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]
- Use FLinkerInstancingContext Tag to load all external actors instead of using a global map
#rb richard.malo, jeanfrancois.dube, francis.hurteau
#preflight 624aea29c51908059ae6b82f
#rnx
[CL 19607995 by Patrick Enfedaque in ue5-main branch]
- FScopedLoadAllExternalObjects object that can be used to force the loading of all external actors of a WP world to allow those operations to succeed. (for larger worlds commandlet should be used)
- ContentBrowser operation like: Delete, Duplicate, Rename, Move, Copy use this new scope
- World Partition worlds are no longer loaded on right-click context menu.
- Note: change was done with explicit scopes to only address specific use cases and limit the impact of this CL. It could become a default behavior in later versions.
#jira UE-140032, UE-114002
#rb richard.malo, jeanfrancois.dube, rex.hill
#preflight 61f2b479800734b52da816b4
#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 18753910 in //UE5/Release-5.0/... via CL 18753926 via CL 18756993
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18757308 by patrick enfedaque in ue5-main branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
#rnx
#rb jason.stasik
#preflight 60ac639758f02e000191ea25
#ROBOMERGE-OWNER: rex.hill
#ROBOMERGE-AUTHOR: rex.hill
#ROBOMERGE-SOURCE: CL 16447335 via CL 16452901 via CL 16452907 via CL 16452916
#ROBOMERGE-BOT: (v818-16446889)
#ROBOMERGE-CONFLICT from-shelf
[CL 16454818 by rex hill in ue5-release-engine-staging branch]
Upcoming cooker changes remove the path length limitations for cooked file paths. This change forks and specializes/simplifies the path computation for source asset file paths, and adds the file path length (and maximum allowed) to the tooltip so users can still peek about any prohibitively long file paths in their project on disk.
#jira UE-102547
[CL 14791106 by geoff evans in ue5-main branch]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI
[CL 13966487 by Josh Adams in ue5-main branch]