Calls to retrieve data layers from the subsystem are now forwarded to a collection of WorldDataLayers
The collection forwards the call to the relevent WorldDataLayers
#rb richard.malo
#preflight 62bd9255b024a2608c311344
#test AncientGame, CitySample, Cook, PIE, -Game, Hlods
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 20894852 via CL 20894903 via CL 20894926
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20898599 by philippe deseve in ue5-main branch]
#rb philippe.deseve
#preflight 62b38447044266c6677e73f6
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 20792363 via CL 20798340 via CL 20800118
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20802223 by richard malo in ue5-main branch]
#rb Rex.Hill
#preflight skip
#ROBOMERGE-AUTHOR: dave.belanger
#ROBOMERGE-SOURCE: CL 20737130 via CL 20737154 via CL 20737198 via CL 20737224 via CL 20737247
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v970-20704180)
[CL 20739714 by dave belanger in ue5-main branch]
Remove option to import Data Layer assets from Level Instance if world has deprecated Data Layers.
#rb philippe.deseve
#preflight 62acb5515c69124c40cbea70
[CL 20706115 by Richard Malo in ue5-main branch]
#rb jeanfrancois.dube
#preflight 62964d659d75300f41b38413
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 20452745 via CL 20452751 via CL 20452755
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v952-20449836)
[CL 20460646 by richard malo in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
- Optimized FFolder resolving to UActorFolder : now uses and maintains an acceleration table
- Favor creation of FFolder using ActorFolderGuid when available
- FFolder creation now always passes a Root Object to facilitate Root Object ptr resolving (even when it's the main world)
- Fixed Duplicate Hierarchy when using Actor Folders and target level is different
- Fixed copy/paste actor from Persistent to LevelInstance not loosing actor folder
- Fixed mark for delete of an Actor Folder that could generate duplicates
- Modified fix of duplicate Actor Folders in a level : instead of renaming duplicates, mark for delete all duplicates except one and redirect children to the one we keep
#jira UE-150566
#rb patrick.enfedaque, jeanfrancois.dube
#preflight 6284101f486700b561a555ff
[CL 20346124 by Richard Malo in ue5-main branch]
- Unbound octree now stores hierarchical editor cells instead of leaves, this greatly reduce the number of needed editor cells for very large worlds.
- Implemented loading regions support to replace editor cells loading, in preparation for bookmark regions.
Tested against a 2000KMx2000km world + various internal projects and demos.
#rb patrick.enfedaque, richard.malo
#preflight 628239b5cf7e4667a97e3fe0
[CL 20222133 by JeanFrancois Dube in ue5-main branch]