Commit Graph

92 Commits

Author SHA1 Message Date
richard malo
5b0413e2c5 Fixed WorldPartition changelist validator crash accessing world partition's ActorDescContainer on a loaded but not initialized world.
#rb jeanfrancois.dube

[CL 21997789 by richard malo in ue5-main branch]
2022-09-13 21:49:01 -04:00
bryan sefcik
7b9e5abbcc Pass 1 on plugins:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631b93c6967ffc68fb2c32df

[CL 21935609 by bryan sefcik in ue5-main branch]
2022-09-10 00:03:16 -04:00
Robert Millar
d49eb76cc7 FNames containing asset paths are deprecated. FSoftObjectPath or FTopLevelAssetPath should be used instead.
Fixups for data validation.

#jira UE-161932
#rb none
#preflight https://horde.devtools.epicgames.com/job/6319155f967ffc68fbaebff3

[CL 21867398 by Robert Millar in ue5-main branch]
2022-09-07 19:32:54 -04:00
Robert Millar
f56e3ba047 FNames containing asset paths are deprecated. FSoftObjectPath or FTopLevelAssetPath should be used instead.
Fixups for World Partition + World Composition.

#jira UE-161932
#rb jeanfrancois.dube,francis.hurteau
#preflight 63181ce0304480f8f8f039e6

[CL 21841240 by Robert Millar in ue5-main branch]
2022-09-07 00:43:33 -04:00
philippe deseve
875385177c Allow for a single WorldPartition to have multiple ActorDescContainer
Added FActorDescContainerCollection which can contains multiple UActorDescContainer
ActorDescContainer can be created to load ExternalFolder in various places for a world partition
WorldPartition no longer inherits UActorDescContainer and now inherits FActorDescContainerCollection
ActorsDesc are added to the right container on save based on their packagepath
HLODs generation only occurs on the Main WorldPartition Actors for the moment
Some WorldPartitionBuilders commandlets do not support having WorldPartitions with multiple ACtorDescContainer. In that case, the commandlet fails and outputs an error message.

#test cook AncientGame, cook city_sample, cook asteria_terrain, HLods generation on AncientGame, Level Instances workflow
#rb jeanfrancois.dube
#preflight 630ce860a416f6df25b74655

[CL 21691284 by philippe deseve in ue5-main branch]
2022-08-29 18:44:52 -04:00
jeanfrancois dube
e7d2f6e1a5 Always show a progres dialog when validating assets to save, even if the requested settings wants to hide the resulting dialog if there's no validation errors, as this process can take some time and result in no errors in the end, showing no progress to the user.
#rb richard.malo
#preflight none
#rnx

[CL 21549714 by jeanfrancois dube in ue5-main branch]
2022-08-24 15:41:48 -04:00
jeanfrancois dube
6f963fe5fb World Partition Validations: implemented new error checks for level instances (invalid world asset, world asset not using external actors, incompatible world asset, etc).
#rb patrick.enfedaque
#preflight 62fe4a29f7404b55a3f7d306
#rnx

[CL 21467542 by jeanfrancois dube in ue5-main branch]
2022-08-19 19:16:23 -04:00
jeanfrancois dube
32e017b93b Changelist Validator: fix crash when validating an unloaded actor (its class could also be unloaded), by retrieving the actor's native class from the actor descriptor data if possible.
#rb patrick.enfedaque
#preflight 62f408ad466f8c150dbad27f
#rnx

#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 21329435 via CL 21329458 via CL 21329478
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21330367 by jeanfrancois dube in ue5-main branch]
2022-08-10 19:58:22 -04:00
jeanfrancois dube
47a5835a7a Changelist Validation: fix crash when encountering an invalid asset class.
#rb richard.malo
#preflight none
#rnx

#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 21283094 via CL 21283122 via CL 21283135
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21289088 by jeanfrancois dube in ue5-main branch]
2022-08-09 11:32:07 -04:00
luc eygasier
b669aeecf1 Removes Validation fail when Uncontrolled Changes are discovered.
Adds light reconcile when reference validation fails.

