UInputMappingContext -- No padding improvements, but the alignment will be better as the "Mappings" array will fill up to the 64 byte boundry
UInputAction -- Move the "Triggers" array up to the top to align at the 64 byte boundary, with the FText after it. In shipping builds, FText's are 24 bytes. This will actually result in more padding, but have it still be the same size. That means we have more room for any extra flags in the future!
FInputActionInstance -- Remove the two deprecated properties that are not in use anywhere. Seeing as we are coming out of experiemental, we should cut as much as we can now to save people from mucking stuff up in the production version. Went from 136 bytes to 96!!
FEnhancedActionKeyMapping -- Went from 144 bytes to 136 bytes. FKey is 80 bytes?! Ouch. Cut the amount of padding in half from 14 to 7
#jira UE-155097
#rb justin.hare
#rnx
#preflight 62a2dba72e1cc34f11c8aad5
[CL 20630324 by ben hoffman 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]
Note: For now this lives with Enhanced Input, but should probably go somewhere else as it doesn't actually depend on anything related to Enhanced Input. Ideally I think it should live in InputCore, but it cant because InputCore cannot depend on the "Engine" module which is where all the debug helpers are.
#jira UE-147805
#rb andy.davidson
#preflight 6275531bd8373707f21bcf76
[CL 20102045 by ben hoffman in ue5-main branch]
These functions will make it easier for people to extend this class, while still keeping the AppliedInputContext and EnhancedActionMappings properties const and non-mutable.
#jira none
#rb trivial
#preflight 626fe786264f78f46f766589
[CL 20008700 by ben hoffman in ue5-main branch]