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]
FImage is now the standard preferred type for a bag of pixels
FImageView can point at pixels without owning an allocation
ERawImageFormat (FImage) converts to ETextureSourceFormat
FImageUtils provides generic load/save and get/set from FImage
major cleanup in the ImageWrappers
new preferred API is through ImageWrapperModule Compress/Decompress
SetRaw/GetRaw functions cleaned up to not have undefined behavior on unexpected formats
ImageWrapper output added for HDR,BMP,TGA
RGBA32F format added and supported throughout import/export
EditorFactories import/export made more generic, most image types handled the same way using FImage now
Deprecate old TSF RGBA order pixel formats
Fix many crashes or bad handling of unusual pixel formats
Pixel access functions should be used instead of switches on pixel type
#preflight 6230ade7e65a7e65d68a187c
#rb julien.stjean,martins.mozeiko,dan.thompson,fabian.giesen
[CL 19397199 by charles bloom in ue5-main branch]
Add interface to allow for external editor widget lifetimes to be managed by UMG editor.
#jira UE-145133
#preflight 622bbea19b7ce6ea5d4a537a
#rb Patrick.Boutot
[CL 19363327 by daren cheng in ue5-main branch]
#rb Rex.Hill
#preflight 61fbfcdee058822bda9ab04b
#ROBOMERGE-AUTHOR: dave.belanger
#ROBOMERGE-SOURCE: CL 18863343 via CL 18863389 via CL 18863403 via CL 18863429 via CL 18863995 via CL 18864392
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18864406 by dave belanger in ue5-main branch]
Add WidgetBlueprintGeneratedClassExtension to let the user grab the Editor from a extended menu item.
Add a OnRegisterTabsForEditor to let the user modify the menu but only in some ApplicationMode.
Add Extension for the Widget Blueprint Editor, that let the user add extra info in the Blueprint and let the user add extra info to the generated class. The generated info is saved on the WidgetBlueprintGeneratedClass (info is on the Class and not on the UserWidget).
#preflight 616ec7026e12ff000127a408
#ROBOMERGE-AUTHOR: patrick.boutot
#ROBOMERGE-SOURCE: CL 17860855 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v883-17842818)
[CL 17860873 by patrick boutot in ue5-release-engine-test branch]
Supplied by David.Bollo of The Coalition.
Fixes some non unity compile errors
[FYI] David.Bollo
#jira none
#ROBOMERGE-SOURCE: CL 17206575 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17206608 by dan phillips in ue5-release-engine-test branch]
Also removed the UEditorEngine::BroadcastBlueprintCompiled that took a map of objects, as nothing calls it
#rb Brooke.Hubert
[CL 15402078 by Jamie Dale in ue5-main branch]