#rb Patrick.Enfedaque
#preflight 62d84b5abc175ec68c21df1e
#changelist validated

#ROBOMERGE-AUTHOR: luc.eygasier
#ROBOMERGE-SOURCE: CL 21200173 via CL 21200189 via CL 21200198
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21201357 by luc eygasier in ue5-main branch]
2022-07-21 11:10:54 -04:00
jeanfrancois dube
1423fab498 World Partition: hide all Asset Registry specific code in FWorldPartitionActorDescUtils.
#rb patrick.enfedaque
#preflight 62d8398b3c3df323908e749b
#rnx

#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 21199427 via CL 21199430 via CL 21199431
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21200836 by jeanfrancois dube in ue5-main branch]
2022-07-21 10:37:00 -04:00
jeanfrancois dube
8b193a355e World Partition Changelist Validation: make sure to validate the world even if there's no actors in the changelist and report errors to external actors if the world package is part of the changelist.
#rb dominic.couture
#preflight 62d806314b6d775f5fa53edb
#rnx

#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 21178996 via CL 21179706 via CL 21181443
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21192562 by jeanfrancois dube in ue5-main branch]
2022-07-20 18:32:09 -04:00
bob tellez
508c83835b #UE Fix a crash when a validator blueprint's parent class could not be found
#ROBOMERGE-AUTHOR: bob.tellez
#ROBOMERGE-SOURCE: CL 21105383 via CL 21105565 via CL 21105704
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21106506 by bob tellez in ue5-main branch]
2022-07-15 03:47:50 -04:00
philippe deseve
78c931a6d9 Fix World Partition Changelist Validator not reporting invalid references properly
#rb richard.malo

#ROBOMERGE-AUTHOR: philippe.deseve
#ROBOMERGE-SOURCE: CL 20838231 via CL 20838240 via CL 20838248
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20840081 by philippe deseve in ue5-main branch]
2022-06-27 17:21:33 -04:00
JeanFrancois Dube
39a1ebe4f0 Changelist Validation: added possibility to output warnings and changed reference not latest revision from error to a warning.
#rb richard.malo
#preflight 629e987d58032863432a0237
#rnx

[CL 20535494 by JeanFrancois Dube in ue5-main branch]
2022-06-07 07:24:30 -04:00
JeanFrancois Dube
92f4c1b0f2 Fix unity build
#rb none
#preflight none
#rnx

[CL 20530805 by JeanFrancois Dube in ue5-main branch]
2022-06-06 20:16:29 -04:00
JeanFrancois Dube
8b7a55a4cd Changelist Validation: properly report the case where a reference is missing from disk.
#rb richard.malo
#preflight none
#rnx

[CL 20518233 by JeanFrancois Dube in ue5-main branch]
2022-06-06 07:22:17 -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
richard malo
0c83b01d32 Fixed changelist data validation to check if external dependencies are at latest revision. If not, triggers an error for now as it's difficult to say if the changelist is valid or not.
#rb jeanfrancois.dube
#preflight 62910bda936293d61a819291

#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 20397413 via CL 20397523 via CL 20397546
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20401185 by richard malo in ue5-main branch]
2022-05-27 19:29:34 -04:00
Sebastien Lussier
99351103ae DataValidationChangelist could miss some first level asset dependencies
* If an asset was already added as a dependency, then a later call to GatherDependencies with that asset would not have it's dependencies added
* Added check for missing dependencies not in source control
* Exclude script/memory packages from the processing
#rb luc.eygasier, julien.lheureux
#jira none
#preflight 628272c3734d0657702dcfc3

[CL 20226341 by Sebastien Lussier in ue5-main branch]
2022-05-16 12:27:17 -04:00
patrick enfedaque
ab359e9344 EditorValidatorSubsystem:
- ValidateOnSave doesn't load unloaded assets
- Pass in the ULevel::LoadAllExternalObjectsTag to GetAsset so that WP worlds get fully loaded for validation

#rb lauren.barnes
#preflight 627a6ca510766ef8c1f4d7c7

#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 20123393 via CL 20123434 via CL 20123453
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20125212 by patrick enfedaque in ue5-main branch]
2022-05-10 13:07:13 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -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
JeanFrancois Dube
b173e05572 World Partition
- Refactored how the code handles disabling streaming so we can support multiple actor descriptor containers.
- Store if the partitioned level has streaming disabled in the asset registry tags so it can be queried without having the map loaded.
- Adapted changelist validation to query the disable streaming state for unloaded levels.

#rb richard.malo
#preflight 62434f7c323cb7b991f27214
#rnx

[CL 19555312 by JeanFrancois Dube in ue5-main branch]
2022-03-30 07:47:36 -04:00
jeanfrancois dube
95293c87ef World Partition Validation: better wording for actors referencing other actors in a different set of runtime data layers.
#rb none
#preflight none
#rnx

#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 19493695 via CL 19493696 via CL 19493790
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v936-19480137)

[CL 19495139 by jeanfrancois dube in ue5-main branch]
2022-03-24 10:19:05 -04:00