* Added cvar net.SubObjects.DetectDeprecatedReplicatedSubObjects
* When enabled it will ensure if it detects that ReplicateSubObjects() is implemented in a class that switched over to the new registration method
* Only available in development builds
#rb Mattias.Hornlund
[CL 24106222 by louisphilippe seguin in ue5-main branch]
This is the majority of the fixes however a few systems have been left for individual CLs.
#jira UE-166285
#preflight 63616567ce676ae868034ab0
#review-22869010
[CL 22889316 by Stephen Holmes in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
This is for cases where an owner doesn't control the lifetime of the task (i.e. will not call ExternalCancel or EndTask)
#rb mieszko.zielinski
#preflight 62d9495c110da0f944b17bdd
#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 21200416 via CL 21200441 via CL 21200446
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21202798 by yoan stamant in ue5-main branch]
* Added ActorComponent ReadyForReplication() event function.
* This is called between InitComponent and before BeginPlay during the owning actor's BeginPlay
* Should be used to register preexisting replicated subobjects. It will make it so subobjects get replicated even if a component called an RPC on itself early inside BeginPlay.
#rb Ryan.Gerleve, Ben.Zeigler, Mattias.Hornlund
#preflight skipped
#ROBOMERGE-OWNER: LouisPhilippe.Seguin
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 21056583 via CL 21056603 via CL 21056621 via CL 21056642
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21077967 by LouisPhilippe Seguin in ue5-main branch]
AIController no longer needs to redirect GameplayTasksComponent explicitly since it already redirect the pawn when possessed
Added simulated tasks to GameplayTasksComponent to vlog snapshot for replicated components
#rnx
#robomerge EngineMerge
#rb mikko.mononen
#preflight 62bc3c6dfd062511870c840a
[CL 20872689 by Yoan StAmant in ue5-main branch]
- now inherits fromIVisualLoggerDebugSnapshotInterface so debug snapshots are taken even if there is no AIController (e.g. replicated pawn)
- no longer tick invalid tasks (i.e. destroyed by the replication layer but still part of the TickingTasks)
- added GetSimulatedTaskIterator
#rb mieszko.zielinski
#robomerge EngineMerge
#preflight 62b1e3f8c400b5ee2f55df33
[CL 20758781 by Yoan StAmant in ue5-main branch]
* GameplayTasksComponent and AbilitySystemComponent now support the registered subobject API
* By default the components keep replicating their subobjects via the old way (the ReplicateSubObjects function).
* Deleted some UE_DEPRECATED(4.XX) tags and moved or deleted the code they touched.
* Moved some replicated members to private access. Derived classes should use the Get/Set functions instead.
#jira UE-132889
#rb Mattias.Hornlund, John.Barrett
#ROBOMERGE-OWNER: louisphilippe.seguin
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 19307153 via CL 19307179 via CL 19311960 via CL 19315392 via CL 19315492
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19347720 by louisphilippe seguin in ue5-main branch]
LIMITATIONS:
1) Re-instancing will only update UClass instance data.
2) Adding and removing properties should only be done towards the end of a class or structure and can not be followed by complex data types.
3) Adding and removing properties from a base class should not be done if a derived class contains complex data types.
KNOWN ISSUES:
1) Changes to enumerations and structures will not be reflected in existing blueprints. However, adding new nodes to the blueprint will show the updated enumeration or structure.
2) If a class contains an enumeration or structure as a member, the class will not be re-instanced if enumeration or structure is changed.
CHANGES:
1) LiveCodingServer
1a) Modified to always execute certain static instances during load.
1b) Modified to exclude the _Statics static structures to avoid patching to old copies.
2) Added support for LiveCoding reinstancing
2a) Refactored deferred registration system for UClass, UEnum, and UScriptStruct to use a common system that works for normal game, hot reload and live coding.
2b) Type specific version check data is possible (i.e. enum doesn't have a size)
2c) Single registration static for UClass
2d) Single registration class for all types that is just a blind forward to API.
2e) Static and dynamic registrations use different API entry points to avoid having overloaded argument lists that just apply to one or the other.
2f) Shims for older API
3) New common "Reload" system to avoid using HotReload code.
3a) Support common delegates regardless of who is reloading/reinstancing.
3b) Re-instancing code moved from HotReload to Kismet2 (where the bulk of the re-instance code already existed).
3c) Modified PyWrapper to use new helper class instead of depending on HotRelaod
3d) Added WITH_RELOAD which is defined if HotReload or LiveCoding is enabled.
3e) Modifed existing code to use new #define and delegates.
Robert did the review on the changes covered by Part 2. Remaining changes are all straightforward.
#rb robert.manuszewski
#jira UE-74493
[CL 15736777 by Tim Smith in ue5-main branch]
Call-site changes for non-scalar wrapped object pointer upgrade that overlap with automated pointer changes.
#rb devin.doucette
[CL 14822398 by Zousar Shaker in ue5-main branch]