Important notes:
1. We should now use TypeUtils::GetUniqueStructName instead of struct->getstructcppname for type names used by the registry since user defined struct need to have unique names generated for them
2. We should be aware that we can have invalid permutations in templates when types are deleted, so make sure you check for typeindex != INDEX_NONE when looping over permutations
#jira UE-152930
#rb Sara.schvartzman, Benoit.gadreau, Halfdan.Ingvarsson
#preflight https://horde.devtools.epicgames.com/job/6310c6992a5406d810d5a0e8
[CL 21754534 by jack cai in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598
#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21182053 by bryan sefcik in ue5-main branch]
* Moved TypeIndex from int32 to typedef for easier debugging
* Implemented Dispatch Factory
* Factories stored under registry
* FindFunction to invoke dispatch
* Runtime Type checking on the memory handle
* Implemented dispatch rigvm node
* Unit testing for numeric add test both for low level + controller layer
#rb sara.schvartzman
#jira UE-157794
#preflight https://horde.devtools.epicgames.com/job/62c4541b2f31b87c6c89360a
[CL 20942948 by Helge Mathee in ue5-main branch]
* Switching the FRigVMTemplateArgumentType to be backed up by FName instead of FString for faster comparison
* Adding a "Types" storage under the RigVMRegistry of all of the known supported types
* Have the FRigVMTemplateArgument refer to type indices rather than full type structures
* Have the resolval comparison code rely on comparing type indices rather than type structures
* Store relationship between the bool and the TArray<bool> type as an array / element lookup within the registry - to avoid string operations when doing lookups from element to array to 2 dimensional array for a type.
* The preferred types list on the template node is now stored as pairs of argument name and type index <FName, int32> rather than FString.
* Also we no longer support all types for the untyped nodes (such as reroute, select, if etc) - but instead we support all user defined types (non-native structs and enums) as well as all types ever used as a template argument. The reasoning here is that supporting a type that's not used by any node is pointless. This reduced the type set from 9876 to 237.
#rb halfdan.ingvarsson
#jira na
#preflight https://horde.devtools.epicgames.com/job/62b9c666ba62f4498a345be2
[CL 20861728 by Helge Mathee in ue5-main branch]