Commit Graph

4564 Commits

Author SHA1 Message Date
bryan sefcik
45e50a215f Updated UObject::SaveConfig to not flush all the configs but instead only flush the updated config.
Before: 837ms
After: 46ms

#rb josh.adams
#jira
#preflight 63653a331052c15f131063bf

[CL 22998041 by bryan sefcik in ue5-main branch]
2022-11-04 19:05:59 -04:00
danny couture
ac88067879 Fix missing IsRoutingPostload in some zenloader code-path leading to anim sequence to reset its guid and cause recompilation
#rnx
#rb CarlMagnus.Nordin
#preflight 63650967de2c4dbb5d9c8615

[CL 22985315 by danny couture in ue5-main branch]
2022-11-04 08:51:55 -04:00
bryan sefcik
e0779d1a3b Added FindOrLoadLocalIniFile helper function that looks in the cache before trying to load the ini file.
CreateProfile:
Before: 2387.2ms
After: 9.68ms

LoadConfig:
Before: 2595ms
After: 541ms

U******RuntimeSettings::PostInitProperties:
Before: 27ms
After: 0.47ms

InitializeSerializationOptionsFromIni:
Before: 66ms
After: 0.86ms

#rb josh.adams
#jira
#preflight 63640d965c51adc95f9953e1

[CL 22977330 by bryan sefcik in ue5-main branch]
2022-11-03 23:46:54 -04:00
henrik karlsson
e76a55a7da BulkDataStreaming.cpp missing include Package.h
#rb none
#preflight skipped
#jira none

[CL 22970909 by henrik karlsson in ue5-main branch]
2022-11-03 19:26:00 -04:00
bob tellez
147734235e #UE Do not cook editor only soft object paths. Fix a regression that came from serializing soft object paths before processing the properties that reference them
[FYI] Francis.Hurteau

[CL 22968383 by bob tellez in ue5-main branch]
2022-11-03 17:59:51 -04:00
henrik karlsson
f4adba584c Fixed compile error in BulkData.h caused by integration
#rb none
#jira none
#preflight skipped

[CL 22968274 by henrik karlsson in ue5-main branch]
2022-11-03 17:57:06 -04:00
henrik karlsson
b985fbd1b1 Removed lots of includes in high traffic headers in order to reduce compile times. Headers are still included if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 is set to 1
List of highlights
* PlayerController - Removed ForceFeedback and and OnlineReplStructs
* Class - Removed Package.h
* World - Pawn, Blueprint and GameInstance
* Actor - CoreNet, HitResult and ActorDatalayer
* EngineBaseTypes - TaskGraphInterface
* AssetManager - AssetData
* Scene/Child/ActorComponent - CoreNet
* AnimInstance - AttributesRuntime, Skeleton, AnimCurveTypes, AnimMontage, BonePose
* BulkData - IoDispatcher
* AssetData - IoDispatcher, LinkerLoad
* SecureHash - AsyncWork
* CanvasTypes - UnrealEngine, StaticMeshResources
* IpAddress - AsyncWork, Stats

#preflight 6363717ece676ae8688f5d8c
#rb none

[CL 22968258 by henrik karlsson in ue5-main branch]
2022-11-03 17:56:44 -04:00
joe pribele
50cfdde358 [CoreUObject] changed to check for null in TObjectPtr.GetPathName()
#preflight 63643317de2c4dbb5d47122c

[CL 22968073 by joe pribele in ue5-main branch]
2022-11-03 17:47:24 -04:00
Zousar Shaker
7a0beed2f7 2nd submit after fixing breakages in other streams:
Disallow TObjectPtr use on complete non-UObject derived types.

#rb devin.doucette
#preflight 63633a910c2e7c8f91d2e4e9

[CL 22966926 by Zousar Shaker in ue5-main branch]
2022-11-03 17:12:08 -04:00
ben hoffman
ac0136ab29 Add The Input Device trigger enum to the IInputInterface and as a noexport blueprint type. This will allow you to specify which trigger should recieve effects like resistence, feedback, vibration, etc.
#jira UE-158873
#rb David.Harvey
#rnx
#preflight 6362a0889160784fc31a9429

[CL 22961379 by ben hoffman in ue5-main branch]
2022-11-03 15:02:03 -04:00
paul chipchase
181c7ea9ec Using undo after landscape editing should no longer cause a mismatch in heightmap data being stored, preventing the asset from being saved.
#rb Per.Larsson
#jira UE-169114, FORT-533633
#preflight 6363a60b876630122aea6b16

- I needed to remove the 5.0 optimization where we tried to avoid loading the payload into memory so that it could be serialized to the undo stack. This logic would not work if the package were saved later and we were therefor unable to access the payload on disk.
- The landscape bug was not caused by this (as saving landscape actors wipes the undo stack) but caused by the inability to unload the payload properly. If an undo restore was run from a state where the payload was in memory to a state where the payload was not in memory, then that payload would not unload properly.So the bulkdata would end up with members for one payload, but the data of a different payload.

- We now always load the payload into memory if it is not there already and decompress into shared buffer format. In theory we could support two paths here one for FSharedBuffer when the payload is in memory and one for FCompressedBuffer when it is loaded from disk but it doesn't seem worth the effort. If it comes up as a problem in a profile then we'd be better off trying to add a way to create a non-compressed FCompressedBuffer from a FIoHash/FSharedBuffer pair rather than rehashing the FSharedBuffer.
- This also helps make the code clearer as we can remove the bPayloadInArchive value that we used to save.
- Once the undo stack transaction is completed we will try to unload the payload if we can. This is done if we are saving or loading and will only unload the payload if we know we can safely load from disk. Which means that the payload has not been edited from the version on disk and that the owning package has not been re-saved. This is to conform to the editor bulkdata policy that we should evict the payload from memory when ever possible to keep over all memory use down. It will however mean that repeated editing of an asset will cause repeated disk loads. This logic could be changed if it is profiled as an issue.

