2019-12-26 15:33:43 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
2014-05-29 16:42:22 -04:00
# include "K2Node_InputAxisKeyEvent.h"
2022-08-24 22:45:13 -04:00
# include "BlueprintActionDatabaseRegistrar.h"
# include "BlueprintNodeSpawner.h"
# include "Containers/Array.h"
# include "Containers/Map.h"
# include "Containers/UnrealString.h"
# include "Delegates/Delegate.h"
# include "EdGraph/EdGraph.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "EdGraphSchema_K2.h"
2022-08-24 22:45:13 -04:00
# include "EditorCategoryUtils.h"
# include "Engine/Blueprint.h"
# include "Engine/DynamicBlueprintBinding.h"
# include "Engine/InputAxisKeyDelegateBinding.h"
# include "Engine/MemberReference.h"
# include "HAL/PlatformCrt.h"
# include "Internationalization/Internationalization.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Kismet2/BlueprintEditorUtils.h"
# include "Kismet2/CompilerResultsLog.h"
2022-08-24 22:45:13 -04:00
# include "Misc/AssertionMacros.h"
# include "Serialization/Archive.h"
2022-05-09 13:29:31 -04:00
# include "Styling/AppStyle.h"
2022-08-24 22:45:13 -04:00
# include "Templates/Casts.h"
# include "Templates/SubclassOf.h"
# include "UObject/Class.h"
# include "UObject/NameTypes.h"
# include "UObject/ObjectVersion.h"
struct FLinearColor ;
2014-07-14 13:19:37 -04:00
# define LOCTEXT_NAMESPACE "UK2Node_InputAxisKeyEvent"
2014-03-14 14:13:41 -04:00
2014-10-14 10:29:11 -04:00
UK2Node_InputAxisKeyEvent : : UK2Node_InputAxisKeyEvent ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
2014-03-14 14:13:41 -04:00
{
bConsumeInput = true ;
bOverrideParentBinding = true ;
2014-04-23 18:26:22 -04:00
bInternalEvent = true ;
2014-03-14 14:13:41 -04:00
2015-02-06 09:41:28 -05:00
EventReference . SetExternalDelegateMember ( FName ( TEXT ( " InputAxisHandlerDynamicSignature__DelegateSignature " ) ) ) ;
2014-03-14 14:13:41 -04:00
}
2015-02-26 13:38:19 -05:00
void UK2Node_InputAxisKeyEvent : : Serialize ( FArchive & Ar )
{
Super : : Serialize ( Ar ) ;
if ( Ar . IsLoading ( ) )
{
2021-04-14 05:14:13 -04:00
if ( Ar . UEVer ( ) < VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE & & EventSignatureName_DEPRECATED . IsNone ( ) & & EventSignatureClass_DEPRECATED = = nullptr )
2015-02-26 13:38:19 -05:00
{
EventReference . SetExternalDelegateMember ( FName ( TEXT ( " InputAxisHandlerDynamicSignature__DelegateSignature " ) ) ) ;
}
}
}
2014-03-14 14:13:41 -04:00
void UK2Node_InputAxisKeyEvent : : Initialize ( const FKey InAxisKey )
{
AxisKey = InAxisKey ;
CustomFunctionName = FName ( * FString : : Printf ( TEXT ( " InpAxisKeyEvt_%s_%s " ) , * AxisKey . ToString ( ) , * GetName ( ) ) ) ;
}
2014-04-23 18:30:37 -04:00
FText UK2Node_InputAxisKeyEvent : : GetNodeTitle ( ENodeTitleType : : Type TitleType ) const
2014-03-14 14:13:41 -04:00
{
2014-04-23 18:30:37 -04:00
return AxisKey . GetDisplayName ( ) ;
}
2014-09-03 18:14:09 -04:00
FText UK2Node_InputAxisKeyEvent : : GetTooltipText ( ) const
2014-03-14 14:13:41 -04:00
{
2015-04-02 11:16:23 -04:00
if ( CachedTooltip . IsOutOfDate ( this ) )
2014-09-03 18:17:44 -04:00
{
// FText::Format() is slow, so we cache this to save on performance
2015-04-02 11:16:23 -04:00
CachedTooltip . SetCachedText ( FText : : Format ( NSLOCTEXT ( " K2Node " , " InputAxisKey_Tooltip " , " Event that provides the current value of the {0} axis once per frame when input is enabled for the containing actor. " ) , AxisKey . GetDisplayName ( ) ) , this ) ;
2014-09-03 18:17:44 -04:00
}
return CachedTooltip ;
2014-03-14 14:13:41 -04:00
}
void UK2Node_InputAxisKeyEvent : : ValidateNodeDuringCompilation ( class FCompilerResultsLog & MessageLog ) const
{
Super : : ValidateNodeDuringCompilation ( MessageLog ) ;
if ( ! AxisKey . IsValid ( ) )
{
2014-04-23 18:28:49 -04:00
