINE int32 GetScriptEntryTag() const
{
return ScriptEntryTag;
}
/** Returns current script stack frame */
FORCEINLINE const TArray<const FFrame*>& GetScriptStack() const
{
return ScriptStack;
}
/** Delegate called from EnterScriptContext, could be called on any thread! This can be used to detect entries into script from native code */
DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnEnterScriptContext, const struct FBlueprintContextTracker&, const UObject*, const UFunction*);
static FOnEnterScriptContext OnEnterScriptContext;
/** Delegate called from ExitScriptContext, could be called on any thread! This can be used to clean up debugging context */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnExitScriptContext, const struct FBlueprintContextTracker&);
static FOnExitScriptContext OnExitScriptContext;
private:
// Runaway tracking
int32 Runaway;
int32 Recurse;
bool bRanaway;
// Script entry point tracking, enter/exit context
int32 ScriptEntryTag;
// Stack pointers from the VM to be unrolled when we assert
TArray<const FFrame*> ScriptStack;
// Map of reported access warnings in exception handler
TMap<FName, int32> DisplayedWarningsMap;
// Only FFrame can modify the stack
friend FFrame;
friend void ProcessLocalScriptFunction(UObject* Context, FFrame& Stack, RESULT_DECL);
};
#endif // DO_BLUEPRINT_GUARD
// Scoped struct to allow execution of script in editor, while resetting the runaway loop counts
struct COREUOBJECT_API FEditorScriptExecutionGuard
{
public:
FEditorScriptExecutionGuard();
~FEditorScriptExecutionGuard();
private:
bool bOldGAllowScriptExecutionInEditor;
};
#if TOTAL_OVERHEAD_SCRIPT_STATS
// Low overhead timer used to instrument the VM (ProcessEvent and ProcessInternal):
struct FBlueprintEventTimer
{
struct FPausableScopeTimer;
struct FScopedVMTimer;
class FThreadedTimerManager: public TThreadSingleton<FThreadedTimerManager>
{
public:
FThreadedTimerManager()
: ActiveTimer(nullptr), ActiveVMScope(nullptr)
{}
FPausableScopeTimer* ActiveTimer;
// We need to keep track of the current VM timer because we only want to
// track time while 'in' the VM. We use this to detect whether we're running
// script or just doing RPC:
FScopedVMTimer* ActiveVMScope;
};
struct FPausableScopeTimer
{
FPausableScopeTimer()
: PreviouslyActiveTimer(nullptr), TotalTime(0.0), StartTime(0.0)
{
}
void Start();
void Pause(double CurrentTime) { TotalTime += CurrentTime - StartTime; }
void Resume() { StartTime = FPlatformTime::Seconds(); }
double Stop();
private:
FPausableScopeTimer* PreviouslyActiveTimer;
double TotalTime;
double StartTime;
};
struct FScopedVMTimer
{
COREUOBJECT_API FScopedVMTimer();
COREUOBJECT_API ~FScopedVMTimer();
FPausableScopeTimer Timer;
FScopedVMTimer* VMParent;
};
struct FScopedNativeTimer
{
COREUOBJECT_API FScopedNativeTimer();
COREUOBJECT_API ~FScopedNativeTimer();
FPausableScopeTimer Timer;
};
};
#define SCOPED_SCRIPT_NATIVE_TIMER(VarName) \
FBlueprintEventTimer::FScopedNativeTimer VarName
#else // TOTAL_OVERHEAD_SCRIPT_STATS
#define SCOPED_SCRIPT_NATIVE_TIMER(VarName)
#endif // TOTAL_OVERHEAD_SCRIPT_STATS
/** @return True if the char can be used in an identifier in c++ */
COREUOBJECT_API bool IsValidCPPIdentifierChar(TCHAR Char);
/** @return A string that contains only Char if Char IsValidCPPIdentifierChar, otherwise returns a corresponding sequence of valid c++ chars */
COREUOBJECT_API FString ToValidCPPIdentifierChars(TCHAR Char);
/**
@param InName The string to transform
@param bDeprecated whether the name has been deprecated
@Param Prefix The prefix to be prepended to the return value, accepts nullptr or empty string
@return A corresponding string that contains only valid c++ characters and is prefixed with Prefix
*/
COREUOBJECT_API FString UnicodeToCPPIdentifier(const FString& InName, bool bDeprecated, const TCHAR* Prefix);