Switched custom parsing to use FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset
#jira UE-192562
[CL 27072096 by thomas sarkanen in ue5-main branch]
Due to reconstruction on edit, the member reference GUID was always conforming back to the original layer node once it was set. This fix ensures that the GUID is appropriately set each time the member reference is updated.
#jira UE-168246
#preflight 6385ff577b4bd3f057796ae4
#rb Jurre.deBaare
[CL 23312441 by thomas sarkanen in ue5-main branch]
Move linked layers and graphs to use FMemberReference to reference the stub function used to generate node pins
#jira UE-132472
#rb Jurre.deBaare
#preflight 63358f5ee410691606b6c915
[CL 22260921 by thomas sarkanen in ue5-main branch]
Added compilation check for linked layers circular references and indirectly nested linked layers
[REVIEW] [at]Thomas.Sarkanen
#tests Compile all project animation blueprints
[CL 22203056 by frederick lupien in ue5-main branch]
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]
Self anim layer are now titled Anim Layer (self) instaed of Linked anim layer
#rb Thomas.Sarkanen
#tests editor
#ROBOMERGE-AUTHOR: frederick.lupien
#ROBOMERGE-SOURCE: CL 19630124 via CL 19636027 via CL 19640541 via CL 19641080 via CL 19641168
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)
[CL 19642090 by frederick lupien in ue5-main branch]
Iterate over interfaces rather than ALL anim BPs, as well as accounting for self layers, then filter appropriately according to current BP
#jira UE-133258 - Linked anim layers show up multiple times in the context menu
#rb Jurre.deBaare
#preflight 61e56fa4a2616066f68089e5
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18632528 in //UE5/Release-5.0/... via CL 18632536 via CL 18632539
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18636706 by thomas sarkanen in ue5-main branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Titles & icons tweaked to emphasise the linked content, not the type of the node.
Also fixes bounding box init issue when spawning new input pose nodes in linked anim graphs
Added the ability to override the tag checked when vierufying skeleton compatibility by FAssetData. This allows anim BPs to use the functionality as they have a "TargetSkeleton" tag vs. other assets with a "Skeleton" tag.
#rb Jurre.deBaare
[CL 16434383 by Thomas Sarkanen in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]