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]
SBasicFilterBar in ToolWidgets is the most generic filter bar, usable in non editor buillds as well
SAssetFilterBar in EditorWidgets is a complex filter bar with support for the built in asset filters from the content browser
SFilterBar in EditorWidgets is the most convinient filter bar to use in editor if you want asset filters and custom filters
#jira UE-151904
#rbJulien.StJean, jamie.dale
#preflight 628ba0da693c5e1de27cbc30
#ROBOMERGE-OWNER: aditya.ravichandran
#ROBOMERGE-AUTHOR: aditya.ravichandran
#ROBOMERGE-SOURCE: CL 20330320 via CL 20337158 via CL 20338269 via CL 20338595
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20340436 by aditya ravichandran in ue5-main branch]
#preflight 6227f184695c94f981bc741a
#rb jamie.dale
#ROBOMERGE-AUTHOR: rex.hill
#ROBOMERGE-SOURCE: CL 19322495 via CL 19339234 via CL 19344449 via CL 19350377 via CL 19350529
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19351705 by rex hill in ue5-main branch]
- Added ability to toggle Private Content Edit mode at Folder level in Content Browser
- You cannot edit an asset's Private/Public state unless it's within a Private Content Editable folder
- Private Assets do not show up unless their within a Private Content Editable folder
#preflight 621fbc63e15c51d8c509559d
#rb Rex.Hill
#ROBOMERGE-OWNER: rex.hill
#ROBOMERGE-AUTHOR: scott.nelson
#ROBOMERGE-SOURCE: CL 19226371 via CL 19235626 via CL 19238850 via CL 19238931 via CL 19245779
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v924-19243027)
[CL 19247024 by rex hill in ue5-main branch]
#preflight 621e95b3e15c51d8c5dae7e0
#rb Rex.Hill
#ROBOMERGE-AUTHOR: scott.nelson
#ROBOMERGE-SOURCE: CL 19211175 via CL 19214799 via CL 19216582 via CL 19216684 via CL 19216697
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19225339 by scott nelson in ue5-main branch]
#rb Johan.Torp, Lauren.Barnes
#jira UE-135423
#rnx
#preflight 620374f674604bc6b1a62882
- The filter can be found in Filter->Other Filters -> Virtualized Data
- Since we only want to store if a package has virtualized data or not we can just use a bit in FAssetPackageData::Flags
[CL 18951020 by paul chipchase in ue5-main branch]
This avoids part of the hitch when searching the CB in large projects, as while the initial backend hitch (to show all content) remains, the frontend filtering is now amortized so the editor remains responsive as you type out your search query. The CB shows a little progress bar above the asset view while the search is running.
#jira
#rb Rex.Hill, Lauren.Barnes
#preflight 61e05ebc250b9537f77918fe
#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 18600367 via CL 18603781 via CL 18603885 via CL 18603962 via CL 18614021 via CL 18614086 via CL 18614115
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18614137 by jamie dale in ue5-main branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Content browser now hidden by default, opening tip is displayed showing you how to access it from the drawer. It can be permanently docked into the layout from there. Opening tip is never shown again
Placement browser is now closed by default
A UE4 classic layout has been added for those who want the placement browser and content browser docked by default
#jira UETOOL-2669
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 15918688 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf
[CL 15921147 by matt kuhlenschmidt in ue5-main branch]