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " Invalid_InputAxisKey_Warning " , " InputAxisKey Event specifies invalid FKey'{0}' for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
2014-03-14 14:13:41 -04:00
}
2020-08-11 01:36:57 -04:00
else if ( ! AxisKey . IsAxis1D ( ) )
2014-03-14 14:13:41 -04:00
{
2014-04-28 11:24:25 -04:00
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " NotAxis_InputAxisKey_Warning " , " InputAxisKey Event specifies FKey'{0}' which is not a float axis for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
2014-03-14 14:13:41 -04:00
}
2019-11-14 07:02:00 -05:00
else if ( AxisKey . IsDeprecated ( ) )
{
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " Deprecated_InputAxisKey_Warning " , " InputAxisKey Event specifies FKey'{0}' which has been deprecated for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
}
2014-03-14 14:13:41 -04:00
else if ( ! AxisKey . IsBindableInBlueprints ( ) )
{
2014-04-23 18:28:49 -04:00
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " NotBindable_InputAxisKey_Warning " , " InputAxisKey Event specifies FKey'{0}' that is not blueprint bindable for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
2014-03-14 14:13:41 -04:00
}
}
UClass * UK2Node_InputAxisKeyEvent : : GetDynamicBindingClass ( ) const
{
return UInputAxisKeyDelegateBinding : : StaticClass ( ) ;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2937390 on 2016/04/07 by Cody.Albert
#jira UE-29211
Fixed slider to properly bubble unhandled OnKeyDown events
Change 2939672 on 2016/04/11 by Richard.TalbotWatkin
Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled. This also allows multiple packages which are dirtied at the same time to be treated as one transaction.
#jira UE-29193 - "Files need check-out" prompt spams Blueprint users
Change 2939686 on 2016/04/11 by Richard.TalbotWatkin
A number of further improvements to mesh vertex color painting:
* Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine.
* Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0.
* Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds.
* Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors).
#jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected
Change 2939906 on 2016/04/11 by Nick.Darnell
Automation - Adding several enhancements to the automation framework and improving the UI.
* Tests in the UI now have a link to the source and line where they orginate.
* There's now a general purpose latent lambda command you can use to run arbitrary code latently.
* Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code.
* Front end now has better column displays offering more room to the test name
* Changed several events to the automation controller to multicast delegates so that many could hook them.
* The UI now refreshes the selection after tests finish so that the output log updates.
Change 2939908 on 2016/04/11 by Nick.Darnell
Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s)
Change 2940028 on 2016/04/11 by Nick.Darnell
Automation - Removing the search box from the toolbar. It's now inlined above the test tree. Tweaking the padding to make it look more other windows and make everything not look so squished. Recursive expansion now works on tests.
Change 2940066 on 2016/04/11 by Nick.Darnell
Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it.
Change 2940092 on 2016/04/11 by Jamie.Dale
PR #2248: Datatable select next row (Contributed by FineRedMist)
Change 2940093 on 2016/04/11 by Jamie.Dale
PR #2248: Datatable select next row (Contributed by FineRedMist)
Change 2940157 on 2016/04/11 by Jamie.Dale
Fixing FTextTest due to some changes made to how currency is formatted
Change 2940694 on 2016/04/12 by Richard.TalbotWatkin
Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs.
