Added null checking to the TestNotEquals for TCHAR* pairs.
UTF8 work added TestNotEquals for String views and TCHAR* for completeness.
This was then used instead of the templated TestNotEquals [at]2108 in AutomationTest.h
The templated version would have only done a pointer comparison, and would not have actually checked the values.
But it did handle the `null` pointer, which is a case from the AutomatedTestFrameworkTests.
[CL 34532269 by andrew phillips in ue5-main branch]
Delete Dev-Cooker version that was ultimately unused
Delete deprecated header
Add comment clarifying SystemGUIDs
[CL 34520444 by marc audy in ue5-main branch]
- Add cvars VeryLargePageAllocator.MaxCommittedPageCountDefault and VeryLargePageAllocator.MaxCommittedPageCountSmallPool to limit the number of large pages committed for each pool. Since VLPA very rarely releases pages, this avoids the situation where VLPA permanently holds too much memory, leaving less for other large allocations or rendering etc.
Cleanup/refactor:
- Strip out unused code paths and corresponding defines. UE_VERYLARGEPAGEALLOCATOR_TAKEONALL64KBALLOCATIONS, UE_USE_VERYLARGEPAGEALLOCATOR_FALLBACKPATH and LARGEPAGEALLOCATOR_SORT_OnAddress were always enabled.
- Add helper functions GetOrAllocLargePage and AllocNewLargePage to simplify allocation logic. This also avoids some duplication of code in preallocation and allocate()
- Strip the VeryLargePageAllocator prefix from various cvars and globals to improve readability (making sure they're all static scope)
- Rename the function IsPartOf to IsSmallBlockAllocation to be less misleading
- Replace the cvar VeryLargePageAllocator.LeavePageCachingEnabledWhenOOMHappened with VeryLargePageAllocator.DisablePageCachingOnOOM (which does the opposite) for clarity
#tests tested on a devkit before/after and compared VLPA page allocation stats
#rb mickael.gilabert
[CL 34510261 by ben woodhouse in ue5-main branch]
This allows SoftObjectPath.cpp to compile when subpath is changed from FString to FUtf8String
#jira UE-204742
#rb Steve.Robb
[CL 34502184 by andrew phillips in ue5-main branch]
- have the compiler send the pointer and mask to the runtime so we can accurately capture which bytes are being written and log the undo
#rb Brandon.Schaefer, neil.henning
[CL 34491551 by michael nicolella in ue5-main branch]
This is now controlled by FTextLocalizationManager::ShouldForceLoadGameLocalization, which will return true in the following cases:
* A cooked editor.
* An uncooked editor with the game localization preview enabled, or with the CVar Localization.ForceLoadGameLocalizationInEditor set to true.
This is queried to add the ELocalizationLoadFlags::ForceLocalizedGame flag when loading localization data, and also by FLocalizationTargetDescriptor::ShouldLoadLocalizationTarget when deciding whether to load a game localization target for a plugin (which also allows plugins to work with the game localization preview).
#rb eric.boucher
[CL 34460891 by jamie dale in ue5-main branch]
I also worked out how to add a new AutoRTFMEngineTests target that lets us test a much greater surface area of the engine.
[CL 34452505 by neil henning in ue5-main branch]
[RN] Game localization data is now loaded in cooked editors, replacing the CookedLocalizationPaths setting
#rb Jamie.Dale
[CL 34427241 by eric boucher in ue5-main branch]
This is useful when wanting to test low memory situations with an external memory profiler in constrained memory environments.
#rb David.Harvey, Wojciech.Krywult
[CL 34419885 by alan abram in ue5-main branch]
As part of this change we also promote dynamic resolution and IO/PackageQueueDepth stats to Minimal since they're important for high level performance reporting.
Also fix up a few places that were redundantly using #if CSV_PROFILER around CSV macros.
#rb mickael.gilabert
[CL 34386798 by ben woodhouse in ue5-main branch]