Fix false-positive-redirect suppression code in SoftObjectPath. Package redirects are already builtin to FindObject, so the check for "Old object exists" was returning true even if the old object did not exist but was redirected to a new object through a package redirect. Narrow the check by requiring that FindObject succeeds and returns an object with path name equal to the old name.
#rb Ben.Zeigler
#rnx
[CL 15983960 by Matt Peters in ue5-main branch]
Save2 is now the default save algorithm across both the editor and cooking. It has been used by default for cooking for a few months now and a full QA pass on its usage in the editor using the resave asset commandlet didn't come up with any issues
#fyi Matt.Peters, Zousar.Shaker
#rb trivial
[CL 15980926 by Francis Hurteau in ue5-main branch]
- The manifest was for a prototype version of the IoStore commandlet and would attempt to record every bulkdata entry during a cook, which would allow us to generate the FioChunkId for each bulkdata entry when building the ucas files.
- Due to changes during development we stopped requiring this data and it was never used in actual production code.
- Since this code was never in use we can just remove it.
* IoStoreUtilities
- No longer attempt to load the manifest
- Removed use of BulkdataTypeToChunkIdType and just use the EIoChunkType directly instead.
#rb CarlMagnus.Nordin
#jira UE-112697
#test Full stage of ShooterGame
#rnx
#preflight 606f039028671300019c806a
[CL 15954210 by paul chipchase in ue5-main branch]
Add PRAGMA_(DIS/EN)ABLE_DEPRECATION_WARNINGS around the deprecated function overrides and restore the deprecation attribute on the deprecated PreSave functions.
#rnx
#rb Steve.Robb, Devin.Doucette
[CL 15861711 by Matt Peters in ue5-main branch]
- World Partition streaming policy is now persistent and duplicated in PIE, so we can maintain actors to cells mappings.
- Added support for actors subobjects resolving through SoftObjectPath (can now resolve components to actors).
- Added support in SoftObjectPath to resolve through the top-level object (similar to what loading did).
- World Partition subobjects resolving is now available in cooked builds.
#rb richard.malo
#robomerge Release-5.0-EarlyAccess
#preflight 606254498517a800015dd851
[CL 15859867 by JeanFrancois Dube in ue5-main branch]
#rb johan.torp
GetLinkerUE4Version renamed to GetLinkerUEVersion
#ROBOMERGE-SOURCE: CL 15859222 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15859586 by mark lintott in ue5-main branch]
Updated references to UE4 to Unreal in NetworkFileConnection.cpp
This required references to GPackageFileUE4Version and GPackageFileLicenseeUE4Version to also be updated to GPackageFileUnrealVersion and GPackageFileLicenseeUnrealVersion accordingly
#ROBOMERGE-SOURCE: CL 15850452 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15851651 by mark lintott in ue5-main branch]
Changes control of the feature to uniformly require the -LazyLoadImports commandline switch.
Ensures that serialization of ObjectPtr fields for blueprints doesn't differ between raw pointer (Object) fields. INSTANCES of these types were already serialized identically (wrote out the same type identifier in tagged property serialization), but the serialized type descriptors (used by blueprints) write out the FFieldClass::GetName, and that differed between FObjectProperty and FObjectPtrProperty, and this change addresses that discrepancy.
Allow ObjectPtr fields to be instantiated in place of Object fields in script/blueprint in editor builds while ensuring that they are serialization compatible and considered equal types.
#rb francis.hurteau
#rb marc.audy
#fyi devin.doucette
#fyi robert.manuszewski
#preflight 605cbf325e87c40001b74f5b
[CL 15827275 by Zousar Shaker in ue5-main branch]