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UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/KismetNodes/SGraphNodeMakeStruct.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
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 "KismetNodes/SGraphNodeMakeStruct.h"
#include "Widgets/SBoxPanel.h"
#include "Widgets/Images/SImage.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Input/SComboBox.h"
#include "SGraphPin.h"
#include "EdGraphSchema_K2.h"
#include "K2Node.h"
#include "K2Node_MakeStruct.h"
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
#include "NodeFactory.h"
#include "ScopedTransaction.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"
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
#define LOCTEXT_NAMESPACE "SGraphNodeMakeStruct"
// Enable this option to allow for the deprecated states to be selectable options in the dropdown.
// Warning: These states are no longer being supported but were possible states for optional pins prior to 4.11
#define ALLOW_DEPRECATED_STATES 0
class SOptionalPinStateView : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SOptionalPinStateView) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, UEdGraphPin* InPin, FOptionalPinFromProperty& InPropertyEntry);
protected:
/** Generates items for the ComboBox's list */
TSharedRef<SWidget> OnGenerateWidget(TSharedPtr<FOptionalPinOverrideState> InItem);
/** Callback for display of the current icon for the pin's status */
const FSlateBrush* GetPinOverrideIcon(FOptionalPinFromProperty* InPropertyEntry) const;
/** Callback for display of the current icon color for the pin's status */
FLinearColor GetPinOverrideIconColor(FOptionalPinFromProperty* InPropertyEntry) const;
/**
* Updates the optional pin's data with the current selection (cached)
*
* @param InGraphPin The pin being updated
* @param InPropertyEntry The optional pin data associated with the pin
*/
void UpdateOptionalPin(UEdGraphPin* InGraphPin, FOptionalPinFromProperty* InPropertyEntry);
/**
* Callback after selecting a new item in the ComboBox
*
* @param InItem Selected item
* @param InSelectInfo Info about the method of selection
* @param InGraphPin The pin being updated
* @param InPropertyEntry The optional pin data associated with the pin
*/
void OnOverrideStateSelected(TSharedPtr<FOptionalPinOverrideState> InItem, ESelectInfo::Type InSelectInfo, UEdGraphPin* InGraphPin, FOptionalPinFromProperty* InPropertyEntry);
/**
* Toggle button's selection event.
*
* @param InGraphPin The pin being updated
* @param InPropertyEntry The optional pin data associated with the pin
*/
FReply OnOverrideStateToggled(UEdGraphPin* InGraphPin, FOptionalPinFromProperty* InPropertyEntry);
/**
* Retrieves the icon for display of the current status of the optional pin
*
* @param bInIsOverrideEnabled TRUE if the optional pin's override is enabled
* @param bInIsSetValuePinVisible TRUE if the optional pin's value pin is visible
* @param bInIsOverridePinVisible TRUE if the optional pin's override is visible
* @param OutBrush Returns the brush
*/
void GetIconForOptionalPinOverrideState(bool bInIsOverrideEnabled, bool bIsSetValuePinVisible, bool bInIsOverridePinVisible, const FSlateBrush*& OutBrush) const;
/**
* Retrieves the icon's color for display of the current status of the optional pin
*
* @param bInIsOverrideEnabled TRUE if the optional pin's override is enabled
* @param bInIsSetValuePinVisible TRUE if the optional pin's value pin is visible
* @param bInIsOverridePinVisible TRUE if the optional pin's override is visible
* @param OutColor Returns the color
*/
void GetIconColorForOptionalPinOverrideState(bool bInIsOverrideEnabled, bool bIsSetValuePinVisible, bool bInIsOverridePinVisible, FLinearColor& OutColor) const;
/** Generates the selection widget, either a SComboBox or an SButton, used to select valid states for the pin */
TSharedRef<SWidget> CreateSelectionWidget(UEdGraphPin* InPin, FOptionalPinFromProperty& InPropertyEntry, TSharedPtr<FOptionalPinOverrideState> InInitiallySelectedItem);
/** Returns the current tooltip for the status of the pin */
FText GetCurrentTooltip() const;
protected:
/** Wrapper widget that holds either the SComboBox or the SButton based on the number of items allowed for selection */
TWeakPtr<SBox> WrapperWidget;
/** The Blueprint that is being targetted by this optional pin change */
UBlueprint* TargetBlueprint;
/** The current item selected for this optional pin, used for displaying tooltips */
TSharedPtr<FOptionalPinOverrideState> CurrentSelection;
/** List of items available for selection by this pin */
TArray<TSharedPtr<FOptionalPinOverrideState>> ListItems;
};
void SOptionalPinStateView::Construct(const FArguments& InArgs, UEdGraphPin* InPin, FOptionalPinFromProperty& InPropertyEntry)
{
UK2Node_MakeStruct* SetFieldsNode = CastChecked<UK2Node_MakeStruct>(InPin->GetOwningNode());
TargetBlueprint = SetFieldsNode->GetBlueprint();
TArray<TSharedPtr<FOptionalPinOverrideState>> AllListItems;
FOptionalPinOverrideState CurrentState(FText::GetEmpty(), FText::GetEmpty(), InPropertyEntry.bIsOverridePinVisible, InPropertyEntry.bIsOverrideEnabled, InPropertyEntry.bIsSetValuePinVisible);
TSharedPtr<FOptionalPinOverrideState> NoOverrideNoValue = MakeShareable(new FOptionalPinOverrideState(
LOCTEXT("DisableOverride", "Disable Override"),
LOCTEXT("DisableOverride_Tooltip", "Disables the override value from being used without modifying the value stored in the struct."),
true, false, false));
if (SetFieldsNode->GetClass() != UK2Node_MakeStruct::StaticClass() || ALLOW_DEPRECATED_STATES)
{
ListItems.Add(NoOverrideNoValue);
}
else
{
AllListItems.Add(NoOverrideNoValue);
}
ListItems.Add(MakeShareable(new FOptionalPinOverrideState(
LOCTEXT("EnableOverride", "Override"),
LOCTEXT("EnableOverride_Tooltip", "Enables the override to use the value currently stored in the struct."),
true, true, false)));
ListItems.Add(MakeShareable(new FOptionalPinOverrideState(
LOCTEXT("EnableOverrideSetValue", "Override and Set Value"),
LOCTEXT("EnableOverrideSetValue_Tooltip", "Overrides and updates the value in the struct."),
true, true, true)));
#if ALLOW_DEPRECATED_STATES == 0
AllListItems.Append(ListItems);
#endif
// Can enable the extra two states that were previously supported when the override and value were two separate pins. This functionality is not officially supported anymore and will incur warnings.
AllListItems.Add(MakeShareable(new FOptionalPinOverrideState(
LOCTEXT("SetValue", "Set Value"),
LOCTEXT("SetValue_Tooltip", "Updates only the value inside the struct without changing whether the override is enabled or not.\nWarning: This setting is no longer a supported workflow and it is advised that you refactor your Blueprint to not use it!"),
false, false, true)));
AllListItems.Add(MakeShareable(new FOptionalPinOverrideState(
LOCTEXT("DisableOverrideSetValue", "Disable Override and Set Value"),
LOCTEXT("DisableOverrideSetValue_Tooltip", "Disables the override and updates the stored value.\nWarning: This setting is no longer a supported workflow and it is advised that you refactor your Blueprint to not use it!"),
true, false, true)));
#if ALLOW_DEPRECATED_STATES
ListItems.Append(AllListItems);
#endif
TSharedPtr<FOptionalPinOverrideState> InitiallySelectedItem;
for (TSharedPtr<FOptionalPinOverrideState> State : AllListItems)
{
if (CurrentState == *State.Get())
{
CurrentSelection = State;
if (ListItems.Find(CurrentSelection) != INDEX_NONE)
{
InitiallySelectedItem = CurrentSelection;
}
break;
}
}
ChildSlot
[
SAssignNew(WrapperWidget, SBox)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
CreateSelectionWidget(InPin, InPropertyEntry, InitiallySelectedItem)
]
];
}
TSharedRef<SWidget> SOptionalPinStateView::CreateSelectionWidget(UEdGraphPin* InPin, FOptionalPinFromProperty& InPropertyEntry, TSharedPtr<FOptionalPinOverrideState> InInitiallySelectedItem)
{
if (ListItems.Num() > 2 || ListItems.Find(InInitiallySelectedItem) == INDEX_NONE)
{
return
SNew(SComboBox<TSharedPtr<FOptionalPinOverrideState>>)
.ButtonStyle(FAppStyle::Get(), "NoBorder")
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
.ForegroundColor(FLinearColor::White)
.ContentPadding(FMargin(0.0f, 0.0f, 0.0f, 0.0f))
.OptionsSource(&ListItems)
.InitiallySelectedItem(InInitiallySelectedItem)
.OnGenerateWidget(this, &SOptionalPinStateView::OnGenerateWidget)
