#ROBOMERGE-AUTHOR: simon.orr
#ROBOMERGE-SOURCE: CL 18902371 via CL 18903644 via CL 18903976 via CL 18904076 via CL 18915342 via CL 18915450
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v915-18905420)
[CL 18915451 by simon orr in ue5-main branch]
This was incorrect, as the class wasn't being reference collected due to DisregardForGC.
#rb Cory.Kolek, Josh.May
#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 18872854 via CL 18872881 via CL 18872914 via CL 18873492 via CL 18873594 via CL 18873767 via CL 18875164 via CL 18875869
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18875910 by jamie dale in ue5-main branch]
#rb trivial
#rnx
#preflight
- FSharedBufferWithID allows the caller to calculate the FIoHash of a FSharedBuffer at their own leisure (usually on a async task) and then updated a FEditorBulkData object with it. This allows the caller to control when the potentially expensive hashing is done.
- These tests should make sure that any use case that can work with FSharedBufferWithID will have the same results with FEditorBulkData as if they had just called ::UPdatePayload with the raw FSharedBuffer instead.
[CL 18863308 by paul chipchase in ue5-main branch]
#rb trivial
#rnx
#preflight 61fcdfd20a43b689e1691882
- Algo::CountIf returns SIZE_T but the container size type is int32, so it is safe to cast.
[CL 18861152 by paul chipchase in ue5-main branch]
- Allows for toggling an individual Asset's Public/Private state in the Content Browser by adding/removing the flag PKG_NotExternallyReferenceable
- Content Browser Tooltips now show Asset states (Public, Private, Read Only)
- Includes CVar ContentBrowser_EnablePublicAssetFeatureCVar to hide UI until we reach MVP
#preflight 61fc3281af01d3caef1ee7bb
#rb Francis.Hurteau
#ROBOMERGE-AUTHOR: scott.nelson
#ROBOMERGE-SOURCE: CL 18853374 via CL 18855692 via CL 18855705 via CL 18855722 via CL 18857313 via CL 18857594
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18857607 by scott nelson in ue5-main branch]
By default, implicit cast instructions expect their source expression to evaluate correctly and return a non-null source property to cast. If we read a variable from a context that's null (eg: a null actor's field), then the expression is never evaluated, and a null property is set as the most recent property, which trips an internal check.
While the attempted null access on the context triggers an internal Blueprint exception, we don't have any stack unwinding behavior. As a result, it continues evaluation. Our only protection is to check the most recent property's validity after stepping through the stack and before performing the cast.
Our solution uses the new StepAndCheckRecentProperties convenience function to check the state of the most recent property. If null, we simply skip the cast and log the error.
#rb phillip.kavan
#jira UE-141088
#preflight 61fc432c033a864b77fd33d0
#lockdown julien.marchand
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18854053 in //UE5/Release-5.0/... via CL 18854084 via CL 18855144
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18855171 by dave jones2 in ue5-main branch]
[REVIEW] [at]cory.kolek
#preflight 61fc03ebe058822bda9ba4b8
#localization none
#tests Verified a Linux server no longer crashes with this change
#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 18845887 via CL 18845979 via CL 18845997 via CL 18846013 via CL 18846028 via CL 18846062 via CL 18847880 via CL 18848594
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18848666 by jamie dale in ue5-main branch]
This partially ports a fix from CL 18740288, but improves on when and how sparse class data gets fixed up.
This allows this fix to cover more parent->child load/compile orderings (the previous fix only worked if they were all compiled in the same batch, which isnt always guaranteed.
Original CL desc:
Ensures that cleaned-up sparse class data structs are moved out of the package they are in, thus not requiring a GC step to ensure that batch compilation works correctly.
Without this, it is possible for the NewObject call in FAnimBlueprintCompilerContext::RecreateSparseClassData to attempt to re-use (as it has a fixed name) the currently-existing (but not referenced) object rather than creating a new one.
This also reverts some other changes that were made to try to address related issues.
