removed unused methods(BeginPlay, Tick) and added rider plugin
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@@ -0,0 +1,59 @@
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#include "UnrealFunctions.h"
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#include "Engine/BlueprintGeneratedClass.h"
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#include "Templates/Casts.h"
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UClass* RiderDebuggerSupport::FindClassForNode(const UObject* Object, const UFunction* Function)
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{
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if (nullptr != Function) return Function->GetOwnerClass();
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if (nullptr != Object) return Object->GetClass();
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return nullptr;
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}
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UEdGraphNode* RiderDebuggerSupport::FindSourceNodeForCodeLocation(const UObject* Object, UFunction* Function)
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{
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#if WITH_EDITORONLY_DATA
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if (nullptr == Object) return nullptr;
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if (UBlueprintGeneratedClass* Class = Cast<UBlueprintGeneratedClass>(FindClassForNode(Object, Function)))
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{
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return Class->GetDebugData().
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FindSourceNodeFromCodeLocation(Function, 0, true);
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}
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#endif
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return nullptr;
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}
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FString RiderDebuggerSupport::GetClassNameWithoutSuffix(const UClass* Class)
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{
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FString Result = TEXT("Null");
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if (nullptr == Class) return Result;
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Result = Class->GetName();
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if (nullptr != Class->ClassGeneratedBy)
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{
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Result.RemoveFromEnd(TEXT("_C"), ESearchCase::CaseSensitive);
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}
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return Result;
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}
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const UClass* RiderDebuggerSupport::CastToUClass(const UObject* Object)
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{
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if (nullptr == Object) return nullptr;
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const auto& TypeOfObject = Object->GetClass();
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if (nullptr == TypeOfObject) return nullptr;
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const auto& TypeOfTypeOfObject = TypeOfObject->GetClass();
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if (nullptr == TypeOfTypeOfObject) return nullptr;
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const auto& TypeOfClass = TypeOfTypeOfObject->GetClass();
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if (nullptr == TypeOfClass) return nullptr;
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if (TypeOfClass != TypeOfTypeOfObject) return nullptr;
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return static_cast<const UClass*>(Object);
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}
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