GetTypeHash will create a packaged object ref for hashing if the class is defined as lazy load otherwise raw pointer is hashed
a map was added for moved objects and ObjectPathId can be a WeakObjectPtr
the map allows UObjects to be mapped back to packed object refs
#rb zousar.shaker
https://p4-swarm.epicgames.net/reviews/23356491
#preflight 63b5de641c35d1cbdbccecf7
#preflight 63b70406e26e31879b8aa6d3
code cleanup of ObjectHandle
made ObjectPathId to private
trimmed down the public API as much as possible
https://p4-swarm.epicgames.net/reviews/23658342
#rb zousar.shaker
#preflight 63c5c8922a6acaf1625fcf25
#[robomerge] FNMain
changed ObjectHandleTracking to use Functions instead of delegates as the performance of delegate is poor
https://p4-swarm.epicgames.net/reviews/23751084
#rb zousar.shaker
#preflight 63c9ae14d45afa2a8fc37d9d
changed FObjectPropertyBase::CheckValidObject to not resolve FObjectPtr fields to do validation
this is needed for feature work with validation of accessing asset pointers during serialization
https://p4-swarm.epicgames.net/reviews/23782822
#rb zousar.shaker
#[fyi] francis.hurteau
#preflight 63cf06efd83c1837b14e2aeb
fix for ObjectHandleTracking initialization. order of global variable initialization was problematic
move globals into a struct added a singleton for the struct to do lazy initialization
https://p4-swarm.epicgames.net/reviews/23877016
#rb zousar.shaker
#preflight 63d308a7f626715201408881
changed `FClassProperty::Identical` to use TObjectPtr to avoid causing unnecessary reads
#rb zousar.shaker
#preflight 63d804493656ea96dc13d296
changed FObjectProperty::SerializeItem to not cause object handle reads
#preflight 63d837e91f0aa8a2897477ee
#ushell-cherrypick of 23589497 by joe.pribele
#ushell-cherrypick of 23734208 by joe.pribele
#ushell-cherrypick of 23781117 by joe.pribele
#ushell-cherrypick of 23823212 by joe.pribele
#ushell-cherrypick of 23878025 by joe.pribele
#ushell-cherrypick of 23912609 by joe.pribele
#ushell-cherrypick of 23916733 by joe.pribele
[CL 24493715 by joe pribele in ue5-main branch]
changed the access tracking to a bulk operation api to allow for single calls instead of O(n) calls
#preflight 63fe5fc7ac6c61e2b553e9a9
[CL 24449378 by joe pribele in ue5-main branch]
#fyi joe.pribele
Original CL Desc
-----------------------------------------------------------------
fix for performance problem when converting arrays of TObjectPtr to UObject*
changed the access tracking to a bulk operation api to allow for single calls instead of O(n) calls
#preflight 63fd1de9f43e53f6811a37af
[CL 24436160 by joe pribele in ue5-main branch]
changed the access tracking to a bulk operation api to allow for single calls instead of O(n) calls
#preflight 63fd1de9f43e53f6811a37af
[CL 24432584 by joe pribele in ue5-main branch]
- test-specific targets and modules are constructed by RulesAssembly which removes a lot of spaghetti code
- no more excluding the Tests folder by default which is guaranteed to mislead users #fyi Jon.Nabozny
- test compilation in Tests is controlled through WITH_LOW_LEVEL_TESTS
- preparation code for switching tests between Catch2 / TestAutomation Fmwk
Nightly LLT PF 6260431391376845adeb4c40
#rnx
#preflight 62602d50dd47b4ad2173c30b
[CL 19834665 by chris constantinescu in ue5-main branch]
Motivation: CoreUObject, taskgraph and threads are global constructs and need to be initialized as such and are expensive to setup/teardown before/after multiple single tests.
Introduced --global-setup and --no-global-setup to control execution of global test setup.
Unit tests that rely heavily on mocking and are designed to run without any global context should use --no-global-setup
Other: Removed CoreTestFixture and applied minor fixes wherever things didn't make sense.
One particular CoreUObject test was converted but had always failed to run on non-desktop platforms. It needs to be addressed ASAP.
#preflight 625873c7e304a95465fc148e
#rb Devin.Doucette, Zousar.Shaker
[CL 19769262 by chris constantinescu in ue5-main branch]
Not all were converted because they were designed for packaged applications whereas low level tests are designed to run as "native" non-packaged applications.
- reporting support for non-desktop platforms, for the moment Catch2 report type "console" is used that is sent to a .out file
- most number of tests possible running multi platform, slower tests excluded on incremental builds
- slow tests are moved to run on the monolithic build
- Catch2 report failure event listener such that Horde detects them as build errors. Must add new Horde matcher for Catch2 failures
#rb Mark.Lintott
#preflight 623c8de389625f0612dabd64
[CL 19498448 by chris constantinescu in ue5-main branch]