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]
Disable event track and live link filters
Fix SupportsSequence logic so that track editors can't just blindly support a track if it's a level sequence. If it doesn't pass the permissions, the track is not supported
#preflight 62857944f239239af6b9c6be
#rb andrew.rodham
#ROBOMERGE-OWNER: max.chen
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20283972 via CL 20284129 via CL 20284318 via CL 20284323
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20304670 by max chen in ue5-main branch]
#fortnite
#fn-stw
#tests Loaded mission_gate with an outlander and used up all stamina. Then held down LMB to swing pickaxe in a combo and verified that rightclicking does not reset the animation while stamina is very low. Animation still breaks eventually due to the activated ability calling more abilities that also have a cost
#rb Daniel.Broder
[REVIEW] [at]Daniel.Broder, [at]Stephan.Delmer, [at]Brandon.Johnson, [at]Dylan.Fansler, [at]Joe.Zabriskie, [at]Kelby.Gamble
[FYI] Jason.Attard, Hans.Oelerking, Tim.Tsai, Feezah.Ishmaelmanis
#ROBOMERGE-AUTHOR: angela.wu
#ROBOMERGE-SOURCE: CL 19744636 via CL 19746821 via CL 19747241 via CL 19749650 via CL 19749827
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v939-19570697)
[CL 19801826 by angela wu in ue5-main branch]
MovieScene was targeted as its headers were at the top of profiling ShooterGame builds.
Tested with -disableunity and -nopch. Current timings take ShooterGameEditor rebuild from 480s to 440s
#jira none
#rb josh.adams
#preflight 624c97a63661c8f04a191889
[CL 19634779 by christopher waters in ue5-main branch]
NOTE: To turn on the additional logging, make sure that AbilitySystem.AbilityTask.Debug.RecordingEnabled is true, and then also set AbilitySystem.AbilityTask.Debug.SourceRecordingEnabled to true.
[FYI] Michael.Noland
#RB Bill.Colby
#UE5 #RNX #NoReleaseNotes
#ROBOMERGE-AUTHOR: daniel.broder
#ROBOMERGE-SOURCE: CL 19366433 via CL 19366442 via CL 19367339 via CL 19368585 via CL 19368636
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19369020 by daniel broder in ue5-main branch]
* Fix references to deprecated function GetSpawnedAttributes_Mutable after merge
* Fix replication of OwnerActor and AvatarActor when they get nulled after being destroyed.
#rb Robert.Manuszewski
#rnx
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 19338524 via CL 19339686 via CL 19339692
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19348784 by louisphilippe seguin in ue5-main branch]
* GameplayTasksComponent and AbilitySystemComponent now support the registered subobject API
* By default the components keep replicating their subobjects via the old way (the ReplicateSubObjects function).
* Deleted some UE_DEPRECATED(4.XX) tags and moved or deleted the code they touched.
* Moved some replicated members to private access. Derived classes should use the Get/Set functions instead.
#jira UE-132889
#rb Mattias.Hornlund, John.Barrett
#ROBOMERGE-OWNER: louisphilippe.seguin
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 19307153 via CL 19307179 via CL 19311960 via CL 19315392 via CL 19315492
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19347720 by louisphilippe seguin in ue5-main branch]
#jira UE-143340
#tests Edited various GCNLs in Lyra during PIE and recompiled / resaved the BPs a couple of times to force reinstancing
#rb ben.zeigler
#lockdown julien.marchand
#preflight 622158a4c7262e0e538a3ba2
#ROBOMERGE-AUTHOR: michael.noland
#ROBOMERGE-SOURCE: CL 19258880 in //UE5/Release-5.0/... via CL 19259229
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v924-19243027)
[CL 19263831 by michael noland in ue5-main branch]
Setters and getters are native functions called by FProperties when setting property values with *_InContainer functions.
Setters and getter function names can be manually specified with Setter = Func and Getter = Func keywords inside of UPROEPRTY macro but they will also be automatically parsed if the name is not explicitly specified if the setter or getter function name matches SetPropertyName and GetPropertyName pattern.
The latter behavior can be disabled in UHT's DefaultEngine.ini by setting AutomaticSettersAndGetters=False.
ImportText and ExportTextItem functions have been deprecated and should be replaced with *_InContainer or *_Direct variants.
#rb Steve.Robb
#preflight 6210a377a83e0bcefd03d9e1
#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 19070318 via CL 19098059 via CL 19104650 via CL 19104661 via CL 19110012
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19147839 by marc audy in ue5-main branch]