Commit Graph

19 Commits

Author SHA1 Message Date
robert manuszewski
d1443992e1 Deprecating ANY_PACKAGE.
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]
2022-06-01 03:46:59 -04:00
jeanfrancois dube
87e0dbd0c6 Use FGCObjectScopeGuard instead of manually adding world builder object to root.
#rb none

#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 18324533 in //UE5/Release-5.0/... via CL 18324539
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18324549 by jeanfrancois dube in ue5-release-engine-test branch]
2021-11-30 09:51:14 -05:00
jeanfrancois dube
b778cf9013 World Partition Builders: renamed OnPartitionBuildStarted/OnPartitionBuildEnded to PreRun/PostRun.
#rb sebastien.lussier

#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 18268959 in //UE5/Release-5.0/... via CL 18268968
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18268972 by jeanfrancois dube in ue5-release-engine-test branch]
2021-11-23 08:13:41 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
jeanfrancois dube
a09b3ad282 Added support for specifying a log category in UE_SCOPED_TIMER.
#rb patrick.enfedaque
#preflight 60eddff1caf05900017dc03a

#ROBOMERGE-SOURCE: CL 16841730 via CL 16841980
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16842010 by jeanfrancois dube in ue5-release-engine-test branch]
2021-07-13 16:12:20 -04:00
JeanFrancois Dube
278348d0c7 Fix missing UE_LOG argument.
#rb none

[CL 16167575 by JeanFrancois Dube in ue5-main branch]
2021-04-30 09:05:18 -04:00
Sebastien Lussier
785ee92fee DerivedDataCacheCommandlet - Ensure all WP actors are processed
* 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]
2021-04-29 10:57:07 -04:00
Patrick Enfedaque
e34fd9238f WorldPartitionBuilder: Add support for Iterative Cell Loading
#jira UETOOL-3314
#rb richard.malo, jeanfrancois.dube

#preflight 60803624099bda000167eb23

[CL 16074567 by Patrick Enfedaque in ue5-main branch]
2021-04-21 11:36:22 -04:00
Sebastien Lussier
06a0dc5caa Fixed WorldPartitionBuilderCommandlet to perform proper cleanup even in case of failure
Also restore previous GWorld
#fyi jeanfrancois.dube

[CL 15994173 by Sebastien Lussier in ue5-main branch]
2021-04-13 16:34:13 -04:00
Sebastien Lussier
1486d882c0 WorldPartition builder cmdlet - Added missing call to CleanupWorld()
#rb jeanfrancois.dube

[CL 15993595 by Sebastien Lussier in ue5-main branch]
2021-04-13 15:55:18 -04:00
Sebastien Lussier
9d95ee981a Added UWorldPartitionBuilder::PreWorldInitialization()
#fyi jeanfrancois.dube
#preflight 604e639c7c6a3f0001c0c6bd

[CL 15693052 by Sebastien Lussier in ue5-main branch]
2021-03-14 16:01:09 -04:00
Sebastien Lussier
0e6b2774ba HLOD support for Level Instances
#rb patrick.enfedaque

[CL 15300924 by Sebastien Lussier in ue5-main branch]
2021-02-03 15:30:28 -04:00
JeanFrancois Dube
56660a59f7 FScopedDurationTimeCustomLogger now uses UE_LOG_REF.
#rb danny.couture

[CL 14954553 by JeanFrancois Dube in ue5-main branch]
2020-12-18 10:27:10 -04:00
JeanFrancois Dube
b9623ba420 Add the WorldBuilder builder object to the root set to avoid being GC'd when collecting garbage in various builders.
#rb none

[CL 14856595 by JeanFrancois Dube in ue5-main branch]
2020-12-04 14:32:56 -04:00
JeanFrancois Dube
83666d31b3 WP HLOD Generation
- 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]
2020-12-03 08:43:45 -04:00
JeanFrancois Dube
d338560805 Implemented partial world loading while generating HLODs for partitionned worlds.
#rb sebastien.lussier

[CL 14822797 by JeanFrancois Dube in ue5-main branch]
2020-11-30 15:27:16 -04:00
Aris Theophanidis
2b5af6878a [Navigation WP] Allow WorldPartitionBuilderCommandlet to build partitioned navigation data
Addition of UWorldPartitionNavigationDataBuilder
#review @JeanFrancois.Dube
#rb JeanFrancois.Dube

[CL 14458974 by Aris Theophanidis in ue5-main branch]
2020-10-09 10:07:08 -04:00
Sebastien Lussier
b91ae9ad66 World Partition - Only create the UWorldPartitionSubsystem if the world contains a world partition
* Conditionally create the subsystem using UWorldPartitionSubsystem::ShouldCreateSubsystem()
* Removed UWorldPartitionSubsystem::IsEnabled()
* Added UWorld::HasSubsystem()
#rb jeanfrancois.dube, patrick.enfedaque

[CL 14317949 by Sebastien Lussier in ue5-main branch]
2020-09-15 07:30:10 -04:00
JeanFrancois Dube
5d11121e76 WorldPartitionBuilderCommandlet
- 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]
2020-09-14 13:54:21 -04:00