#jira UE-29360 - Override Colors not propagated correctly to generated lower LODs
Change 2942379 on 2016/04/13 by Richard.TalbotWatkin
Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode. This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists. This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed.
#jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing
Change 2942947 on 2016/04/13 by Richard.TalbotWatkin
Fixed crash when pasting a material function call node from one project to another in which it is not defined.
#jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects
Change 2943452 on 2016/04/14 by Richard.TalbotWatkin
Updated F4 debug key binding to match what's in ShowFlags.cpp
PR #2197 (contributed by mfortin-bhvr)
Change 2943824 on 2016/04/14 by Alexis.Matte
#jira UE-29090
Make sure we cannot open the color picker when a property is edit const
Change 2943841 on 2016/04/14 by Alexis.Matte
#jira UE-28924
tooltip was add for every hierarchy import option
Change 2943927 on 2016/04/14 by Alexis.Matte
#jira UE-29423
Add Obj support for scene importer
Github PR #2272
Change 2943967 on 2016/04/14 by Richard.TalbotWatkin
Added relevant fields from FBodyInstance to the FoliageType customizations.
#jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties
Change 2948397 on 2016/04/19 by Andrew.Rodham
Moved FSlateIcon definition to SlateCore
It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale.
Change 2948805 on 2016/04/19 by Andrew.Rodham
Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used.
- Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name.
- This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic.
#jira UE-26502
Change 2950658 on 2016/04/20 by Alexis.Matte
#jira UE-24333
Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix
Change 2950663 on 2016/04/20 by Alexis.Matte
#jira UE-29582
When exporting to fbx we have to export each material instance as one fbx material
Change 2951240 on 2016/04/21 by Alexis.Matte
#jira UE-28473
Make sure light are render properly after importing a fbx scene
Change 2951421 on 2016/04/21 by Alexis.Matte
#jira UE-29773
fbx skeletalmesh import now support mesh hierarchy
Change 2955873 on 2016/04/26 by Richard.TalbotWatkin
PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist)
Change 2955965 on 2016/04/26 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2956717 on 2016/04/26 by Andrew.Rodham
Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations
#jira UE-26968
Change 2956822 on 2016/04/26 by Andrew.Rodham
Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame
#jira UE-7777
Change 2956931 on 2016/04/26 by Nick.Darnell
New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger.
Change 2956932 on 2016/04/26 by Nick.Darnell
Plugins - Now allowing you to package a plugin from the plugin browsing view. Still work in progress.
Change 2957164 on 2016/04/26 by Nick.Darnell
Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager. Making the copy constructor private on the module manager to prevent this in the future.
Change 2957165 on 2016/04/26 by Nick.Darnell
Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets.
#jira UE-28456
Change 2957510 on 2016/04/27 by Nick.Darnell
PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts)
#jira UE-28763
Change 2957511 on 2016/04/27 by Andrew.Rodham
Editor: Make favorites button on details panel non-focusable
- This was preventing users being able to tab between value fields on the details panel
Change 2957610 on 2016/04/27 by Nick.Darnell
PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts)
#jira UE-24190
Change 2957667 on 2016/04/27 by Jamie.Dale
Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location
#jira OR-18634
Change 2958035 on 2016/04/27 by Nick.Darnell
Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required.
Change 2958272 on 2016/04/27 by Jamie.Dale
Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way
This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName.
#jira UE-12096
Change 2958348 on 2016/04/27 by Jamie.Dale
PR #2282: Slate font shutdown order fix (Contributed by FineRedMist)
Change 2958352 on 2016/04/27 by Jamie.Dale
Fixed the subtitle manager updating the wrong list of subtitles
#jira UE-29511
Change 2958390 on 2016/04/27 by Jamie.Dale
Removed some old placement-new style array insertions
Change 2959360 on 2016/04/28 by Richard.TalbotWatkin
Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]
Change 2959724 on 2016/04/28 by Cody.Albert
Merging hardware survey gating logic from 4.10
#jira UE-28666
Change 2959807 on 2016/04/28 by Cody.Albert
Removed deprecated function call
#jira UE-28666
Change 2959894 on 2016/04/28 by Cody.Albert
Fix for scroll offset being clamped by content size, not scroll max
#jira UE-20676
Change 2960048 on 2016/04/28 by Jamie.Dale
Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue
#jira UE-12096
Change 2960782 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2960885 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961170 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961171 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961173 on 2016/04/29 by Jamie.Dale
Removed some inline duplication on the specialized template functions
#jira UE-12096
Change 2963124 on 2016/05/02 by Jamie.Dale
FExternalDragOperation can now contain both text and file data at the same time
This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time.