#jira FORT-444463
#jira UE-140565
#jira UE-140530
#lockdown laurent.delayen
#rb jurre.debaare
#preflight 61fbddc53b22793ca35ebfc0
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18843087 in //UE5/Release-5.0/... via CL 18843109 via CL 18843285
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18843294 by thomas sarkanen in ue5-main branch]
This should saves around ~1.5 Mb to ~3 Mb at runtime with ~50000 packages
Added a new core define UE_STRIP_DEPRECATED_PROPERTIES that could be used to wrap deprecated properties and strip them to regain memory when a projects becomes compliant. this can be set in the project target file
Deprecated most public properties from UPackage and created accessors for them
Merged from cl 18646219, 18738937, 18747375
#rb PJ.Kack
#preflight 61fa97ebad2ae6c3b75cdb33
#ROBOMERGE-OWNER: francis.hurteau
#ROBOMERGE-AUTHOR: francis.hurteau
#ROBOMERGE-SOURCE: CL 18827703 via CL 18827715 via CL 18827727 via CL 18836256 via CL 18836803
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18836943 by francis hurteau in ue5-main branch]
- Ensure that any folded AnimNode property gets remapped correctly for pin-to-property map in FBlueprintDebugData
- Ensure pin value watching for folded properties retrieves the correct value
- Const-ifying some code paths around blueprint pin watching
#jira UE-139995
#preflight 61fa624ddb42673a60239ce1
#rb Thomas.Sarkanen
#lockdown Cristina.Riveron
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 18824229 in //UE5/Release-5.0/... via CL 18825883 via CL 18826298
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18826349 by jurre debaare in ue5-main branch]
Saves some memory and prevents very large reallocs which are slow and cause fragmentation
#rb Robert.Manuszewski
#ROBOMERGE-AUTHOR: keith.yerex
#ROBOMERGE-SOURCE: CL 18810065 via CL 18810101 via CL 18810118 via CL 18821438 via CL 18822951
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18825124 by keith yerex in ue5-main branch]
FReferenceChainSearch will no longer store raw pointers to UObjects when constructing reference chains and instead will only preserve basic information about UObjects separate from UObjects themselves
Making FUObjectArray::ObjectToObjectItem accept a pointer to a const object
Removing redundant code from FindStaleClusters and fixing indents
#jira SOL-1885
#rb Steve.Robb
#preflight 61f959458b4112f7cc9a88c0
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 18809578 in //UE5/Release-5.0/... via CL 18809596 via CL 18822554
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823575 by robert manuszewski in ue5-main branch]
Blueprint real number support.
This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures).
One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code.
The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG.
#rb marc.audy (serialization changes)
#jira UE-116484
#preflight 61f8bdd5a2514ba12ff7bdfc
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823569 by dave jones2 in ue5-main branch]
#rb Per.Larsson, Devin.Doucette
#jira UE-133497
#rnx
#preflight 61f835491c5ac5523462810a
- A lot of files have been touched but most of this is changing FPayload::IsValid to !FIoHash::IsZero, the main changes are in EditorBulkData/EditorBulkDataTests
- The only difference between FPayloadId and FIoHash is that the former considered the hash of an invalid or empty buffer to be 'invalid' too where as FIoHash would return a valid hash
-- To keep behaviour the same, we only hash payloads in EditorBulkData using a utility method ::HashBuffer which will not hash empty or invalid payloads and return a default FIoHash instead.
-- Unit tests have been extended to prove that the behaviour has not changed.
#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18806362 in //UE5/Release-5.0/... via CL 18808527 via CL 18821790
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18822154 by paul chipchase in ue5-main branch]
General cleanup of component langugage where actually it is more generally for all subobjects
Fix comments and add default parameters
#rnx
#preflight 61f88a94f657e25a59067fb4
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18803287 in //UE5/Release-5.0/... via CL 18803296 via CL 18821587
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821670 by marc audy in ue5-main branch]