L6e : outils LPDumpWidgetTree et LPFixButtonPadding (CX-B09, ERR-034) ; photographie avant et simulation

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
edujiro5972 2026-09-30 08:35:11 +02:00
parent ae358cd249
commit 935d11f554
4 changed files with 356 additions and 0 deletions

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// Voir LPDumpWidgetTreeCommandlet.h
#include "LPDumpWidgetTreeCommandlet.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Blueprint/UserWidget.h"
#include "Blueprint/WidgetTree.h"
#include "Components/PanelSlot.h"
#include "Components/PanelWidget.h"
#include "Components/Widget.h"
#include "WidgetBlueprint.h"
DEFINE_LOG_CATEGORY_STATIC(LogLPWidgetDump, Log, All);
namespace
{
/** Proprietes de Obj qui different du CDO de sa classe, une par ligne. */
void DumpNonDefault(const UObject* Obj, const FString& Indent, const TCHAR* Label)
{
if (!Obj)
{
return;
}
const UObject* Defaults = Obj->GetClass()->GetDefaultObject();
for (TFieldIterator<FProperty> It(Obj->GetClass()); It; ++It)
{
const FProperty* Prop = *It;
if (Prop->HasAnyPropertyFlags(CPF_Transient | CPF_DuplicateTransient) || Prop->IsA<FMulticastDelegateProperty>()
|| Prop->IsA<FDelegateProperty>())
{
continue;
}
if (Prop->Identical_InContainer(Obj, Defaults, 0, PPF_None))
{
continue;
}
FString Value;
Prop->ExportText_InContainer(0, Value, Obj, Defaults, const_cast<UObject*>(Obj), PPF_None);
if (Value.Len() > 4000)
{
Value = Value.Left(4000) + TEXT("...");
}
UE_LOG(LogLPWidgetDump, Warning, TEXT("%s %s.%s = %s"), *Indent, Label, *Prop->GetName(), *Value);
}
}
void DumpWidget(const UWidget* Widget, int32 Depth)
{
if (!Widget)
{
return;
}
const FString Indent = FString::ChrN(Depth * 2, TEXT(' '));
UE_LOG(LogLPWidgetDump, Warning, TEXT("%s[%s] %s"), *Indent, *Widget->GetClass()->GetName(), *Widget->GetName());
DumpNonDefault(Widget->Slot, Indent, TEXT("slot"));
DumpNonDefault(Widget, Indent, TEXT("w"));
if (const UPanelWidget* Panel = Cast<UPanelWidget>(Widget))
{
for (int32 i = 0; i < Panel->GetChildrenCount(); ++i)
{
DumpWidget(Panel->GetChildAt(i), Depth + 1);
}
}
}
}
ULPDumpWidgetTreeCommandlet::ULPDumpWidgetTreeCommandlet()
{
IsClient = false;
IsServer = false;
IsEditor = true;
LogToConsole = true;
}
int32 ULPDumpWidgetTreeCommandlet::Main(const FString& Params)
{
TArray<FString> Tokens, Switches;
TMap<FString, FString> ParamsMap;
ParseCommandLine(*Params, Tokens, Switches, ParamsMap);
const FString WantedBP = ParamsMap.FindRef(TEXT("BP"));
if (WantedBP.IsEmpty())
{
UE_LOG(LogLPWidgetDump, Error, TEXT("Usage : -BP=<WidgetBlueprint>"));
return 1;
}
FAssetRegistryModule& AssetRegistryModule =
FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
AssetRegistryModule.Get().SearchAllAssets(true);
TArray<FAssetData> Assets;
AssetRegistryModule.Get().GetAssetsByClass(UWidgetBlueprint::StaticClass()->GetClassPathName(), Assets, true);
// -BP=* : tous les Widget Blueprints de /Game, tries par chemin (diff avant/apres d'un correctif).
const bool bAll = (WantedBP == TEXT("*"));
Assets.Sort([](const FAssetData& A, const FAssetData& B) { return A.PackageName.LexicalLess(B.PackageName); });
int32 Dumped = 0;
for (const FAssetData& AssetData : Assets)
{
if (!AssetData.PackageName.ToString().StartsWith(TEXT("/Game/"))
|| (!bAll && AssetData.AssetName.ToString() != WantedBP))
{
continue;
}
const UWidgetBlueprint* Target = Cast<UWidgetBlueprint>(AssetData.GetAsset());
if (!Target || !Target->WidgetTree)
{
continue;
}
++Dumped;
UE_LOG(LogLPWidgetDump, Warning, TEXT("=== %s : arbre de widgets ==="), *Target->GetPathName());
DumpWidget(Target->WidgetTree->RootWidget, 0);
}
if (Dumped == 0)
{
UE_LOG(LogLPWidgetDump, Error, TEXT("Widget Blueprint '%s' introuvable sous /Game."), *WantedBP);
return 1;
}
return 0;
}