#jira UE-26585
Change 2963175 on 2016/05/02 by Jamie.Dale
Updated some font editor tooltips to be more descriptive
#jira UE-17429
Change 2963290 on 2016/05/02 by Jamie.Dale
The Localise UAT command can now be run with a null localisation provider
Change 2963305 on 2016/05/02 by Jamie.Dale
Fixed minor typo
Change 2963402 on 2016/05/02 by Jamie.Dale
Cleaned up all the current localization key conflicts and warnings from gathering Engine code
#jira UE-25833
Change 2963415 on 2016/05/02 by Jamie.Dale
Rephrased a message that could generate a CIS warning
#jira UE-25833
Change 2964184 on 2016/05/03 by Jamie.Dale
Fixed duplicate "Font" entry in asset picker menu
This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI.
We also now make sure the factories are sorted by display name before being shown in the UI.
#jira UE-24903
Change 2966108 on 2016/05/04 by Nick.Darnell
Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules.
Change 2966113 on 2016/05/04 by Nick.Darnell
[Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine. This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game. Therefore, UGameEngine now tells the GameInstance to Start during this phase now.
Change 2966121 on 2016/05/04 by Jamie.Dale
Config writing improvements when dealing with property values
This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted.
This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it.
FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case.
UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge).
Change 2966122 on 2016/05/04 by Jamie.Dale
Added a setting to control dialogue wave audio filenames
Change 2966481 on 2016/05/04 by Jamie.Dale
PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)
Change 2966887 on 2016/05/04 by Jamie.Dale
PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)
Change 2967488 on 2016/05/05 by Ben.Marsh
Changes to support packaging plugins from the editor.
* UBT now has an option to explicitly disable hot-reloading in any circumstances.
* When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game).
* When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory.
* An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present.
Change 2967947 on 2016/05/05 by Nick.Darnell
PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic)
#jira UE-30371
Change 2968333 on 2016/05/05 by Jamie.Dale
Fixed MultiLine not working with arrays of string or text properties
- The detail customizations for FString and FText properties now read the meta-data off the correct property.
- The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties.
- Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor.
- Fixed the default values panel in the UDS editor having a title area.
#jira UE-30392
Change 2968999 on 2016/05/06 by Jamie.Dale
Fixed infinite loop in the editor if a directory that is being watched is deleted
#jira UE-30172
Change 2969105 on 2016/05/06 by Richard.TalbotWatkin
Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action.
#jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option
Change 2969440 on 2016/05/06 by Jamie.Dale
Significant performance improvements when pasting a large amount of text
#jira UE-19712
Change 2969619 on 2016/05/06 by Andrew.Rodham
Auto-reimport is now disabled inside an editor running in unattended mode
Change 2969621 on 2016/05/06 by Jamie.Dale
Added the ability to override the subtitle used on a dialogue wave
This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player.
#jira UETOOL-795
Change 2970588 on 2016/05/09 by Chris.Wood
Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic()
[UE-26958] - GitHub 2056 : Fixing typo in the operator
#2056
Change 2971151 on 2016/05/09 by Chris.Wood
Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful.
[UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result.
[UE-26575] - GitHub 2030 : Add error-severity message to log on ensure.
PR #2030
Change 2971267 on 2016/05/09 by Alexis.Matte
Wrong parameter when calling GetImportOptions
#jira UE-30299
Change 2972073 on 2016/05/10 by Richard.TalbotWatkin
Fixed UModel methods which make surfaces as modified.
