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https://github.com/izzy2lost/UnrealEngineUWP.git
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Callsite upgrades needed to permit a refresh of Wrapped Object Pointer usage in Engine + ShooterGame
#rb none #preflight 60f0a0000123b700014f44da #ROBOMERGE-SOURCE: CL 16868579 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935) [CL 16868587 by zousar shaker in ue5-release-engine-test branch]
This commit is contained in:
@@ -2036,9 +2036,9 @@ void UControlRig::SetInteractionRig(UControlRig* InInteractionRig)
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InteractionRig->OnInitialized_AnyThread().AddUObject(this, &UControlRig::HandleInteractionRigInitialized);
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InteractionRig->OnExecuted_AnyThread().AddUObject(this, &UControlRig::HandleInteractionRigExecuted);
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InteractionRig->ControlSelected().AddUObject(this, &UControlRig::HandleInteractionRigControlSelected, false);
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OnInitialized_AnyThread().AddUObject(InteractionRig, &UControlRig::HandleInteractionRigInitialized);
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OnExecuted_AnyThread().AddUObject(InteractionRig, &UControlRig::HandleInteractionRigExecuted);
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ControlSelected().AddUObject(InteractionRig, &UControlRig::HandleInteractionRigControlSelected, true);
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OnInitialized_AnyThread().AddUObject(ToRawPtr(InteractionRig), &UControlRig::HandleInteractionRigInitialized);
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OnExecuted_AnyThread().AddUObject(ToRawPtr(InteractionRig), &UControlRig::HandleInteractionRigExecuted);
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ControlSelected().AddUObject(ToRawPtr(InteractionRig), &UControlRig::HandleInteractionRigControlSelected, true);
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FControlRigBracketScope BracketScope(InterRigSyncBracket);
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InteractionRig->HandleInteractionRigExecuted(this, EControlRigState::Update, FRigUnit_BeginExecution::EventName);
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@@ -2152,7 +2152,7 @@ void UControlRig::RemoveUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataCl
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const TArray<UAssetUserData*>* UControlRig::GetAssetUserDataArray() const
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{
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return &AssetUserData;
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return &ToRawPtrTArrayUnsafe(AssetUserData);
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}
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void UControlRig::CopyPoseFromOtherRig(UControlRig* Subject)
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@@ -1070,7 +1070,7 @@ URigVMController* UControlRigBlueprint::GetController(URigVMGraph* InGraph) cons
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InGraph = Model;
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}
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URigVMController* const* ControllerPtr = Controllers.Find(InGraph);
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UE_TRANSITIONAL_OBJECT_PTR(URigVMController) const* ControllerPtr = Controllers.Find(InGraph);
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if (ControllerPtr)
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{
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return *ControllerPtr;
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@@ -888,7 +888,7 @@ FName UControlRigGraphNode::GetModelNodeName() const
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URigVMPin* UControlRigGraphNode::GetModelPinFromPinPath(const FString& InPinPath) const
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{
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if (URigVMPin*const* CachedModelPinPtr = CachedModelPins.Find(InPinPath))
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if (UE_TRANSITIONAL_OBJECT_PTR(URigVMPin)const* CachedModelPinPtr = CachedModelPins.Find(InPinPath))
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{
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URigVMPin* CachedModelPin = *CachedModelPinPtr;
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if (!CachedModelPin->HasAnyFlags(RF_Transient) && CachedModelPin->GetNode())
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@@ -655,7 +655,7 @@ void UControlRigBoolControlProxy::SetKey(const IPropertyHandle& KeyedPropertyHan
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UControlRigControlsProxy* UControlRigDetailPanelControlProxies::FindProxy(const FName& Name) const
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{
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UControlRigControlsProxy* const* Proxy = AllProxies.Find(Name);
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UE_TRANSITIONAL_OBJECT_PTR(UControlRigControlsProxy) const* Proxy = AllProxies.Find(Name);
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if (Proxy && Proxy[0])
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{
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return Proxy[0];
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@@ -98,7 +98,7 @@ void ULiveLinkComponentController::SetControllerClassForRole(TSubclassOf<ULiveLi
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{
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if (ControllerMap.Contains(RoleClass))
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{
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ULiveLinkControllerBase*& CurrentController = ControllerMap.FindOrAdd(RoleClass);
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UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)& CurrentController = ControllerMap.FindOrAdd(RoleClass);
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if (CurrentController == nullptr || CurrentController->GetClass() != DesiredControllerClass)
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{
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//Controller is about to change, cleanup current one before
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@@ -187,7 +187,7 @@ void ULiveLinkComponentController::TickComponent(float DeltaTime, ELevelTick Tic
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const bool bHasValidData = bEvaluateLiveLink ? LiveLinkClient.EvaluateFrame_AnyThread(SubjectRepresentation.Subject, SubjectRepresentation.Role, SubjectData) : false;
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//Go through each controllers and initialize them if we're dirty and tick them if there's valid data to process
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for (TTuple<TSubclassOf<ULiveLinkRole>, ULiveLinkControllerBase*>& ControllerEntry : ControllerMap)
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for (auto& ControllerEntry : ControllerMap)
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{
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ULiveLinkControllerBase* Controller = ControllerEntry.Value;
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if (Controller)
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@@ -291,7 +291,7 @@ bool ULiveLinkComponentController::IsControllerMapOutdated() const
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//Check if all map matches class hierarchy
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for (const TSubclassOf<ULiveLinkRole>& RoleClass : SelectedRoleHierarchy)
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{
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const ULiveLinkControllerBase* const* FoundController = ControllerMap.Find(RoleClass);
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UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase) const* FoundController = ControllerMap.Find(RoleClass);
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//If ControllerMap doesn't have an entry for one of the role class hierarchy, we need to update
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if (FoundController == nullptr)
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@@ -347,7 +347,7 @@ TSubclassOf<ULiveLinkControllerBase> ULiveLinkComponentController::GetController
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void ULiveLinkComponentController::CleanupControllersInMap()
