Commit Graph

3333 Commits

Author SHA1 Message Date
Matt Peters
230a874f39 Fix AssetRegistry error "UpdateAssetData called with a change in ObjectPath" when cooking a package and moving an actor asset out of the external package into the main package.
#rb Francis.Hurteau
#rnx

[CL 16193905 by Matt Peters in ue5-main branch]
2021-05-04 10:57:11 -04:00
Matt Peters
99b03f82ae GetSchemaHash: Fix buildbreak with programs that have WITH_EDITOR_DATA but not CACHE_UNVERSIONED_PROPERTY_SCHEMA.
#rb None, trivial
#fyi Johan.Torp
#rnx

[CL 16192085 by Matt Peters in ue5-main branch]
2021-05-04 08:00:09 -04:00
Matt Peters
6935c29d01 Create function UStruct::GetSchemaHash. This function provides a hash that can be used to check whether tagged property serialization stored in a saved package is a match for the current binary's UClasses. This hash can be used to test whether versioned tagged property serialization will produce unchanged results, and whether unversioned property serialization will succeed.
#rb Johan.Torp
#rnx

[CL 16186852 by Matt Peters in ue5-main branch]
2021-05-03 16:54:05 -04:00
paul chipchase
71b969d9c4 Cherrypicking Mirage code base (disabled) from Dev-Cooker
- The mirage specific code is disabled behind the define UE_USE_VIRTUALBULKDATA, this means that some code paths in Texture/Mesh are much more complex than they need to be as we support both old and new paths. Once the system has been turned on and confirmed to cause no issues then this will be stripped out.
- SavePackageUtilities.cpp, SavePackage.cpp and SavePackage2.cpp are editgrates rather than integrations as those files have changes in DevCooker that we don't want to bring over immediately.
- Also includes a prototype system for storing bulkdata in a sidecar file in the workspace domain rather than in the .uasset/.umap file which although has been discontinued as part of mirage, will have applications for future work for non-virtualized projects and/or text based assets.

#rb Patrick.Finegan (all changes have been reviewed when submitted to Dev-Cooker)
#tests Cooking and running ShooterGame/Frosty and other sample programs using megascan assets
#rnx
#preflight  608be50d870cf400013ff99d

[CL 16167285 by paul chipchase in ue5-main branch]
2021-04-30 08:14:54 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Francis Hurteau
0ea177a8fc Re-enable Save2 in editor now that reported problems and issues are fixed
#rb trivial
#fyi Matt.Peters

[CL 16148696 by Francis Hurteau in ue5-main branch]
2021-04-28 16:52:52 -04:00
Matt Peters
c917563040 EditorDomain - Add in-process save, enable asynchronous EditorDomain loading, and add some cleanup for EditorDomainSave.
#rb Zousar.Shaker
#rnx

[CL 16145373 by Matt Peters in ue5-main branch]
2021-04-28 12:34:08 -04:00
Francis Hurteau
23fbb14332 Disable Save2 in editor temporarily until recent reported problems are confirmed fixed.
#rb trivial
#fyi Matt.Peters

[CL 16143597 by Francis Hurteau in ue5-main branch]
2021-04-28 10:31:18 -04:00
PJ Kack
6d27dd246d Clang compile fix for 15735615 to avoid deprecation warning for FPackageFileSummary::Guid in implicit constructors
#jira none
#rb none
#rnx

#ROBOMERGE-OWNER: pj.kack
#ROBOMERGE-AUTHOR: pj.kack
#ROBOMERGE-SOURCE: CL 16139414 in //UE4/Release-4.27/... via CL 16139466
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Staging) (v789-15992632)

#ushell-cherrypick of 16142572 by pj.kack
#preflight 60895997f1a052000177199d

[CL 16143405 by PJ Kack in ue5-main branch]
2021-04-28 10:17:05 -04:00
Johan Torp
e21134f375 Optimize asset registry UpdateTemporaryCaches()
Saves 100ms in Engine::Init() w/o UAssetManager::Push/PopBulkScanning optimization and 35ms with it, measured on Gen5 for an internal project.

#rb matt.peters

[CL 16142419 by Johan Torp in ue5-main branch]
2021-04-28 07:53:44 -04:00
Marc Audy
3cfedaade8 Fix PVS warning V502 when comparing against NAME_None in a trinary
[CL 16137741 by Marc Audy in ue5-main branch]
2021-04-28 01:58:36 -04:00
Francis Hurteau
7cca09843e Add a way to set an output device to record error during linker save serialization
Error out when there is an error on the linker save during export serialization
LinkerSave will now set an error on the archive when a name is unable to be mapped and during serialization
Still run save cleanup for a package if errors are encountered

#rb Matt.Peters
#jira FROST-2374
#preflight 608882a038dfe40001edf3dd

[CL 16133989 by Francis Hurteau in ue5-main branch]
2021-04-27 18:25:03 -04:00
Jamie Dale
4afb7ce6bb Made EName an enum class to prevent implicit conversion to int
The following code would call the int overload rather than the name overload when passed an EName constant, which could easily lead to confusion and bugs:
    using FMyId = uint8;
    void DoThing(FName);
    void DoThing(FMyId);
    DoThing(NAME_Actor);

The change to use enum class requires that any code that actually deals with EName as an int (mostly internal name code and serialisation) be updated to explicitly cast, but prevents the implicit conversion that causes the issue above.

