Level Sequences now use UOLs for their bindings.
Level Sequence player context is now an ALevelSequenceActor if possible.
All bindings (including the extreme-legacy lazy object ptr bindings) are now upgraded to use the UOL binding mechanism.
Introduced a new concept for reasoning about object hierarchies in Sequencer: object schemas. Schemas allow customization of how Sequencer handles finding 'parent' and 'child' objects, which allows us to genericize lots of the hard-coded Actor-Component logic. This is just a first pass - there are still many places that directly deal with AActor and UActorComponent, which will be gradually migrated with upcoming work.
#jira UE-199305
#rb david.bromberg, ludovic.chabant
[CL 29932924 by andrew rodham in ue5-main branch]
- IMovieSceneBoundObjectProxy can be implemented on C++ and Blueprint classes to allow redirection to a different object when possessed in Sequencer.
- This interface is currently not supported for Spawnables
Submitting on behalf of Andrew Rhodam
[REVIEW] [at]max.chen, [at]ludovic.chabant
#tests UEFN cooked locally with -editoroptional and local device modification implementing the interface
#pf https://horde.devtools.epicgames.com/job/648a2255e941dc9318b42013
[FYI] andrew.rhodam
[CL 26002137 by guillaume guay in ue5-main branch]
#jira UE-180753
#rb richard.malo, andrew.rodham
#preflight 644fad875875c7d4b4c0b3bf
#rnx
#tests LevelSequence test group + multitude of WP Level Instance use cases (regular WP and instanced)
[CL 25284484 by patrick enfedaque in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
Fixups for LevelSequence/SequenceRecorder.
#jira UE-161932
#rb andrew.rodham
#preflight 6317df0cb069eea9ab1a322d
[CL 21840551 by Robert Millar in ue5-main branch]
Sometimes binding resolution can be triggered inside a call stack that has a GPlayInEditorID, even if the bindings and resolution context do not. In these situations we were previously erroneously calling FixupForPIE before resolving the soft object path, and ending up finding the PIE actor instead of the one that's actually inside the world context provided. We now explicitly override the GPlayInEditorID for bindings based on the provided context object.
#jira UE-155681
#rb Max.Chen, Ludovic.Chabant
#preflight 62a22c12c12a722b4f065fb1
[CL 20581176 by Andrew Rodham in ue5-main branch]
Illegal call to StaticFindObjectFast() while serializing object data or garbage collecting.
#jira UE-155821
#preflight 629cef52ff562cb75c74b483
#rb mike.zyracki
[CL 20527156 by Max Chen 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]
This should saves around ~1.5 Mb to ~3 Mb at runtime with ~50000 packages
Added a new core define UE_STRIP_DEPRECATED_PROPERTIES that could be used to wrap deprecated properties and strip them to regain memory when a projects becomes compliant. this can be set in the project target file
Deprecated most public properties from UPackage and created accessors for them
#rb PJ.Kack
#jira UE-138957
#preflight 61f17a6f7266f4e79bd62601
#ROBOMERGE-AUTHOR: francis.hurteau
#ROBOMERGE-SOURCE: CL 18738937 in //UE5/Release-5.0/... via CL 18739524 via CL 18741373
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18742135 by francis hurteau in ue5-main branch]
- By default it is still enabled, but should be disabled for anyone that no longer relies on this temporary behavior, particularly when migrating sequence content to different levels
#jira UE-116691
#rb Matt.Hoffman
#fyi joji.tsuruga
#lockdown jeff.farris
#robomerge private-frosty
[CL 16786022 by Andrew Rodham in ue5-main branch]
- Predictions do not understand changes of attachment that might occur between the current time and the predicted time
- Separated the functions and data relating to managing interrogation channels and indices out into a separate class called FInterrogationChannels
- The predictions import interrogation entities into the main ECS and will get processed along with all the other evaluations
- Spawnable annotations are now available in-game (not just in-editor)
#rb Mike.Zyracki, Max.Chen
#jira none
#preflight 606757c002d50100019f0d4f
[CL 15930213 by Andrew Rodham in ue5-main branch]
Also converted lots of code to go through LoadSequence instead of manually calling TryLoad.
#rb andrew.rodham
#ROBOMERGE-SOURCE: CL 15315165 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15315175 by jeanfrancois dube in ue5-main branch]