Add in a cvar 'EnhancedInput.Editor.EnableMappingNameValidation' to toggle name validation, just to make sure that we can do sanity checks that the validation is actually accurate
#rb nate.strohmyer
#rnx
#preflight 643712e90c4277fc0bce6fdf
[CL 25018938 by ben hoffman in ue5-main branch]
The "Name" here is the FName that will be used as a key to save each key mapping during serialization, so they should be unique for each key mapping that you want the player to be able to set.
#jira UE-177248
#preflight 63f4ef2290198dffba48f6ee
#rb benjamin.fox
#rb nate.strohmyer
#rnx
[CL 24344605 by ben hoffman in ue5-main branch]
Automatically populate the newer player mappable key settings based on any old data in the player mappable options.
Clean up call sites to the now deprecated stuff
#jira UE-175936
#rb benjamin.fox
#rnx
#preflight 63e54d307250a911fa85d9f7
[CL 24135344 by ben hoffman in ue5-main branch]
Fixing issues with combo triggers being overriden
Can specify events that progress/cancel combo
some smaller UX fixes
#Jira UE-170233, UE-169334
#rb ben.hoffman
#preflight 63bf4f87c543a64b7d7320f6
[CL 23747881 by nate strohmyer 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]
- Instanced mappable key settings are fetched based on a setting behavior enum.
- InheritSettingsFromAction to use the setting defined by the action
- OverrideSettings to override the settings defined in the action, and use the ones defined in the action key mapping.
- IgnoreSettings to ignore settings completely for this action key mapping.
- Added blueprint facing helper functions to accessing mappable key settings.
- Shifted over data validation in to the Action Key Mapping.
#rb [at]Mic.Rooney, [at]Pamela.Figueroa, [at]Ben.Hoffman
[CL 22850406 by michel champoux 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]