Commit Graph

144 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
Matt Peters
7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
patrick enfedaque
819bde9b19 New FActorToken for message logs that contains information to select loaded or unloaded actors
original code contributed by: The Coalition

#rb richard.malo, jeanfrancois.dube
#preflight 61e6f268b56c33b8ecef210e

#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 18642284 in //UE5/Release-5.0/... via CL 18642299 via CL 18642303
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18642316 by patrick enfedaque in ue5-main branch]
2022-01-18 12:54:01 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
patrick enfedaque
9a698d56aa WorldPartition: Cleanup
- Remove unused callbacks
- Remove bEnableWorldPartiton property
- Add UWorld::IsPartitionedWorld() instead of checking for GetWorldPartition() != nullptr

#rb jeanfrancois.dube
#preflight 6130adea5fda57000133c90a

#ROBOMERGE-SOURCE: CL 17401159 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17401160 by patrick enfedaque in ue5-release-engine-test branch]
2021-09-02 08:09:40 -04:00
lauren barnes
508357b20e Updating documentation links/parsing to include versioning.
#jira none
#rb Jamie.Dale
#preflight 610c27a53b37200001a4af5e

#ROBOMERGE-SOURCE: CL 17078725 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17078733 by lauren barnes in ue5-release-engine-test branch]
2021-08-05 20:18:24 -04:00
Patrick Laflamme
f64ce9575c Fix a crash when turning off analytics while assets are being discovered.
#jira UE-116137 - Crash when turning analytics off while the Editor is still discovering assets
#rb Jamie.Dale

[CL 16404295 by Patrick Laflamme in ue5-main branch]
2021-05-20 11:34:54 -04:00
Matt Peters
804a5c489d Add PreObjectSaveContext to OnObjectSaved delegate. Use the information to skip the recalculate of Actor descriptions when making an EditorDomainSave; this was causing dangling pointers since EditorDomainSaves can occur during a load.
#rb Francis.Hurteau, Jean-Francois.Dube
#rnx

[CL 16225862 by Matt Peters in ue5-main branch]
2021-05-06 16:45:52 -04:00
Jason Nadro
57a593f692 Adding TRACE_BOOKMARK for map loading and editor startup.
#rb Danny.Couture
#review-16144052
#jira none

[CL 16145067 by Jason Nadro in ue5-main branch]
2021-04-28 12:01:34 -04:00
Jason Nadro
221daacfff Write shader compilation stats to the log periodically in the editor.
- Keep the log information simple.  Just total compiled shaders.
- Added a PrintStats function to the shader compiler manager which will print both shader job cache stats and shader compilation stats.
- Always log at the end of editor startup.

#rb Arciel.Rekman
#review-16036888 @Arciel.Rekman, @Ben.Ingram
#jira none

[CL 16062601 by Jason Nadro in ue5-main branch]
2021-04-20 12:16:18 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Matt Peters
fd97028c28 Change presave prototype to take an FObjectSaveContextRef to provide more information about the save parameters.
#rb Francis.Hurteau, Devin.Doucette
#rn Minor Cooking

[CL 15831839 by Matt Peters in ue5-main branch]
2021-03-25 16:51:36 -04:00
danny couture
9ac59bee66 Add meaningful Insights trace affecting either map loading or PIE
#rb Francis.Hurteau

[CL 15777110 by danny couture in ue5-main branch]
2021-03-23 10:58:12 -04:00
Matt Peters
59e73d3ee0 Editor Domain Prototype
#rb Zousar.Shaker, Devin.Doucette
#rn Minor Cooking

[CL 15393096 by Matt Peters in ue5-main branch]
2021-02-11 18:17:01 -04:00
Phillip Kavan
11c00323ea Remove exposed parts of the Blueprint nativization feature (deprecated), and decouple it from the editor/cooking phase.
#jira UE-103261
#rb Michael.Noland

[CL 14882147 by Phillip Kavan in ue5-main branch]
2020-12-08 16:28:03 -04:00
Josh Adams
0363327c21 - Refactored UProjectPackagingSettings and UCookerSettings into DeveloperToolSettings module that can be used from the engine and other places. This removes a circular referece from Engine -> TargetPlatform -> Engine. And can potentially remove Engine -> UnrealEd "grandfathered" circular reference (or at least helps be able to get rid of it!)
#rb brandon.schaefer

[CL 14840889 by Josh Adams in ue5-main branch]
2020-12-02 20:43:06 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
danny couture
8f88f4a055 Add some useful Insights trace
#rb Francis.Hurteau

[CL 14487717 by danny couture in ue5-main branch]
2020-10-13 21:04:47 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
Rex Hill
4f2f5792ce Fix thumbnail related ensure while scrolling in content browser
#jira UE-90554
#rb brandon.schaefer
#fyi brandon.schaefer

[CL 12429516 by Rex Hill in 4.25 branch]
2020-03-25 15:06:54 -04:00
nick darnell
870485bf69 Fixing some IWYU issues.
#ROBOMERGE-SOURCE: CL 11105786 via CL 11105802 via CL 11105810
#ROBOMERGE-BOT: (v640-11091645)

[CL 11105816 by nick darnell in Main branch]
2020-01-24 11:22:43 -05:00