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]
Also applied asset permissions to various UI sections
#rb Jurre.deBaare,Sara.Schvartzman
#preflight 6267d7dd272f4a558dbcdb6a
#ROBOMERGE-OWNER: thomas.sarkanen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 19918869 via CL 19921093 via CL 19923159 via CL 19923181
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19926251 by thomas sarkanen in ue5-main branch]
- Added Debug Visualization of physics bodies and constraints for RBAN nodes in AnimBP editor
- Added checkboxes to filter debug Visualization to Phat skeleton tree
- Created a new PhysicsAssetRenderSettings class that incorporates the debug rendering and filtering settings from Phat
- Created a new PhysicsAssetRenderUtilities namespace that incorporates the debug rendering and filtering code from Phat
- Synchronize debug visualization of physics bodies and constraints between Phat and AnimBP editors
oringinaly submitted as cl-19242421 but failed on non-unity build so backed out
#rb [at]Chris.Caulfield, [at]Thomas.Sarkanen, [at]Cedric.Caillaud
#preflight 6221e57d335298c3145112d1
#ROBOMERGE-OWNER: nick.brett
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 19283727 via CL 19295417 via CL 19304854 via CL 19304870
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19347122 by nick brett in ue5-main branch]
#preflight 61eefc77ba69a4fdb220bf23
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18712765 in //UE5/Release-5.0/... via CL 18712784 via CL 18713147
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18713191 by marc audy in ue5-main branch]
#jira UE-133376
#fix ensure that users cannot generate blend profile names with invalid characters (as it is used to generate a UObject with)
#misc Added OnVerifyTextChanged to STextEntryPopup which routes it to its inner SEditableTextBox
#rb Thomas.Sarkanen
#preflight 61dd6ef73c7555edfdac7606
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 18571295 in //UE5/Release-5.0/... via CL 18571307
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18571332 by jurre debaare in ue5-release-engine-test branch]
Fixed font not found warning spam when a virtual bone skeleton tree item is selected.
Fixed virtual bone name not showing when selected in viewport.
Cleaned up parity of bone names text shadows
#rb Thomas.Sarkanen
#preflight 61b1fff9c674eb9fc9ce0c04
#ROBOMERGE-AUTHOR: lucas.dower
#ROBOMERGE-SOURCE: CL 18418203 in //UE5/Release-5.0/... via CL 18418204
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18418208 by lucas dower in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
- Buttons, checkboxes, menus, toolbars, trees, combos, and text boxes all have consistent sizing and coloring
- Invalidated current dark theme
#pf 612d40b9423a8f00013c5b92
#ROBOMERGE-SOURCE: CL 17369605 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17369625 by matt kuhlenschmidt in ue5-release-engine-test branch]
Fixed check when blending curves when the required bones of linked anim instances were inconsistent with the main instance
This was caused by skeletal meshes streaming out setting the predicted LOD level without flagging required bones for recalculation, which meant that when a linked anim instance was created at a point where a LOD streamed out it could then build required bones at a different LOD to the main instance (e.g. main instance's required bones would be left at LOD 0, but linked instance's would be rebuilt at LOD 1).
Added accessors to the PredictedLODLevel and deprecated direct access to the member due to the potential for it to cause havoc if it is abused.
and
Prevent first-frame rendering issues when spawning LOD stripped skeletal meshes
#jira MH-3083
#jira UE-107627
#jira UE-78773
#jira FORT-354970
#jira FORT-345744
#jira FORT-355705
#rb Jurre.deBaare
[CL 15676600 by Thomas Sarkanen in ue5-main branch]
#jira UE-101777
#fix ensure that during PostUndo/Redo the skeleton tree is rebuild, behaviour was lost during restyle refactor
#rb Thomas.Sarkanen
#ROBOMERGE-SOURCE: CL 15558284 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15558294 by jurre debaare in ue5-main branch]
- make sure only visible (unfiltered) items can be navigated
#jira UE-107028
#rb trivial
#fyi benn.gallagher
[CL 15319856 by cedric caillaud in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]
-Added option to blend profile picker for blend mask creation.
-Fixed issue w/ Blend profile picker sometimes showing in non-standalone mode outside of skeleton editor.
-Fixed issue w/ reset to default w/ blend profiles.
-Added blend mask mode to layered blend per bone node
#jira UE-101586
#review-14761881 @Aaron.Cox, @John.VanDerBurg, @Thomas.Sarkanen
[CL 14798723 by jose villarroel in ue5-main branch]