* GeometryCollectionComponent.h - Most files are related to the removal of includes in this file. Removed 7 headers
- Moved GeometryCollectionDamagePropagationData in to its own file
- Changed COPY_ON_WRITE_ATTRIBUTE to be set in a way so implementations can be placed in cpp file.
- Moved some function implementations to cpp file
* Removed include in FieldSystemActor.h
* Removed include in FieldSystem.h
* Removed include in CommonUISettings.h
#preflight 636b325c376a9cd6a8818aae
#rb cedric.caillaud (for the actual changes, not additional includes and a couple include removals outside GeometryCollection)
[CL 23069399 by henrik karlsson in ue5-main branch]
- Formalized the caching timestamp with a struct wrapper.
#rb none
#preflight 634ee9121341cb8a2062dc6b
[CL 22606834 by Brice Criswell in ue5-main branch]
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds
After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds
#jira
#preflight 63336159b20e73a098b7f24f
[CL 22218213 by bryan sefcik in ue5-main branch]
Core - Added support for assigning a TObjectPtr<T> to a TScriptInterface just like you'd expect from a raw Object*.
Actor - Making a version of GetComponents that will work for TObjectPtr collections. Additionally fixed several places in the engine where we're forcing the template parameter instead of allowing it to be determined automatically - which forced me to leave one of the GetComponent implementations, but I think we aught to remove it. e.g.
Don't Do
TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents<UPrimitiveComponent>(PrimComponents);
Do
TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents(PrimComponents);
Slate - Introducing support for collections of TObjectPtr<T>'s being used as source lists for the STableView.
#preflight 630f7af8e54ec9d581b03d65
[REVIEW] [at]Marc.Audy, [at]Steve.Robb, [at]Zousar.Shaker
[CL 21727328 by nick darnell in ue5-main branch]
- Moved AppendStaticMesh and AppendSkeletalMesh to the Engine level
- Moved the Node implementation into GeometryCollectionNodes within the plugin.
#rb trivial
#preflight 6298120a216be32a7627a7e0
[CL 20464135 by Brice Criswell in ue5-main branch]
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros
#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e
[CL 20450744 by Benn Gallagher 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]
- Configure the dataflow asset editor for the geometry collection object. Currently requires the enabling the pvar (p.Chaos.GeometryCollection.DataflowEditor 1)
#rb Cedric.Caillaud, Jimmy.Andrews
#preflight 628fd5838c077c0d66238920
#preflight 628fdc9af622d972b5f45181
#preflight 629002b94f63120d8ef4914c
[CL 20387372 by Brice Criswell in ue5-main branch]