Fix another issue of an FArchive that serializes object references without deriving from FArchiveUObject. This one affects serialization to/from text assets. Confirmed I can export an asset containing object references to text format when the fields are of wrapped pointer type. Comparing the resulting output to a text export of the same asset when the fields are raw pointers show no diffs aside from Guid and Localization which are shown to vary from export-to-export or editor session to editor session.
NOTE: Unlike lazy/soft/weak pointers, I want serialization of wrapped pointers to match serialization of raw pointers, so I don't create a separate indexed array for it in the text output, it goes into the same "Objects" array as raw object pointers.
#rb devin.doucette
#fyi graeme.thornton
[CL 15201151 by Zousar Shaker in ue5-main branch]
Address the following serialization issues:
1) Ensure ObjectPtr Property can convert from SoftObjectProperty and anything else that Object Property can convert from by removing its ConvertFromType override.
2) Fix serialization of wrapped pointers through archives that don't derive from FArchiveUObject, but still expect to be able to serialize both raw and wrapped object references (FNetBitWriter, FExportArchive, and FObjectAndNameAsStringProxyArchive).
3) Restore assert in base FArchive serialization of wrapped object pointer which I had erroneously made in CL15130804 now that it is clear that it is not safe to be relying on silently not writing/reading a wrapped object pointer (even if that may be the default behavior for a raw pointer).
4) Bump Niagara custom version guid to avoid issues with incorrectly serialized data in DDC.
#jira UE-106943
#rb devin.doucette
#fyi rob.krajcarski
[CL 15178163 by Zousar Shaker in ue5-main branch]
Create a new interface IPackageResourceManager that handles all attempts to load packages from storage. The default implementation passes through to loading from IFileManager. Future implementations will load from other services such as the EditorDomain and TargetDomain.
Add FPackagePath class that holds a LocalFilePath or LongPackageName, or a relative path to a package under a mounted content root (which can be converted into either the LocalFilePath or LongPackageName).
Modify LinkerLoad, BulkData, and AsyncLoader to use FPackagePath and IResourceManager.
Modify UPackage and FLinkerLoad to have a FPackagePath instead of a Filename.
#rb Paul.Chipchase, CarlMagnus.Nordin, Francis.Hurteau, Devin.Doucette
#rn Major Core
[CL 14814912 by Matt Peters in ue5-main branch]
- This stops code compiling fine in the editor then breaking when compiled for a different config.
#rb Martin.Ridgers
#fyi ben.ingram
#rnx
[CL 14812609 by paul chipchase in ue5-main branch]
Also add protection so meshdescription can be read from multiple threads in editor
- Loading Reverb's P_World with empty DDC
- 319GB to 242GB peak private byte
- 166GB to 80GB permanent memory usage after map load
#rb Richard.Talbot-Watkins, Matt.Peters, Paul.Chipchase
[CL 14544739 by danny couture in ue5-main branch]