Before unmounting the plugin path, GC is ran, leaked detection for any references objects under the plugin path
#rb Justin.Marcus, Markus.Breyer
https://p4-swarm.epicgames.net/reviews/25611054
[CL 25858446 by joe pribele in ue5-main branch]
- Added -dumpiniloads commandline option to show what ini files are looked for, and what are found
#rb bryan.sefcik
#preflight 645d5ca95b775f11fb7060c4
[CL 25436677 by Josh Adams in ue5-main branch]
Make UEFN a modular build
Move UEFNEngine.ini under the UEFN plugin so it correctly is loaded
[REVIEW] [at]Chris.Varnsverry, [at]Henrik.Karlsson, [at]Josh.Adams
#preflight 644aeb72b208f61af8395b09
#preflight 644b517b9c50ddcc0b171ca8
[CL 25309650 by eric knapik in ue5-main branch]
-Reverting one part of the change to fix cook on the fly with plugin extensions that add supported target platforms. The fact that the reference platform list is often empty, and that empty list = all platforms meant this was letting through incorrect plugins in some cases. Further testing revealed that while the platform extension plugin is rejected here by the previous code it is picked up later on in cook-on-the-fly.
#jira UE-177919
[REVIEW]
#rb christopher.fiala
#preflight 63f7c4f7b879197e73e30c3a
[CL 24389879 by jeff fisher in ue5-main branch]
-First problem: we were filtering out plugins based on the FPlugin, rather than the FPluginReference. This meant that the platform extension platforms were not in the supported list. Needed to use the FPluginReference in that one spot.
-Second problem: platform extension .uplugin files were not added to the file list for the NetworkFileServer because we find Plugins separately specifically looking for the basedir of each plugin. In order to find these files I am caching the basedir of each child plugin in the FPlugin when we merge the children into it. NetworkFileServer can then find these directores, examine them to see if they are not for the targeted platform, and make them available to the client.
#jira UE-176366 UE-137717
#rb Josh.Adams Robert.Srinivasah
#preflight 63e2ce87cf24c08f2cb0e080
[CL 24074814 by jeff fisher in ue5-main branch]
GetLocalizationPathsForEnabledPlugins will now avoid loading any plugin modules (from its previous call to ConfigureEnabledPlugins), and any plugins that become enabled between GetLocalizationPathsForEnabledPlugins calls will explicitly notify that their localization data is available (as already happens for explicitly loaded plugins).
#preflight 63da96dc7a39a18021762488
#rb Robert.Manuszewski, Rex.Hill
#rnx
[CL 23961030 by jamie dale in ue5-main branch]
This change takes the existing async loading that was added for game localization data in CL# 14661627 and expands it to cover all localization data. Async localization tasks are chained together as dependencies to preserve the existing order of operations (plus going wide doesn't help due to contention on the live-table), and can be waited on at any point (eg, after a loading screen) by calling FTextLocalizationManager::WaitForAsyncTasks (though the engine init flow takes care of waiting for you unless you're loading additional plugin/chunked localization data).
This change takes the existing support for dynamically loading chunked localization data on PAK chunk load, and extends it to support dynamically loading any additional localization data. This is used by the engine to support dynamically loading the localization targets associated with explicitly loaded plugins. These loads are all async, so must be waited on if you need them to block.
Note: BeginInitGameTextLocalization and EndInitGameTextLocalization have been removed as part of this change. You would now just use InitGameTextLocalization (which is async) followed by FTextLocalizationManager::WaitForAsyncTasks.
#preflight 63d28b12a2003ee58af50146
#rb Leon.Huang, Rex.Hill
[CL 23888558 by jamie dale in ue5-main branch]
#rb Joe.Pribele
#jira UE-171212
#preflight 6390b9940d013d47ef28e4c8
#ushell-cherrypick of 23432102 by swarm
[CL 23482994 by jason walter in ue5-main branch]
When refershing the plugins list, we start by clearing unused plugin enteries. This change does this for unmounted (explicitly-loaded) plugins too.
#rb tim.smith
#preflight 6371e1ca232e3d12cb4752c5
[CL 23120194 by mike beach in ue5-main branch]
Fix empty plugin list not being removed from the map.
[REVIEW] [at]Francis.Herteau [at]Mike.Beach
#preflight 636ebee20c74adb48b6e567e
[CL 23108139 by justin marcus in ue5-main branch]