#rb Per.Larsson
#jira UE-156189
#rnx
#preflight 62a33c245a0ab464fb020897
- The main goal is to split the ini file option that selects the virtualization system to use (SystemName) from the options for our virtualization module.
- The old values should continue to be read and used, but if we detect that ini file values are still under [Core.ContentVirtualization] we will warn about it.
[CL 20594207 by paul chipchase in ue5-main branch]
#rb PJ.Kack
#rnx
#jira UE-154006
#preflight 62975956e809e387be1a8c7b
- This will change how we store editor bulkdata payloads in the package file and has been running on various branches for half a year so should be quite safe to turn on everywhere.
[CL 20467111 by paul chipchase in ue5-main branch]
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]
(disabled until all ANY_PACKAGE removal changes are in)
#jira UE-99463
#rb Steve.Robb
#preflight 62921cafdb0a62f25c07b693
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20407210 via CL 20407235 via CL 20407352 via CL 20407427
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20409051 by robert manuszewski in ue5-main branch]
*Only inline ray tracing use cases are currently supported, as in Vulkan RHI on Windows
Fix Linux not loading raytracing extensions if they were enabled
#jira none
#rb yuriy.odonnell
#preflight 628fd3f98c077c0d662371e2
[CL 20384119 by Brandon Schaefer in ue5-main branch]
On Windows, "TargetedRHIs" is now split into "D3D11TargetedShaderFormats", "D3D12TargetedShaderFormats" and "VulkanTargetedShaderFormats". "TargetedRHIs" is still parsed for backwards compatibility.
Using this, projects can now be more easily configured for D3D12-only or even Vulkan-only.
Updated FShaderFormatsPropertyDetails to use FName instead of FString for shader platforms. Also added a filtering method for mixed RHI platforms like Windows.
#jira none
#rb mihnea.balta, josh.adams
#preflight 6287cbf46c7692ac8cc8805f
[CL 20300786 by christopher waters in ue5-main branch]
#rb Per.Larsson
#rnx
#jira UE-151377
#preflight 628364050039ea57a52d6989
### Virtualization
- [Core.ContentVirtualization] in the engine ini file now supports an array called 'DisabledAsset' which can be used to name asset types that should not virtualize their payloads.
-- By default (in BaseEngine.ini) we have disabled the StaticMesh asset as we know it will crash if a payload is missing and the SoundWave asset as it still is pending testing.
- This new way to disable virtualization is data driven. The older hard coded method has not been removed but will likely be reworked in a future submit.
- Now when an editor bulkdata is adding it's payload to the package trailer builder during package save it will poll the virtualization system with a call to the new method ::IsDisabledForObject by passing in it's owner.
-- If the owner is valid and was present in the 'DisabledAsset' array then the method will return true and the EPayloadFlags::DisableVirtualization flag will be applied.
### Package Trailer
- The pre-existing functionality of enum EPayloadFilter has been moved to a new enum EPayloadStorageType as will only filter payloads based on their storage type.
- EPayloadFilter has been modified to filter payloads based on functionality although at the moment the only thing it can filter for is to return payloads that can be virtualized, it is left for future expansion.
- EPayloadFlags has been reduced to a uint16 with the remaining 2bytes being turned into a new member EPayloadFilterReason.
- This new member allows us to record the exact reason why a payload is excluded from virtualization. If it is zero then the payload can virtualize, otherwise it will contain one or more reasons as to why it is being excluded. For this reason the enum is a bitfield.
- Added overloads of ::GetPayloads and ::GetNumPayloads that take EPayloadFilter rather than a EPayloadStorageType
- Added wrappers around all AccessMode types for FLookupTableEntry.
- FPackageTrailerBuilder has been extended to take a EPayloadFilterReason so that the caller can already provide a reason why the payload cannot be virtualized.
-- As a future peace of work this will probably be changed and we will ask the caller to pass in the owner UObject pointer instead and then we will process the filtering when building the package trailer to a) keep all of the filtering code in one place b) keep the filtering consistent
### PackageSubmissionChecks
- The virtualization process in will now request the payloads that can be virtualized from the package trailer, which respects the new payload flag, rather than requesting all locally stored payloads.
### UObjects
- There is no need for the SoundWave or MeshDescription classes to opt out of virtualization on construction. This will be done when the package is saved and is now data driven rather than being hardcoded.
### DumpPackagePayloadInfo
- The command has been updated to also display the filter reasons applied to each payload
[CL 20240971 by paul chipchase in ue5-main branch]
- Added deletion of empty directories.
- Applied the rate limit to directory scans.
- Reduced the default scan rate by a factor of 10.
#preflight 626c3a8b0f5f22f922511514
#rb Zousar.Shaker
[CL 19984889 by Devin Doucette in ue5-main branch]
#rb Per.Larsson
#rnx
#jira UE-148223
#preflight 6267c4e2853fdb6fddb20be3
- Remove the Core.ContentVirtualizationDebugOptions section from the ini files entirely.
- Remove the ::ApplyDebugSettingsFromConfigFiles method as we no longer load any debug values from the config files.
[CL 19923780 by paul chipchase in ue5-main branch]
#rb Per.Larsson
#jira UE-148223
#rnx
#preflight 62666fc90634d0904cca8756
- It was probably a bad idea to have debug settings like this applied from the config file as it would be fairly easy for people to accidently forget about them or submit them.
- The single threaded command can now be set via the commandline on start up using the '-VA-XXX' synctax that the system has started to adopt.
- Additionally it has been exposed as a console command so that it can be toggles on and off at runtime.
- Removed 'ForceSingleThreaded' from BaseEngine.ini and removed the parsing code for this from FVirtualizationManager::ApplyDebugSettingsFromConfigFiles.
- Removed 'FailPayloadPullOperations' from BaseEngine.ini, it hasn't been a valid setting for a while.
- Changed ConsoleCommands to ConsoleObjects and use it to store the base class IConsoleObject instead so it can contain console variables
- When pushing payloads we now only take the singlethreaded lock after checking if we have any backends/are enabled.
[CL 19900622 by paul chipchase in ue5-main branch]
Instead of having two float-related literal nodes, we should only have one. The single-precision variant needs to be deprecated in favor of the double-precision one.
#rb benjamin.fox
#preflight 6255f7ee9741b87f66b6b069
#jira UE-145287
[CL 19757056 by dave jones2 in ue5-main branch]