Added new casting system betwen the different type definitions. This allows some patterns that makes the code easier.
Moved some direct calls to engine API to FClasses.
More property data moved to the property definition.
Replacing a many more instances of referencing engine type directly with referencing UHT types.
Removed the FToken from the property data. Saved 600MB of memory on some titles.
#rb jonathan.adamczewski
#rnx
[CL 16416114 by Tim Smith in ue5-main branch]
Produced a common inheritance parser.
Added error return for when verification fails
#rb jonathan.adamczewski
#rnx
#preflight 60a4ef3cb7ccb00001771494
[CL 16383144 by Tim Smith in ue5-main branch]
Elimination of some quick to resolve type system lookups.
#rnx
#rb jonathan.adamczewski
#preflight 609e5a1dcbf9a40001fe9778
[CL 16328413 by Tim Smith in ue5-main branch]
2) Remove the global hash storage system since it is moved into the Function type information.
3) Remove some unsed classes and methods.
4) Added the TEMPORARY auto creation of base engine types until they can be added to the no export file.
#rb marc.audy
#rnx
#preflight 60893ddb2377910001be8638
[CL 16142341 by Tim Smith in ue5-main branch]
1) Refactored preparsing to scan for @UCLASS, @USTRUCT, and @ENUM and define then. This means that no new entries into the type definition info system will be added after pre-parsing and thus remove the need for any type of locking during code generation.
2) Parsing and code generation is now being done in a strict order based on dependencies and no longer by project. This removes the need of explicitly parsing depedencies first or waiting on hashes to be computed. (Provided a 50%-80% improvement in code generation time)
3) Changed HeaderParser to be specific to one source file. Removed the need to pass the source file around since it is always known at construction time. Simplified some error handling logic.
4) Changed parallel for loops to using event graph to provide more concurrency.
5) Refactored the main program flow into concise steps.
Testing:
Verified that the headers generated exactly the same for:
1) First person C++ Project
2) UnrealEditor
3) QAGame
4) ShooterGame
5) FortniteGame
FYI: Marc had reviewed this as part of a larger change but some parts were extract. These are the remaining changes.
#rb marc.audy
#rnx
#preflight 6078666a02850d00010e22c5
[CL 16023636 by Tim Smith in ue5-main branch]
New mechanism for maintaining the overall result.
Helper methods for making try blocks.
Work in progress
#rb steve.robb
#rnx
#preflight 607706d22674e100018f74af
[CL 16006480 by Tim Smith in ue5-main branch]
LIMITATIONS:
1) Re-instancing will only update UClass instance data.
2) Adding and removing properties should only be done towards the end of a class or structure and can not be followed by complex data types.
3) Adding and removing properties from a base class should not be done if a derived class contains complex data types.
KNOWN ISSUES:
1) Changes to enumerations and structures will not be reflected in existing blueprints. However, adding new nodes to the blueprint will show the updated enumeration or structure.
2) If a class contains an enumeration or structure as a member, the class will not be re-instanced if enumeration or structure is changed.
CHANGES:
1) LiveCodingServer
1a) Modified to always execute certain static instances during load.
1b) Modified to exclude the _Statics static structures to avoid patching to old copies.
2) Added support for LiveCoding reinstancing
2a) Refactored deferred registration system for UClass, UEnum, and UScriptStruct to use a common system that works for normal game, hot reload and live coding.
2b) Type specific version check data is possible (i.e. enum doesn't have a size)
2c) Single registration static for UClass
2d) Single registration class for all types that is just a blind forward to API.
2e) Static and dynamic registrations use different API entry points to avoid having overloaded argument lists that just apply to one or the other.
2f) Shims for older API
3) New common "Reload" system to avoid using HotReload code.
3a) Support common delegates regardless of who is reloading/reinstancing.
3b) Re-instancing code moved from HotReload to Kismet2 (where the bulk of the re-instance code already existed).
3c) Modified PyWrapper to use new helper class instead of depending on HotRelaod
3d) Added WITH_RELOAD which is defined if HotReload or LiveCoding is enabled.
3e) Modifed existing code to use new #define and delegates.
Robert did the review on the changes covered by Part 2. Remaining changes are all straightforward.
#rb robert.manuszewski
#jira UE-74493
[CL 15736777 by Tim Smith in ue5-main branch]
Removed some unused functionality in FScriptLocation that wasn't being used and depended on a global variable.
#rb devin.doucette
[CL 15726794 by Tim Smith in ue5-main branch]