There's a lot of duplication of very small arrays by storing the inline array in each FAssetData entry, and this isn't used in a critical path anyway, so this changes ChunkIDs to be an index/reference into a chunk array registry.
#rb matt.peters
[CL 21984882 by evgenii babinets in ue5-main branch]
Allow UObject constructor to record a valid path to non-asset toplevelobjects, for consistency with the other constructors which are based on path strings rather than the virtual IsAsset function (which e.g. returns false for UClass).
#rb Robert.Millar
#rnx
#preflight 631f5eafd613b765fa391870
[CL 21967835 by Matt Peters in ue5-main branch]
#rb PJ.Kack
#rnx
#preflight 631ef703544fb584da4e1a81
- This will allow the messages to show up when the user clicks the link on the "Failed to load assets" notification in the editor. If the warnings/errors are only printed via UE_LOG, then no messages will be displayed when the user clicks that link which can be confusing.
[CL 21964749 by paul chipchase in ue5-main branch]
Notes:
- This change is needed to supplement the feature that allows users to set a subobject override class from the Blueprint editor; i.e. overriding a component class with a non-native Blueprint component class will otherwise fail on reload.
Change summary:
- Modified FLinkerLoad::CreateExport() to move the deferred CDO serialization check to occur prior to CDO construction (part of the linker's circular dependency mitigation code path). This means we now defer its construction in addition to its serialization.
- FLinkerLoad::CreateExport() will continue to bypass class regeneration post-construction when Blueprint finalization is still pending. This is because CDO construction, while now deferred until finalization, still goes through CreateExport() for consistency.
- Modified FLinkerLoad::ResolveDeferredExports() to handle the deferred construction of the CDO during Blueprint finalization, prior to its deferred serialization.
- Modified UClass::Serialize() to bypass the NULL check for failed CDO serialization when deferred dependency loading is active and Blueprint finalization is still pending.
#jira UE-147639
#rb Marc.Audy, Dan.OConnor, Robert.Manuszewski
#preflight 63113f9e942c45ff454f8ef1
[CL 21923865 by phillip kavan in ue5-main branch]
- FDerivedDataIoBatch::Compress requests the entire compressed value.
- FDerivedDataIoResponse::GetCompressedData gets the compressed buffer from the response when available.
- FDerivedDataIoResponse::GetCacheValueId has been added to get the FValueId when available.
- FDerivedDataIoResponse::GetCacheKey has been fixed to return a non-null cache key when appropriate.
- Asserts about FDerivedData now log the derived data reference too.
#preflight 631a5f6fa60c539c98ab5fa9
#rb Zousar.Shaker
[CL 21920523 by Devin Doucette in ue5-main branch]
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 631a717cec45fbf3d74d4ba7
[CL 21916033 by bryan sefcik in ue5-main branch]
#rb Per.Larsson
#jira UE-163103
#rnx
#preflight 6318989c2b7fe03eb664e9f0
### VirtualizationSystem/VirtualizationManager
- Added an overload of ::Push taking just one FPUshRequest so that people don't have to keep adding MakeArrayView boiler plate when pushing a single request
- Change the order of the last two parameters for the raw ::Push call as this will group all of the payload specific parameters together and leave the target storage type at the end. It is unlikely that anyone is calling the older version but it has been deprecated for safety.
### IVirtualizationBackend
- The none FPushRequest overload of ::PushData is no longer virtual, it just converts the parameters to FPushRequest and calls that overload instead. In this way we now only have one pushing code path in our backends. We could probably look into removing this overload at this point (since the higher level IVirtualizationSystem will now convert all push requests into a FPushRequest form) but it is not considered worth it at the moment when the simple overload covers our needs.
- Removed EPushResult in favour of just returning true/false for the overall operation.If the caller needs a more detailed breakdown then they will have to use an overload that takes an FPushRequest over raw parameters.
-- At the moment FPushRequest does not contain a full breakdown of what happened, so with this submit we are effectively losing the ability to find out if the payload was already in the backends or not, however the batch version of push was already not returning this info so it is not a big loss. Fixing FPushRequest to return a better break down of what happened will be done in UE-160942
- Removed the none batch Push paths from the source control and ddc backends as they already supported batch pushing.
- File backend needed to be converted to supporting batch pushing, which is pretty much the same code as before except we need to iterate over the container of FPushRequests.
-- The backend does not early out on error as it tends to be quite fast. We might want to consider an official policy for the VA system, if we should early out of errors or not.
[CL 21907558 by paul chipchase in ue5-main branch]