#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]
* readded previously removed duplicates handling
* improved one of the dependency tests and improved the solving algorithm to handle "execute before group"-kind of dependencies.
#review-20364357
#preflight 628e3f1a9f6fbd94adf5bbb4
[CL 20367147 by Mieszko Zielinski in ue5-main branch]
The main change is that if a processor P in group A depends on a processor R in group B we no longer infer group A depending on group B (which was the case previously). In fact, groups are no longer represented outside of dependency solving step - once dependencies are solved we end up with a list of processors ordered in a way respecting both declared "execute after" and "execute before" dependencies but also dependencies resulting from requirements declared by Processors' queries (the latter part has practical meaning in single-threaded mode).
As part of this CL remnants of old approaches have been cut, along with the PARALLELIZED_TRAFFIC_HACK (which is not compatible with the how phase-composite-processor stored its child processors, i.e. in a flat list).
#review-20329323
#preflight 628bcc6f693c5e1de28c8f1a
#preflight 628cc759f057b981ca578f4e
[CL 20346695 by Mieszko Zielinski in ue5-main branch]
Also added a dedicated traits template for shared fragments.
As part of implementation added a dedicated MassGameplay module for storing TMassExternalSubsystemTraits declared for subsystems external to Mass code that the MassGameplay plugin's modules are using.
#jira UE-152550
#review-20242604
#preflight 6283c6ed18591b86df9346e0
#preflight 6283f43f0a585259b1ac8e04
[CL 20249633 by Mieszko Zielinski in ue5-main branch]
This version only expands on current declaration-based dependencies. More iterations to come.
#review-20239911
#preview 62836e380039ea57a5342daf
#preflight 6283b1944316db80d18e7bd3
[CL 20243066 by Mieszko Zielinski in ue5-main branch]
This is a prerequisite step to support fetching processors' requirements.
Updated all the queries owned by processors at this moment.
#review-20178362
#preflight 627e2b2d9650a277336b85e1
#preflight 627e37860d2d1f6ed8be0d95
[CL 20179262 by Mieszko Zielinski in ue5-main branch]