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 represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
- This bug is a combination of CL 14673948 and 14688146 that were tested separately
#rb Matt.Kuhlenschmidt
#robomerge Release-5.0-EarlyAccess
[CL 15851219 by danny couture in ue5-main branch]
I misunderstood the difference when I changed these to ensureAlways a while back.
#rb trivial
#ROBOMERGE-SOURCE: CL 15571667 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15571676 by geoff evans in ue5-main branch]
- Add protection against async property accessed during async build and postload.
- Split PostLoad into 3 steps with the most part now being made async.
- Make Build/BatchBuild API async when the feature is activated.
- Add a new StaticMesh compilation manager. (This will be refactory later to reduce duplicated code with texture compiler).
- Skip RenderState creation for any static mesh component still being built so they only show up when ready.
- Fixed DistanceField and MeshCard computation that might trigger too soon if fixups are required to RenderData during PostLoad.
- Dynamic priorisation for building and updating static meshes nearest to the viewport.
- Implement different PIE modes, current default is to stall only for mesh that might affect nagivation/collision for players/bots.
- Add a new generic interface for assets being built (still a WIP).
- Add ability in FrontEnd filters to skip serialization of asset being async compiled and refresh when compilation finishes.
- Prevent auto-save while textures and static meshes are being built (same as shaders)
- Logic has been reordered in some Fortnite Building Component to avoid unnecessarily touching static mesh properties.
General Optimizations
- Use cached thumbnails until shaders/textures/static meshes are ready to improve performance and avoid rendering incomplete thumbnails.
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asyncstaticmeshcompilation=[off, on, paused]
- Can pause staticmesh compilation using Editor.AsyncStaticMeshCompilation = 2 or -asyncstaticmeshcompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncStaticMeshCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncStaticMeshCompilationFlushAll
BENCHMARKS
- 2m19s to 17.9s for Loading FortGPUTestbed's LumenTest with an empty local only DDC
- 2h45m to 5mxxs for Loading Reverb's P_World with an empty local only DDC
- 17m29 to 10m27s for Loading Apollo_Terrain_Edit with an empty local only DDC
TESTS
- Loading maps from Reverb, Fortnite, ShooterGame, QAGame, FortGPUTestbed
- Content browser interactions while still under heavy compilation
- Importing with Datasmith / Dataprep
- Working with the new Mesh Modeling Tool
- Shutting down the editor while loading
- Most of EngineTest Test Suite
REFERENCES
- Design https://docs.google.com/document/d/1O4GI1G9AtQN6l0SaGFfXw0DyNhlLunLoEqne5INvxIQ
- Documentation https://docs.google.com/document/d/1KCdFEMhhcsGwfgOisTVwlOwtsmEd7qbB0V6Tc39Gb10
#rb Francis.Hurteau
[CL 14688146 by danny couture in ue5-main branch]
This change removes the use of boolean attribute AreRealTimeThumbnailsAllowed. This attribute is less than ideal, design-wise, since it uses the thumbnail pool to drive the behavior of the thumbnails. Instead we build in default hover behavior to the thumbnail slate widgets, and implement plumbing for custom pathways to enable/disable real time behavior per thumbnail.
-> Add default OnMouseEnter/OnMouseLeave events on SAssetThumbnail for default hover behavior (over the actual thumbnail image), which supports detail panel, customizations, and things like FoliageEditor and Niagara Stack Overview thumbnail strip.
-> Add thumbnail initialize pathway support for disabling default hover behavior for use cases where the logical asset is more than just the thumbnail image (border elements, text elements with the asset name, etc).
-> Add custom OnMouseEnter/OnMouseLeave handlers on SAssetTileItem, SAssetListItem to perform real time behavior on entire logical asset item in Content Browser and Asset Picker.
#rb francis.hurteau
#fyi matt.kuhlenschmidt
#jira UETOOL-2363
[CL 14673948 by geoff evans in ue5-main branch]
Changed the look of folders
Changed the look of filters
Changed the look of the text for asset tiles
[CL 13963307 by Matt Kuhlenschmidt in ue5-main branch]