[CL 22959256 by paul chipchase in ue5-main branch]
2022-11-03 14:24:45 -04:00
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
Zousar Shaker
9ebb9da0b5 [Backout] - CL22952808
#fyi Zousar.Shaker
Original CL Desc
-----------------------------------------------------------------
Disallow TObjectPtr use on complete non-UObject derived types.

#rb devin.doucette
#preflight 63633a910c2e7c8f91d2e4e9

[CL 22953432 by Zousar Shaker in ue5-main branch]
2022-11-03 10:59:07 -04:00
Zousar Shaker
828ced0b2a Disallow TObjectPtr use on complete non-UObject derived types.
#rb devin.doucette
#preflight 63633a910c2e7c8f91d2e4e9

[CL 22952808 by Zousar Shaker in ue5-main branch]
2022-11-03 10:28:34 -04:00
NEdwards-Sharkmob
f2b8376be6 PR #9698: Adding missing script macros for weak object properties.
#rnx
#rb Robert.Manuszewski
#preflight 6363cbb71052c15f13845c6a

[CL 22952772 by NEdwards-Sharkmob in ue5-main branch]
2022-11-03 10:26:35 -04:00
scott nelson
8a674181f8 Add Ability to provide Default PackageFlags to each mount point during CreatePackage
#rb Francis.Hurteau
#preflight 6361809f1a32af63a89cb229

[CL 22918043 by scott nelson in ue5-main branch]
2022-11-02 11:48:28 -04:00
Helge Mathee
747879c204 Core: Array Text import not working for ()
#rb Steve.Robb
#jira UE-134101
#preflight https://horde.devtools.epicgames.com/job/63613e16ef6d25c674605ec6

[CL 22908318 by Helge Mathee in ue5-main branch]
2022-11-02 06:16:07 -04:00
henrik karlsson
4a36cfe8ff Moved operator== to be hidden friend instead of put directly in global namespace
Moved GetTypeHash function to be hidden friend instead of put directly in global namespace.

Note that the function/operator needs to be fully inlined in the type or placed in the cpp. If the function is added as friend but then implemented outside the type then hidden friend optimization won't work.

This should improve compile time somewhat according to msvc devs.

#rb Steve.Robb
#preflight 6360b7052b5338aceb26471b

[CL 22889837 by henrik karlsson in ue5-main branch]
2022-11-01 15:50:27 -04:00
jamie dale
b7c361c823 Fixed FPropertyLocalizationDataGatherer failing to gather text from external actor packages
It wasn't finding any root objects in the actor package due to the "Object->GetOuter() == Package" test failing for external actors.

#jira
#preflight 63612013e271e75dea8c13e2
[FYI] Daniel.Lamb
#rb Rex.Hill
#rnx

[CL 22888819 by jamie dale in ue5-main branch]
2022-11-01 15:15:27 -04:00
henrik karlsson
8f895fef35 Added includes needed after removing includes in headers
#preflight 6360b63e41625be270a6e464
#rb none

[CL 22888775 by henrik karlsson in ue5-main branch]
2022-11-01 15:14:15 -04:00
robert manuszewski
6dc32674ac Adding FPackageName::GetContentPathForPackageRoot to be able to get the filesystem path (e.g. D:/Project/Engine/Content) of a given package root (e.g. /Engine/)
#rb Steve.Robb
#preflight 6360c64663608aee36d1a954

[CL 22888595 by robert manuszewski in ue5-main branch]
2022-11-01 15:08:10 -04:00
edwin maynard
2f2e641dd0 [Backout] - CL22878456 (Backed out due to CIS issues)
[FYI] Robert.Manuszewski
Original CL Desc
-----------------------------------------------------------------
Adding FPackageName::GetContentPathForPackageRoot to be able to get the filesystem path (e.g. D:/Project/Engine/Content) of a given package root (e.g. /Engine/)

#rb Steve.Robb
#preflight 6360c64663608aee36d1a954

[CL 22888588 by edwin maynard in ue5-main branch]
2022-11-01 15:08:01 -04:00
robert manuszewski
263c23a1dc Adding FPackageName::GetContentPathForPackageRoot to be able to get the filesystem path (e.g. D:/Project/Engine/Content) of a given package root (e.g. /Engine/)
#rb Steve.Robb
#preflight 6360c64663608aee36d1a954

[CL 22888560 by robert manuszewski in ue5-main branch]
2022-11-01 15:07:16 -04:00
henrik karlsson
48faa4b230 [CoreUObject]
* StructOnScope - Removed include of Package
* GeneratedCppInclude - Removed include of Package

Both of these files include Class.h which in turn include Package so no need to add backwards compatibility. Will add backwards compatibility in Class.h when Package.h is removed there (require a bit more work)

#preflight skipped
#rb none

[CL 22888526 by henrik karlsson in ue5-main branch]
2022-11-01 15:06:31 -04:00
Alexis Matte
2a9bfb7eef Fix crash when serializing(saving) FSkeletalMeshImportData cause by code not returning the proper UE version for the bulk data.
#jira UE-167443 , UE-167493
#rb jeanluc.corenthin
#rnx
#preflight 63612bde2b5338aceb3ddd56

[CL 22883134 by Alexis Matte in ue5-main branch]
2022-11-01 11:05:02 -04:00