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]
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 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]
- Removed MassStateTreeSmartObjectEvaluator and implemented it as a task
- changed slot claim to not set state on SmartObject user
- changed smart object use to have start/stop, and it's cached on the SmartObject user
- added filter options to find smart object
- made unnecessary properties hidden in editor
#jira UE-147508
#rb Yoan.StAmant
#preflight 627a21944b6e4b76c93b0690
[CL 20120024 by mikko mononen in ue5-main branch]
The main point of the change is to get rid of processor-cached subsystem pointers and let queries declare their desired subsystem use so that we can arrange calculations accordingly and thread-safely for parallel processing (future work).
#review-19740043
#preflight 62691752487e11fc1d72b0cb
[CL 19936828 by Mieszko Zielinski in ue5-main branch]
Also includes fixes for other build issues as it's hard to separate them all.
#jira too many to list
#rb none
#preflight 6247d21073665f7d5e6c5a6c
[CL 19600818 by christopher waters in ue5-main branch]
* Deleted un needed SampleCrowdVisualizationProcessor, saves 0.35 over 0.7ms) the visualization was done twice.
* Re-parallelize the LOD collection of the trafic with the crowd (Saves ~1.6ms on my local PC over 7.5ms)
* Augmented the size of the chunks to 128k because since we enable LWC it have afftected the number of entities per chunk (Mostly on the traffic saves ~1ms over 6ms)
* Found out that we were collecting all the parked vehicles LOD info because they were not using SimulationLOD, fixed by changing the method logics we call to know if we will need those distances.(Saves ~0.4ms over 0.7ms)
* Cleaned up some of the deleted parameters in mass ini file
#jira UE-145304
#rb mieszko.zielinski mikko.mononen
#rnx
#preflight 6228b936695c94f981d0d5ee
#lockdown nick.whiting
#ROBOMERGE-AUTHOR: maxime.mercier
#ROBOMERGE-SOURCE: CL 19320802 in //UE5/Release-5.0/... via CL 19324034
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19348063 by maxime mercier in ue5-main branch]