WorldPartitionHelpers: Add optional callback when releasing ActorReferences to allow caller to batch operations
WorldPartitionBuilder: Add SavePackages/DeletePackages statics that can be used by the different Builders (takes care of the SCC batching)
WorldPartitionRenameDuplicateBuilder & WorldPartitionResaveActorsBuilder use the new new SavePackages/DeletePackages
#jira UE-142940
#rb richard.malo, sebastien.lussier
#preflight 620f9de5a96c65b0d81997e9
#rnx
[CL 19052770 by Patrick Enfedaque in ue5-main branch]
Change FPackageSourceControlHelper::Delete(const TArray<UPackage*>& Packages) to be batched
Also update dialog being displayed when an error occurred during the build process
#rb JeanFrancois.Dube
#jira UE-114032
#lockdown julien.marchand
#rnx
#preflight 6206a396c663666c89aa38bb
#ROBOMERGE-OWNER: aris.theophanidis
#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 18958276 in //UE5/Release-5.0/... via CL 18959442 via CL 18959974
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18960295 by aris theophanidis in ue5-main branch]
Instead, call ResetLoaders on the packages that needs to be deleted to make sure the process doesn't have an open handle.
#jira UE-117377
#rb sebastien.lussier
[FYI] julien.lheureux
#ROBOMERGE-SOURCE: CL 16604937
#ROBOMERGE-BOT: (v828-16531559)
[CL 16605114 by jeanfrancois dube in ue5-main branch]
- Unified actor descriptors serialization code to avoid code duplication.
- Actors don't need to overload GetAssetRegistryTags anymore to serialize custom metadata.
- WorldPartitionConvertCommandlet: don't rely on the asset registry anymore to delete old conversion results.
- Fixed FPartitionActorDesc not updating its hash properly.
- Removed asset registry specific code from FPackageSourceControlHelper.
- Deleted unused class FActorRegistry.
#rb patrick.enfedaque
[CL 14328061 by JeanFrancois Dube 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]