Commit Graph

253 Commits

Author SHA1 Message Date
nick darnell
2ca3053047 AssetDefinition - Upgrading another slew of AssetTypeActions.
[CL 23172516 by nick darnell in ue5-main branch]
2022-11-17 00:29:40 -05:00
nick darnell
a08cf16549 AssetDefinition - Converting another batch of AssetTypeActions to AssetDefinitions.
[CL 23164316 by nick darnell in ue5-main branch]
2022-11-16 17:42:29 -05:00
francis hurteau
c4266739a3 Fix Advanced Copy not fixing up external actors reference to packages that are part of the copy.
#rb JeanFrancois.Dube
#preflight 63751105ee4d25f90a9c4a1a

[CL 23158582 by francis hurteau in ue5-main branch]
2022-11-16 13:59:06 -05:00
nick darnell
1fb352a6df AssetDefinition - Converting AssetTypeActions_StaticMesh to an AssetDefinition. The StaticMesh didn't previously encode if it had a highres mesh into its asset tags, so now it does, however since that wont be on old meshes, I'm going to include the menu options if I can't tell if it does or does not.
[CL 23157684 by nick darnell in ue5-main branch]
2022-11-16 13:20:46 -05:00
nick darnell
5f8e573fc3 AssetDefinition - Converting AssetTypeActions_Curve...etc to an AssetDefinition.
[CL 23147988 by nick darnell in ue5-main branch]
2022-11-15 19:43:36 -05:00
nick darnell
6642a96a10 AssetDefinition - Converting AssetTypeActions_Struct to an AssetDefinition.
[CL 23147844 by nick darnell in ue5-main branch]
2022-11-15 19:40:38 -05:00
nick darnell
950f20fae8 AssetDefinitionProxy - Submenus now get initialized.
[CL 23128136 by nick darnell in ue5-main branch]
2022-11-14 17:23:05 -05:00
nick darnell
f5364eb3d5 AssetTypeActions - Fixing a case where the "Basic" category needs special rules since it's not actually in the Advanced set. The new system doesn't do this, it just has categories.
#jira UE-165574

[CL 23123157 by nick darnell in ue5-main branch]
2022-11-14 14:15:43 -05:00
nick darnell
9e765542af Editor - Fixing an ASan bug in the category paths, need to declare them statically so that the compiler doesn't free the list too early.
Editor - Upgrading the Texture AssetTypeActions to be AssetDefinitions.

#jira UE-169989
#jira UE-165574

[CL 23121796 by nick darnell in ue5-main branch]
2022-11-14 13:18:14 -05:00
nick darnell
e85b0cd48c AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
bob tellez
635e0d776e [Backout] - CL23068129 and 23069638
[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions.  IAssetTypeActions is woefully inadiquit now.  It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class.  We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset.  We could introduce a replacement in the class, but that would just get inherited, causing other issues.  So instead the parallel UObject based AssetDefinition now exists.  In large part it will probably be very similar to the other one, but several things in it probably need to chnage.  For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.

Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23072024 by bob tellez in ue5-main branch]
2022-11-10 01:18:44 -05:00
nick darnell
fd6f4a29b1 AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]

[CL 23072002 by nick darnell in ue5-main branch]
2022-11-10 01:17:07 -05:00
patrick enfedaque
862a5458de Update comment
#rb trivial
#preflight skip

[CL 22888684 by patrick enfedaque in ue5-main branch]
2022-11-01 15:10:32 -04:00
julien stjean
a788697b2e Fixed some duplicated localization keys
#preflight 635938c09125456043ef23c9
#jira UE-168346
#rb JeanMichel.Dignard

[CL 22802887 by julien stjean in ue5-main branch]
2022-10-26 22:20:43 -04:00
julien stjean
2b22b45ba5 Added a missing include.
[CL 22798988 by julien stjean in ue5-main branch]
2022-10-26 19:26:29 -04:00
henrik karlsson
69139c18f3 [AssetTools]
* Fixed compile error with missing include

#rb none
#jira none
#preflight skipped

[CL 22798949 by henrik karlsson in ue5-main branch]
2022-10-26 19:23:53 -04:00
julien stjean
3991bcb36d Reworked the migration tool so that it support moving assets inside of a plugin.
Added a global event for when some package are migrated. This can be used for hotfixes and as extension point for systems to react or add stuff to the migration.

