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:
zousar shaker
2021-07-15 18:13:08 -04:00
parent 72b9d98f68
commit f092ebb249
10 changed files with 30 additions and 18 deletions

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@@ -2036,9 +2036,9 @@ void UControlRig::SetInteractionRig(UControlRig* InInteractionRig)
InteractionRig->OnInitialized_AnyThread().AddUObject(this, &UControlRig::HandleInteractionRigInitialized);
InteractionRig->OnExecuted_AnyThread().AddUObject(this, &UControlRig::HandleInteractionRigExecuted);
InteractionRig->ControlSelected().AddUObject(this, &UControlRig::HandleInteractionRigControlSelected, false);
OnInitialized_AnyThread().AddUObject(InteractionRig, &UControlRig::HandleInteractionRigInitialized);
OnExecuted_AnyThread().AddUObject(InteractionRig, &UControlRig::HandleInteractionRigExecuted);
ControlSelected().AddUObject(InteractionRig, &UControlRig::HandleInteractionRigControlSelected, true);
OnInitialized_AnyThread().AddUObject(ToRawPtr(InteractionRig), &UControlRig::HandleInteractionRigInitialized);
OnExecuted_AnyThread().AddUObject(ToRawPtr(InteractionRig), &UControlRig::HandleInteractionRigExecuted);
ControlSelected().AddUObject(ToRawPtr(InteractionRig), &UControlRig::HandleInteractionRigControlSelected, true);
FControlRigBracketScope BracketScope(InterRigSyncBracket);
InteractionRig->HandleInteractionRigExecuted(this, EControlRigState::Update, FRigUnit_BeginExecution::EventName);
@@ -2152,7 +2152,7 @@ void UControlRig::RemoveUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataCl
const TArray<UAssetUserData*>* UControlRig::GetAssetUserDataArray() const
{
return &AssetUserData;
return &ToRawPtrTArrayUnsafe(AssetUserData);
}
void UControlRig::CopyPoseFromOtherRig(UControlRig* Subject)

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@@ -1070,7 +1070,7 @@ URigVMController* UControlRigBlueprint::GetController(URigVMGraph* InGraph) cons
InGraph = Model;
}
URigVMController* const* ControllerPtr = Controllers.Find(InGraph);
UE_TRANSITIONAL_OBJECT_PTR(URigVMController) const* ControllerPtr = Controllers.Find(InGraph);
if (ControllerPtr)
{
return *ControllerPtr;

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@@ -888,7 +888,7 @@ FName UControlRigGraphNode::GetModelNodeName() const
URigVMPin* UControlRigGraphNode::GetModelPinFromPinPath(const FString& InPinPath) const
{
if (URigVMPin*const* CachedModelPinPtr = CachedModelPins.Find(InPinPath))
if (UE_TRANSITIONAL_OBJECT_PTR(URigVMPin)const* CachedModelPinPtr = CachedModelPins.Find(InPinPath))
{
URigVMPin* CachedModelPin = *CachedModelPinPtr;
if (!CachedModelPin->HasAnyFlags(RF_Transient) && CachedModelPin->GetNode())

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@@ -655,7 +655,7 @@ void UControlRigBoolControlProxy::SetKey(const IPropertyHandle& KeyedPropertyHan
UControlRigControlsProxy* UControlRigDetailPanelControlProxies::FindProxy(const FName& Name) const
{
UControlRigControlsProxy* const* Proxy = AllProxies.Find(Name);
UE_TRANSITIONAL_OBJECT_PTR(UControlRigControlsProxy) const* Proxy = AllProxies.Find(Name);
if (Proxy && Proxy[0])
{
return Proxy[0];

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@@ -98,7 +98,7 @@ void ULiveLinkComponentController::SetControllerClassForRole(TSubclassOf<ULiveLi
{
if (ControllerMap.Contains(RoleClass))
{
ULiveLinkControllerBase*& CurrentController = ControllerMap.FindOrAdd(RoleClass);
UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)& CurrentController = ControllerMap.FindOrAdd(RoleClass);
if (CurrentController == nullptr || CurrentController->GetClass() != DesiredControllerClass)
{
//Controller is about to change, cleanup current one before
@@ -187,7 +187,7 @@ void ULiveLinkComponentController::TickComponent(float DeltaTime, ELevelTick Tic
const bool bHasValidData = bEvaluateLiveLink ? LiveLinkClient.EvaluateFrame_AnyThread(SubjectRepresentation.Subject, SubjectRepresentation.Role, SubjectData) : false;
//Go through each controllers and initialize them if we're dirty and tick them if there's valid data to process
for (TTuple<TSubclassOf<ULiveLinkRole>, ULiveLinkControllerBase*>& ControllerEntry : ControllerMap)
for (auto& ControllerEntry : ControllerMap)
{
ULiveLinkControllerBase* Controller = ControllerEntry.Value;
if (Controller)
@@ -291,7 +291,7 @@ bool ULiveLinkComponentController::IsControllerMapOutdated() const
//Check if all map matches class hierarchy
for (const TSubclassOf<ULiveLinkRole>& RoleClass : SelectedRoleHierarchy)
{
const ULiveLinkControllerBase* const* FoundController = ControllerMap.Find(RoleClass);
UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase) const* FoundController = ControllerMap.Find(RoleClass);
//If ControllerMap doesn't have an entry for one of the role class hierarchy, we need to update
if (FoundController == nullptr)
@@ -347,7 +347,7 @@ TSubclassOf<ULiveLinkControllerBase> ULiveLinkComponentController::GetController
void ULiveLinkComponentController::CleanupControllersInMap()
{
//Cleanup the currently active controllers in the map
for (TPair<TSubclassOf<ULiveLinkRole>, ULiveLinkControllerBase*>& ControllerPair : ControllerMap)
for (auto& ControllerPair : ControllerMap)
{
if (ControllerPair.Value)
{

