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]
Added a setting to turn on interchange import only for textures.
The selection of the asset in the content is now only done after all the asset are imported when using interchange.
#jira UETOOL-4291
#rb Alexis.Matte
#preflight 619e34820141b3c6da5b98d0
#ROBOMERGE-AUTHOR: julien.stjean
#ROBOMERGE-SOURCE: CL 18282733 in //UE5/Release-5.0/... via CL 18282735
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18282740 by julien stjean in ue5-release-engine-test branch]
#lockdown nick.whiting
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 15979726 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)
[CL 15989437 by richard malo in ue5-main branch]
Note: This keeps the fix for incorrect nested DefaultSceneRoot ICH override template names in place, since that was a separate issue.
#rnx
#rb None
#jira UE-87133, UESP-4238
#fyi Jon.Nabozny
[CL 14897958 by Phillip Kavan in ue5-main branch]
Change summary:
- Reordered FComponentOverrideRecord struct fields so that the key is serialized before the template object. Archetype lookups on the template object are now dependent on the key being valid as we now route these through the record table.
- ICH override template object serialization is now deferred in non-EDL builds (i.e. editor) as part of loading the Blueprint class asset. This ensures that the ICH override record key is valid in older assets before we let the linker instance the export object for the ICH override template object on load; per the above, this depends on a successful archetype lookup for its instantiation.
- Modified the signature of UClass::FindArchetype() to include an additional ObjectFlags input argument.
- Revised GetArchetypeFromRequiredInfoImpl() to now route ICH override template object archetype lookups through the owning class in place of the "old way" of doing a brute force subobject search through the outer class chain, which would sometimes fail and fall back to incorrectly return the archetype class's default object, resulting in data loss issues on load.
- Revised UBlueprintGeneratedClass::FindArchetype() to route ICH override template object archetype lookups through the parent class hierarchy, using the ICH override record's key to retrieve the original template as the basis for finding a match. This ensures that lookups won't fail due to things like SCS variable name changes in the base class and also that we now can properly handle archetype lookups for ICH records that override an inherited default scene root.
#jira UE-87133
#rb Marc.Audy
[CL 14886445 by Phillip Kavan in ue5-main branch]