Commit Graph

11 Commits

Author SHA1 Message Date
dan thompson
e43078eb06 Add different size types to development asset registry.
Put the tag names in a global place to prevent string copy pasta.
#rb fabian.giesen

[CL 26272535 by dan thompson in ue5-main branch]
2023-06-27 17:50:24 -04:00
dan thompson
dbbdb9f183 Update the asset registry exporter to output to CSV to facilitate import in to common database frontends. Additionally, support outputting dependency information based on a set of primary asset type "roots" for help in analyzing the source of build size.
#preflight 64553e92994d8a3d0a3cd0a8
#rb fabian.giesen

[CL 25363349 by dan thompson in ue5-main branch]
2023-05-05 21:37:57 -04:00
henrik karlsson
bbc37aa2f5 [Engine/Plugins]
* Another batch iwyu updates to reduce number of includes used in files

#preflight 63c58d742e714f64ade93797
#rb none

[CL 23732856 by henrik karlsson in ue5-main branch]
2023-01-16 17:04:48 -05:00
robert millar
de37b38770 FName -> FSoftObjectPath refactoring.
#rb none
#jira UE-161932
#preflight https://horde.devtools.epicgames.com/job/632649b0ea1c94f4c52f124c

[CL 22068295 by robert millar in ue5-main branch]
2022-09-17 20:27:33 -04:00
Dan Thompson
3b169211a7 Class names now seem to include /Script/ which is invalid in sqlite.
#rb none
#preflight 62bb69c93771c5710dc7fda8

[CL 20864343 by Dan Thompson in ue5-main branch]
2022-06-28 17:07:25 -04:00
robert manuszewski
d1443992e1 Deprecating ANY_PACKAGE.
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]
2022-06-01 03:46:59 -04:00
Matt Peters
d64cf41728 AssetRegistry includes (Engine Plugins): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270563191629533ec2b6f6e

[CL 20017756 by Matt Peters in ue5-main branch]
2022-05-02 18:59:38 -04:00
Dan Thompson
367aff8024 Asset registry export now adds the compressed size to the entire Assets table so you don't have to hunt down the asset type to find the size.
#rb fabian.giesen
#preflight 625dacd46813aa38e3d60eea

[CL 19795720 by Dan Thompson in ue5-main branch]
2022-04-18 17:40:44 -04:00
Dan Thompson
c67ca0d763 Fix for missing error returns.
#rb trivial
#preflight 621e9e00f1206ae3ea680d27

[CL 19208569 by Dan Thompson in ue5-main branch]
2022-03-01 17:38:09 -05:00
Dan Thompson
ca1bdebc88 Fix for compile warnings.
#rb none
#preflight comments only

[CL 19126726 by Dan Thompson in ue5-main branch]
2022-02-24 16:59:23 -05:00
Dan Thompson
67a9b68bfe Adding a commandlet to export an asset registry database to a sqlite database. The normal commandlet directory is in UnrealEd which doesn't reference the sqlite plugins, and rather than add those dependencies to UnrealEd, I made a separate plugin.
#rb fabian.giesen
#rb charles.bloom
#preflight 6217f43e7520d8f6ab9cdc3a

[CL 19125932 by Dan Thompson in ue5-main branch]
2022-02-24 16:28:17 -05:00