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{
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//Cleanup the currently active controllers in the map
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for (TPair<TSubclassOf<ULiveLinkRole>, ULiveLinkControllerBase*>& ControllerPair : ControllerMap)
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for (auto& ControllerPair : ControllerMap)
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{
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if (ControllerPair.Value)
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{
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@@ -245,7 +245,7 @@ bool FLiveLinkComponentDetailCustomization::IsControllerItemSelected(FName Item,
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if (ULiveLinkComponentController* EditedObjectPtr = EditedObject.Get())
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{
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ULiveLinkControllerBase** CurrentClass = EditedObjectPtr->ControllerMap.Find(RoleClass);
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UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)* CurrentClass = EditedObjectPtr->ControllerMap.Find(RoleClass);
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if (CurrentClass == nullptr || *CurrentClass == nullptr)
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{
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return Item.IsNone();
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@@ -266,7 +266,7 @@ FSlateColor FLiveLinkComponentDetailCustomization::HandleControllerStatusColorAn
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if (ULiveLinkComponentController* EditorObjectPtr = EditedObject.Get())
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{
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ULiveLinkControllerBase** AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
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UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)* AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
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if (AssociatedControllerPtr && *AssociatedControllerPtr)
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{
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if (UActorComponent* SelectedComponent = EditorObjectPtr->ComponentToControl.GetComponent(EditorObjectPtr->GetOwner()))
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@@ -301,7 +301,7 @@ FText FLiveLinkComponentDetailCustomization::HandleControllerStatusText(TSubclas
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if (ULiveLinkComponentController* EditorObjectPtr = EditedObject.Get())
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{
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ULiveLinkControllerBase** AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
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UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)* AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
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if (AssociatedControllerPtr && *AssociatedControllerPtr)
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{
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if (UActorComponent* SelectedComponent = EditorObjectPtr->ComponentToControl.GetComponent(EditorObjectPtr->GetOwner()))
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@@ -336,7 +336,7 @@ FText FLiveLinkComponentDetailCustomization::HandleControllerStatusToolTipText(T
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if (ULiveLinkComponentController* EditorObjectPtr = EditedObject.Get())
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{
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ULiveLinkControllerBase** AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
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UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)* AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
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if (AssociatedControllerPtr && *AssociatedControllerPtr)
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{
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if (UActorComponent* SelectedComponent = EditorObjectPtr->ComponentToControl.GetComponent(EditorObjectPtr->GetOwner()))
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@@ -187,7 +187,7 @@ void UChaosClothingSimulationInteractor::ClothConfigUpdated()
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void UChaosClothingSimulationInteractor::SetAnimDriveSpringStiffness(float Stiffness)
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{
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// Set the anim drive stiffness through the ChaosClothInteractor to allow the value to be overridden by the cloth interactor if needed
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for (const TPair<FName, UClothingInteractor*>& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
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for (const auto& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
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{
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if (UChaosClothingInteractor* const ChaosClothingInteractor = Cast<UChaosClothingInteractor>(ClothingInteractor.Value))
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{
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@@ -89,6 +89,18 @@ namespace TakesUtils
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return true;
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}
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template<typename AssetType>
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static bool CreateNewAssetPackage(FString& InPackageName, TObjectPtr<AssetType>& OutAsset, FText* OutError, AssetType* OptionalBase = nullptr)
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{
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AssetType* RawOutAsset = nullptr;
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if (CreateNewAssetPackage(InPackageName, RawOutAsset, OutError, OptionalBase))
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{
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OutAsset = RawOutAsset;
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return true;
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}
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return false;
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}
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/**
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* Utility function that creates an asset with the specified asset path and name.
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* If the asset cannot be created (as one already exists), we try to postfix the asset
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@@ -4162,7 +4162,7 @@ bool URigVMController::RemoveNode(URigVMNode* InNode, bool bSetupUndoRedo, bool
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}
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FunctionLibrary->FunctionReferences.Remove(LibraryNode);
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for(const TPair<FString, URigVMLibraryNode*>& Pair : FunctionLibrary->LocalizedFunctions)
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for(const auto& Pair : FunctionLibrary->LocalizedFunctions)
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{
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if(Pair.Value == LibraryNode)
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{
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@@ -42,7 +42,7 @@ void UClothingSimulationInteractor::Sync(IClothingSimulation* Simulation, ICloth
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LastNumSubsteps = Simulation->GetNumSubsteps();
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LastSimulationTime = Simulation->GetSimulationTime();
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for (const TPair<FName, UClothingInteractor*>& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
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for (const auto& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
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{
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if (ClothingInteractor.Value)
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{
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