COND_Dynamic allows for a property to decide its actual replication condition after instantiation of the actor/component rather than be the same for all instances. The condition can be changed using the macros DOREPDYNAMICCONDITION_INITCONDITION_FAST, when used in the object's GetReplicatedCustomConditionState implementation, or DOREPDYNAMICCONDITION_SETCONDITION_FAST in any other place where it's appropriate to change the condition. If the condition is never modified, thus remaining COND_Dynamic, the property will always replicate when changed. It's possible to use the DOREPCUSTOMCONDITION_ macros too on properties with this condition.
#jira UE-122444
#preflight 63eb3ca1923476b686190e5a
#rb louisphilippe.seguin, ryan.gerleve, mattias.hornlund, brian.bekich
[CL 24307287 by peter engstrom in ue5-main branch]
- Fixed issue with missing detection of items being marked dirty
#rb Peter.Engstrom, LouisPhilippe.Seguin
#preflight 63ecbb14e92f139c51f92523
[CL 24251446 by mattias hornlund in ue5-main branch]
* Removed CoreMinimal.h include from a ton of headers all the way to Actor.h. This shaved off 15% of the compile time of small files that has uht markup.
#preflight 63b915baaf3ebedd9931496e
#rb none
[CL 23607296 by henrik karlsson in ue5-main branch]
* Added the possiblity to store registered subobjects via a WeakObjectPtr or a regular pointer
* Toggled by setting UE_NET_SUBOBJECTLIST_WEAKPTR.
* Default is to use weak pointers
* WeakObjects are useful in a context where some subobjects may get destroyed before getting unregistered which generally occurs on clients and PIE.
* Regular pointers are useful when you want to speed up the replication code and you know all your subobjects will be unregistered before getting destroyed. This is generally the case on dedicated servers.
#rb Brian.Bekich
[CL 23531433 by louisphilippe seguin in ue5-main branch]
FastArraySerialzier
- PostReplicatedReceive is now always called after all calls to FastArrayDeltaSerialize on the receiving side
#rb Peter.Engstrom
#preflight 63724ce2953c19d435182d6d
[CL 23119728 by mattias hornlund in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
This is required for c++ modules/header units in order to decide if constexpr/const value should be available to outside module
#preflight 635c0b5c1803be35c767e0ea
#rb none
[CL 22835882 by henrik karlsson in ue5-main branch]
PushModel
* Fix crash that occurs when setting a property dirty inside BeginDestroy()
FObjectKey
* Added ResolveObjPtrEvenIfUnreachable function to access UObject ptrs flagged for destruction.
#jira UE-164763
#rb Brian.Bekich, Ryan.Gerleve, Steve.Robb
[CL 22490670 by bob tellez in ue5-main branch]
ModuleRules.SetupIrisSupport defines a new macro to enable or disable the Iris fast array bindings for a module, added UHT support for this. This allows the dependency on the Iris bindings to be compiled out of modules that don't need it and still link with Iris-enabled modules.
Iris plugin disabled by default, should be enabled for specific projects that use it.
#jira UE-160209
#rb mattias.hornlund, peter.engstrom
#preflight 6346fd2cfa31324bb153b63b
[CL 22482725 by Ryan Gerleve in ue5-main branch]