GetNeverCookPackageFileNames among other things adds every external actor package to NeverCookPackageList, even if they are not referenced by the rest of the cook. Since it stores the packages in th ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...
IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData and logs the errorFPathExistence failed to gather correct capitalization from disk for <p ...
As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...
UAssetManager::ChangeBundleStateForPrimaryAssets allows adding new BundleNames to the list of BundleNames loaded for a PrimaryAssetId. Each BundleName specifies a BundleEntry with a list of assets. ...
SetPrimaryAssetRules sets the "is overridden" variables (e.g. bOverrideApplyRecursively) based on a comparison with the global default rules:static FPrimaryAssetRules DefaultRules; ... ExplicitRu ...
ClassPaths are stored in FBlueprintTags::GeneratedClassPath, FBlueprintTags::ParentClassPath, FBlueprintTags::NativeParentClassPath, and are read by many locations in editor code. But these location ...
The macros LLM and LLM_IF_ENABLED behave identically but are slightly different from a performance standpoint. For consistency all allocs and frees should use the same one. Measure the cost of a co ...
MPCook relies on global data that is accumulated during package cooks on CookWorkers be replicated to the CookDirector. Some global data that is accumulated during package cooks is CookAdditionalFi ...
Priority note: 3 licensees requested so far Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement. Many teams rel ...