docs: anonymise project asset names in source comments
Measured figures are kept; only the studio-specific level and asset names are generalised, and the Perforce rationale is reworded to describe the class of setups rather than this one project. Co-Authored-By: Claude Code <noreply@anthropic.com>
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@@ -252,8 +252,8 @@ namespace AssetDependencyClosure
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// comes from a level or from one of its external actor packages - the shape a
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// streaming sublevel or a Level Instance actually has. A World named by an ordinary
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// asset is a different location that happens to be mentioned, and following it
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// exports someone else's map: measured on WP_Main, the chain
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// BP_FirstPersonGameMode -> PDA_MenuSystemConfig -> L_MainLevel accounts for 9994
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// exports someone else's map: measured on WP_Example, the chain
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// BP_GameMode -> PDA_MenuConfig -> L_Other accounts for 9994
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// packages. FLevelUsageResolver applies the same rule; the two must not disagree
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// about the same graph.
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if (IsLevelPackage(Dependency))
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@@ -146,7 +146,7 @@ namespace AssetImporter
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continue;
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}
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// This project is Perforce-primary, so an existing target is very likely read-only.
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// Perforce-primary projects keep unopened files read-only, so an existing target is very likely read-only.
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// Without clearing the flag the copy fails with an error that reads like a permissions
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// problem rather than "the file is not checked out".
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if (bTargetOnDisk && FileManager.IsReadOnly(*DestinationPath))
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@@ -536,7 +536,7 @@ FAssetUsageExporter::FResult FAssetUsageExporter::CopyExpandedPackages(const TAr
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const bool bWasPresent = FileManager.FileExists(*DestinationPath);
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// This repository is Perforce-primary, so the source .uasset is very often read-only on
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// Perforce-primary repositories keep unopened files read-only, so the source .uasset is very often read-only on
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// disk. Windows CopyFile carries that attribute across, which would make the export folder
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// read-only too - and then an Overwrite-policy re-export fails on its own previous output.
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// Clear the flag on both ends of the problem: before writing over an existing file, and
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@@ -243,8 +243,8 @@ void FLevelUsageResolver::TraverseLevel(int32 LevelIndex, const FLevelUsageResol
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}
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// Reaching another World is NOT automatically a sublevel. An earlier version assumed it
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// was, and on WP_Main that assumption pulled the whole of L_MainLevel in through
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// BP_FirstPersonGameMode -> PDA_MenuSystemConfig: 9994 of 18136 rows belonged to a
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// was, and on WP_Example that assumption pulled the whole of L_Other in through
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// BP_GameMode -> PDA_MenuConfig: 9994 of 18136 rows belonged to a
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// different map. A crossing only counts when the reference comes from the level package
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// itself or from one of its external actor packages, which is the shape a streaming
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// sublevel or a Level Instance actually has.
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