#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]
#rb Per.Larsson
#rnx
#preflight 612e03f6677f0e000144b652
- Updated the comments to make the methods intent very clear (unload current payloads and prevent future payloads from being loaded from disk)
- Fix an inconsistency with BD2 running from IoStore, where calling ::RemoveBulkData was not preventing future loads in all cases. We now invalidate the PackageID when running from the IoStore in addition to unregistering the filepath token when running from pak files.
- No longer clear the flags when calling ::RemoveBulkData to be consistent with BD1.
- We might want to consider deprecating this method name and using something like ::Reset instead, but that would imply that we would reset all members and I do not see the value in making this much larger change if we do not need to do so.
[CL 17366830 by paul chipchase in ue5-main branch]
This fix was originally made by Paul Chipchase.
#rb Paul.Chipchase
#preflight 61249d24cc11eb0001ac4ef2
#ROBOMERGE-SOURCE: CL 17282377
#ROBOMERGE-BOT: (v858-17259218)
[CL 17282388 by charles derousiers in ue5-main branch]
Remove limit on pending package size since request buffers are no longer allocated up front.
Rely on the iodispatcher to sort requests instead of using the global load order for each package.
No longer store export bundle size and load order in the package store.
#jira FROST-4677
#rb per.larsson
#rnx
[CL 17267090 by CarlMagnus Nordin in ue5-main branch]
Fixed edge case where imported packages failed to register as dependencies if they had serialized all their exports but not postloaded them yet
#rb pj.kack
#rnx
#jira UE-120987
[CL 17099821 by CarlMagnus Nordin in ue5-main branch]
Ensure that all reachable packages have all their exports serialized before starting post load instead of relying on the serialization order. This is still required in some cases.
Apply the same logic to ensure that all reachable packages are post loaded before finishing loading
#robomerge[bot1] dev-enginemerge-test
#rb pj.kack
#rnx
#jira none
[CL 17027677 by CarlMagnus Nordin in ue5-main branch]
AsyncLoading with EditorDomain: batch up the callbacks in FAsyncLoadingThread::ProcessLoadedPackages so that the EditorDomain callback that saves the just-loaded package does not cause a stack overflow by adding 14 functions on the stack for each pending package discovered in the FlushAsyncLoading call.
#rb Francis.Hurteau
#rnx
[CL 17017812 by Matt Peters in ue5-main branch]
Add more flexibility to the redirects/localization functionality by moving redirect information away from the package summaries and import tables
Changed import references from global import hashes to package local export hashes
#robomerge[bot1] dev-enginemerge-test
#rb pj.kack
#rnx
#jira none
[CL 17014898 by CarlMagnus Nordin in ue5-main branch]
Add OnEndLoad calls for Async loaded packages, since the editor sometimes uses async loads.
#rb Francis.Hurteau
#rnx
[CL 16861817 by Matt Peters in ue5-main branch]
Updating FVirtualizedUntypedBulkData and textures to use the BulkDataRegistry.
BulkDataRegistry: Add get/put accessors for the cached BulkDataList of packages.
EditorDomain: Move ClassDigests into a global variable that can be shared with BulkDataRegistry.
EditorDomain: Improve performance of GetFileSize by fetching metadata only.
Tickable Cook Objects, for systems used by the cooker that need to be ticked.
Implementation of the the BulkDataRegistry that uses the DDC cache for persistent storage of the BulkDataList.
#rb Devin.Doucette, Paul.Chipchase, Zousar.Shaker
[CL 16768772 by Matt Peters in ue5-main branch]
- This has gone so long without being noticed as it is not expected that bulkdata will be compressed during a cook, as the pakfiles themselves will be compressed.
- InternalLoadFromIoStore now only loads via the IoDispatcher directly to the destination buffer if the data is in uncompressed format.
- If the data is going to be compressed we let the IoDispatcher allocate and return the compressed buffer and bulkdata will decompress that to the destination buffer instead.
#rb Per.Larsson, CM.Nordin
#fyi Charles.deRousiers
#preflight 60c83e2143ec380001e2ad1b
[CL 16670240 by paul chipchase in ue5-main branch]