.OnSelectionChanged(this, &SOptionalPinStateView::OnOverrideStateSelected, InPin, &InPropertyEntry)
[
SNew(SBorder)
.Padding(0.0f)
.BorderImage(FAppStyle::GetBrush("NoBorder"))
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
.ColorAndOpacity(this, &SOptionalPinStateView::GetPinOverrideIconColor, &InPropertyEntry)
[
SNew(SImage)
.Image(this, &SOptionalPinStateView::GetPinOverrideIcon, &InPropertyEntry)
.ToolTipText(this, &SOptionalPinStateView::GetCurrentTooltip)
]
];
}
return
SNew(SButton)
.ButtonStyle(FAppStyle::Get(), "NoBorder")
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
.OnClicked(this, &SOptionalPinStateView::OnOverrideStateToggled, InPin, &InPropertyEntry)
.ContentPadding(FMargin(0.0f, 0.0f, 0.0f, 0.0f))
[
SNew(SBorder)
.Padding(0.0f)
.BorderImage(FAppStyle::GetBrush("NoBorder"))
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
.ColorAndOpacity(this, &SOptionalPinStateView::GetPinOverrideIconColor, &InPropertyEntry)
[
SNew(SImage)
.Image(this, &SOptionalPinStateView::GetPinOverrideIcon, &InPropertyEntry)
.ToolTipText(this, &SOptionalPinStateView::GetCurrentTooltip)
]
];
}
TSharedRef<SWidget> SOptionalPinStateView::OnGenerateWidget(TSharedPtr<FOptionalPinOverrideState> InItem)
{
const FSlateBrush* Brush = nullptr;
FLinearColor Color = FColor(64, 64, 64).ReinterpretAsLinear();
GetIconForOptionalPinOverrideState(InItem->bIsOverrideEnabled, InItem->bIsValuePinVisible, InItem->bIsOverridePinVisible, Brush);
GetIconColorForOptionalPinOverrideState(InItem->bIsOverrideEnabled, InItem->bIsValuePinVisible, InItem->bIsOverridePinVisible, Color);
return
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
.HAlign(HAlign_Left)
[
SNew(SBorder)
.Padding(0.0f)
.BorderImage(FAppStyle::GetBrush("NoBorder"))
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
.ColorAndOpacity(Color)
[
SNew(SImage)
.Image(Brush)
.ToolTipText(InItem->TooltipText)
]
]
+ SHorizontalBox::Slot()
.AutoWidth()
.HAlign(HAlign_Left)
[
SNew(STextBlock)
.Text(InItem->DisplayText)
.ToolTipText(InItem->TooltipText)
];
}
void SOptionalPinStateView::GetIconForOptionalPinOverrideState(bool bInIsOverrideEnabled, bool bIsSetValuePinVisible, bool bInIsOverridePinVisible, const FSlateBrush*& OutBrush) const
{
const FSlateBrush* Brush = nullptr;
if (!bInIsOverridePinVisible || (bInIsOverridePinVisible && !bInIsOverrideEnabled && bIsSetValuePinVisible))
{
Brush = FAppStyle::GetBrush("Icons.Warning");
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
}
else if (!bInIsOverrideEnabled && !bIsSetValuePinVisible)
{
Brush = FAppStyle::GetBrush("Kismet.VariableList.HideForInstance");
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
}
else
{
Brush = FAppStyle::GetBrush("Kismet.VariableList.ExposeForInstance");
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
}
OutBrush = Brush;
}
void SOptionalPinStateView::GetIconColorForOptionalPinOverrideState(bool bInIsOverrideEnabled, bool bIsSetValuePinVisible, bool bInIsOverridePinVisible, FLinearColor& OutColor) const
{
FLinearColor Color = FColor(64, 64, 64).ReinterpretAsLinear();
if (!bInIsOverridePinVisible || (bInIsOverridePinVisible && !bInIsOverrideEnabled && bIsSetValuePinVisible))
{
Color = FLinearColor::White;
}
else if (!bInIsOverrideEnabled && !bIsSetValuePinVisible)
{
}
else
{
if (bInIsOverrideEnabled && !bIsSetValuePinVisible)
{
Color = FColor(215, 219, 119).ReinterpretAsLinear();
}
else
{
Color = FColor(130, 219, 119).ReinterpretAsLinear();
}
}
OutColor = Color;
}
const FSlateBrush* SOptionalPinStateView::GetPinOverrideIcon(FOptionalPinFromProperty* InPropertyEntry) const
{
const FSlateBrush* Brush = nullptr;
GetIconForOptionalPinOverrideState(InPropertyEntry->bIsOverrideEnabled, InPropertyEntry->bIsSetValuePinVisible, InPropertyEntry->bIsOverridePinVisible, Brush);
return Brush;
}
FLinearColor SOptionalPinStateView::GetPinOverrideIconColor(FOptionalPinFromProperty* InPropertyEntry) const
{
FLinearColor Color = FColor(64, 64, 64).ReinterpretAsLinear();
GetIconColorForOptionalPinOverrideState(InPropertyEntry->bIsOverrideEnabled, InPropertyEntry->bIsSetValuePinVisible, InPropertyEntry->bIsOverridePinVisible, Color);
return Color;
}
void SOptionalPinStateView::UpdateOptionalPin(UEdGraphPin* InGraphPin, FOptionalPinFromProperty* InPropertyEntry)