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// Portage UE 5.5 - diagnostic de mise en page UMG (ERR-034, ERR-031).
//
// Liste l'arbre d'un Widget Blueprint : pour chaque widget, sa classe, son nom, puis les
// proprietes du widget et de son slot qui different des valeurs par defaut de leur classe.
// Lecture seule : rien n'est modifie ni sauvegarde.
//
// Usage :
// UnrealEditor-Cmd.exe <projet> -run=LPDumpWidgetTree -BP=<WidgetBlueprint>
// UnrealEditor-Cmd.exe <projet> -run=LPDumpWidgetTree -BP=* (tous, tries par chemin)
#pragma once
#include "CoreMinimal.h"
#include "Commandlets/Commandlet.h"
#include "LPDumpWidgetTreeCommandlet.generated.h"
UCLASS()
class ULPDumpWidgetTreeCommandlet : public UCommandlet
{
GENERATED_BODY()
public:
ULPDumpWidgetTreeCommandlet();
virtual int32 Main(const FString& Params) override;
};

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// Portage UE 5.5 - voir LPFixButtonPaddingCommandlet.h
#include "LPFixButtonPaddingCommandlet.h"
#include "AssetRegistry/AssetData.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Blueprint/WidgetTree.h"
#include "Components/Button.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "Misc/PackageName.h"
#include "UObject/Package.h"
#include "UObject/SavePackage.h"
#include "WidgetBlueprint.h"
DEFINE_LOG_CATEGORY_STATIC(LogLPFixButton, Log, All);
namespace
{
// Valeurs de UE 4.27 : Engine/Source/Runtime/SlateCore/Private/Styling/CoreStyle.cpp
const FMargin UE4NormalPadding(2.f, 2.f, 2.f, 2.f);
const FMargin UE4PressedPadding(2.f, 3.f, 2.f, 1.f);
FString Str(const FMargin& M)
{
return FString::Printf(TEXT("(%g,%g,%g,%g)"), M.Left, M.Top, M.Right, M.Bottom);
}
}
ULPFixButtonPaddingCommandlet::ULPFixButtonPaddingCommandlet()
{
IsClient = false;
IsServer = false;
IsEditor = true;
LogToConsole = true;
}
int32 ULPFixButtonPaddingCommandlet::Main(const FString& Params)
{
const bool bDryRun = Params.Contains(TEXT("DryRun"), ESearchCase::IgnoreCase);
// Defaut UE5 lu sur le CDO plutot que recopie : c'est lui que recoivent les boutons 4.27.
PRAGMA_DISABLE_DEPRECATION_WARNINGS
const FButtonStyle& UE5Style = GetDefault<UButton>()->WidgetStyle;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
const FMargin UE5Normal = UE5Style.NormalPadding;
const FMargin UE5Pressed = UE5Style.PressedPadding;
UE_LOG(LogLPFixButton, Warning, TEXT("=== Marges de UButton : defaut UE5 Normal=%s Pressed=%s -> UE4 Normal=%s Pressed=%s%s ==="),
*Str(UE5Normal), *Str(UE5Pressed), *Str(UE4NormalPadding), *Str(UE4PressedPadding),
bDryRun ? TEXT(" [DRY RUN]") : TEXT(""));
FAssetRegistryModule& AssetRegistryModule =
FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
AssetRegistryModule.Get().SearchAllAssets(true);
TArray<FAssetData> Assets;
AssetRegistryModule.Get().GetAssetsByClass(UWidgetBlueprint::StaticClass()->GetClassPathName(), Assets, true);
int32 ButtonsSeen = 0;
int32 ButtonsFixed = 0;
int32 ButtonsKept = 0;
int32 BlueprintsModified = 0;
int32 SaveFailures = 0;
for (const FAssetData& AssetData : Assets)
{
if (!AssetData.PackageName.ToString().StartsWith(TEXT("/Game/")))
{
continue;
}
UWidgetBlueprint* Blueprint = Cast<UWidgetBlueprint>(AssetData.GetAsset());
if (!Blueprint || !Blueprint->WidgetTree)
{
continue;
}
TArray<UWidget*> Widgets;
Blueprint->WidgetTree->GetAllWidgets(Widgets);
int32 FixedHere = 0;
for (UWidget* Widget : Widgets)
{
UButton* Button = Cast<UButton>(Widget);
if (!Button)
{
continue;
}
++ButtonsSeen;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FButtonStyle Style = Button->WidgetStyle;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
const bool bNormal = Style.NormalPadding == UE5Normal;
const bool bPressed = Style.PressedPadding == UE5Pressed;
if (!bNormal && !bPressed)
{
++ButtonsKept;
UE_LOG(LogLPFixButton, Display, TEXT(" garde %s :: %s Normal=%s Pressed=%s"),
*Blueprint->GetName(), *Button->GetName(), *Str(Style.NormalPadding), *Str(Style.PressedPadding));
continue;
}
UE_LOG(LogLPFixButton, Warning, TEXT(" %s :: %s Normal %s%s | Pressed %s%s"),
*Blueprint->GetName(), *Button->GetName(),
*Str(Style.NormalPadding), bNormal ? TEXT(" -> UE4") : TEXT(" (garde)"),
*Str(Style.PressedPadding), bPressed ? TEXT(" -> UE4") : TEXT(" (garde)"));
++ButtonsFixed;
++FixedHere;
if (bDryRun)
{
continue;
}
if (bNormal)
{
Style.NormalPadding = UE4NormalPadding;
}
if (bPressed)
{
Style.PressedPadding = UE4PressedPadding;
}
Button->Modify();
Button->SetStyle(Style);
}
if (FixedHere == 0)
{
continue;
}
if (bDryRun)
{
// Liste des paquets a sauvegarder (Snapshot) avant l'application reelle.
UE_LOG(LogLPFixButton, Warning, TEXT(" paquet %s (%d bouton(s))"), *Blueprint->GetOutermost()->GetName(), FixedHere);
continue;
}
++BlueprintsModified;
FBlueprintEditorUtils::MarkBlueprintAsModified(Blueprint);
FKismetEditorUtilities::CompileBlueprint(Blueprint);
UPackage* Package = Blueprint->GetOutermost();
FString Filename;
if (!FPackageName::TryConvertLongPackageNameToFilename(
Package->GetName(), Filename, FPackageName::GetAssetPackageExtension()))
{
++SaveFailures;
UE_LOG(LogLPFixButton, Error, TEXT(" chemin introuvable pour %s"), *Package->GetName());
continue;
}
ResetLoaders(Package);
FSavePackageArgs SaveArgs;
SaveArgs.TopLevelFlags = RF_Public | RF_Standalone;
SaveArgs.SaveFlags = SAVE_None;
SaveArgs.bWarnOfLongFilename = true;
// GWarn et non GError : en commandlet, GError rend toute erreur de save fatale.
SaveArgs.Error = GWarn;
if (UPackage::SavePackage(Package, nullptr, *Filename, SaveArgs))
{
UE_LOG(LogLPFixButton, Warning, TEXT(" -> %s sauvegarde (%d bouton(s))."), *Package->GetName(), FixedHere);
}
else
{
++SaveFailures;
UE_LOG(LogLPFixButton, Error, TEXT(" -> ECHEC de sauvegarde de %s"), *Package->GetName());
}
}
UE_LOG(LogLPFixButton, Warning,
TEXT("=== Termine : %d bouton(s) vu(s), %d a la marge UE5 %s, %d garde(s), %d Widget Blueprint(s) modifie(s), %d echec(s) de sauvegarde. ==="),
ButtonsSeen, ButtonsFixed, bDryRun ? TEXT("(a corriger)") : TEXT("corrige(s)"), ButtonsKept, BlueprintsModified, SaveFailures);
return SaveFailures > 0 ? 1 : 0;
}

