* 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 appears to have already been implemented, but had 2 bugs.
PhysicsAssetEditor::FShapeData needs all data to represent a unique shape, but did not include primitive type. Primitive index is the index into the list of primitives of a type, not into the full list of primitives, so primitive type needed to be added to this struct.
FPhysicsAssetEditor::HandleViewportSelectionChanged was looking for shapes within the list of selected constraints rather than the list of selected bodies. This change adds code to check the body selection for shapes _as well as_ the constraint selection. I left the constraint selection bit in there in case we want selecting a constraint to select the shapes it's attached to.
[FYI] benn.gallagher, chris.caulfield, gates.aldridge, satchit.subramanian
#ROBOMERGE-AUTHOR: steven.barnett
#ROBOMERGE-SOURCE: CL 20341171 via CL 20341211 via CL 20341235
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20341859 by steven barnett in ue5-main branch]
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 20073976 via CL 20073981 via CL 20073983
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20105892 by nick brett in ue5-main branch]
- Text now includes the number of potential colliding pairs (calculated as (bodies x (bodies -1)) - number of ignored collision pairs), thee number and type of each primative shape and the number of cross constraints.
#jira UE-97562
#rb [at]Thomas.Sarkanen, [at]Lauren.Barnes
#preflight 62724c533e1f2a9d3a701ae3
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 20040180 via CL 20040188 via CL 20040189
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20041136 by nick brett in ue5-main branch]
- Added a Floor Collision Enabled Checkbox to the 3-dots options menu attached to
the Simulate Tool bar button in PhAT.
#rb [at]Cedric.Caillaud
#preflight 626bdfcf7272eba608628667
#ROBOMERGE-OWNER: nick.brett
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 20022773 via CL 20022869 via CL 20022876
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20023223 by nick brett in ue5-main branch]
- Added Debug Visualization of physics bodies and constraints for RBAN nodes in AnimBP editor
- Added checkboxes to filter debug Visualization to Phat skeleton tree
- Created a new PhysicsAssetRenderSettings class that incorporates the debug rendering and filtering settings from Phat
- Created a new PhysicsAssetRenderUtilities namespace that incorporates the debug rendering and filtering code from Phat
- Synchronize debug visualization of physics bodies and constraints between Phat and AnimBP editors
oringinaly submitted as cl-19242421 but failed on non-unity build so backed out
#rb [at]Chris.Caulfield, [at]Thomas.Sarkanen, [at]Cedric.Caillaud
#preflight 6221e57d335298c3145112d1
#ROBOMERGE-OWNER: nick.brett
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 19283727 via CL 19295417 via CL 19304854 via CL 19304870
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19347122 by nick brett in ue5-main branch]
- RBAN QPBD and linear joint solver support
- Add 3rd phase to solver loop for projection
- Add settings for QPBD to PhysicsAsset
- Add cvar overrides for all settings
- Hide settings for legacy solver
#rb michael.forot
#jira UE-140717
#preflight
#ROBOMERGE-AUTHOR: chris.caulfield
#ROBOMERGE-SOURCE: CL 19156094 in //UE5/Release-5.0/... via CL 19159784
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19161460 by chris caulfield in ue5-main branch]
- Refresh physics asset editor hierachy when pasting bodies from clipboard
- Copy of only constraints now works
- Change wording of the copy a/ paste commands to reflect teh body constraint dulaity
- Fix duplicate menu entry for constraint context menu
#rb none
#jira UE-126847, FORT-425181, FORT-425179, FORT-425180
#preflight 61f0cfb0e12e3fcf9b077ba8
#ROBOMERGE-AUTHOR: cedric.caillaud
#ROBOMERGE-SOURCE: CL 18732730 in //UE5/Release-5.0/... via CL 18732731 via CL 18732779
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18732783 by cedric caillaud in ue5-main branch]
#ROBOMERGE-AUTHOR: brandon.boswell
#ROBOMERGE-SOURCE: CL 18473000 via CL 18473001 via CL 18473004 via CL 18473005 via CL 18473982 via CL 18480580 via CL 18480680
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18480772 by brandon boswell in ue5-main branch]
#ROBOMERGE-AUTHOR: brandon.boswell
#ROBOMERGE-SOURCE: CL 18473000 via CL 18473001 via CL 18473004 via CL 18473005 via CL 18473982 via CL 18480580
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18480680 by brandon boswell in ue5-release-engine-test branch]
Engine changes to expose velocity functionality to location based impulses
#ROBOMERGE-AUTHOR: jon.sourbeer
#ROBOMERGE-SOURCE: CL 18472458 via CL 18472470 via CL 18472480 via CL 18472485 via CL 18473090 via CL 18473390 via CL 18473418
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18473493 by jon sourbeer in ue5-main branch]
Engine changes to expose velocity functionality to location based impulses
#ROBOMERGE-AUTHOR: jon.sourbeer
#ROBOMERGE-SOURCE: CL 18472458 via CL 18472470 via CL 18472480 via CL 18472485 via CL 18473090 via CL 18473390
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18473418 by jon sourbeer in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]