Deprecated UWorldSettings::bEnableLargeWorlds.

Worlds are already large by default. Set UE_USE_UE4_WORLD_MAX to revert to the UE4 world boundaries.

#jira UE-145181
#rb phillip.kavan, zak.middleton
#preflight 633740837c11614c21dc9409

[CL 22284230 by andrew davidson in ue5-main branch]
This commit is contained in:
andrew davidson
2022-09-30 19:24:38 -04:00
parent 566969db68
commit 59ccec2603
3 changed files with 8 additions and 38 deletions

View File

@@ -176,10 +176,6 @@ void ARoundPlanetPawn::BeginPlay()
{
Super::BeginPlay();
// Round planet is huge, if we enable world bounds check, the pawn behavior might be unpredictable when flying...
// LWC_TODO - should not be needed after WORLD_MAX updates.
GetWorldSettings()->bEnableLargeWorlds = true;
if (!GeoReferencingSystem)
{
GeoReferencingSystem = AGeoReferencingSystem::GetGeoReferencingSystem(GetWorld());

View File

@@ -481,13 +481,8 @@ class ENGINE_API AWorldSettings : public AInfo, public IInterface_AssetUserData
/** DEFAULT BASIC PHYSICS SETTINGS **/
/** If true, configures engine for large world testing. Disables CheckStillInWorld checks and octree visibility testing.
* See UE_USE_UE4_WORLD_MAX for a more correct alternative. This setting will be removed once UE_LARGE_WORLD_MAX is considered stable. */
/** If true, enables CheckStillInWorld checks */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=World, AdvancedDisplay)
uint8 bEnableLargeWorlds:1;
/** If true, enables CheckStillInWorld checks. Note: Do not set this manually if experimenting with large worlds. @see bEnableLargeWorlds */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=World, AdvancedDisplay, meta=(EditCondition = "!bEnableLargeWorlds"))
uint8 bEnableWorldBoundsChecks:1;
protected:
@@ -636,11 +631,11 @@ public:
float WorldToMeters;
// any actor falling below this level gets destroyed
UPROPERTY(config, EditAnywhere, BlueprintReadOnly, Category=World, meta=(editcondition = "bEnableWorldBoundsChecks && !bEnableLargeWorlds"))
UPROPERTY(config, EditAnywhere, BlueprintReadOnly, Category=World, meta=(editcondition = "bEnableWorldBoundsChecks"))
float KillZ;
// The type of damage inflicted when a actor falls below KillZ
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=World, AdvancedDisplay, meta=(editcondition = "bEnableWorldBoundsChecks && !bEnableLargeWorlds"))
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=World, AdvancedDisplay, meta=(editcondition = "bEnableWorldBoundsChecks"))
TSubclassOf<UDamageType> KillZDamageType;
// current gravity actually being used
@@ -888,7 +883,7 @@ public:
bool IsAISystemEnabled() const { return bEnableAISystem; }
/** @return whether given world is restricting actors to +-HALF_WORLD_MAX bounds, destroying actors that move below KillZ */
bool AreWorldBoundsChecksEnabled() const { return bEnableWorldBoundsChecks && !bEnableLargeWorlds; }
bool AreWorldBoundsChecksEnabled() const { return bEnableWorldBoundsChecks; }
/**
* Called from GameStateBase, calls BeginPlay on all actors
@@ -940,8 +935,6 @@ private:
void SanitizeBookmarkClasses();
void UpdateBookmarkClass();
void UpdateEnableLargeWorldsCVars(bool bEnable) const;
/**
* Maximum number of bookmarks allowed.
* Changing this will change the allocation of the bookmarks array, and when shrinking
@@ -1048,6 +1041,9 @@ public:
private: //DEPRECATED
UPROPERTY()
bool bEnableHierarchicalLODSystem_DEPRECATED;
UPROPERTY(meta=(DeprecatedProperty, DeprecationMessage="As of UE 5.1 all worlds are large. Set UE_USE_UE4_WORLD_MAX in EngineDefines.h to alter this."))
uint8 bEnableLargeWorlds_DEPRECATED:1;
#endif
};

View File

@@ -73,7 +73,6 @@ AWorldSettings::AWorldSettings(const FObjectInitializer& ObjectInitializer)
};
static FConstructorStatics ConstructorStatics;
bEnableLargeWorlds = false;
bEnableWorldBoundsChecks = true;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
bEnableNavigationSystem = true;
@@ -84,6 +83,7 @@ PRAGMA_ENABLE_DEPRECATION_WARNINGS
bEnableWorldComposition = false;
bEnableWorldOriginRebasing = false;
#if WITH_EDITORONLY_DATA
bEnableLargeWorlds_DEPRECATED = (UE_USE_UE4_WORLD_MAX != 0);
bEnableHierarchicalLODSystem_DEPRECATED = true;
NumHLODLevels = 0;
bGenerateSingleClusterForLevel = false;
@@ -213,11 +213,6 @@ void AWorldSettings::PostRegisterAllComponents()
{
AudioDevice->SetDefaultAudioSettings(World, DefaultReverbSettings, DefaultAmbientZoneSettings);
}
if(bEnableLargeWorlds)
{
UpdateEnableLargeWorldsCVars(bEnableLargeWorlds);
}
}
UWorldPartition* AWorldSettings::GetWorldPartition() const
@@ -298,12 +293,6 @@ void AWorldSettings::NotifyBeginPlay()
World->bBegunPlay = true;
}
if(bEnableLargeWorlds)
{
// Done post BeginPlay to give code a chance to set bEnableLargeWorlds.
UpdateEnableLargeWorldsCVars(bEnableLargeWorlds);
}
}
void AWorldSettings::NotifyMatchStarted()
@@ -313,13 +302,6 @@ void AWorldSettings::NotifyMatchStarted()
World->bMatchStarted = true;
}
void AWorldSettings::UpdateEnableLargeWorldsCVars(bool bEnable) const
{
// LWC_TODO: Large world support. This will be removed once UE_LARGE_WORLD_MAX is stable.
IConsoleManager::Get().FindConsoleVariable(TEXT("r.UseVisibilityOctree"))->Set(!bEnable);
IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.UseOctreeForCulling"))->Set(!bEnable);
}
void AWorldSettings::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
Super::GetLifetimeReplicatedProps( OutLifetimeProps );
@@ -803,10 +785,6 @@ void AWorldSettings::InternalPostPropertyChanged(FName PropertyName)
{
UpdateBookmarkClass();
}
else if(PropertyName == GET_MEMBER_NAME_CHECKED(AWorldSettings, bEnableLargeWorlds))
{
UpdateEnableLargeWorldsCVars(bEnableLargeWorlds);
}
if (GetWorld() != nullptr && GetWorld()->PersistentLevel && GetWorld()->PersistentLevel->GetWorldSettings() == this)
{