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]
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]
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]
#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]
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]
#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]
* 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]
- 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]
- 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]