- Using Advanced Copy on assets with lots of dependencies spent most of the time just compiling the AR filter
- I kept the original IAssetRegistry::UseFilterToExcludeAssets() (using an FARFilter) as it is blueprint callable
[REVIEW] [at]*matt.peters [at]jay.nakai [at]brooke.hubert
[CL 23631854 by dj schilens in ue5-main branch]
The migration also now report in its callback the dependencies that where not exported because of the new filtering of the assets that can be migrated.
Fixed some other issues like a crash and a bad event broadcast.
#preflight 63bc235c763c6c10641898bb
#rb JeanLuc.Corenthin
[CL 23617167 by julien stjean in ue5-main branch]
The copying localization ID is now an option stated as such instead of a right click showing the ID you click. In order to show the ID the asset has to be loaded, so instead it's now a copy operation that then loads the asset before copying the ID.
Fixing a regression that stopped showing export options for unloaded assets. The code was using FastGetAsset, which won't load the asset if unloaded. The new code just looks at the package flags from the FAssetData, no need to attempt to load the asset.
#jira UE-165574
#jira UE-173203
[CL 23588044 by nick darnell in ue5-main branch]
AssetActionUtility Blueprints - You can now add a further refinement step in addition to a class filter you can specify Content Browser style filter strings and an error message so that people can see the scripted action, but will know why it's not available to them. Like maybe you have a thing that only can run on non virtual texture streaming assets, you could filter on that tag inaddition to the texture class.
#jira UE-165574
[CL 23580250 by nick darnell in ue5-main branch]
It was leaving some invalid asset data in the asset registry. These were from the temporally created assets during the migration.
#jira UE-169082
#preflight 6363d5a0882365b8594c3d3c
#rb jeanmichel.dignard
#lockdown jeanmichel.dignard
[CL 23500162 by julien stjean in ue5-main branch]
Editor - Upgrading the Texture AssetTypeActions to be AssetDefinitions.
#jira UE-169989
#jira UE-165574
[CL 23121796 by nick darnell in ue5-main branch]
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.
AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.
#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[CL 23083536 by nick darnell in ue5-main branch]
[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.
AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.
#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[CL 23072024 by bob tellez in ue5-main branch]
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.
AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.
#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]
[CL 23072002 by nick darnell in ue5-main branch]