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@@ -245,7 +245,7 @@ bool FLiveLinkComponentDetailCustomization::IsControllerItemSelected(FName Item,
if (ULiveLinkComponentController* EditedObjectPtr = EditedObject.Get())
{
ULiveLinkControllerBase** CurrentClass = EditedObjectPtr->ControllerMap.Find(RoleClass);
UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)* CurrentClass = EditedObjectPtr->ControllerMap.Find(RoleClass);
if (CurrentClass == nullptr || *CurrentClass == nullptr)
{
return Item.IsNone();
@@ -266,7 +266,7 @@ FSlateColor FLiveLinkComponentDetailCustomization::HandleControllerStatusColorAn
if (ULiveLinkComponentController* EditorObjectPtr = EditedObject.Get())
{
ULiveLinkControllerBase** AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)* AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
if (AssociatedControllerPtr && *AssociatedControllerPtr)
{
if (UActorComponent* SelectedComponent = EditorObjectPtr->ComponentToControl.GetComponent(EditorObjectPtr->GetOwner()))
@@ -301,7 +301,7 @@ FText FLiveLinkComponentDetailCustomization::HandleControllerStatusText(TSubclas
if (ULiveLinkComponentController* EditorObjectPtr = EditedObject.Get())
{
ULiveLinkControllerBase** AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)* AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
if (AssociatedControllerPtr && *AssociatedControllerPtr)
{
if (UActorComponent* SelectedComponent = EditorObjectPtr->ComponentToControl.GetComponent(EditorObjectPtr->GetOwner()))
@@ -336,7 +336,7 @@ FText FLiveLinkComponentDetailCustomization::HandleControllerStatusToolTipText(T
if (ULiveLinkComponentController* EditorObjectPtr = EditedObject.Get())
{
ULiveLinkControllerBase** AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
UE_TRANSITIONAL_OBJECT_PTR(ULiveLinkControllerBase)* AssociatedControllerPtr = EditorObjectPtr->ControllerMap.Find(RoleClassEntry);
if (AssociatedControllerPtr && *AssociatedControllerPtr)
{
if (UActorComponent* SelectedComponent = EditorObjectPtr->ComponentToControl.GetComponent(EditorObjectPtr->GetOwner()))

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@@ -187,7 +187,7 @@ void UChaosClothingSimulationInteractor::ClothConfigUpdated()
void UChaosClothingSimulationInteractor::SetAnimDriveSpringStiffness(float Stiffness)
{
// Set the anim drive stiffness through the ChaosClothInteractor to allow the value to be overridden by the cloth interactor if needed
for (const TPair<FName, UClothingInteractor*>& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
for (const auto& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
{
if (UChaosClothingInteractor* const ChaosClothingInteractor = Cast<UChaosClothingInteractor>(ClothingInteractor.Value))
{

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@@ -89,6 +89,18 @@ namespace TakesUtils
return true;
}
template<typename AssetType>
static bool CreateNewAssetPackage(FString& InPackageName, TObjectPtr<AssetType>& OutAsset, FText* OutError, AssetType* OptionalBase = nullptr)
{
AssetType* RawOutAsset = nullptr;
if (CreateNewAssetPackage(InPackageName, RawOutAsset, OutError, OptionalBase))
{
OutAsset = RawOutAsset;
return true;
}
return false;
}
/**
* Utility function that creates an asset with the specified asset path and name.
* 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
}
FunctionLibrary->FunctionReferences.Remove(LibraryNode);
for(const TPair<FString, URigVMLibraryNode*>& Pair : FunctionLibrary->LocalizedFunctions)
for(const auto& Pair : FunctionLibrary->LocalizedFunctions)
{
if(Pair.Value == LibraryNode)
{

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@@ -42,7 +42,7 @@ void UClothingSimulationInteractor::Sync(IClothingSimulation* Simulation, ICloth
LastNumSubsteps = Simulation->GetNumSubsteps();
LastSimulationTime = Simulation->GetSimulationTime();
for (const TPair<FName, UClothingInteractor*>& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
for (const auto& ClothingInteractor : UClothingSimulationInteractor::ClothingInteractors)
{
if (ClothingInteractor.Value)
{