* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher in ue5-main branch]
#rb Evgenii.Babinets
#ROBOMERGE-AUTHOR: simon.orr
#ROBOMERGE-SOURCE: CL 20431038 via CL 20433869 via CL 20435498 via CL 20435573
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448503 by simon orr 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]
- Enable ability to lazy load type data for MetaSound PinType editor data
- Utilize ability for Modulation types
- Remove Editor Frontend Class Metadata in favor of direct access from FrontendRegistry
#rb helen.yang
#jira UE-147220
#preflight 629699a988749bbb83add140
[CL 20444556 by Rob Gay in ue5-main branch]
- Don't copy point array, just add wrapped accessor for simple FloatWindow
- Move to drawing lines instead of a bunch of bubble images
- Add max number of draw segments
- Add cvars for tweaking
- Split out numeric & envelope thickness options
#rb helen.yang
#jira UE-153987
#rnx
#preflight 62967f0a9d75300f41bdb820
[CL 20444237 by Rob Gay in ue5-main branch]
- Fix for compressor for limiter case (removed unncessarily clamp on detector output)
#jira UE-150598
#rb Dan.Reynolds, Maxwell.Hayes, Jimmy.Smith
#preflight 6291227bbc1213abd7dc43bd
[CL 20442694 by Aaron McLeran in ue5-main branch]
- Changed FStateTreeHandle to FStateTreeStateHandle, used only for indexing states
- Added uint16 and uin8 index types, which can represent invalid index (aka INDEX_NONE)
- Changed indices that can be optional to the index types above
- Added validation and error loggic when index types overflow during compile
- Removed 2 indirections (in common case) and halved the memory usage of property copies
#jira none
#rb Mieszko.Zielinski
#preflight 6295d26e91004dd61ced370b
[CL 20434838 by mikko mononen in ue5-main branch]
Used a slightly modified version of the place actor icon for now.
Also updated a couple of raw pointers to TObjectPtr in nDisplay Light Card Actor.
#rb
#jira
#preflight 629477b57149e31ace60bea9
[CL 20429103 by Alejandro Arango in ue5-main branch]
The current method is erosion followed by blur of the inverted alpha.
#rb
#jira
#preflight 6291f2c2db0a62f25c013e08
[CL 20405864 by Alejandro Arango in ue5-main branch]