#jira UE-28831 - Unable to undo material placement on BSP
Change 2972329 on 2016/05/10 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2972887 on 2016/05/10 by Alexis.Matte
#jira UE-30167
We now import the geometric transform also when we uncheck the absolute transform in the vertex.
Change 2973664 on 2016/05/11 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2973717 on 2016/05/11 by Nick.Darnell
Fixing compiler issues from main merge.
#jira UE-30590
Change 2973846 on 2016/05/11 by Jamie.Dale
Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue
These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).
The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.
This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).
Change 2973847 on 2016/05/11 by Jamie.Dale
Changing the loading phase in the localization dashboard now writes to the default config
#jira UE-30482
Change 2973866 on 2016/05/11 by Jamie.Dale
Deprecated some functions that were taking an unused position.
These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.
- FViewportFrame::ResizeFrame
- FSceneViewport::ResizeFrame
- FSceneViewport::ResizeViewport
[CL 2973886 by Nick Darnell in Main branch]
2016-05-11 11:05:13 -04:00
FSlateIcon UK2Node_InputAxisKeyEvent : : GetIconAndTint ( FLinearColor & OutColor ) const
2014-03-14 14:13:41 -04:00
{
2022-05-09 13:12:28 -04:00
return FSlateIcon ( FAppStyle : : GetAppStyleSetName ( ) , EKeys : : GetMenuCategoryPaletteIcon ( AxisKey . GetMenuCategory ( ) ) ) ;
2014-03-14 14:13:41 -04:00
}
void UK2Node_InputAxisKeyEvent : : RegisterDynamicBinding ( UDynamicBlueprintBinding * BindingObject ) const
{
UInputAxisKeyDelegateBinding * InputAxisKeyBindingObject = CastChecked < UInputAxisKeyDelegateBinding > ( BindingObject ) ;
FBlueprintInputAxisKeyDelegateBinding Binding ;
Binding . AxisKey = AxisKey ;
Binding . bConsumeInput = bConsumeInput ;
Binding . bExecuteWhenPaused = bExecuteWhenPaused ;
Binding . bOverrideParentBinding = bOverrideParentBinding ;
Binding . FunctionNameToBind = CustomFunctionName ;
InputAxisKeyBindingObject - > InputAxisKeyDelegateBindings . Add ( Binding ) ;
2014-04-02 18:09:23 -04:00
}
2014-08-04 12:39:34 -04:00
bool UK2Node_InputAxisKeyEvent : : IsCompatibleWithGraph ( const UEdGraph * TargetGraph ) const
2014-04-02 18:09:23 -04:00
{
// By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below)
2014-08-04 12:39:34 -04:00
bool bIsCompatible = false ;
2020-08-11 01:36:57 -04:00
2014-08-04 12:39:34 -04:00
// Find the Blueprint that owns the target graph
UBlueprint * Blueprint = FBlueprintEditorUtils : : FindBlueprintForGraph ( TargetGraph ) ;
2014-08-21 18:50:33 -04:00
if ( Blueprint ! = nullptr )
2014-04-02 18:09:23 -04:00
{
2022-01-06 16:44:09 +00:00
bIsCompatible = Blueprint & & Blueprint - > SupportsInputEvents ( ) ;
2014-04-02 18:09:23 -04:00
}
2014-08-21 18:50:33 -04:00
UEdGraphSchema_K2 const * K2Schema = Cast < UEdGraphSchema_K2 > ( TargetGraph - > GetSchema ( ) ) ;
bool const bIsConstructionScript = ( K2Schema ! = nullptr ) ? K2Schema - > IsConstructionScript ( TargetGraph ) : false ;
bIsCompatible & = ! bIsConstructionScript ;
2014-08-04 12:39:34 -04:00