In order to preserve the NAME_X aliases that the old-style enum added to the global scope, new aliases have been added that point to the EName scoped versions. Unfortunately these can cause shadowing warnings if NAME_X is defined in the local scope, as the old-style enum used to allow that without shadowing, however there is no way to prevent this so we'll just need to fix any warnings that occur.

#rb Johan.Torp
#preflight 6087e06349a9840001414708

[CL 16126708 by Jamie Dale in ue5-main branch]
2021-04-27 10:11:18 -04:00
Matt Peters
c6e158a201 Reduce FName memory usage when saving thumbnails.
#rb Danny.Couture
#rnx

[CL 16123199 by Matt Peters in ue5-main branch]
2021-04-27 07:55:56 -04:00
Tim Smith
8b9fd4e009 Fixing ClassPrivate nullptr deref bug
#rb trivial
#rnx

[CL 16119070 by Tim Smith in ue5-main branch]
2021-04-26 17:31:30 -04:00
Tim Smith
5fb833c5c1 Added support for more arbitrary property changes to live coding.
1) Changed the pre/post compile notifications from module notifications to process commands.
2) Added server command to notify that we want re-instance patching (two phase)
3) Added support for two phase patching to enable re-instancing without all the limitations.
4) Added a null CDO check for old blueprint classes (approved by Phillip)

#rb ben.marsh
#rnx
#preflight 6086e3481046fb000183c2d4

[CL 16115620 by Tim Smith in ue5-main branch]
2021-04-26 12:49:25 -04:00
Matt Peters
384daee94f Fix SavePackage ensure that can occur if there is an Asset object in a package that is not the primary Asset and is not standalone.
#rb Francis.Hurteau
#rnx

[CL 16113956 by Matt Peters in ue5-main branch]
2021-04-26 10:12:58 -04:00
Marc Audy
38cdce1b97 Reenable ability to override native class from blueprint
Added a config variable to allow it to be turned off, but it will default to on.
#rb Phillip.Kavan

[CL 16095004 by Marc Audy in ue5-main branch]
2021-04-22 13:00:25 -04:00
Jamie Dale
00c1da79ba Removed selection annotations
These existed as an optimization for USelection to quickly know if an object was selected, without having to test its array. UTypedElementList has that optimization embedded, so at this point the selection annotations are just extra state to keep in-sync, and failure to do so has already lead to bugs.

This change removes them in the simplest way possible, by using a function pointer to callback into editor code from core/engine code (as core/engine cannot directly access the global selection state), though longer-term we probably want to remove IsSelected/IsSelectedInEditor from UObject and let specific systems provide that functionality if they need it (eg, AActor/UActorComponent could provide it by getting the selection set from the owner world, rather than the global state).

#rb Brooke.Hubert
#preflight 607de942e7a5ac0001a6b7d6

[CL 16075785 by Jamie Dale in ue5-main branch]
2021-04-21 12:38:24 -04:00
Matt Peters
3a33553aad Fix AsyncLoadPackage's error handling to call the completion delegate with the requested package name instead of NAME_None when the packagename is invalid.
#rb CarlMagnus.Nordin
#rnx

[CL 16061452 by Matt Peters in ue5-main branch]
2021-04-20 10:47:23 -04:00
JeanFrancois Dube
d4d70ef880 Always load all imports in editor builds, including -game.
#jira UETOP-406, UETOP-1042, UETOP-1045, UETOP-1046
#rb zousar.shaker

#ROBOMERGE-OWNER: JeanFrancois.Dube
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 16051188 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
#ROBOMERGE-CONFLICT from-shelf

[CL 16053109 by JeanFrancois Dube in ue5-main branch]
2021-04-19 14:17:37 -04:00
Jamie Dale
d5aee0838d Removed direct use of GSelectedObjectAnnotation
- Added a way for UEdGraphNode_Comment to override its global editor selection state.
 - Updated UControlRigGraph to use that method, rather than directly adjust GSelectedObjectAnnotation.

#rb Brooke.Hubert

[CL 16052224 by Jamie Dale in ue5-main branch]
2021-04-19 12:59:49 -04:00
Johan Torp
b5d82b47e4 Remove ~0.9M of ~4M allocations during startup of an internal demo project
Allocations came from ULevelStreamingDynamic::PostLoad()  -> IsValidStreamingLevel() -> FPackageName::DoesPackageExist() -> TryConvertToMountedPathComponents()

#rb matt.peters

[CL 16050266 by Johan Torp in ue5-main branch]
2021-04-19 09:36:33 -04:00
PJ Kack
50cd6737f9 AsyncLoading2: Improve overlap of ALT and GT work for data sets with expensive PostLoad to reduce wall times when flushing async loading.
Interleave polling of packages in external read queue with processing of normal work queue nodes.

#rb per.larsson, carlmagnus.nordin
#rnx

[CL 16049103 by PJ Kack in ue5-main branch]
2021-04-19 05:52:42 -04:00
Thomas Sarkanen
d2f5d8d1ae Sparse class data changes to allow compiler-generated structs to be used
Changes to serialization to add a serialized reference to the struct and properly specify dependencies.
Use TPropertyValueIterator to recover nested UObject* for GC.
Make sure to use struct wrappers rather than CppStructOps for init and destruction.
Fix cleanup call from SetSparseClassDataStruct to only set the new struct AFTER destrUctors etc. have been called.

#rb Fred.Kimberley,Jurre.deBaare

[CL 16048941 by Thomas Sarkanen in ue5-main branch]
2021-04-19 04:54:20 -04:00