BlueRoseNote/03-UnrealEngine/Gameplay/UObject/大钊提供的一种获取UE Private函数的方法.md

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2023-06-29 11:55:02 +08:00
---
title: 大钊提供的一种获取UE Private函数的方法
date: 2022-12-09 14:51:47
excerpt: 摘要
tags:
rating: ⭐⭐
---
## Hacker.h
```c++
// Copyright (c) 2015 fjz13. All rights reserved.
// Use of this source code is governed by a MIT-style
// license that can be found in the LICENSE file.
#pragma once
#include "MedusaCorePreDeclares.h"
MEDUSA_BEGIN;
namespace Hacker
{
//used to steal class private member
template<typename Tag, typename Tag::type M>
struct PrivateMemberStealer
{
friend typename Tag::type GetPrivate(Tag) { return M; }
};
}
MEDUSA_END;
#define MEDUSA_STEAL_PRIVATE_MEMBER(className,memberType,memberName) \
namespace Medusa{namespace Hacker{\
struct className##_##memberName \
{\
typedef memberType className::*type;\
friend type GetPrivate(className##_##memberName);\
};\
template struct PrivateMemberStealer<className##_##memberName, &className::memberName>;\
}}
#define MEDUSA_REF_PRIVATE_MEMBER(obj,className,memberName) obj->*GetPrivate(::Medusa::Hacker::className##_##memberName())
#define MEDUSA_VAR_PRIVATE_MEMBER(var,obj,className,memberName) auto& var=obj->*(GetPrivate(::Medusa::Hacker::className##_##memberName()));
#define MEDUSA_STEAL_PRIVATE_FUNCTION(className,memberName,returnType,...) \
namespace Medusa{namespace Hacker{\
struct className##_##memberName \
{\
typedef returnType (className::*type)(__VA_ARGS__);\
friend type GetPrivate(className##_##memberName);\
};\
template struct PrivateMemberStealer<className##_##memberName, &className::memberName>;\
}}
#define MEDUSA_REF_PRIVATE_FUNCTION(obj,className,memberName) GetPrivate(::Medusa::Hacker::className##_##memberName())
#define MEDUSA_PRIVATE_FUNCTION_CALL(obj,className,memberName,...) {auto func=GetPrivate(::Medusa::Hacker::className##_##memberName());(obj->*func)(__VA_ARGS__);}
```
## AbcInjection.h
```c++
#pragma once
#include "AbcMagicPreCompiled.h"
#include "Core/Collection/List.h"
namespace AbcInjection
{
void SetMatrixSamples(UGeometryCacheTrack* obj, const FMatrix* MatricesPtr, int32 MatricesCount, const float* SampleTimesPtr, int32 SampleTimesCount);
void AddMatrixSample(UGeometryCacheTrack* obj, const FMatrix& Matrix, const float SampleTime);
void ReserverMatrixSampleSize(UGeometryCacheTrack* obj, int32 size);
void SetNumMaterials(UGeometryCacheTrack* obj, uint32 val);
void ReserveSamples(UGeometryCacheTrack_FlipbookAnimation* obj,uint32 count);
FGeometryCacheMeshData& MutableMeshSampleData(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 index);
void SetMeshSampleTime(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 index, float time);
FGeometryCacheMeshData& MutableMeshData(UGeometryCacheTrack_TransformAnimation* obj);
void RegisterMorphTargets(USkeletalMesh* obj,const Medusa::List<UMorphTarget*>& MorphTargets);
}
```
## AbcInjection.cpp
```c++
#include "AbcInjection.h"
#include "AbcMagicPreCompiled.h"
#include "GeometryCacheTrack.h"
#include "GeometryCacheTrackFlipbookAnimation.h"
#include "GeometryCacheTrackTransformAnimation.h"
#include "Engine/SkeletalMesh.h"
#include "Animation/MorphTarget.h"
#include "Core/Compile/Hacker.h"
