Only return true from FIoDispatcher::IsInitialized() when the script objects chunk exists to keep its behavior consistent. Later, this function will be deprecated in favor of a function on IAsyncPackageLoader.
#rb Zousar.Shaker
#fyi CarlMagnus.Nordin
#preflight 614541e1bf494a0001bd76bc
[CL 17570905 by Devin Doucette in ue5-main branch]
This CL adds improved serialization for FDynamicMesh3 and its data structures:
- FDynamicMesh3, TDynamicVector, FRefCountVector, FSmallListSet, TDynamicMeshOverlay, ...
- Versioning using the UE5Main stream version
- Discarding redundant data
- Oodle compression
- Serialization of vertex skin weights
- Additional unit tests and benchmark
#jira UETOOL-3821
#preflight 6145b802c2c19000017e2f6f, 6145b81ea7246e00017b1a43
[CL 17563009 by michael balzer in ue5-main branch]
#rb CarlMagnus.Nordin
#rnx
#tests Ran overnight preflights on several platforms, opened/cooked/staged/ran the oldest version of InfiltratorDemo that can be downloaded (4.11)
### ObjectVersion
- Add a new version enum EUnrealEngineObjectUE5Version.
-- This version number starts at 1000 which leaves more than enough for for EUnrealEngineObjectUEVersion to be expanded
- Even though very few changes (if any at all) to EUnrealEngineObjectUE4Version are expected there is a static assert to make sure that EUnrealEngineObjectUEVersion::AUTOMATIC_VERSION never overtakes EUnrealEngineObjectUE5Version::INITIAL_VERSION.
- Add a struct FPackageFileVersion that wraps around the version numbers and is used to store them instead of raw int32 values which was done before. This should make it easier to add new version numbers in the future if we desire (although this will cause problems in places that serialize the struct directly)
### FPackageFileSummary
- Adding a new entry to CurrentLegacyFileVersion at value -8 which shows the UE5 version being added. This lets us make the changes without needing to submit anything to UE4 Main.
- When loading a package that does not have a UE5 version, it will remain at 0.
- Added ::IsFileVersionTooOld and ::IsFileVersionTooNew to replace hardcoded tests in the code base for version validity. This will make it easier to make changes in the future.
- A few months ago most of the accessors of the version number were deprecated in favour of a version that did not contain the Engine number (ie UE4Ver -> UEVer in Archive) but to work with these changes the renamed methods now will return or accept the version as FPackageFileVersion rather than int32. The old UE4 methods will remain deprecated and direct licensees to use the new methods.
### Archive
- Now stores the version as a FPackageFileVersion rather than int32
### LinkerLoad
- Reports the larger version number if we detect a higher version number than we support. Note that this could cause an issue if the UE4 version is ever raised but helps keep the code simple.
### AssetData
- Need to add a new version here to manage existing data that only has the UE4 version
### EditorDomain
- We do not need to version the format, we can just invalidate existing editor domain entries via EditorDomainVersion
### EditorServer
- When reporting that a package is too old we report the UE4 version as that is the only version that can be older than VER_UE4_OLDEST_LOADABLE_PACKAGE
- When reporting that a package is too new it can be either the UE4 or the UE5 version so we print them together "UE4Ver|UE5Ver"
### ContentCommandlets
- The min and max resave versions have been kept as a single value, you will not be able to resave against different UE4 and UE5 versions at the same time. It doesn't seem like a useful feature and would greatly increase the complexity of the code.
- We will also only report the file version as a single value.
### ManifestUObject
- This class was setting an older obsolete version on purpose to try and maintain compatibility with older clients so we need to provide a way to create an older UE4 only version that will leave the UE5 version as unset.
### NetworkPlatformFile
- I was unable to test the code path in FNetworkPlatformFile::ProcessServerCachedFilesResponse as I am unsure how to run the game in a mode that will actually use it.
- When reading an older "CookedVersion.txt" that was saved with a single version, the reads will fail and this will count as a version change in the code so that all of the existing files will be deleted. The existing code would not give the user a log message when this happens and given the very small time window where this might happen caused by this change I have opted to leave this alone and not add any additional logging.
- If we do detect a version mismatch we will still only log the version number as a single version.
### CookOnTheFlyServer
- We now add each version number to the IniVersionMap rather than merge the version and license version as a key/value pair. This allows us to a) use both the UE4 and UE5 version numbers b) we now log a warning that the version values don't match when it is changed, previously since it was a key value we would log a warning about an additional setting instead.
-- I also added "vs" to the log message when values are mismatched to make the space between the two values being printed clearer.
#ROBOMERGE-OWNER: paul.chipchase
#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 17549459 via CL 17550236 via CL 17550238 via CL 17550582 via CL 17550583
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v870-17433530)
[CL 17550586 by paul chipchase in ue5-main branch]
Introduce bElevateLogWarningsToErrors as a good name for existing functionality. Note it's assuming the name as it's known by its customer code. This change lines up the settings variable to its colloquial name around the codebase.
Deprecate bTreatLogWarningsAsTestErrors as it was misleading because it doesn't really shuffle log warnings into the test errors bucket as much as it just reclassifies the log verbosity from log warning to log error.
Remove bTreatLogErrorsAsTestErrors as it wasn't functional outside of EditorIterationTest's custom base class, and it's tempting to use incorrectly in place of bSuppressLogErrors
#rnx
#jira none
#rb andrew.grant
#preflight 6142442c4778fa000135b987
[CL 17526549 by geoff evans in ue5-main branch]
Move private core header files to internal to allow engine platform implementations in modules outside of core.
Add -forcegenericio command line option to disable platform specific implementations and fall back to the generic platform implementation that works on all platforms.
#rb carlmagnus.nordin
#rnx
#preflight 6140a7aaeb6e63000189fdf4
[CL 17516499 by PJ Kack in ue5-main branch]
This is confirmed to build with MSVC 14.24.28314, 14.28.29914, 14.29.30133.
#rb Zousar.Shaker
#rnx
#preflight 614045f93aa82d00013c2fc1
[CL 17504046 by Devin Doucette in ue5-main branch]
Added the abiity to tag and retrieve any anim graph node (similar to how we could reference linked anim graph nodes previously).
Ported linked anim graph nodes to use the new system
Added the ability to reference any anim graph node by tag (via a new custom node, spawnable from the context menu, with the appearance of an actor reference in a level blueprint)
Added tag display and editing in the bottom-right of anim graph nodes
Added new override point to SGraphNodeK2Var to allow for title widget parameters to be overriden by child classes
#jira UE-126286 - Anim node functions: Add anim node references
#rb Jurre.deBaare
#preflight 613a1e0cf9a522000143c253
[CL 17472894 by Thomas Sarkanen in ue5-main branch]