The game thread context uses manual stack scanning mode, and FrankenGC sets the stack as empty during marking.
This enables module startup to use the Verse heap (previously the context was created too late), and ensures that there is always a Verse context available while FrankenGC is enabled.
#rb Tim.Smith
[CL 34469229 by russell johnston in ue5-main branch]
[BugFix] Fixed bug that caused sub-properties of loose struct properties to not become marked as loose as well
[CL 34387528 by jordan hoffmann 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]
- removed GMarkPropertiesSetBySerialization and added bTrackSerializedProperties flag to FUObjectSerializeContext to avoid race conditinons
#jira UE-217800
#rb Devin.Doucette
[CL 34385324 by jordan hoffmann in ue5-main branch]
[FYI] Devlin.Willis
Original CL Desc
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Allow TBaseStructure to be used with FDoubleRange and FDoubleRangeBound
[REVIEW] [at]pi-cosmetics-tech-all
#tests Standard Build + Cooked Client testing
#rnx
[CL 34381934 by devlin willis in ue5-main branch]
#rb Johan.Torp
[RN] Fixed updating of objects that only reference a blueprint or its instances via weak references
[CL 34375782 by dan oconnor in ue5-main branch]
- Any code causing a linker mismatch needs to explicitly clear loading flags for their object to avoid asserting. This is to make the intention clear that rename will make loading correctly impossible when moving the object to a different linker unintentionally. So either clear the loading flags of the object (i.e. finish loading via load calls such as ConditionalPostLoad) or forcibly allow mismatching via the new flag.
- When marking an export as invalid in FLinkerLoad::InvalidateExport() we now also clear loading flags since it is wasteful to load invalid objects.
- Exports marked as invalid are no longer reset to be valid when the linker is reset for the object instance. This is to prevent reloading invalid objects when re-using a linker already resident in memory if a subsequent package load is requested.
- When UStruct upgrades UFields to FFields, the UStruct objects are marked as invalid to prevent reloading the objects unnecessarily
- Fixes an issue where since Rename can clear the linker for mismatched types, any calls to FLinkerLoad::InvalidateExport needs to be moved before the rename operation to be effective.
- CollectUnreachableObjects will no longer mark unreachable objects as invalid in the linkerloader. That code would mark objects as invalid until the linker is destroyed which incorrectly assumed would happen soon. If however a load for the same package occurs before the linker is destroyed, the in-memory linker would be re-used keeping the marked exports as invalid so those exports would not be loaded (even though they should have been).
#jira UE-212466 UE-214849
#rb Francis.Hurteau, Michael.Galetzka
[RN] UObject::Rename will always remove the renamed object's linker if the rename moves the object into a different package. As a result, any renames occuring while an object is loading will now assert instead of leading to hard to diagnose crashes long after the Rename call has completed. If renaming to a different package is intentional and the linker should not be cleared, the new flag REN_AllowPackageLinkerMismatch can be used to prevent clearing linkers on the object even though the linker is for a different package than the package has been renamed to be part of.
[CL 34304935 by kevin macaulayvacher in ue5-main branch]
- changed the FRedirectedPropertyNode to use UE::FPropertyTypeName for it's types so that containers are distinguishable from one another
- made the fixup tool tabs have the name of the object they're fixing
- fixed the needs fixup warning to open several fixup tools if more than one object needs fixup rather than attempting multi-edit
- exluded VerseFunctionProperty from being made into loose properies since they can't realistically get fixed up
- fixed issue that caused incorrect properties to get marked as set by serialization during object copies
[CL 34210729 by jordan hoffmann in ue5-main branch]
The following additional changes were made:
- The fix up panel can now take an owning object. This is useful to lookup the object used by the component as in cases likes TEDS the object is used as the reference point.
- Added the central function `CreateInstanceDataObjectFixupDialog` to open up the fixup dialog with at least one tab. There are now multiple cases in code where this happens so helps keep consistency and reduce duplicated code.
- Added a new tag to identify loose properties.
- Added new TEDS queries for monitoring loose properties or placeholder tag and alerts so an alert action is added that pops up the fix-up tool.
- Expanded `RequiresFixup` to allow for recursively finding nested objects that require fixing up.
- Added `FindNestedInstanceDataObject` to allow IDOs to be retrieved for nested objects as well. An example is an entity with components that require fixing up, or all known IDOs under an object.
- Removed the memento registration for alerts. After a fix was done the memento would restore the alert again after it was cleared. A finer control over when alerts are recorded as mementos is needed.
#jira UE-215480
#rb jordan.hoffmann, Phillip.Kavan
[RN] Objects that fail to load now display an icon in the Outliner. Clicking the icon will bring up a tool that allows fixing issues.
[CL 34166340 by ronald koppers in ue5-main branch]