Old protocols will always use short type names so there's no point in spamming with warnings.
#rb Jason.Walter
#preflight none
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20431300 via CL 20433879 via CL 20435503 via CL 20435577
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448507 by robert manuszewski 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]
Main implementation by Dominik with build and switchboard support added by me.
#jira UE-147235
#rb Dominik.Peacock
#preflight 6284fa081f474f0660ecb74e
[CL 20264867 by jason walter 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]
Backing out due to Horde cook breakage: https://horde.devtools.epicgames.com/job/620596dc6d374b98b0977945?step=dad9
#preflight https://horde.devtools.epicgames.com/job/6205b061672f831308bc87ef
[FYI] Simon.Therriault
Original CL Desc
-----------------------------------------------------------------
- Updating MessageBus protocol and CBor serialization backend to support communication between LWC and non LWC endpoints
#rb francis.hurteau, jason.walter
#lockdown alejandro.arango
#jira UE-142171
#preflight 62055181a155a4cddac2660c
#ROBOMERGE-AUTHOR: eric.mcdaniel
#ROBOMERGE-SOURCE: CL 18947525 in //UE5/Release-5.0/... via CL 18947673 via CL 18947789
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18947792 by eric mcdaniel in ue5-main branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier 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]
BuildStaticLighting() will occasionally finish and call AppPreExit() which calls FUdpMessageProcessor::Stop() while there are still queued messages that haven't been sent.
This is a fix suggested by Jason which allows FUdpMessageProcessor::UpdateKnownNodes() to complete.
#jira UE-116545
[at]Brandon.Schaefer, [at]Jason.Walter
#rb Brandon.Schaefer, Jason.Walter
#lockdown Cristina.Riveron
#ROBOMERGE-OWNER: will.damon
#ROBOMERGE-AUTHOR: michael.sartain
#ROBOMERGE-COMMAND: _robomerge UE5-Main
#ROBOMERGE-SOURCE: CL 17448431 in //UE4/Release-4.27/... via CL 17448447 via CL 17448456 via CL 17448472
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v870-17433530)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 17552200 by michael sartain in ue5-release-engine-test branch]