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]
Also restores follow-up CLs 19973746, 19973782
FStaticParameterSet::MaterialLayers can't be deprecated, since a property with the same name is included via FStaticParameterSetRuntimeData
So instead, FMaterialLayersFunctionsRuntimeData is updated with SerializeFromMismatchedTag, to allow serializing a full FMaterialLayersFunction.
When this happens, the EditorOnly portion is stored in a separate heap allocation, and then transferred to FStaticParameterSet::EditorOnly::MaterialLayers
#preflight 626c3405e31dbb512cef1e98
[Backout] - CL19973745
#fyi bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL19964485
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 20043286 by Jason Nadro in ue5-main branch]
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 19973745 by bob tellez in ue5-main branch]
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 19964485 by Ben Ingram in ue5-main branch]
Speculative fix for crash only happening on one platform for 5.0
#rnx
#Jira UE-117406
#rb ryan.mangin
#preflight 61f9e815162e627eab53cd41
#ROBOMERGE-AUTHOR: brooke.hubert
#ROBOMERGE-SOURCE: CL 18820226 in //UE5/Release-5.0/... via CL 18820244 via CL 18822922
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18825080 by brooke hubert in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821619 by andrew davidson in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
The issue was that weren't using the same pivot and the same quaternion math for the rotation.
#jira UE-130496
#brooke.hubert
#preflight 61a83b83ad6629a51eac6537
#ROBOMERGE-AUTHOR: julien.stjean
#ROBOMERGE-SOURCE: CL 18349318 in //UE5/Release-5.0/... via CL 18349329
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18350076 by julien stjean in ue5-release-engine-test branch]
This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices
#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11
#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf
[CL 18291805 by Jules Blok in ue5-release-engine-test 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]
Run a compute job that packs most commonly used instance data (LocalToWorld matrix and some other bits - 80 bytes) into per-instance vertex buffer. Vertex shader does not have access to GPUScene and instead loads instance data from a per-instance vertex buffer. If it needs more primitive/instance data than available then it will load it from Primitive UB, binding unique uniform buffer and breaking auto-instancing. Pixel shader has a full access to a GPUScene
There are 3 ways how FSceneDataIntermediates gets populated
1. PrimitiveId + GPUScene (Desktop)
2. Per-Instance data + Primitive UB (Mobile)
3. Primitive UB (auto-instancing disabled)
Details for GPUScene specific vertex inputs and access to FSceneDataIntermediates are hidden behind a macro:
VF_GPUSCENE_DECLARE_INPUT_BLOCK
VF_GPUSCENE_GET_INTERMEDIATES
FSceneDataIntermediates is now stored in FVertexFactoryIntermediates, FMaterialVertexParameters. Added a few GetPrimitiveData() overloads that allows you to access PrimitiveData depending on current context. Removed most of the cases where GetPrimitiveData() gets used with PrimitiveId.
#rb Ola.Ollson
#ROBOMERGE-SOURCE: CL 17093848 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17093856 by dmitriy dyomin in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16898661 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16898669 by matt kuhlenschmidt in ue5-release-engine-test branch]
Storing typed elements in UObjects can easily lead to reference leaks if the elements aren't cleared prior to the UObject being left pending GC. This actually made UTypedElementList tricky to use, as you had to remember to manually empty it when you'd finished with it to avoid reference leaks, and we've had several cases now where that was done incorrectly.
To address this issue, we've moved element lists back to being a normal C++ class, FTypedElementList. However, unlike the original version of FTypedElementList (which was itself a UStruct), this version is always heap-allocated and referenced via a TSharedPtr/TSharedRef.
This gives us a nice middle-ground of a well defined lifetime (ie, no lingering references prior to GC) while still being efficient to pass around, including for scripting APIs via FTypedElementListProxy (which just wraps the TSharedPtr in a UStruct).
The downside of this approach is that we need to wrap the FTypedElementList functions that we want to expose to the scripting API (see UTypedElementListLibrary), however that is a far more reasonable burden than requring every user of the typed element framework to know and understand that UTypedElementList had to be manually cleared to avoid potentially hard to find reference leaks (especially if via leaked via scripting APIs).
The core of this change is to TypedElementList.h/.cpp, with TypedElementListFwd.h existing to forward declare the pointer types, and TypedElementListProxy.h and TypedElementListLibrary.h existing to declare the proxy type and wrapped functions used for scripting APIs. TypedElementSelectionInterface.h (and its implementations) provide an example of using FTypedElementListProxy within a scripting API, and the rest of the change is mostly just fallout to transform const UTypedElementList* to FTypedElementListConstRef and UTypedElementList* to FTypedElementListRef.
#rb Brooke.Hubert
#preflight 60d2720c634cd100016c804b
#ROBOMERGE-SOURCE: CL 16776547 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16776582 by jamie dale in ue5-release-engine-test branch]