* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher 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]
This performs a more targeted re-initialization of animation systems, rather than just tearing down and re-creating the skeletal mesh component.
New behavior is opt-out on CVar in case there are any corner cases where we were relying on the old behavior
Also fixes external instances getting disconnected on anim BP recompilation
#jira UE-80370 - Sub Anim Blueprints: Animation Layers reset when recompile a Sub Animation Blueprint
#jira UE-96266 - Current animation asset is lost in animation preview when a post process anim BP is compiled
#rb Jurre.deBaare
#preflight 6286244fbf7dfd7f058c0180
[CL 20278272 by Thomas Sarkanen in ue5-main branch]
Also edigrated CL 19957678 to fix small timelines not allowing scroll/scrub interactions
#rb Jurre.deBaare
#preflight 627cc70380307e522bc533a9
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 20162453 via CL 20162470 via CL 20162479 via CL 20162490
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20162924 by thomas sarkanen in ue5-main branch]
#misc fixed use after release crash
#jira none
#rb Thomas.Sarkanen
#preflight 627b8dc9b60dee4a43a33c0f
[CL 20136161 by Jurre deBaare in ue5-main branch]
#fix ensure that interactive changes in the curve editor for Animation does not trigger recompression or caching of FRichCurve
#misc fix up curve editor drag/spinbox operations to actually use the property change flag(s)
#misc AnimSequence now evaluates float curves directly from model (which allows previewing interactive changes)
#jira UE-150118
#rb Thomas.Sarkanen
#preflight 626a6702464ae4f520e4aa13
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 19957750 in //UE5/Release-5.0/... via CL 19958488
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19971467 by jurre debaare in ue5-main branch]
Switched to a SScrollBorder instead of SScrollBox so that widget size is correctly calculated and we dont end up trying to create widgets for all tracks
#jira UE-150374 - Editing animations with large numbers of curves has poor framerate
#preflight 626a6f544f4402db8ccd9151
#rb Jurre.deBaare
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 19957678 in //UE5/Release-5.0/... via CL 19958480
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19971461 by thomas sarkanen in ue5-main branch]
Also applied asset permissions to various UI sections
#rb Jurre.deBaare,Sara.Schvartzman
#preflight 6267d7dd272f4a558dbcdb6a
#ROBOMERGE-OWNER: thomas.sarkanen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 19918869 via CL 19921093 via CL 19923159 via CL 19923181
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19926251 by thomas sarkanen in ue5-main branch]
- Custom LOD import now use interchange (if interchange is enabled)
- Add an InterchangeManager API function to retrieve per asset type extensions format
- Add an interchange mesh utilities to create a common place to add mesh import code.
- Add an interchange file picker interface which can be implemented by plugin
- Add an editor plugin that implement the file picker, The file picker can be customize to import specific asset type.
#jira UETOOL-5050
#jira UETOOL-5049
#rb jeanmichel.dignard
#preflight 626819fa430b9997ebe3bece
#rnx
[CL 19923170 by Alexis Matte in ue5-main branch]
[FYI] nick.brett
#ROBOMERGE-AUTHOR: bob.tellez
#ROBOMERGE-SOURCE: CL 19470726 via CL 19471002 via CL 19488200 via CL 19488365
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v936-19480137)
[CL 19489500 by bob tellez in ue5-main branch]