Comments (5)
You both are right. Epic indeed renamed things like TAssetPtr & FStringAssetReference (among some others) and deprecated them. Yet they didn't do it like they usually do with giving warnings. But that's purely not to spam the build log to the customers - which is a questionable decision imho.
They even commented on those on the redirectors:
// Not deprecating these yet as it will lead to too many warnings in games
//DEPRECATED(4.18, "FStringAssetReference was renamed to FSoftObjectPath as it is now not always a string and can also refer to a subobject")
typedef FSoftObjectPath FStringAssetReference;
// Not deprecating these yet as it will lead to too many warnings in games
//DEPRECATED(4.18, "TAssetPtr was renamed to TSoftObjectPtr as it is not necessarily an asset")
template<class T=UObject>
using TAssetPtr = TSoftObjectPtr<T>;
So yes, we should fix them until the next release.
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Ok, I can do that today.
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The plugin compiles in 4.18 with no deprecation warnings and no errors.
Is this enforced? If so, since when? Epic didn’t follow their normal rename / deprecation procedure then. Usually, for deprecation Epic marks stuff to emit warnings and then actually removes it out a release or two later. For renames, however, they typically just rename it such that it produces a compilation error.
The old names are still there and still work. Is this causing a problem for you?
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@oliverzx do you any insight to this?
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I used ripgrep and sed on macOS to do this (macOS sed requires the empty argument after -i, unlike Linux):
$ rg -l TAssetPtr | xargs sed -i '' 's/TAssetPtr/TSoftObjectPtr/g'
$ rg -l FStringAssetReference | xargs sed -i '' 's/FStringAssetReference/FSoftObjectPath/g'
Then I built a rocket build for the official 4.18.0 release (no warnings or errors), and everything worked; though I did not do extensive testing.
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Related Issues (20)
- Automate (re)import of facefx asset with commandlet HOT 7
- Negative-time keys cause end of audio to be clipped in Sequencer HOT 4
- Add Support for Force Front X Axis
- FaceFX sequencer event duration can get stale
- UE 4.21 support HOT 3
- Failing to install latest compiler with UE4.21 needs custom warning HOT 1
- Same anim blueprint with different skeletal meshes breaks "Add To Existing" blending HOT 5
- UE 4.22 support HOT 2
- 4.23 support
- FAnimNode_BlendFaceFXAnimation broken on dynamically spawned actors
- Drop Matinee support
- UE 4.24 Support
- UE 4.24 crash in debug mode on map save
- UE 4.25 support
- Plugin doesn't compile with Unity and Precompiled headers build options turned off (66fc8be)
- 4.26 support
- Newly Added Sequencer keys don't play FaceFX animation from Sequencer tab
- Pasting a FaceFX Animation key in sequencer crashes UnrealEd HOT 2
- UE5 support HOT 1
- UE4.27 support
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