* ActorComponent's that support the registered list can now replicate their subobjects using the new method even if their owner actor does not support the new list.
#jira UE-123417
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 19071530 via CL 19086459 via CL 19086590 via CL 19088150
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131011 by louisphilippe seguin in ue5-main branch]
Removed sanity tag from property retirements, removed validation from test builds
#rb ryan.gerleve
#ROBOMERGE-OWNER: brian.bekich
#ROBOMERGE-AUTHOR: brian.bekich
#ROBOMERGE-SOURCE: CL 18938341 via CL 18938574 via CL 18938681 via CL 18940507 via CL 18940775
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18940783 by brian bekich in ue5-main branch]
* Actors and ActorComponents can now replicate subobjects by registering them via AddReplicatedSubObject instead of overriding the ReplicateSubObjects method.
* Their bReplicateUsingRegisteredSubObjectList flag needs to be enabled for the list to be used.
* When registering subobjects you can pass a ELifetimeCondition to choose on which connection the object will be replicated to.
#jira UE-132890, UE-123417, UE-123417
#rb Ryan.Gerleve, Mattias.Hornlund, Brian.Bekich, Marc.Audy
#ROBOMERGE-AUTHOR: louisphilippe.seguin
#ROBOMERGE-SOURCE: CL 18922440 via CL 18924803 via CL 18925242 via CL 18926878 via CL 18928347
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18928681 by louisphilippe seguin in ue5-main branch]
#rb louisphilippe.seguin, jon.nabozny
#ROBOMERGE-AUTHOR: brian.bekich
#ROBOMERGE-SOURCE: CL 18922219 via CL 18922430 via CL 18922585 via CL 18923565 via CL 18923970
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18923979 by brian bekich in ue5-main branch]
Some minor deprecation cleanup
#rb louisphilippe.seguin, jon.nabozny
#ROBOMERGE-AUTHOR: brian.bekich
#ROBOMERGE-SOURCE: CL 18546386 via CL 18546409 via CL 18546424 via CL 18547591 via CL 18547656
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18547712 by brian bekich in ue5-release-engine-test branch]
Having only one Append overload with a single argument makes for clearer error messages. Otherwise, a failure to match Append(CharRangeType) leads to an error that ArgType cannot be converted to CharType.
#rb Zousar.Shaker
#preflight 61d72f3f6511bc498e54c250
#ROBOMERGE-OWNER: devin.doucette
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 18533638 in //UE5/Release-5.0/... via CL 18534325
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18534364 by devin doucette in ue5-release-engine-test branch]
Adding a compare/assign and mark dirty macro to the push model.
-- Code --
PushModel:
COMPARE_ASSIGN_AND_MARK_PROPERTY_DIRTY - Defining in the #else so it'll compile on the client.
[at]brian.bekich
#ROBOMERGE-AUTHOR: aaron.eady
#ROBOMERGE-SOURCE: CL 18312607 via CL 18312826 via CL 18312979 via CL 18314435 via CL 18315773
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18316110 by aaron eady in ue5-release-engine-test branch]
Adding a compare/assign and mark dirty macro to the push model.
-- Code --
PushModel:
COMPARE_ASSIGN_AND_MARK_PROPERTY_DIRTY - Created so anything can use it.
[at]brian.bekich
#ROBOMERGE-AUTHOR: aaron.eady
#ROBOMERGE-SOURCE: CL 18310945 via CL 18311227 via CL 18311456 via CL 18312614 via CL 18312779
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18313002 by aaron eady in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test 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]
Engine Frame number is recorded for each packet, and can be seen by hovering over a packet in the packet view of the network profiler of Insights.
Connection state is displayed for each packet in pop up view when the mouse is hovered over a packet in the packet view of the network profiler.
GameInstance names contain their name, role, and status as server or client.
Connection labels include the actor that owns the connection, if the connection is going to a client or server, and the remote address and port of the connection.
EConnectionState UNetConnection::State is deprecated (becoming private), instead use GetConnectionState and SetConnectionState to access State
CL 17071965, 17101672, 17102201, 17102631
#Jira UENET-1192
#rb Ryan.Gerleve, Mattias.Hornlund
#ROBOMERGE-SOURCE: CL 17234452 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17234454 by jackson frank in ue5-release-engine-test branch]
ESPMode::Fast is deprecated.
UNIQUENETID_ESPMODE and UNIQUENETID_CONSTRUCTORVIS removed.
Delegate creation functions (DelegateType::CreateSP, DelegateType::BindSP and DelegateType::AddSP) now work in all modes, making the DelegateType::*ThreadSafeSP functions redundant (retained for backwards compatibliity).
#rb andriy.tylychko
#jira UE-102565
#fyi chris.varnsverry, ben.zeigler
[CL 16113360 by Steve Robb in ue5-main branch]