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]
#ROBOMERGE-SOURCE: CL 12643361 via CL 12649213 via CL 12649219 via CL 12649230
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12649243 by nick darnell in Main branch]
#ROBOMERGE-SOURCE: CL 12295970 via CL 12295975 via CL 12295977 via CL 12295985
#ROBOMERGE-BOT: (v668-12245121)
[CL 12295993 by nick darnell in Main branch]
Blueprint Indexer - We now index user editable properties exposed to the details panel on nodes, so for example, Switch On Name nodes, the individual names for each name are now indexed.
Search - When searching we now attempt to find runs of tokens to generate additional search terms. For example, searching for Get Health, will now also search for GetHealth, however "Get Health" will be left as is with no additional search.
#ROBOMERGE-SOURCE: CL 12146618 via CL 12146619 via CL 12146621
#ROBOMERGE-BOT: (v659-12123632)
[CL 12146622 by nick darnell in Main branch]
Now hashing all assets that are indexed. We now only generate a single DDC key. AssetSearch_V{SerializerVersion}_{IndexersNamesAndVersions}_{ObjectPathHash}_{FileOnDiskHash}
The file hashes along with last modified are stored in the asset database to make quick lookup easy.
A project now has control over which directories to not index.
#ROBOMERGE-SOURCE: CL 12121509 via CL 12121510 via CL 12129837
#ROBOMERGE-BOT: (v659-12123632)
[CL 12129938 by nick darnell in Main branch]
#ROBOMERGE-SOURCE: CL 12049563 via CL 12049565 via CL 12049566 via CL 12049567
#ROBOMERGE-BOT: (v656-11643781)
[CL 12055086 by nick darnell in Main branch]
Not done yet, still marking it as beta. Not enabled by default.
#ROBOMERGE-SOURCE: CL 11850262 via CL 11850267 via CL 11850272
#ROBOMERGE-BOT: (v656-11643781)
[CL 11883741 by nick darnell in Main branch]