This was due to TFieldIterator skipping interfaces by default, which is what the various FindField/Property functions use internally.
This change also cleans-up TFieldIterator so that you can control its behavior with a single flags value (rather than 3), via a new constructor that takes a EFieldIterationFlags value (now the default constructor), with the older-style EFieldIteratorFlags values being proxied from the older multi-parameter constructor.
#preflight 60947bffc6c42e0001298c56
#rb Marc.Audy
[CL 16238110 by Jamie Dale in ue5-main branch]
- With external actors, it is now possible for an actor to change class and be saved without it's referencer objects to be resaved.
- That was impossible to happen in standard levels, as you would have resaved the level and all possible referencers were resaved at the same time.
- To fix that, change how exports are hashed in the linker, to be able to resolve imports solely by name (removed the class and class package filters).
- Object properties will properly filter incompatible objects based on their expected class.
#jira none
#rb francis.hurteau
#preflight 60919d1f90631e0001dc3f0f
[CL 16205807 by JeanFrancois Dube in ue5-main branch]
#rb None (Slack discussion with Steve Robb and others)
#rnx
#ushell-cherrypick of 16202495 by Matt.Peters
[CL 16202707 by Matt Peters in ue5-main branch]
- 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]
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]
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]
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]
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]