- Optimized FFolder resolving to UActorFolder : now uses and maintains an acceleration table
- Favor creation of FFolder using ActorFolderGuid when available
- FFolder creation now always passes a Root Object to facilitate Root Object ptr resolving (even when it's the main world)
- Fixed Duplicate Hierarchy when using Actor Folders and target level is different
- Fixed copy/paste actor from Persistent to LevelInstance not loosing actor folder
- Fixed mark for delete of an Actor Folder that could generate duplicates
- Modified fix of duplicate Actor Folders in a level : instead of renaming duplicates, mark for delete all duplicates except one and redirect children to the one we keep
#jira UE-150566
#rb patrick.enfedaque, jeanfrancois.dube
#preflight 6284101f486700b561a555ff
[CL 20346124 by Richard Malo in ue5-main branch]
- Unbound octree now stores hierarchical editor cells instead of leaves, this greatly reduce the number of needed editor cells for very large worlds.
- Implemented loading regions support to replace editor cells loading, in preparation for bookmark regions.
Tested against a 2000KMx2000km world + various internal projects and demos.
#rb patrick.enfedaque, richard.malo
#preflight 628239b5cf7e4667a97e3fe0
[CL 20222133 by JeanFrancois Dube in ue5-main branch]
#rb header and class name replacement
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20078276 via CL 20078825
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20106316 by lauren barnes in ue5-main branch]
Move DataLayers' EditorWorldSetting logic from DataLayerEditorSubsystem & WorldDataLayers to DataLayerSubsystem
Use DataLayerInstance::GetOuterWorldDataLayers instead of retrieving the WorldDataLayers from UWorld::GetWorldDataLayers instead
Rename UDataLayerSubsystem::GetDataLayerFromAsset to GetDataLayerInstanceFromAsset to be inline with the rest of the API
Preparation for multiple AWorldDataLayers existing in the same world
#rb richard.malo
#test PIE, SIE, -game, Editing flow, cooked game, Hlods generation
#preflight 627402a0ca0ad32a968422af
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 20060072 via CL 20060595 via CL 20060607
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20062765 by philippe deseve in ue5-main branch]
Remove check in DataLayerHierarchy that the world need to be teared down when removing actors. Callback occurs when unloading cells.
#rb jeanfrancois.dube
#test PIE, SIE, Game
#preflight 62729fce2f6d177be3c5f198
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 20042858 via CL 20042862 via CL 20042869
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20044831 by philippe deseve in ue5-main branch]
Restrict the usage of retrieving an actor's DataLayerInstanace via it's cell to PIE/SIE and -game in editor builds.
Fix potential crash when trying to retrieve DataLayerInstances of an actor in non-worldpartition world
#test PIE, SIE, -game, cooked game, FN editing
#jira UE-150868
#rb richard.malo
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 20024307 via CL 20024321 via CL 20024344
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20025859 by philippe deseve in ue5-main branch]
Allow actors to retrieve their DataLayers outside of editor builds.
Actors now use their cell to retrieve their DataLayers when possible (i.e. when GenerateStreaming was done and the grid is built.)
Removed UActors::GetDataLayerInstances(AWorldDataLayers). Function isn't needed anymore as it was an overload called by the UI and problematic when exiting PIE. Actors on DataLayers not longer had their owning world set and the WOrldDataLayer was inaccessible. No longer need to use the WorldDataLayer as we use the Cell to get the Datalayers in PIE.
#test Editor, PIE, SIE, Cook, Cooked Game, -game
#jira UE-147731
#preflight 626be5d32660750c3ffaf757
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 19977670 via CL 19977902 via CL 19978142
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19985780 by philippe deseve in ue5-main branch]
UDataLayerEditorSubsystem is not initialized when lauching with "-game"
#rb richard.malo
#preflight 6256dfab2b4502493e794c9c
[CL 19739997 by Philippe DeSeve in ue5-main branch]
Move DataLayers' EditorWorldSetting logic from DataLayerEditorSubsystem & WorldDataLayers to DataLayerSubsystem
Use DataLayerInstance::GetOuterWorldDataLayers instead of retrieving the WorldDataLayers from UWorld::GetWorldDataLayers instead
Rename UDataLayerSubsystem::GetDataLayerFromAsset to GetDataLayerInstanceFromAsset to be inline with the rest of the API
Preparation for multiple AWorldDataLayers existing in the same world
#rb richard.malo
#preflight 6255924fcd5ed4dd0916d8e5
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 19721428 via CL 19721841 via CL 19722491
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)
[CL 19725557 by philippe deseve in ue5-main branch]
#rb jeanfrancois.dube
#preflight 624ae8b1e434babd8a3060b0
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 19608028 via CL 19608074 via CL 19608126
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)
[CL 19609192 by richard malo in ue5-main branch]
Pass an optional name to AWorldDataLayer::Create
Remove UDataLayerEditorSubsystem::GetWorldDataLayers(bool). UWorld::WorldDataLayers are always created now.
Preparation for multiple AWorldDataLayers within a single world
#rb richard.malo
#preflight 624702e8927e60e34176d184
#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 19587841 via CL 19587883 via CL 19587899
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)
[CL 19589001 by philippe deseve in ue5-main branch]