- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL
[CL 31015614 by richard malo in ue5-main branch]
- Remove some redundant filters now that this is done
- ISceneOutlinerMode::InitializeViewMenuExtender allows extending the menu (use Extension hooks) instead of only adding through ISceneOutlinerMode::CreateViewContent
#rb richard.malo
#rnx
[CL 27559488 by patrick enfedaque in ue5-main branch]
12 calls to FActorHierarchy::CreateWorldChildren in a 55k actor map with 15k loaded actors goes from 5.1 seconds to 2.7 seconds
#rb richard.malo, jeanfrancois.dube
#rnx
[CL 27373897 by patrick enfedaque in ue5-main branch]
- remove HasDataLayers() condition which was added for fixing CopyPaste of actors and no longer needed (tested copy/paste)
- avoid calling ActorEditorContextClientChanged in BroadcastDataLayerChanged and instead call it in AddActorToEditorContext/RemoveActorFromEditorContext
#rb richard.malo
#rnx
[CL 27342033 by patrick enfedaque in ue5-main branch]
- Add FScopedActorEditorContextFromActor which pushes a new context based on the provided actor (will be used in next Foliage CL)
- Implemented through IActorEditorContextClient(s) with EActorEditorContextAction::InitializeContextFromActor
- Remove Adding of DataLayers in ActorPartitionSubsystem as this will be done by the DataLayerEditorSubsystem through the active editor context
- Properly support ContextBundles in ActorPartitionSubsystem to generate unique name
- Cleanup APartitionActor naming API + Labels
#rb richard.malo
#rnx
[CL 27309490 by patrick enfedaque in ue5-main branch]
- This can be used for data layers adding details on high end platforms.
- This can be used in content bundles with server-only data layers.
This is CL26804958 brought back with fixes.
#jira UE-176165, FORT-542185
#rb sebastien.lussier
[CL 27029196 by jeanfrancois dube in ue5-main branch]