Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
* StructOnScope - Removed include of Package
* GeneratedCppInclude - Removed include of Package
Both of these files include Class.h which in turn include Package so no need to add backwards compatibility. Will add backwards compatibility in Class.h when Package.h is removed there (require a bit more work)
#preflight skipped
#rb none
[CL 22888526 by henrik karlsson in ue5-main branch]
Fixed recursive post loads not being tracked properly
Fixed time calculations for recursive scopes
Added support for load time tracing in the editor
Added time selection filtering to the requests tab
#rb ionut.matasaru
#preflight 635fa5cd1803be35c7ff3bc8
[CL 22858164 by CarlMagnus Nordin in ue5-main branch]
Printing full stack trace could quickly bloat log, but we can print only top level caller actor to narrow down what BP is responsible for the warning.
Main use case is to catch BP which causes Script Msg: Divide by zero: Divide_VectorFloat and other UKismetMathLibrary errors.
#rb andrew.ladenberger, Steve.Robb
#tests replay run
[CL 22823605 by anton dunchev in ue5-main branch]
[FYI] vincent.beauchemin
Original CL Desc
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Move warning to Log on : Short type name \"%s\" provided for TryFindType. Please convert it to a path name since we would need to resaved all previous Level Instance and map done by Quixel forAncient Game project.
#rb jeanfrancois.dube
#jira UE-163818
#preflight n/a
[CL 22660508 by jeanfrancois dube in ue5-main branch]
Fix the non-iostore path so that QAGCookedEditor works with loose cooked and pak files too, at least without optional data.
Tweak [/Script/VPUtilitiesEditor.VPUtilitiesEditorSettings] config to specify these correct class names to async load on editor startup:
+AdditionnalClassToLoad=/VirtualProductionUtilities/VR/VirtualScoutingInteractor.VirtualScoutingInteractor_C
+AdditionnalClassToLoad=/VirtualProductionUtilities/VR/VirtualScoutingTeleporter.VirtualScoutingTeleporter_C
#jira UE-167186
#rb carlmagnus.nordin
#lockdown mark.lintott
#preflight 634ea309837b59dd8264a0fd
#rnx
[CL 22634963 by pj kack in ue5-main branch]
Saves ~3 MB after going from a peak of preloading ~17 000 async packages to in game streaming with a peak of ~700 async packages:
~2.2 MB in AsyncLoading (AsyncLoading2.cpp, StreamableManager.cpp)
~340 KB in FileSystem (IoDispatcherFileBackend.cpp)
~430 KB in Untagged (UObjectBase.cpp)
#rb carlmagnus.nordin
#rnx
#preflight 63496eeda8717e9453c69f2e, 63496f5aad0f7e2f203bbe35
[CL 22595150 by pj kack in ue5-main branch]
- This change removes the explicit usage of the package resource manager when loading bulk data from loose files or the Editor Domain. A new
I/O dispatcher backend reads data from the package resource manager with a new I/O chunk type constructed from a package name/package segment. When
serializing bulk data the I/O chunk type is set to the correct chunk type depending on whether the package is cooked or not.
#rb CarlMagnus.Nordin, Paul.Chipchase
#jira none
#preflight 633bdbc66b10157eac8e1807
[CL 22523877 by Per Larsson in ue5-main branch]
No functionnal change, this is mainly to avoid having to introduce new versions of UObject::IsDataValid in the future (old one will be deprecated in 5.2).
Change proposed by nick.darnell.
#rb nick.darnell
#preflight 6346c1d8f93be0f63462e334
#rnx
[CL 22505664 by jeanfrancois dube in ue5-main branch]