If an array property has elements defines in a Base config and an editor wants to configure the property to be empty in a Default config, nothing was being written.
The first problem was that only object properties with values are written to config files. In this case, we can use the !Property=ClearValue.
The second problem was handling this !Property case inside the config writing code. The code that detects array properties had to be adjusted to detect a !Property entry and check if the property is also empty in the config hierarchy.
#jira none
#rb josh.adams
#preflight 6283f22c25234f88c5e4418b
[CL 20250559 by christopher waters in ue5-main branch]
#rb Per.Larsson
#rnx
#jira UE-151377
#preflight 628364050039ea57a52d6989
### Virtualization
- [Core.ContentVirtualization] in the engine ini file now supports an array called 'DisabledAsset' which can be used to name asset types that should not virtualize their payloads.
-- By default (in BaseEngine.ini) we have disabled the StaticMesh asset as we know it will crash if a payload is missing and the SoundWave asset as it still is pending testing.
- This new way to disable virtualization is data driven. The older hard coded method has not been removed but will likely be reworked in a future submit.
- Now when an editor bulkdata is adding it's payload to the package trailer builder during package save it will poll the virtualization system with a call to the new method ::IsDisabledForObject by passing in it's owner.
-- If the owner is valid and was present in the 'DisabledAsset' array then the method will return true and the EPayloadFlags::DisableVirtualization flag will be applied.
### Package Trailer
- The pre-existing functionality of enum EPayloadFilter has been moved to a new enum EPayloadStorageType as will only filter payloads based on their storage type.
- EPayloadFilter has been modified to filter payloads based on functionality although at the moment the only thing it can filter for is to return payloads that can be virtualized, it is left for future expansion.
- EPayloadFlags has been reduced to a uint16 with the remaining 2bytes being turned into a new member EPayloadFilterReason.
- This new member allows us to record the exact reason why a payload is excluded from virtualization. If it is zero then the payload can virtualize, otherwise it will contain one or more reasons as to why it is being excluded. For this reason the enum is a bitfield.
- Added overloads of ::GetPayloads and ::GetNumPayloads that take EPayloadFilter rather than a EPayloadStorageType
- Added wrappers around all AccessMode types for FLookupTableEntry.
- FPackageTrailerBuilder has been extended to take a EPayloadFilterReason so that the caller can already provide a reason why the payload cannot be virtualized.
-- As a future peace of work this will probably be changed and we will ask the caller to pass in the owner UObject pointer instead and then we will process the filtering when building the package trailer to a) keep all of the filtering code in one place b) keep the filtering consistent
### PackageSubmissionChecks
- The virtualization process in will now request the payloads that can be virtualized from the package trailer, which respects the new payload flag, rather than requesting all locally stored payloads.
### UObjects
- There is no need for the SoundWave or MeshDescription classes to opt out of virtualization on construction. This will be done when the package is saved and is now data driven rather than being hardcoded.
### DumpPackagePayloadInfo
- The command has been updated to also display the filter reasons applied to each payload
[CL 20240971 by paul chipchase in ue5-main branch]
Moved Math forward declarations from CoreFwd.h to Math/MathFwd.h
#rb steve.robb
#preflight 62837df43c1cdc59e2b07dd5
[CL 20240602 by Andrew Davidson in ue5-main branch]
Move the existing DeclareCustomVersions function which was declared as a virtual UObject function into a static UObject function using this method.
#rb Steve.Robb
#rnx
#preflight 62827303046b81bf93c15ef2
[CL 20226876 by Matt Peters in ue5-main branch]
#preflight 627e9fac6d7654cc68b34001
#ROBOMERGE-AUTHOR: andy.sonnenburg
#ROBOMERGE-SOURCE: CL 20187151 via CL 20187642 via CL 20188658 via CL 20188732 via CL 20188761
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20191586 by andy sonnenburg in ue5-main branch]
Give RingBuffer its own iterator class since RemoveCurrentSwap does not fit the usual usage of a ringbuffer, which is supposed to maintain order.
#rb Steve.Robb
#rnx
#preflight 627e62587c26e247734d31d3
[CL 20180808 by Matt Peters in ue5-main branch]
This fixes replaced actors being considered as the package asset when replacement actor is the better choice. (AActor::PreSaveRoot was being called on wrong actor)
#jira UE-151254
#rb francis.hurteau, jeanfrancois.dube
#preflight 627927af822bdc69f00e3150
#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 20104013 via CL 20104027 via CL 20104064
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20109729 by patrick enfedaque in ue5-main branch]
#rb none
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 20087400 via CL 20087407 via CL 20087409 via CL 20087411
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20108401 by robert millar in ue5-main branch]
#rb none
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 20085586 via CL 20086176 via CL 20086262 via CL 20086331
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20108320 by robert millar in ue5-main branch]
Allow ENABLE_GC_OBJECT_CHECKS to be overriden outside of GarbageCollection.h
#rb none
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 20085499 via CL 20086136 via CL 20086228 via CL 20086317
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20108298 by robert millar in ue5-main branch]
* Added new ELifetimeCondition COND_NetGroup, that is only supported on replicated subobjects.
* Any subobject using COND_NetGroup must be part of a netcondition group via the NetConditionGroupManager world subsystem for it to get replicated.
* PlayerControllers can be members of a group via IncludeInNetConditionGroup
* When a netgroup subobject replicates to a connection we will only replicate it if the playercontroller of the connection is a member of atleast one group of that subobject.
* NetGroupOwner and NetGroupReplay are special groups that automatically replicate to the owner's connection or the replay net driver.
* This feature is only available to Actors or Actorcomponents with bReplicateUsingRegisteredSubObjectList = true
#jira UE-132891
#rb Ryan.Gerleve, Mattias.Hornlund, John.Barrett
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 20076279 via CL 20076546 via CL 20076844
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20106219 by louisphilippe seguin in ue5-main branch]
#rb trivial
#rnx
#preflight 6274dcab732d07cf93f5a143
- This is most likely to occur when trying to load a package trailer from a corrupted 0 byte file.
- Currently we load the footer then check that the package tag exists to confirm that the package file is malformed
- We need to check that there is actually room for us to seek backwards to the potential start point of the footer otherwise FArchive code will assert on a negative seek position.
[CL 20073384 by paul chipchase in ue5-main branch]