- This implicitely allows support of client-only/server-only External Data Layers
#rb JeanFrancois.Dube
[CL 33400993 by richard malo in ue5-main branch]
- Storing cached strings into actor descriptors to avoid FName::ToString.
- Getting actor names from the descriptor's stored FSoftObjectPath substring.
- Using move operator instead of copying strings when possible.
#rb sebastien.lussier
[CL 33238650 by jeanfrancois dube in ue5-main branch]
- Added External Data Layer support for "Place Actor with asset/BP class".
- Fixed External Data Layer support for BP reinstancing
- When no actor editor context is provided, try to solve a matching EDL based on asset/BP Class mountpoint
- Actor Editor Context EDL is applied when possible, when not, it generates a warning with the details of the failure reason (typically invalid reference)
#rb JeanFrancois.Dube
[CL 32693930 by richard malo in ue5-main branch]
- AWorldDataLayers::AddToActorEditorContext is now responsible of deactivating Content Bundle Context (instead of UDataLayerEditorSubsystem::AddToActorEditorContext)
#rb JeanFrancois.Dube
[CL 32574277 by richard malo in ue5-main branch]
Only allow data layers of a non-game feature plugin to be under a non-game feature WorldDataLayers.
#rb JeanFrancois.Dube
[CL 32442354 by richard malo in ue5-main branch]
- Duplicated actor is first initialized using source actor's External Data Layer. Then, Actor Editor Context tries to apply the current external data layer (which can fail if it would create invalid asset references).
- Also fixed UActorEditorContextSubsystem::ApplyContext when pasting actors : Actor Editor Context now waits at the end of the paste operation to apply the context as imported properties can override the properties if applied before (adapted Content Bundle to behave like before)
#rb Sebastien.Lussier
[CL 32324874 by richard malo in ue5-main branch]
These operations will first make sure that they won't generate invalid cross-domain references. If so, the operation will fail and be reported through logging and notification.
#rb JeanFrancois.Dube, Sebastien.Lussier
[CL 32244029 by richard malo in ue5-main branch]
Fixed FOnShouldFilterDataLayerInstance so that true actually filters the Data Layer instance (implementation and test were inverted which was confusing).
#rb JeanFrancois.Dube
[CL 32156169 by richard malo in ue5-main branch]
- FEditorLoadedActorCache was reporting unregistered loaded actors and the code that was using it was expecting registered actors.
- Replaced FEditorLoadedActorCache by FWorldPartitionHelpers::GetLoadedActorGuidsForLevel that gathers registered actors GUIDs and updated callers.
- UWorldPartition::Tick is now private to avoid code like LandscapeEditorUtils::SaveLandscapeProxies doing manual ticks to get around unwanted internal behaviors.
- TExternalDirtyActorsTracker can now filter out tracked actors depending on the parent class wanted behavior.
- Don't track dirty actors coming from non transactional operations.
#rb chris.tchou
[CL 32133372 by jeanfrancois dube in ue5-main branch]