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]
Schemas are now composed of user defined channels. Channels are responsible for describing their features to the schema, indexing assets, query construction, and debug drawing. Existing schemas are migrated to the default pose or trajectory channel implementations
This change will cause some minor data loss. Schemas will automatically migrate, but database default weights and per-group weights will have to be setup again. The weights structure is now composed of an array of channel weight params rather than hard-coded pose and trajectory weights. The number of entries in the weights array is expected to mirror the number of channels setup on a Schema, but there is no UI feedback about that yet and the weights system will fallback to defaults when there aren't sufficient entries in the array.
#rb cesar.castro,samuele.rigamonti
#preflight 628fe0aee73f637548edf52d
[CL 20385207 by braeden shosa in ue5-main branch]
- fixed ddc issue with cooking and running packaged builds
- fixed crash when the schema changes while the database is being searched
#rb aaron.cox
#preflight 627d9acf545ef59331f032b0
[CL 20174255 by cesar castro in ue5-main branch]
#ROBOMERGE-AUTHOR: keith.yerex
#ROBOMERGE-SOURCE: CL 20154629 via CL 20154693 via CL 20154836
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20157345 by keith yerex in ue5-main branch]
- added scrubbing timeline to preview
- clicked actors are highlighted in the asset tree
#rb aaron.cox
#preflight 627c2cdc2f34cb1d4c2cb8f8
[CL 20152037 by cesar castro in ue5-main branch]
#rb header and class name replacement
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20078276 via CL 20078825
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20106316 by lauren barnes in ue5-main branch]