- To maintain backwards compatibility an overload for non TCHAR raw string types has also been added which will be converted to the correct format via a temp FString first.
- Fixed cases of Fstring /= char* found in AndroidPlatformFile.cpp and PythonScriptPluginPreload.cpp
- Added unit tests for the /= operator when passing in TCHAR*, ANSICHAR*, FString, FStringView and TStringBuilder in various forms.
- Changed GetNumfor TStringBuilderBase to return int32 (which is what TStringBuilderBase::Len() returns anyway) rather than SIZE_T to prevent compiler warnings about casting types.
#rb Steve.Robb
[CL 15674959 by paul chipchase in ue5-main branch]
- This is used to allow editor to load cooked materials/shader maps
- Remove UE_FORCE_64BIT_MEMORY_IMAGE_POINTERS, and instead always force memory image ptrs to be 64bits...this simplifies some code, and plan is to remove 32bit support at some point anyway
- Frozen memory image pointers only need 32bits for offset, which leaves another 32bits to stash a type identifier...this allows us to interpret that frozen data being referenced, even it's packed for a different platform
#jira UE-91444
#rb arciel.rekman
[CL 14592392 by Ben Ingram in ue5-main branch]
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.
Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.
Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects
#rb none
[CL 14301890 by Ben Marsh in ue5-main branch]
Fix issues causing material DDC values to be non-determinisic
- Shader code within resources sorted by hash
- Debug source code values sorted by type
Also add mechanism to serialize any MemoryLayout described type to string
- Makes it easier to inspect material data to find sources of non-determinism
#rb none
#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 12944988 in //UE4/Release-4.25/... via CL 12944998 via CL 12957822
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12957827 by ben ingram in Main branch]
* Added some core string conversion paths
* Added FString::Append() and += overloads to avoid pointless temporaries when appending c strings and various other string types
* Added UTF32 <-> TCHAR string conversion macros
* Optimized QuotedString parsing
* Optimized property parsing
* PackageName optimizations
* SoftObjectPath optimizations
#jira none
#rb see original changelists
#ushell-cherrypick of 11932317 by Johan.Torp
#ushell-cherrypick of 11932319 by Johan.Torp
#ushell-cherrypick of 11932321 by Johan.Torp
#ushell-cherrypick of 11932322 by Johan.Torp
#ushell-cherrypick of 11932324 by Johan.Torp
#ushell-cherrypick of 11932462 by Johan.Torp
#ushell-cherrypick of 11934123 by Johan.Torp
#ushell-cherrypick of 12000177 by Johan.Torp
#ushell-cherrypick of 12000183 by Johan.Torp
#ushell-cherrypick of 12114232 by Johan.Torp
#ROBOMERGE-SOURCE: CL 12147981 in //UE4/Release-4.25/... via CL 12147984
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v659-12123632)
[CL 12147986 by johan torp in Main branch]
Sets ArIsError and ArIsCriticalError to private
[at]Graeme.Thornton [at]Johan.Torp [at]Steve.Robb [at]Carlos.Cuello
#rb Steve.Robb
#ROBOMERGE-OWNER: Eric.Knapik
#ROBOMERGE-AUTHOR: eric.knapik
#ROBOMERGE-SOURCE: CL 11949030 via CL 11949058 via CL 11949116 via CL 11949174
#ROBOMERGE-BOT: (v656-11643781)
[CL 11953024 by Eric Knapik in Main branch]