{
InGraphPin->bNotConnectable = !CurrentSelection->bIsValuePinVisible;
InPropertyEntry->bIsOverrideEnabled = CurrentSelection->bIsOverrideEnabled;
InPropertyEntry->bIsSetValuePinVisible = CurrentSelection->bIsValuePinVisible;
InPropertyEntry->bIsOverridePinVisible = CurrentSelection->bIsOverridePinVisible;
InGraphPin->bDefaultValueIsIgnored = !InPropertyEntry->bIsSetValuePinVisible;
FBlueprintEditorUtils::MarkBlueprintAsModified(TargetBlueprint);
}
void SOptionalPinStateView::OnOverrideStateSelected(TSharedPtr<FOptionalPinOverrideState> InItem, ESelectInfo::Type InSelectInfo, UEdGraphPin* InGraphPin, FOptionalPinFromProperty* InPropertyEntry)
{
if (InItem.IsValid())
{
FScopedTransaction ScopedTransaction(LOCTEXT("PinOverrideStateChanged", "Pin Override State Changed"));
InGraphPin->GetOwningNode()->Modify();
InGraphPin->Modify();
CurrentSelection = InItem;
UpdateOptionalPin(InGraphPin, InPropertyEntry);
if (ListItems.Num() == 2 && ListItems.Find(CurrentSelection) != INDEX_NONE)
{
WrapperWidget.Pin()->SetContent(CreateSelectionWidget(InGraphPin, *InPropertyEntry, CurrentSelection));
}
}
}
FReply SOptionalPinStateView::OnOverrideStateToggled(UEdGraphPin* InGraphPin, FOptionalPinFromProperty* InPropertyEntry)
{
FScopedTransaction ScopedTransaction(LOCTEXT("PinOverrideStateChanged", "Pin Override State Changed"));
InGraphPin->GetOwningNode()->Modify();
InGraphPin->Modify();
if (CurrentSelection == ListItems[0])
{
CurrentSelection = ListItems[1];
}
else
{
CurrentSelection = ListItems[0];
}
UpdateOptionalPin(InGraphPin, InPropertyEntry);
return FReply::Handled();
}
FText SOptionalPinStateView::GetCurrentTooltip() const
{
if (CurrentSelection.IsValid())
{
return CurrentSelection->TooltipText;
}
return FText::GetEmpty();
}
//////////////////////////////////////////////////////////////////////////
// SGraphNodeMakeStruct
void SGraphNodeMakeStruct::Construct(const FArguments& InArgs, UK2Node_MakeStruct* InNode)
{
GraphNode = InNode;
SetCursor( EMouseCursor::CardinalCross );
UpdateGraphNode();
}
TSharedPtr<SGraphPin> SGraphNodeMakeStruct::CreatePinWidget(UEdGraphPin* Pin) const
{
UK2Node_MakeStruct* SetFieldsNode = CastChecked<UK2Node_MakeStruct>(GetNodeObj());
TSharedPtr<SGraphPin> ResultPin = FNodeFactory::CreatePinWidget(Pin);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
if (!Pin->PinType.bIsReference && Pin->PinType.PinCategory != UEdGraphSchema_K2::PC_Exec && Pin->Direction != EGPD_Output)
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
{
FOptionalPinFromProperty ReturnedPropertyEntry;
for (FOptionalPinFromProperty& PropertyEntry : SetFieldsNode->ShowPinForProperties)
{
if (PropertyEntry.bHasOverridePin)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3623720 by Phillip.Kavan #jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build. Change summary: - Temporarily excluded all AnimBP assets from nativization as a workaround. Change 3626305 by Phillip.Kavan #jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default. Change 3629145 by Marc.Audy Don't hide developer nativization tool behind ini Change 3630849 by Marc.Audy Fix nativization uncompilable code when using a non-referenceable term in a switch statement. #jira UE-44085 Change 3631037 by Marc.Audy (4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it #jira UE-49440 Change 3631206 by Marc.Audy Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT("")) Change 3631232 by Marc.Audy Remove outdated diagnostic code throwing false positives #jira UE-47986 Change 3631573 by Marc.Audy Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's' Change 3633168 by Lukasz.Furman fixed behavior tree changing its state during latent abort, modified order of operations during abort to: abort & wait -> change aux nodes -> execute Change 3633609 by Marc.Audy Don't get unneeded string Change 3633691 by Marc.Audy Fix copy-pasting of a collapsed graph containing a map input losing the value type #jira UE-49517 Change 3633967 by Ben.Zeigler Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript Fixed a few other fields to be private that were accidentally made public in 4.17 Change 3633984 by Michael.Noland Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links