* 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]
- 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]
- 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]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Fixed issue where the rotation would be copied as well when it shouldn't be.
#rb cedric.caillaud
#preflight 6100824291123700017e94cf
#ROBOMERGE-SOURCE: CL 16981495 via CL 16981508
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16981510 by julien lheureux in ue5-release-engine-test branch]
- add isolate mode for showing colliding rigid bodies ( hotkey : C )
- fix right click menu clearing multi-selection
[CL 16176624 by cedric caillaud in ue5-main branch]
Issue was caused by the user focus been kept by the detail window and when clicking in the 3D viewport , textfield would get a lost focus eventand trigger OnFinishedChangingProperties
#jira UE-106308
#fyi benn.gallagher
[CL 15926953 by cedric caillaud in ue5-main branch]
- Simplify and fix the way skeleton tree is synchronized with selection ( also made it faster for large number of bones/bodies )
#jira UE-106927
#rb chris.caulfield zhenglin.geng brett.miller
#fyi benn.gallagher
[CL 15303162 by cedric caillaud in ue5-main branch]