Commit Graph

43 Commits

Author SHA1 Message Date
andrew rodham
389412f945 Sequencer: Convert default binding mechanism to use universal object locators
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]
2023-11-27 09:05:23 -05:00
guillaume guay
b435404542 Sequencer: Added an interface to allow possessables to redirect bindings to other actors
- 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]
2023-06-14 22:30:45 -04:00
patrick enfedaque
0e5b4e3fc0 LevelSequence: Support Level Sequences within World Partition embedded Level Instances
#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]
2023-05-01 11:30:16 -04:00
patrick enfedaque
f420077d88 LevelSequence: Replace single StreamedLevelAssetPath param by a new struct pointing to StreamedLevelAssetPath (Ground work for new resolve path)
#jira UE-180753
#rb andrew.rodham
#preflight 644bd2faf50260822902edd5
#rnx

[CL 25240419 by patrick enfedaque in ue5-main branch]
2023-04-28 16:43:32 -04:00
danny couture
cc67cafd42 Fix non unity build
#rnx
#rb trivial
#preflight trivial

[CL 25066986 by danny couture in ue5-main branch]
2023-04-17 09:18:24 -04:00
danny couture
1b51796326 Properly handle query to GPlayInEditorID while packages are being loaded
#rnx
#jira UE-175454
#rb Francis.Hurteau, Ben.Zeigler
#preflight 64399e149566b61450059959

[CL 25066973 by danny couture in ue5-main branch]
2023-04-17 09:17:06 -04:00
jamie dale
e48d6a02f7 Fix LevelSequence resolving on Instanced WorldPartition cells
#rb andrew.rodham, jeanfrancois.dube, richard.malo
#rnx
#preflight 6392001a67018b14b5843c5b

[CL 23460249 by jamie dale in ue5-main branch]
2022-12-08 21:23:22 -05:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
max chen
b70a5545b6 Sequencer: Added the ability to bind to a skeletal mesh component's post process instance.
#jira UE-167803
#rb andrew.rodham
#preflight 635199ace6096564af188134

[CL 22705188 by max chen in ue5-main branch]
2022-10-21 19:51:33 -04:00
marc audy
311f7464bf Updated ../Engine/Source/Runtime/... to inline gen.cpp files
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]
2022-09-24 13:57:58 -04:00
Robert Millar
672e3896a5 FNames containing asset paths are deprecated. FSoftObjectPath should be used instead.
Fixups for LevelSequence/SequenceRecorder.

#jira UE-161932
#rb andrew.rodham
#preflight 6317df0cb069eea9ab1a322d

[CL 21840551 by Robert Millar in ue5-main branch]
2022-09-06 23:56:00 -04:00
ludovic chabant
86135278a5 Don't try to resolve bound actors with component possessables.
#jira none
#rb max.chen
#preflight 62d998fcac71f3a22581d4ca

[CL 21205194 by ludovic chabant in ue5-main branch]
2022-07-21 14:32:10 -04:00
Andrew Rodham
f48639382a Sequencer: Only ever call FixupForPIE for bindings that are being resolved within a World context that has a PIE instance ID
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]
2022-06-09 14:00:26 -04:00
Max Chen
06ed881423 Sequencer: Add guards when IsSavingPackage or IsGarbageCollecting before calling FindObject
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]
2022-06-06 16:37:03 -04:00
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
francis hurteau
5714cca54f Reduced runtime UPackage size from 176b to 144b or 120b when stripping deprecated properties
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]
2022-01-26 15:00:04 -05:00
aurel cordonnier
e3f7878676 Merge from Release-Engine-Test @ 17462327 to UE5/Main
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17463546 by aurel cordonnier in ue5-main branch]
2021-09-08 16:42:26 -04:00
jeanfrancois dube
7987f5bd61 Sequencer: Remove the TryLoad behavior for unresolved level sequence bindings.
#rb richard.malo
[FYI] andrew.rodham
#preflight none


#ROBOMERGE-SOURCE: CL 17231363
#ROBOMERGE-BOT: (v855-17104924)

[CL 17231380 by jeanfrancois dube in ue5-main branch]
2021-08-19 07:33:05 -04:00
max chen
571da1cbef Sequencer: Default TryLoadUnresolvedReferences to 0
#jira UE-116691
#rb andrew.rodham
[FYI] joji.tsuruga
#preflight 611d9f6daabad100013ce9dc


#ROBOMERGE-SOURCE: CL 17226589
#ROBOMERGE-BOT: (v855-17104924)

[CL 17226597 by max chen in ue5-main branch]
2021-08-18 21:07:02 -04:00
Andrew Rodham
9f35c48e7d Sequencer: Hide TryLoad behavior for unresolved level sequence bindings behind a cvar (Sequencer.TryLoadUnresolvedReferences)
- 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]
2021-06-25 13:54:23 -04:00
jeanfrancois dube
3c256fee70 Fix UE4 Static Analysis Win64
#rb none

#ROBOMERGE-SOURCE: CL 16472259 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)

[CL 16472264 by jeanfrancois dube in ue5-main branch]
2021-05-26 13:55:53 -04:00
jeanfrancois dube
fedf65c2bc Sequencer: only try to load external actor references from the editor (not in PIE).
#jira FROST-2610
#rb andrew.rodham

#ROBOMERGE-SOURCE: CL 16470165 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)

[CL 16470241 by jeanfrancois dube in ue5-main branch]
2021-05-26 11:38:21 -04:00
Andrew Rodham
f44701da43 Sequencer: Added the ability to run asynchronous predictions for animated component transforms and future/past times
- 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]
2021-04-06 10:28:26 -04:00
jeanfrancois dube
f0321bf250 Sequencer bindings will always try to resolve before trying to load the referenced assets.
#rb andrew.rodham

#ROBOMERGE-SOURCE: CL 15337521 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15337532 by jeanfrancois dube in ue5-main branch]
2021-02-05 10:44:42 -04:00
jeanfrancois dube
383f7e12fc Make sure the sequencer code always try to load bindings in order to properly resolve unloaded objects.
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]
2021-02-04 11:14:06 -04:00