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]
Since Selection ticks before any filter is applied and the curve editor tree is udpated in FSequencer::Tick we need to sync the curve editor on the next tick so the filter is applied first, otherwise the curve tree hierarchy won't be up to date and the curve may not be found.
#jira UE-145538
#preflight 628f1aacf622d972b5b77f17
[CL 20379907 by Max Chen in ue5-main branch]
- Optimized FFolder resolving to UActorFolder : now uses and maintains an acceleration table
- Favor creation of FFolder using ActorFolderGuid when available
- FFolder creation now always passes a Root Object to facilitate Root Object ptr resolving (even when it's the main world)
- Fixed Duplicate Hierarchy when using Actor Folders and target level is different
- Fixed copy/paste actor from Persistent to LevelInstance not loosing actor folder
- Fixed mark for delete of an Actor Folder that could generate duplicates
- Modified fix of duplicate Actor Folders in a level : instead of renaming duplicates, mark for delete all duplicates except one and redirect children to the one we keep
#jira UE-150566
#rb patrick.enfedaque, jeanfrancois.dube
#preflight 6284101f486700b561a555ff
[CL 20346124 by Richard Malo in ue5-main branch]
A private asset in a plugin can be seen and drag dropped into by a private asset in the same plugin. But a private asset cannot be referenced from another plugin.
#rb scott.nelson
#preflight 628721b30a57b0f54587500f
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20337948 via CL 20339634 via CL 20339811 via CL 20339960
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20341224 by max chen in ue5-main branch]
Disable event track and live link filters
Fix SupportsSequence logic so that track editors can't just blindly support a track if it's a level sequence. If it doesn't pass the permissions, the track is not supported
#preflight 62857944f239239af6b9c6be
#rb andrew.rodham
#ROBOMERGE-OWNER: max.chen
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20283972 via CL 20284129 via CL 20284318 via CL 20284323
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20304670 by max chen in ue5-main branch]
#jira UE-151480
#rb Max.Chen
#preflight 627a786fd847d5f149e19092
#ushell-cherrypick of 20124100 by Lauren.Barnes
#ROBOMERGE-AUTHOR: juan.canada
#ROBOMERGE-SOURCE: CL 20124815 via CL 20124822 via CL 20126239 via CL 20126517
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20129520 by juan canada in ue5-main branch]
Defaults to true to keep existing behavior.
#jira UE-150016
#preflight 62755e97491d570f224aceca
#rb max.chen
[CL 20112933 by Mike Zyracki in ue5-main branch]