return bIsCompatible & & Super : : IsCompatibleWithGraph ( TargetGraph ) ;
2014-04-02 18:09:23 -04:00
}
2014-07-14 13:19:37 -04:00
2014-08-23 20:16:29 -04:00
void UK2Node_InputAxisKeyEvent : : GetMenuActions ( FBlueprintActionDatabaseRegistrar & ActionRegistrar ) const
2014-07-14 13:19:37 -04:00
{
TArray < FKey > AllKeys ;
EKeys : : GetAllKeys ( AllKeys ) ;
2014-09-10 17:09:26 -04:00
auto CustomizeInputNodeLambda = [ ] ( UEdGraphNode * NewNode , bool bIsTemplateNode , FKey Key )
{
UK2Node_InputAxisKeyEvent * InputNode = CastChecked < UK2Node_InputAxisKeyEvent > ( NewNode ) ;
InputNode - > Initialize ( Key ) ;
} ;
2020-08-11 01:36:57 -04:00
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
2014-09-17 17:07:37 -04:00
// type disappears, then the action should go with it)
UClass * ActionKey = GetClass ( ) ;
2020-08-11 01:36:57 -04:00
// to keep from needlessly instantiating a UBlueprintNodeSpawner (and
// iterating over keys), first check to make sure that the registrar is
// looking for actions of this type (could be regenerating actions for a
// specific asset, and therefore the registrar would only accept actions
2015-06-18 13:40:47 -04:00
// corresponding to that asset)
if ( ActionRegistrar . IsOpenForRegistration ( ActionKey ) )
2014-07-14 13:19:37 -04:00
{
2020-08-11 01:36:57 -04:00
for ( const FKey & Key : AllKeys )
2014-07-14 13:19:37 -04:00
{
2020-08-11 01:36:57 -04:00
if ( ! Key . IsBindableInBlueprints ( ) | | ! Key . IsAxis1D ( ) )
2015-06-18 13:40:47 -04:00
{
continue ;
}
UBlueprintNodeSpawner * NodeSpawner = UBlueprintNodeSpawner : : Create ( GetClass ( ) ) ;
check ( NodeSpawner ! = nullptr ) ;
NodeSpawner - > CustomizeNodeDelegate = UBlueprintNodeSpawner : : FCustomizeNodeDelegate : : CreateStatic ( CustomizeInputNodeLambda , Key ) ;
ActionRegistrar . AddBlueprintAction ( ActionKey , NodeSpawner ) ;
2014-07-14 13:19:37 -04:00
}
}
}
FText UK2Node_InputAxisKeyEvent : : GetMenuCategory ( ) const
{
2015-05-06 13:57:18 -04:00
static TMap < FName , FNodeTextCache > CachedCategories ;
2014-09-04 13:00:27 -04:00
2015-05-06 13:57:18 -04:00
const FName KeyCategory = AxisKey . GetMenuCategory ( ) ;
const FText SubCategoryDisplayName = FText : : Format ( LOCTEXT ( " EventsCategory " , " {0} Events " ) , EKeys : : GetMenuCategoryDisplayName ( KeyCategory ) ) ;
FNodeTextCache & NodeTextCache = CachedCategories . FindOrAdd ( KeyCategory ) ;
2014-09-04 13:00:27 -04:00
2015-05-06 13:57:18 -04:00
if ( NodeTextCache . IsOutOfDate ( this ) )
2014-09-04 13:00:27 -04:00
{
// FText::Format() is slow, so we cache this to save on performance
2015-05-06 13:57:18 -04:00
NodeTextCache . SetCachedText ( FEditorCategoryUtils : : BuildCategoryString ( FCommonEditorCategory : : Input , SubCategoryDisplayName ) , this ) ;
2014-09-04 13:00:27 -04:00
}
2015-05-06 13:57:18 -04:00
return NodeTextCache ;
2014-07-14 13:19:37 -04:00
}
2014-09-17 17:07:37 -04:00
FBlueprintNodeSignature UK2Node_InputAxisKeyEvent : : GetSignature ( ) const
{
FBlueprintNodeSignature NodeSignature = Super : : GetSignature ( ) ;
NodeSignature . AddKeyValue ( AxisKey . ToString ( ) ) ;
return NodeSignature ;
}
2014-07-14 13:19:37 -04:00
# undef LOCTEXT_NAMESPACE