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]
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]
This improves the visual quality of the light card. And you end up with smaller light cards.
#rb
#jira
#preflight 628ee9a2f622d972b5b0024a
[CL 20375537 by Alejandro Arango in ue5-main branch]
To use, click on the viewport "Draw LC" button, then click on the viewport at the locations where the polygon vertices should exist, then end the polygon with right mouse button. Or abort by toggling the "Draw LC" button.
The polygon is saved in an array in the light card, and is used to generate an alpha texture. This alpha texture is independent of the color texture. This alpha texture is generated dynamically, so there is no need to save it as an asset.
The default generated alpha texture dimensions is 128x128, but can be changed with DC.LightCardPolygonTextureSize.
Currently there is visual indication of the drawing process (other than the mouse becoming a cross and the Draw LC button being highlighted).
#rb trystan.binkley-jone, patrick.hardy
#jira
#preflight 628ec2c289000256cea3ba07
[CL 20373874 by Alejandro Arango in ue5-main branch]
* Fixed sudden spins of lightcards when pushing gizmo near the north and south poles in the LC Editor.
* Fixed translation jumps of grouped LCs when primary one passes through poles in the LC Editor.
* Changed LC positional parameters from float to double
#jira
#rb trystan.binkley-jone
#preflight 6287c9996c7692ac8cc7eac6
[CL 20298457 by Alejandro Arango in ue5-main branch]
With this change, a disabled preview is no longer fully blocking the view.
#jira
#rb
#preflight 6284918bf669ec590287b6d1
[CL 20257966 by Alejandro Arango in ue5-main branch]
This is particularly useful when nudging the lightcards around the center of the ceiling.
This spin compensation is not activated when using the lat/long axes individually.
#jira
#rb trystan.binkley-jone
#preflight 628469dff669ec590276baa2
[CL 20255919 by Alejandro Arango in ue5-main branch]