- Attempting to avoid a rare crash and log more info about the circumstances.
#rb Matt.Harris, Ryan.Gerleve
[CL 31594002 by arciel rekman in 5.4 branch]
Adding support for IsValidLowLevel validity checks to ReplicationGraphDebugging - this allows us to catch cases where IsValid checks pass, but the actor is invalid when doing the Verify step. This is much slower, so disabled by default.
[REVIEW] [at]louisphilippe.seguin
#rb julien.marchand, LouisPhilippe.Seguin
[FYI] urias.rooney, richard.smith
#tests Client + Dedicated Server Win64 Cooked Data
#localization none
#preferred_allowlister julien.marchand
[CL 29878397 by matt harris in ue5-main branch]
* Added ValidateActorReferences to RepGraph and RepGraphNode types
* Iterates over all nodes in the RepGraph and checks for potentally stale actor references
## Performance
Tested on a Win64 Test Server
* ValidateActorReferences: 10-20us
[CL 26714029 by urias rooney in ue5-main branch]
* Fix log spam caused by actors going outside the legal world bounds and staying OOB.
* Now we will only log a warning once when the actor goes OOB
* net.ReplicationGraph.PrintGraph now prints the list of DynamicSpatializedActors monitored by the Grid2D node.
#rb Ryan.Gerleve
[CL 25934977 by louisphilippe seguin in ue5-main branch]
* Updated private files with IWYU for all plugins which had 3 or less changes made in ue5 main since last integration to fn
#preflight 63bf8d8b577437afe607dc72
#rb none
[CL 23659643 by henrik karlsson in ue5-main branch]
* Refactored Dependent actor lists so the child actors are stored by streaming levels
* Now dependent actors are not replicated if the connection does not have the streaming level loaded
* Added FLevelBasedActorList struct to RepGraph plugin. Holds actors based on their level (permanent or streaming)
#jira UE-159638
#rb Ryan.Gerleve, Brian.Bekich
[CL 23480107 by louisphilippe seguin in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
* Upgrade ReplicationPeriodFrame to uint16 to fix overflow error when the NetUpdateFrequency is very low
PR #6330: Fix bug about implict cast of ReplicationPeriodFrame from uint32 to uin8. (Contributed by zzgyy123)
#jira UE-83117
#rb Jake.Leonard
#ROBOMERGE-SOURCE: CL 10451981 via CL 10451994
#ROBOMERGE-BOT: (v595-10452236)
[CL 10452496 by louisphilippe seguin in Main branch]
- Added Net.RepGraph.PrintCullDistancesForConnection which outputs also the connection specific cull distance (uses the RepGraphDebugActor)
- Added DO_ENABLE_REPGRAPH_DEBUG_ACTOR instead of hardcoded build defines to easily add the RepGraphDebugActor
#rb [at]ryan.gerleve
[FYI] Tim.Tillotson
#ROBOMERGE-SOURCE: CL 8296006 via CL 8354853
#ROBOMERGE-BOT: (v401-8057353)
[CL 8355002 by louisphilippe seguin in Main branch]
-Removes sqrt call in critical path when RepGraph does actor culling.
#rb Ryan.Gerleve
#ROBOMERGE-SOURCE: CL 5764309 via CL 5764873
[CL 5764954 by louisphilippe seguin in Main branch]