Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
* Allow sync loading a package that's already on the stack when postloading an object
* Fixed issue with packages that were already being waited for when issuing a sync load from one of their event nodes
* Clear linker imports when detaching a linker so that we don't end up with invalid import object pointers after a GC
* Fixed infinite loading when a predicate based flush is done from within a sync load context
#preflght 6374e425bf76990b71b34f93
#rb pj.kack
[CL 23173356 by carlmagnus nordin in ue5-main branch]
Made FProperty::ShouldSerializeValue() easier to debug for why a property is skipped.
#rb robert.manuszewski
#jira UE-170259
#preflight 6372e660b663683828915ccd
[CL 23153394 by steve robb in ue5-main branch]
* Always pass along a thread context to ReleaseBarrier
* Update the active sync load context and associated package as early as possible also for the game thread
#preflight 637359678f4cb2e4dcd5aa8f
#rb pj.kack
[CL 23151915 by carlmagnus nordin in ue5-main branch]
* Adding forward declarations
* Adding "inline" in front of const/constexpr variables in headers
* Adding includes
* A few moves of ctor/dtor to cpp file
#preflight 6372b3ac0c74adb48b49f313
#rb none
[CL 23130896 by henrik karlsson in ue5-main branch]
changed `FWindowsPlatformMisc::IsLocalPrintThreadSafe` to return true if attached in the debugger this allows log calls to immediately print to the debug window
a follow up change is necessary to allow for attaching after the process has started
#preflight 63727f813248425305e8a6a1
[CL 23121763 by joe pribele in ue5-main branch]
#rb Sebastian.Nordgren
#jira UE-169622
#rnx
#preflight 636d118e361bbd3c0ae5e116
- Recently we have had several incidents where there has been confusion if a VA payload pull that failed was initiated by a uncooked editor bulkdata or a cooked one. Adding the option to postfix the log message with this info for selected projects will make debugging this sort of thing easier in the future.
- Enabled by changing '[EditorBulkData]LogCookedStatus=' to true in the Editor ini file.
-- As this is only useful for projects that allow cooked content in the editor, if not then it is just noise so the post fix is disabled by default.
- Note that the check in FEditorBulkData::PullData should also be removed but that has been added as its own work item in JIRA.
[CL 23101614 by paul chipchase in ue5-main branch]
#jira UE-162160 #jira UE-142887 #rb ben.zeigler #rb benjamin.fox
FFieldPathProperty applies redirects on ImportText_Internal, automatically redirecting FFieldPath saved in string format for blueprint graph pins.
FGameplayAttribute applies redirects after deserializing unredirected value and fixes up derived properties, for UObject based assets with FGameplayAttribute properties.
UAttributeSet subclass renaming and adding ClassRedirect works now. Previously, FGameplayAttribute pins would show correct value in blueprint graphs but use incorrect value at runtime.
FGameplayAttribute renaming and adding PropertyRedirect works now. Previously, FGameplayAttribute fields in blueprint assets would break (null out), in addition to blueprint graphs using undirected value at runtime.
#preflight 636e638e8f4cb2e4dcf00c05
[CL 23098214 by zhikang shao in ue5-main branch]
#rb Per.Larsson
#jira UE-169760
#rnx
#preflight 636ce62bed07daaa9abef391
- This bug was introduced with the fix for UE-169114.
- A virtualized payload can always be accessed via the virtualization system so we have no reason to serialize it during a transaction.
-- To prevent this we simply don't try to load the payload into memory if it is virtualized.
- While investigating this I noticed an additional minor issue that the << overload added for FSharedBuffer was treating a 0 length valid FSharedBuffer and a null FSharedBuffer as the same thing which is not exactly the case.
-- A 0 length buffer will return false for FSharedBuffer::IsNull and will allocate an owner structure internally. A null buffer will not allocate an owner and will return true for FSharedBuffer::IsNull
-- This is a minor distinction which was unlikely to be causing problems but should be fixed for technical accuracy.
-- We now write INDEX_NONE for the buffer length if the buffer is null and when reading we simply reset the buffer if we see that the length is INDEX_NONE rather than trying to create a valid buffer.
[CL 23079600 by paul chipchase in ue5-main branch]
Add additional early outs from ProcessLinkerLoadPackageImports when a package has already been processed in a deeper circular dependency recursion stack.
Relax SyncLoadContextId constaints since when a package has been added to PackagesExcludedFromStateDependencyChecks due to a circular package dependency it may have been pulled into a higher sync load context id than the currently executing one.
#rb carlmagnus.nordin
#rnx
#preflight 636cb93963037c102604a566
[CL 23074568 by pj kack in ue5-main branch]