Other changes:
- Don't emit an ICE for the binary compatibility test between a literal term type and its associated coerce property when the property's underlying type is not supported; this is an undefined context.
- Include additional context in the error message that's output as a result of encountering an undefined opcode during script execution. Note that the callstack will identify the Blueprint class/function.
#jira UE-144355
#rb Dave.Jones2
#fyi Michael.Noland
#preflight 62559c3fcd5ed4dd0918354d
[CL 19726701 by Phillip Kavan in ue5-main branch]
We need to ensure that literal default values are interpreted as float strings instead of doubles. We've observed that some older Blueprint content might be using exact comparisons with floats. While this is generally frowned upon, some game logic may depend on this behavior. These issues can be difficult to debug if we covertly interpret literal float data as doubles.
As for the fix, anytime we serialize old pin data that represented a single precision float, we set a flag on the type that ensures we parse its default value string as a single precision float. This flag is also serialized, and isn't changed until the user actually changes the current value to something different.
#jira UE-145026
#preflight 622a416b03062eac59dae469
#rb phillip.kavan
#lockdown
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 19339612 in //UE5/Release-5.0/... via CL 19348994
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19349461 by dave jones2 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]
Adds a define UE_FNAME_OUTLINE_NUMBER.
Removes of FName, FMinimalName from memory image support. Adds of FMemoryImageName.
Removal of FMinimalName operator<<, all fields made private, size made variable.
All fields of FScriptName made private.
Added console commands for dumping numbered/unnumbered names and stats.
#rb johan.torp
#ROBOMERGE-OWNER: robert.millar
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 19058026 via CL 19058611 via CL 19058656 via CL 19061727 via CL 19061740 via CL 19064047
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)
[CL 19066701 by robert millar in ue5-main branch]
The original ENABLE_BLUEPRINT_REAL_NUMBERS macro was strictly meant for AB testing in the Dev-LWC. Currently, disabling it won't work, and would likely lead to broken behavior. Its presence might incorrectly indicate to licensees that this is an option that can be toggled safely.
#rb marc.audy
#jira UE-140327
#preflight 61fc6449dc0b3ecbecb6f381
#lockdown julien.marchand
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18864654 in //UE5/Release-5.0/... via CL 18864683 via CL 18864993
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18865002 by dave jones2 in ue5-main branch]
Blueprint real number support.
This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures).
One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code.
The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG.
#rb marc.audy (serialization changes)
#jira UE-116484
#preflight 61f8bdd5a2514ba12ff7bdfc
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823569 by dave jones2 in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
Most UE4 platforms use a 2-byte TCHAR, however some still use a 4-byte TCHAR. The platforms that use a 4-byte TCHAR expect their string data to be UTF-32, however there are parts of UE4 that serialize FString data as a series of UCS2CHAR, simply narrowing or widening each TCHAR in turn. This can result in invalid or corrupted UTF-32 strings (either UTF-32 strings containing UTF-16 surrogates, or UTF-32 code points that have been truncated to 2-bytes), which leads to either odd behavior or crashes.
This change updates the parts of UE4 that process FString data as a series of 2-byte values to do so on the correct UTF-16 interpretation of the data, converting to/from UTF-32 as required on platforms that use a 4-byte TCHAR. This conversion is a no-op on platforms that use a 2-byte TCHAR as the string is already assumed to be valid UTF-16 data. It should also be noted that while FString may contain UTF-16 code units on platforms using a 2-byte TCHAR, this change doesn't do anything to make FString represent a Unicode string on those platforms (ie, a string that understands and works on code points), but is rather just a bag of code units.
Two new variable-width string converters have be added to facilitate the conversion (modelled after the TCHAR<->UTF-8 converters), TUTF16ToUTF32_Convert and TUTF32ToUTF16_Convert. These are used for both TCHAR<->UTF16CHAR conversion when needed, but also for TCHAR<->wchar_t conversion on platforms that use char16_t for TCHAR along with having a 4-byte wchar_t (as defined by the new PLATFORM_WCHAR_IS_4_BYTES option).
These conversion routines are accessed either via the conversion macros (TCHAR_TO_UTF16, UTF16_TO_TCHAR, TCHAR_TO_WCHAR, and WCHAR_TO_TCHAR), or by using a conversion struct (FTCHARToUTF16, FUTF16ToTCHAR, FTCHARToWChar, and FWCharToTCHAR), which is the same pattern as the existing TCHAR<->UTF-8 conversion. Both the macros and the structs are defined as no-ops when the conversion isn't needed, but always exist so that code can be written in a portable way.
Very little code actually needed updating to use UTF-16, as the vast majority makes no assumptions about the size of TCHAR, nor how FString should be serialized. The main places were the FString archive serialization and the JSON reader/writer, along with some minor fixes to the UTF-8 conversion logic for platforms using a 4-byte TCHAR.
Tests have been added to verify that an FString representing a UTF-32 code point can be losslessly converted to/from UTF-8 and UTF-16, and serialized to/from an archive.
#jira
#rb Steve.Robb, Josh.Adams
#ROBOMERGE-SOURCE: CL 8676728 via CL 8687863
#ROBOMERGE-BOT: (v421-8677696)
[CL 8688048 by jamie dale in Main branch]
#rb Michael.Noland, Josh.Markiewicz
#ROBOMERGE-SOURCE: CL 6666904 via CL 6669570
#ROBOMERGE-BOT: (vundefined-6665479)
[CL 6669605 by dan oconnor in Main branch]