Other changes that were required for the new migration:
Level streaming is now aware that the world might be part of a instanced package. When it validate that file for the streamed world exist it will use the path from the package linker of the world package.
The level postload function now prefer to use the Instancing Context package remapping from its linker to determine where it should load some of its external UActorFolder.
The StringTableEditorModule was modified to be able to properly react to the migration.

This change will still require some change in a future release to reduce its memory usage.

#rb Francis.Hurteau
#jira UE-162943, UE-161367, UE-161364, UE-161359, UE-161357, UE-161355, UE-161354, UE-145342
#preflight 6358419f2e6690262abbce83
#lockdown jeanmichel.dignard

[CL 22798574 by julien stjean in ue5-main branch]
2022-10-26 19:11:52 -04:00
dave belanger
56234f4845 Fix compile error in AdvancedCopyPackages; EMessageSeverity::CriticalError was removed in UE5
#rb none
#preflight skip

[CL 22710469 by dave belanger in ue5-main branch]
2022-10-22 07:11:35 -04:00
dave belanger
eeebef1f13 Add a notification severity filter param on AdvancedCopyPackages
#rb Lauren.Barnes
#preflight 6351b572e6096564af21eefa

[CL 22710448 by dave belanger in ue5-main branch]
2022-10-22 07:10:37 -04:00
ben hoffman
14d5cfd6f5 Move Force Feedback effects and force feedback attenuation asset types to the "Input" category of the content browser categories instead of "Miscellaneous". Now that enhanced input already made an Input category, these asset types have a better place to live.
#jira UE-158873
#rb david.garza
#preflight 634f11bd864d9be23644e54f

[CL 22635541 by ben hoffman in ue5-main branch]
2022-10-19 15:29:02 -04:00
jonathan bard
0e414a09bf Fixed bad merge that led to SubUVAnimation asset actions being registered twice
#rb lauren.barnes
#jira UE-166828
#preflight trivial
#rnx

[CL 22546738 by jonathan bard in ue5-main branch]
2022-10-14 22:20:46 -04:00
nick darnell
954d29b9f5 Editor - Beginning the process to no longer make loading all assets you right click in the content browser. The first step, is setting up the code to have a deprecation flag DEPRECATE_ASSET_TYPE_ACTIONS_NEEDING_LOADED_OBJECTS, this will make it illegal to implement GetActions on all AssetTypeAction implementations. Checked in disabled, enable it locally to begin trying to implement the recommended method detailed in the IAssetTypeActions header. WIP. One of the things this change does is outlaw (regardless of deprecation) the HasActions() function, this function is no longer used at all, and so we may as well remove its implementation, it also works well as a canary in finding other samples and things that need to be upgraded.
#jira UE-165574
[REVIEW] [at]Rex.Hill, [at]Lauren.Barnes
#preflight 63483c43ad0f7e2f20e44910

[CL 22534452 by nick darnell in ue5-main branch]
2022-10-14 16:59:41 -04:00
thomas sarkanen
ae10e0eff9 Fix incorrect asset menu actions appearing for animation blueprints
Also fixes the asset context menu section header for anim BPs to not read as "animation layer interface" (this is just the re-ordering of asset type action registration)

#jira UE-165922
#rb Jurre.deBaare
#preflight 633c33aff96f5ad403a2df41

[CL 22331996 by thomas sarkanen in ue5-main branch]
2022-10-04 12:01:02 -04:00
alexis matte
a4a4d4c90f Fix crash when we select interchange factory format in the objecttools import file picker.
Make sure to avoid legacy factory in the file picker extension when interchange replace those.
#jira UE-165495 , UE-165509
#rb jeanluc.corenthin
#rnx
#preflight 63375b6fa852bd922c5ee87c

[CL 22284692 by alexis matte in ue5-main branch]
2022-09-30 19:45:47 -04:00
jerome delattre
6fe7b052f1 Expose Asset Migration command to scripting
#preflight 63373ca15c2225fe5f898171
#jira UE-165706
#rb Julien.StJean

[CL 22284188 by jerome delattre in ue5-main branch]
2022-09-30 19:23:32 -04:00