Commit Graph

46 Commits

Author SHA1 Message Date
robert manuszewski
d1443992e1 Deprecating ANY_PACKAGE.
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]
2022-06-01 03:46:59 -04:00
Thomas Sarkanen
2a8525b297 Improved anim BP re-instancing
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]
2022-05-19 07:22:56 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Matt Peters
7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
aurel cordonnier
34f55d3a4a Merge from Release-Engine-Test @ 17946149 to UE5/Main
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17949667 by aurel cordonnier in ue5-main branch]
2021-10-27 15:14:40 -04:00
jeremie roy
1b4f3be84a Fix PreviewSceneController not being reinitialized after a blueprint re-compile
#jira UE-87853
#rb simon.therriault

[CL 17216973 by jeremie roy in ue5-main branch]
2021-08-18 12:44:19 -04:00
sebastian nordgren
50b8bd81f1 Fixed potential nullptr access to this in FPropertyHandleImpl::ExecuteCustomResetToDefault.
Fixed PreviewSceneCustomization causing reset to default to be deferred.

#jira UE-109160
#rb lauren.barnes

[CL 15623076 by sebastian nordgren in ue5-main branch]
2021-03-05 06:47:53 -04:00
Helge Mathee
55dc98551c Control Rig: crash when attempting select a preview mesh on a rig that does not currently have one.
#jira UE-109160
#rb trivial
#fyi john.vanderburg

[CL 15498667 by Helge Mathee in ue5-main branch]
2021-02-23 03:41:02 -04:00
john vanderburg
398515a9d3 Initial support for skeletal remapping, which allows you to play animation assets from one skeleton onto the other.
[CL 15464346 by john vanderburg in ue5-main branch]
2021-02-18 18:42:00 -04:00
kiaran ritchie
abdf3906e0 Fix for preview scene settings UI. Additional Meshes array not refreshed when mesh collection asset reset to default.
#jira: UE-67795
#code review: lina.halper
#rb: lina.halper

[CL 14814557 by kiaran ritchie in ue5-main branch]
2020-11-25 19:59:53 -04:00
Alexis Matte
73d83c6a38 To protect the skeletalmesh when using async operations like build or re-import we deprecate all public member variables of USkeletalMesh class and create the necessary getter and setter. Those member will stay public but will be move to private in a future release.
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.

#rb danny.couture
#jira UEENT-3936
#rnx

[CL 14812920 by Alexis Matte in ue5-main branch]
2020-11-25 11:17:08 -04:00
sebastian nordgren
04bae252dd Material lists now correctly display the reset to default button on the right.
SObjectPropertyEntryBox no longer has a CustomResetToDefault argument that was being ignored. Instead, all uses of it now directly use the FDetailWidgetRow OverrideResetToDefault().

#rb lauren.barnes

[CL 14444450 by sebastian nordgren in ue5-main branch]
2020-10-08 03:21:36 -04:00
Lina Halper
44c1bb3292 COPY from //Dev-Anim to //Dev-Main
#rb: none
#fyi: Laurent.Delayen, Thomas.Sarkanen

[CL 11088765 by Lina Halper in Main branch]
2020-01-22 17:58:55 -05:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#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]
2019-12-26 15:33:43 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
kriss gossart
dc9c555375 Set the correct default clothing simulation factory based on the target build defines.
Add a new function that returns the correct default clothing simulation factory.
Add a new p.Cloth.DefaultClothingFactoryClass console variable to change the default at runtime.
Update the SkeletalMeshComponent code to use the correct default clothing simulation factory.
Deprecate the IClothingSimulationFactoryClassProvider::GetDefaultSimulationFactoryClass() and add a new IClothingSimulationFactoryClassProvider::GetSimulationFactoryClass() function to remove any ambiguity about what the correct way to get the provider's class, or the default class.

#rb Ryan.Kautzman, Jaco.VanDyk


#ROBOMERGE-SOURCE: CL 10124312 via CL 10124362 via CL 10124409
#ROBOMERGE-BOT: (v587-10111126)

[CL 10124441 by kriss gossart in Main branch]
2019-11-13 10:33:19 -05:00
brice criswell
95066a6503 -Fix Non-Unity CIS
#rb none


#ROBOMERGE-SOURCE: CL 10117756 via CL 10117822 via CL 10117863
#ROBOMERGE-BOT: (v587-10111126)

[CL 10117894 by brice criswell in Main branch]
2019-11-12 16:49:45 -05:00
michael lentine
acbc579509 Copy from //Fortnite/Dev-Physics
#rb none


#ROBOMERGE-OWNER: michael.lentine
#ROBOMERGE-AUTHOR: michael.lentine
#ROBOMERGE-SOURCE: CL 9374650 via CL 9374665
#ROBOMERGE-BOT: (v456-9359915)

[CL 9385990 by michael lentine in Main branch]
2019-10-02 17:27:26 -04:00
thomas sarkanen
53708c2257 Renaming layer and sub-instance related APIs
#jira UE-80147 - Rename new anim layer related APIs
#rb Jurre.deBaare


#ROBOMERGE-OWNER: thomas.sarkanen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 8973946 via CL 8973950 via CL 8973951
#ROBOMERGE-BOT: (v438-8971340)

[CL 8974019 by thomas sarkanen in Main branch]
2019-09-23 07:23:26 -04:00
bob tellez
ce276adb7d #UE4 Fix shadow variable
[FYI] Thomas.Sarkanen


#ROBOMERGE-SOURCE: CL 8633249 via CL 8633421
#ROBOMERGE-BOT: (v409-8614070)

[CL 8633423 by bob tellez in Main branch]
2019-09-11 02:24:28 -04:00
thomas sarkanen
8fde7e97e2 Fix non-unity build issues
#rb none


#ROBOMERGE-SOURCE: CL 8594620 via CL 8617552
#ROBOMERGE-BOT: (v409-8614070)

[CL 8631095 by thomas sarkanen in Main branch]
2019-09-10 20:49:35 -04:00
laurent delayen
c4e1a4e08f Fixed robomerge conflict
#fyi thomas.sarkanen

Add the ability to preview of layer overlays and sub-instances in the animation blueprint editor

This change adds a new 'preview animation blueprint' to UAnimBlueprint. This is a blueprint that hosts a sub-instance/layer BP for preview purposes. Setting this in a BP will show a preview in the viewport of the BP running as a sub-instance of the preview instance, thus allowing for sub-instances to be previewed in context.

#jira UE-78536 - Preview output of animation layers
#rb Jurre.deBaare


#ROBOMERGE-OWNER: laurent.delayen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 8591775 via CL 8617549
#ROBOMERGE-BOT: (v409-8614070)

[CL 8631092 by laurent delayen in Main branch]
2019-09-10 20:49:17 -04:00
Thomas Sarkanen
8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Thomas Sarkanen
c51a339259 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4574801
#jira none
#rb none

[CL 4575789 by Thomas Sarkanen in Dev-Anim branch]
2018-11-19 07:03:18 -05:00