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// Portage UE 5.5 - correctif CX-B09 (ERR-034).
//
// Le style par defaut d'un UButton a change entre les moteurs :
// UE 4.27 : FCoreStyle "Button" -> NormalPadding (2,2,2,2), PressedPadding (2,3,2,1)
// UE 5.5 : FUMGCoreStyle "Button" -> NormalPadding (12,1.5,12,1.5), PressedPadding (12,1.5,12,1.5)
// Les assets 4.27 n'enregistrent la marge que si elle differe du defaut UE4 : charges en 5.5,
// leurs boutons prennent donc 20 px de large en plus (barre de temps de UI/TopRight decalee).
//
// La commandlet parcourt les Widget Blueprints de /Game et, pour chaque UButton dont une marge
// vaut exactement le defaut UE5, remet le defaut UE4. Une marge differente (choisie par
// l'auteur) n'est pas touchee.
//
// Usage :
// UnrealEditor-Cmd.exe <projet> -run=LPFixButtonPadding [-DryRun]
#pragma once
#include "CoreMinimal.h"
#include "Commandlets/Commandlet.h"
#include "LPFixButtonPaddingCommandlet.generated.h"
UCLASS()
class ULPFixButtonPaddingCommandlet : public UCommandlet
{
GENERATED_BODY()
public:
ULPFixButtonPaddingCommandlet();
virtual int32 Main(const FString& Params) override;
};