Store unmapped NetGUIDs of stably-named subobjects persistently instead of iterating through object replicators to find them every time.
#jira UE-198402
#rb LouisPhilippe.Seguin
[CL 29498227 by ryan gerleve in ue5-main branch]
[FYI] Ryan.Gerleve
Original CL Desc
-----------------------------------------------------------------
Optimize net.RemapStableSubobjects and add fast arrays to the test case.
Store unmapped NetGUIDs of stably-named subobjects persistently instead of iterating through object replicators to find them every time.
#jira UE-198402
#rb LouisPhilippe.Seguin
[CL 29433740 by bob tellez in ue5-main branch]
Store unmapped NetGUIDs of stably-named subobjects persistently instead of iterating through object replicators to find them every time.
#jira UE-198402
#rb LouisPhilippe.Seguin
[CL 29431800 by ryan gerleve in ue5-main branch]
* Server will now immediately force disconnect a client when it detects a protocol mismatch for critical classes
#rb Mattias.Hornlund
#rnx
[CL 29086295 by louisphilippe seguin in ue5-main branch]
Add return values for static_assert cases to placate PVS
Fix copy operators not returning this
Fix a handful of other cases
[CL 28955609 by marc audy in ue5-main branch]
* Added ability to prefer a Replication System via the GameMode class.
* When a game mode selects a specific replication system, the server will create its GameNetDriver using that mode if compatible.
* Note that the clients are NOT able to ask the game mode for the proper repsystem, so use this only when you can correctly predict the proper mode before connecting on the server. Otherwise the clients may disconnect due to incompatible netdrivers.
* PIE clients started inside a single process will use the correct repsystem of the dedicated server.
* Setting -UseIrisReplication=0/1 on the cmdline will override the GameMode's requested system.
#rb Ryan.Gerleve
[CL 28628549 by louisphilippe seguin in ue5-main branch]
* Move PreUpdate into its own loop and call it on all polling objects.
* Properly manage objects that set dirtyness on other objects inside PreUpdate/PreReplication
* Now objects that get set dirty inside PreReplication but are not set to be polled will still be set dirty on the next frame.
* Deleted code that tested if such dependencies existed
#jira UE-192518, FORT-639953
#rb Peter.Engstrom
#rnx
[CL 27955686 by louisphilippe seguin in ue5-main branch]
* Fix net.EnableDetailedScopeCounters not turning off conditional scopes because of the multiple definitions of GUseDetailedScopeCounters.
#rb Jon.Fairchild, Matt.Harriss
[CL 26854717 by louisphilippe seguin in ue5-main branch]
- The first tick after forking has the DeltaTime of the parent, if the parent has been alive for > 4 days the child will immediately assert here.
#rb ryan.gerleve louisphilippe.seguin
[CL 26130600 by jon fairchild in ue5-main branch]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
* Deprecated NetServerMaxTickRate variable and replaced them with Get/Set functions.
* Added FOnNetServerMaxTickRateChanged delegate. Register to receive callbacks when the server tick rate changes.
#jira UE-185786
#rb Ryan.Gerleve
[CL 25793458 by louisphilippe seguin in ue5-main branch]
* Added NoResetNoValidate constructor to TBitArray : used to construct a bit array with uninitialized memory.
* FReplicationPrioritization will only update dirty and relevant objects instead of all dirty objects
#rb Peter.Engstorm
#rnx
[CL 25651533 by louisphilippe seguin in ue5-main branch]