This allows them to separate their mounting and content loading into two phases, such as allowing a GFP to mount the plugin when "registered" and defer mounting the localization data until "activating".
Note: Anything that was calling one of the MountExplicitlyLoadedPlugin functions to load a plugin, will now need to also call MountExplicitlyLoadedPluginLocalizationData if it wants to also mount the localization data.
#rb anton.dunchev, Leon.Huang
[CL 32029617 by jamie dale in ue5-main branch]
[Backout] - CL31459949
[FYI] bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL31443953
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
Phase 1 of the FConfigBranch changes:
Introduced FConfigBranch which maintains logic and data for each individual branch of GConfig (Engine, Game, Input, DeviceProfiles, etc), with static and dynamic layers
Introduced FConfigCommandStream which is how each layer is loaded, and Apply'd to an FConfigFile
Added a new way of making a "diff" of in-memory vs what's loaded, which creates an FConfigCommandStream that can be re-applied (more useful in Phase 2, see below)
Expectation is no visible differences from before this change, as it's mostly internal data structure changes
Phase 2 is where the functional changes will happen, with the dynamic layers being able to be removed at runtime, and the state of GConfig is maintained as expdected
The editor does maintain full state of where config values come from, so the "getini" command in the editor will show a lot more information now
Runtime will not keep any state, so unloading dynamic layers is not supported by default (running with -ConfigReplayMethod=1 or 2 will allow for it, but will use more memory)
#rb david.harvey
#jira UE-201472
[CL 31470013 by josh adams in ue5-main branch]
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
Phase 1 of the FConfigBranch changes:
Introduced FConfigBranch which maintains logic and data for each individual branch of GConfig (Engine, Game, Input, DeviceProfiles, etc), with static and dynamic layers
Introduced FConfigCommandStream which is how each layer is loaded, and Apply'd to an FConfigFile
Added a new way of making a "diff" of in-memory vs what's loaded, which creates an FConfigCommandStream that can be re-applied (more useful in Phase 2, see below)
Expectation is no visible differences from before this change, as it's mostly internal data structure changes
Phase 2 is where the functional changes will happen, with the dynamic layers being able to be removed at runtime, and the state of GConfig is maintained as expdected
The editor does maintain full state of where config values come from, so the "getini" command in the editor will show a lot more information now
Runtime will not keep any state, so unloading dynamic layers is not supported by default (running with -ConfigReplayMethod=1 or 2 will allow for it, but will use more memory)
#rb david.harvey
#jira UE-201472
[CL 31459959 by bob tellez in ue5-main branch]
Introduced FConfigBranch which maintains logic and data for each individual branch of GConfig (Engine, Game, Input, DeviceProfiles, etc), with static and dynamic layers
Introduced FConfigCommandStream which is how each layer is loaded, and Apply'd to an FConfigFile
Added a new way of making a "diff" of in-memory vs what's loaded, which creates an FConfigCommandStream that can be re-applied (more useful in Phase 2, see below)
Expectation is no visible differences from before this change, as it's mostly internal data structure changes
Phase 2 is where the functional changes will happen, with the dynamic layers being able to be removed at runtime, and the state of GConfig is maintained as expdected
The editor does maintain full state of where config values come from, so the "getini" command in the editor will show a lot more information now
Runtime will not keep any state, so unloading dynamic layers is not supported by default (running with -ConfigReplayMethod=1 or 2 will allow for it, but will use more memory)
#rb david.harvey
#jira UE-201472
[CL 31444162 by josh adams in ue5-main branch]
- Introduced the following to FPaths:
- EnginePlatformExtensionDir(Platform) - gets the Engine PlatExt dir for the given platform
- ProjectPlatformExtensionDir(Platform) - gets the Project PlatExt dir for the given platform, where Project can be a Program
- ConvertPath(Path, Method, ExtraData) - converts a Path for platform extensions and Restricted locations. This is going to be "ground truth" for how to get an extension directory (the two functions above call this).
- Added FConfigContext::VisualizeHierarchy() (static and member versions with differing params) that can log ini hierarchies
#rb david.harvey
[CL 28140788 by josh adams in ue5-main branch]
[Backout] - CL27745134
[FYI] stan.hormell
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL27731288 - CIS / Build Errors
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Deprecated GetSectionPrivate and FindOrAddSection, and accessors in FConfigFile that could return a non-const FConfigSection (this is so we can track modifications to config values)
- Added AddToSection, RemoveKeyFromSection, etc to replace directly accessing a FConfigSection
- Fixed up Epic code for the deprecations (at least the majority, some projects that aren't built by Horde presubmit may have some that we will address going forward)
#jira UE-194955
#rb david.harvey and various others
[CL 27923017 by josh adams in ue5-main branch]
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Deprecated GetSectionPrivate and FindOrAddSection, and accessors in FConfigFile that could return a non-const FConfigSection (this is so we can track modifications to config values)
- Added AddToSection, RemoveKeyFromSection, etc to replace directly accessing a FConfigSection
- Fixed up Epic code for the deprecations (at least the majority, some projects that aren't built by Horde presubmit may have some that we will address going forward)
#jira UE-194955
#rb david.harvey and various others
[CL 27745141 by stan hormell in ue5-main branch]
- Added AddToSection, RemoveKeyFromSection, etc to replace directly accessing a FConfigSection
- Fixed up Epic code for the deprecations (at least the majority, some projects that aren't built by Horde presubmit may have some that we will address going forward)
#jira UE-194955
#rb david.harvey and various others
[CL 27731364 by josh adams in ue5-main branch]
* Added -ExceptRestrictedPlugins to allow you to exclude any restricted plugins
* Added wildcard support to -ExceptPlugins (and -EnablePlugins and -DisablePlugins) so you can do something like -ExceptPlugins="Online*"
#jira
#rb Dave.Belanger, Jason.Walter
[CL 27688930 by jamie dale in ue5-main branch]