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]
* Moved world setup from commandlet code to UWorldPartitionBuilder::RunBuilder()
* Moved actor iteration logic (reference loading + GC) from UWorldPartitionResaveActorsBuilder::RunInternal() to WorldPartition::ForEachActorWithLoading()
* Adjusted DerivedDataCacheCommandlet to (potentially) iterate on WP actors using UWorldPartitionActorsBuilder::ForEachActorWithLoading()
* Much faster processing of packages with no assets to cache (most ExternalActors packages)
#jira UE-114260
#rb patrick.enfedaque, jeanfrancois.dube
[CL 16157420 by Sebastien Lussier in ue5-main branch]
- Only collect garbage when exceeding memory requirements.
- Don't keep RF_StandAlone objects around when collecting garbage.
- Wait for async SDF and MeshCards computations before GC.
#rb sebastien.lussier
[CL 14843147 by JeanFrancois Dube in ue5-main branch]
Addition of UWorldPartitionNavigationDataBuilder
#review @JeanFrancois.Dube
#rb JeanFrancois.Dube
[CL 14458974 by Aris Theophanidis in ue5-main branch]
- Created the world partition builder commandlet which loads a partitioned world and run builders on it deriving from UWorldPartitionBuilder.
- For now, the whole world is loaded but the plan is to support partial world loading to allow running world builders on multiple machines or doing incremental builds.
- World partition builders are meant to be run either through the world partition builder commandlet or from the editor, when it makes sense.
- The world partition builder and builders can be configured via a ini file with the same name as the umap file, in the same folder.
- Converted UWorldPartitionBuildHLODsCommandlet to UWorldPartitionBuilder that can now be run through the world partition builder commandlet.
- Renamed CommandletPackageHelper class to PackageSourceControlHelper since it's now used outside commandlets.
#rb sebastien.lussier
#fyi aris.theophanidis
[CL 14310979 by JeanFrancois Dube in ue5-main branch]