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack, TArray<FMatrix>, MatrixSamples);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack, TArray<float>, MatrixSampleTimes);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack, uint32, NumMaterials);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack_FlipbookAnimation, TArray<FGeometryCacheMeshData>, MeshSamples);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack_FlipbookAnimation, TArray<float>, MeshSampleTimes);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack_FlipbookAnimation, uint32, NumMeshSamples);
MEDUSA_STEAL_PRIVATE_MEMBER(UGeometryCacheTrack_TransformAnimation, FGeometryCacheMeshData, MeshData);
MEDUSA_STEAL_PRIVATE_MEMBER(USkeletalMesh, TArray<UMorphTarget*>, MorphTargets);
#ifdef ALEMBIC_CORE_419
MEDUSA_STEAL_PRIVATE_FUNCTION(USkeletalMesh, InvalidateRenderData, void);
#endif
namespace AbcInjection
{
void SetMatrixSamples(UGeometryCacheTrack* obj, const FMatrix* MatricesPtr, int32 MatricesCount, const float* SampleTimesPtr, int32 SampleTimesCount)
{
MEDUSA_VAR_PRIVATE_MEMBER(matrixSamples, obj, UGeometryCacheTrack, MatrixSamples);
MEDUSA_VAR_PRIVATE_MEMBER(matrixSampleTimes, obj, UGeometryCacheTrack, MatrixSampleTimes);
matrixSamples.Append(MatricesPtr, MatricesCount);
matrixSampleTimes.Append(SampleTimesPtr, SampleTimesCount);
}
void AddMatrixSample(UGeometryCacheTrack* obj, const FMatrix& Matrix, const float SampleTime)
{
MEDUSA_VAR_PRIVATE_MEMBER(matrixSamples, obj, UGeometryCacheTrack, MatrixSamples);
MEDUSA_VAR_PRIVATE_MEMBER(matrixSampleTimes, obj, UGeometryCacheTrack, MatrixSampleTimes);
matrixSamples.Add(Matrix);
matrixSampleTimes.Add(SampleTime);
}
void ReserverMatrixSampleSize(UGeometryCacheTrack* obj, int32 size)
{
MEDUSA_VAR_PRIVATE_MEMBER(matrixSamples, obj, UGeometryCacheTrack, MatrixSamples);
MEDUSA_VAR_PRIVATE_MEMBER(matrixSampleTimes, obj, UGeometryCacheTrack, MatrixSampleTimes);
matrixSamples.Reserve(size);
matrixSampleTimes.Reserve(size);
}
void SetNumMaterials(UGeometryCacheTrack* obj, uint32 val)
{
MEDUSA_REF_PRIVATE_MEMBER(obj, UGeometryCacheTrack, NumMaterials) = val;
}
void ReserveSamples(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 count)
{
MEDUSA_VAR_PRIVATE_MEMBER(meshSamples, obj, UGeometryCacheTrack_FlipbookAnimation, MeshSamples);
MEDUSA_VAR_PRIVATE_MEMBER(meshSampleTimes, obj, UGeometryCacheTrack_FlipbookAnimation, MeshSampleTimes);
MEDUSA_VAR_PRIVATE_MEMBER(numMeshSamples, obj, UGeometryCacheTrack_FlipbookAnimation, NumMeshSamples);
meshSamples.AddDefaulted(count);
meshSampleTimes.AddDefaulted(count);
numMeshSamples++;
}
FGeometryCacheMeshData& MutableMeshSampleData(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 index)
{
MEDUSA_VAR_PRIVATE_MEMBER(meshSamples, obj, UGeometryCacheTrack_FlipbookAnimation, MeshSamples);
return meshSamples[index];
}
void SetMeshSampleTime(UGeometryCacheTrack_FlipbookAnimation* obj, uint32 index, float time)
{
MEDUSA_VAR_PRIVATE_MEMBER(meshSampleTimes, obj, UGeometryCacheTrack_FlipbookAnimation, MeshSampleTimes);
meshSampleTimes[index] = time;
}
FGeometryCacheMeshData& MutableMeshData(UGeometryCacheTrack_TransformAnimation* obj)
{
MEDUSA_VAR_PRIVATE_MEMBER(meshData, obj, UGeometryCacheTrack_TransformAnimation, MeshData);
return meshData;
}
void RegisterMorphTargets(USkeletalMesh* obj, const Medusa::List<UMorphTarget*>& MorphTargets)
{
MEDUSA_VAR_PRIVATE_MEMBER(morphTargets, obj, USkeletalMesh, MorphTargets);
for (UMorphTarget* morphTarget : MorphTargets)
{
morphTarget->BaseSkelMesh = obj;
morphTarget->MarkPackageDirty();
morphTargets.Add(morphTarget);
}
obj->MarkPackageDirty();
// need to refresh the map
obj->InitMorphTargets();
// invalidate render data
#ifdef ALEMBIC_CORE_419
MEDUSA_PRIVATE_FUNCTION_CALL(obj, USkeletalMesh, InvalidateRenderData);
#endif
}
}
```