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]
#rb jeanfrancois.dube
#preflight 62910bda936293d61a819291
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 20397413 via CL 20397523 via CL 20397546
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20401185 by richard malo in ue5-main branch]
* If an asset was already added as a dependency, then a later call to GatherDependencies with that asset would not have it's dependencies added
* Added check for missing dependencies not in source control
* Exclude script/memory packages from the processing
#rb luc.eygasier, julien.lheureux
#jira none
#preflight 628272c3734d0657702dcfc3
[CL 20226341 by Sebastien Lussier in ue5-main branch]
- ValidateOnSave doesn't load unloaded assets
- Pass in the ULevel::LoadAllExternalObjectsTag to GetAsset so that WP worlds get fully loaded for validation
#rb lauren.barnes
#preflight 627a6ca510766ef8c1f4d7c7
#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 20123393 via CL 20123434 via CL 20123453
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20125212 by patrick enfedaque in ue5-main branch]
- Refactored how the code handles disabling streaming so we can support multiple actor descriptor containers.
- Store if the partitioned level has streaming disabled in the asset registry tags so it can be queried without having the map loaded.
- Adapted changelist validation to query the disable streaming state for unloaded levels.
#rb richard.malo
#preflight 62434f7c323cb7b991f27214
#rnx
[CL 19555312 by JeanFrancois Dube in ue5-main branch]
- Fixed changelist validation on DataLayers using new WorldDataLayersActorDesc
#rb philippe.deseve, jeanfrancois.dube
#preflight 623b33e7db0f61c7926e7df8
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 19480678 via CL 19481445 via CL 19481573
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v936-19480137)
[CL 19484037 by richard malo in ue5-main branch]
UDeprecatedDataLayerInstance allows to boot level using deprecated UDataLayers
Worlds using DataLayer can run the DataLayerToAssetCommandlet to transition their existing DataLayers
FActorDataLayer interface is deprecated.
DataLayers Blueprint referencers should now use DataLayerAsset to retrieve DataLayerInstances.
DataLayer Code referencers should now use DataLayerAssets or DataLayerInstance FName to retrieve DataLayerInstances.
DataLayerLabels now only used for display/UI purpose
Relabeling DataLayers is not permitted anymore on new DataLayerInstances (allowed on UDeprecatedDataLayerInstance)
Added Changelist Validation for DataLayers
Added a column to the datalayer outliner showing any data layer errors.
#rb richard.mal jeanfrancois.dube
#preflight 623098c2050dc69468b6a297 (errors only related to lyra, which do not exist in this stream)
#ROBOMERGE-OWNER: philippe.deseve
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 19385808 via CL 19387392
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19389077 by philippe deseve in ue5-main branch]
They cannot be loaded on the fly and spam the validation log with false positives.
UE-144978: A better alternative using WorldParitionErrorHandlers should used to perform the validation
#rb jeanfrancois.dube
#preflight 6227721be83598518f307b37
[CL 19302757 by Philippe DeSeve in ue5-main branch]
-Add validation for same Runtime Grid in references
-Run validation iteratively until we've propagated all settings fixes (in case of long cycles, which shouldn't be a common case) but only report errors in the initial check (before propagating any fix) so that users only see errors for data they can view/fix.
-Changed validation for Attached actors, Attached actors validate their settings from the topmost parent so that we don't get multiple confusing errors and fixups
#rb jeanfrancois.dube
#preflight 61b11551ee6e47a827060112
#ROBOMERGE-AUTHOR: dominic.couture
#ROBOMERGE-SOURCE: CL 18412141 in //UE5/Release-5.0/... via CL 18412163
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18412185 by dominic couture in ue5-release-engine-test branch]
- Deprecated enum EActorGridPlacement and replaced AActor::GridPlacement by bIsSpatiallyLoaded.
- It makes more sense from a user perspective to set an actor as "non-spatially loaded" instead of "always loaded", especially with data layers.
- If we ever need it, having the possibility to set actors to use their location or bounds to go in the grid will be a per-grid setting.
#rb richard.malo, sebastien.lussier
#preflight 61af8bf10e59fd0ab0f93cc4
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 18395825 in //UE5/Release-5.0/... via CL 18395836
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395850 by jeanfrancois dube in ue5-release-engine-test branch]
-When validating a CL with actors in a WorldPartition map, it locates and uses the ActorDescContainer for the map to do a validation of the Actors in the CL and inform the user of various errors. The same validation code is used in MapCheck.
#rb jeanfrancois.dube
#preflighted
#ROBOMERGE-AUTHOR: dominic.couture
#ROBOMERGE-SOURCE: CL 18355171 in //UE5/Release-5.0/... via CL 18355221
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18355229 by dominic couture in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
* Fixes Source Control cache corruption when submitting a changelist
* Updates external dependencies states when validating in case cached states are not valid anymore
#jira UE-132868
#rb Sebastien.Lussier
#changelist validated
#ROBOMERGE-AUTHOR: luc.eygasier
#ROBOMERGE-SOURCE: CL 18033926 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 18033936 by luc eygasier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Adds UncontrolledChangelistValidator, reconciling writable assets, warning the user if new uncontrolled changes are found during changelist validation
#rb Sebastien.Lussier
#preflight 60d0965a367e6700013a0083
#changelist validated
#ROBOMERGE-SOURCE: CL 16728469 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16728483 by luc eygasier in ue5-release-engine-test branch]