* Adds Source Control Asset Data cache. Preventing Source Control Changelist Window to rebuild AssetData from scratch when UI refresh takes place
* Modifies Source Control beautification to async process, preventing crowded changelists to block the workflow. The filenames are now beautified when available.
* Parallelize AssetData information retrieval from SourceControl
* Updates message displayed when refreshing window's items
#rb Sebastien.Lussier, JeanFrancois.Dube
#jira UETOOL-3522
#changelist validated
#ROBOMERGE-SOURCE: CL 17375288 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17375337 by luc eygasier in ue5-release-engine-test branch]
converting a file to a package path that can't exist for that for that file.
This was causing an issue were the asset registry would think that a folder was deleted when in fact it was a file that was deleted.
Ex:
"../../../EngineTest/Content/NewFolder/.FileWithExtensionButNoName" would convert to ""../../../EngineTest/Content/NewFolder/" when it should fail.
#jira UE-113163
#preflight 611faf78e7a30700018a69fb
#rb Matt.Peters
#ROBOMERGE-SOURCE: CL 17247636 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17247642 by julien stjean in ue5-release-engine-test branch]
Add PackageAccessTracking ops for reset and noaccessaccepted, to debug and fix the too-broad save op.
#rb Zousar.Shaker
#rnx
#ROBOMERGE-SOURCE: CL 17200008 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17200021 by matt peters in ue5-release-engine-test branch]
#rb Matt.Peters
#rnx
#preflight 6114cb9329ebef00012c41e7
- Matches the overload of ::IsTextPackageExtension that also takes a EPackageExtension parameter.
#ROBOMERGE-SOURCE: CL 17148303 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17148306 by paul chipchase in ue5-release-engine-test branch]
Improve performance of FPackageBuildDependencyTracker::StaticOnObjectHandleRead by removing the iteration over PackageScopes and instead accumulating that information in the constructor of each PackageScope. The constructor accumulation is cheap so this should be cheaper overall.
#rb Zousar.Shaker
#rnx
#ROBOMERGE-SOURCE: CL 17106400 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v854-17104634)
[CL 17106517 by matt peters in ue5-release-engine-test branch]
* Added a function to RedirectCollector to ingest soft package references
* Push the harevest soft package references from save to the redirect collector on a succesful save
* Moved the processing of soft package reference associated with a package during cook to after that package has been saved
#rb Matt.Peters
#jira UE-115137
[CL 16534223 by Francis Hurteau in ue5-main branch]
This ensure has been hit twice, and in both cases the calling code would have correctly handled the false return value, and we needed to alter it to avoid the ensure.
#rb Josh.Adams
#rnx
[CL 16324168 by Matt Peters in ue5-main branch]
- The mirage specific code is disabled behind the define UE_USE_VIRTUALBULKDATA, this means that some code paths in Texture/Mesh are much more complex than they need to be as we support both old and new paths. Once the system has been turned on and confirmed to cause no issues then this will be stripped out.
- SavePackageUtilities.cpp, SavePackage.cpp and SavePackage2.cpp are editgrates rather than integrations as those files have changes in DevCooker that we don't want to bring over immediately.
- Also includes a prototype system for storing bulkdata in a sidecar file in the workspace domain rather than in the .uasset/.umap file which although has been discontinued as part of mirage, will have applications for future work for non-virtualized projects and/or text based assets.
#rb Patrick.Finegan (all changes have been reviewed when submitted to Dev-Cooker)
#tests Cooking and running ShooterGame/Frosty and other sample programs using megascan assets
#rnx
#preflight 608be50d870cf400013ff99d
[CL 16167285 by paul chipchase in ue5-main branch]
Allocations came from ULevelStreamingDynamic::PostLoad() -> IsValidStreamingLevel() -> FPackageName::DoesPackageExist() -> TryConvertToMountedPathComponents()
#rb matt.peters
[CL 16050266 by Johan Torp in ue5-main branch]