- FEditorLoadedActorCache was reporting unregistered loaded actors and the code that was using it was expecting registered actors.
- Replaced FEditorLoadedActorCache by FWorldPartitionHelpers::GetLoadedActorGuidsForLevel that gathers registered actors GUIDs and updated callers.
- UWorldPartition::Tick is now private to avoid code like LandscapeEditorUtils::SaveLandscapeProxies doing manual ticks to get around unwanted internal behaviors.
- TExternalDirtyActorsTracker can now filter out tracked actors depending on the parent class wanted behavior.
- Don't track dirty actors coming from non transactional operations.
#rb chris.tchou
[CL 32133372 by jeanfrancois dube in ue5-main branch]
- Added Data Layer Debug Color column
- Now properly restores last outliner state when starting the editor (like visible columns)
#rb jeanfrancois.dube
[CL 31807819 by richard malo in ue5-main branch]
- Double click on unloaded actor selects and focus on the item in the outliner
- Added Pin/Unpin option on a Data Layer to allow pinning/unpinning all child actors
#rb JeanFrancois.Dube
[CL 31761037 by richard malo in ue5-main branch]
- Fixed wrong message displayed for unsupported editor data layer child of a runtime parent data layer
#rb JeanFrancois.Dube
[CL 31693164 by richard malo in ue5-main branch]
- Show unloaded actors under level instances in the World Outliner.
- Fix data layer manager to to call UDataLayerManager::OnActorDescContainerInstanceInitialized on all registered actor descriptor container instances recursively.
#jira UE-203240, FORT-553803
#rb Richard.Malo
#changelist validated
#virtualized
[CL 31254024 by jeanfrancois dube in ue5-main branch]
It can be called on a CDO and GetWorld() can be overrided using the "Within=World" macro (which ensures when being called on a CDO).
#rb Richard.Malo
[CL 31171713 by aris theophanidis in ue5-main branch]
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL
[CL 31015614 by richard malo in ue5-main branch]