Change 3634464 by Ben.Zeigler Header cleanups for Pawn, Controller, Character, and PlayerController Change 3636858 by Marc.Audy In preview worlds don't display the light error sprite #jira UE-49555 Change 3636903 by Marc.Audy Fix numerous issues with copy/pasting editable pin bases #jira UE-49532 Change 3638898 by Marc.Audy Allow right-click creation of local variables in blueprint function libraries #jira UE-49590 Change 3639086 by Marc.Audy PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin) #jira UE-49591 Change 3639445 by Marc.Audy Fix mistaken override and virtual markup on niagara schema function. Change 3641202 by Marc.Audy (4.17.2) Fix crash undoing pin changes with split pins #jira UE-49634 Change 3643825 by Marc.Audy (4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted #jira UE-49756 Change 3645110 by mason.seay Fixed up QA-ClickHUD map so it's usable and makes more sense Change 3646428 by Dan.Oconnor Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data #jira None Change 3647298 by Marc.Audy PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist) #jira UE-49748 Change 3647815 by Marc.Audy Minor performance improvements Change 3648931 by Lina.Halper #Compiler : fixed so that each type of BP can provide module info, and compiler info - Moved out AnimBlueprint Compiler - Refactored WidgetBlueprint - DUPE - Merging using ControlRig_Dev-Framework Change 3654310 by Marc.Audy Shrink USkinnedMeshComponent 64 bytes Shrink USkeletalMeshComponent 224 bytes (160 bytes internal) Change 3654636 by Lina.Halper Fix crashing on shutdown #jira: UE-50004 Change 3654960 by Lina.Halper - Fix with automation test of creation/duplication - Fixed shut down crash with editor again due to uobject GCed #jira: UE-50028 Change 3655023 by Ben.Zeigler #jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag Change 3655426 by Ben.Zeigler #jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them Change 3657627 by Ben.Zeigler #jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction Change 3662086 by Mieszko.Zielinski Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4 This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList #jira UE-50101 Change 3662294 by Ben.Zeigler Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check Change 3662825 by Mieszko.Zielinski Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4 there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no Change 3664424 by Marc.Audy UE-50076 test assets #rb none #rnx Change 3664441 by Mieszko.Zielinski PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist) Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated. Change 3664506 by Phillip.Kavan #jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets. Change summary: - UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization. - UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths. - UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished. - UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option). - UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed. - UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead. - UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead. - UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file. - UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file. - UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first). - UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness. - UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed. - UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc. - UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file. - UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string. - UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>. - UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin. - UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed). - UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed). - UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it. - UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished. - UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag. - UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed. - UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context. - UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail. - UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT). - UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders. Notes: - After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release). - Advanced users and build engineers can override this value per task. Instructions to do that are as follows: - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line. - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly. - We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT. - We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above). Change 3665061 by Phillip.Kavan Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum. Mirrored from //UE4/Release-4.18 (CL# 3664993). #3969 #jira UE-49233 Change 3665108 by Marc.Audy (4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted + additional code cleanup #jira UE-50076 Change 3665114 by Marc.Audy Minor change that could potentially improve performance in some cases Change 3665410 by Mieszko.Zielinski Fixed naming of Vislog's BP API #UE4 Change 3665634 by Ben.Zeigler #jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk Change 3666970 by Phillip.Kavan Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8. #jira UE-46814 Change 3667058 by Phillip.Kavan Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage. Mirrored from //UE4/Release-4.18 (CL# 3667043). #jira UE-50403 Change 3667150 by Mieszko.Zielinski PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM) Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend. #jira UE-50249 Change 3667152 by Mieszko.Zielinski PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM) #jira UE-50298 Change 3667166 by Mieszko.Zielinski Fixed FRichCurve baking so that it doesn't loose its curvature #UE4 Also, added some baking sanity checking (like if the range is larger than a single point). Change 3668025 by Dan.Oconnor Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed #jira UE-50453 Change 3672063 by Ben.Zeigler #jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case Change 3672306 by Ben.Zeigler #jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it Change 3672683 by Marc.Audy Code cleanup Change 3672749 by Ben.Zeigler Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build Change 3672831 by Ben.Zeigler #jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId. Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project Change 3673551 by Ben.Zeigler #jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load Change 3675074 by mason.seay Test map for VisLog Testing Change 3675084 by Mieszko.Zielinski Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4 #jira UE-43430 Change 3676490 by Ben.Zeigler #jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset Change 3676579 by Lukasz.Furman fixed crash in behavior tree's search rollback Change 3676586 by Lukasz.Furman added local scope mode to behavior tree's composite nodes Change 3676587 by Ben.Zeigler Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case Add browse, use selected, and clear buttons, and make ID selector font the normal property font Change 3676715 by Lukasz.Furman changed order of behavior tree's aux node ticking Change 3676867 by Ben.Zeigler #jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early Change 3677892 by Ben.Zeigler Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites Change 3678247 by Marc.Audy Fix static analysis warning Change 3678357 by Ben.Zeigler #jira UE-50696 Add some container variables to diff test to track down crashes Change 3678385 by Ben.Zeigler #jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match Change 3678600 by Ben.Zeigler #jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference Change 3679075 by Dan.Oconnor Mirror 3679030 from Release-4.18 Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on #jira UE-48692 Change 3679087 by Dan.Oconnor Filter out unnecessary relink jobs from the compilation manager #jira None Change 3680221 by Ben.Zeigler #jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary Change 3680561 by Lukasz.Furman fixed unsafe StopTree calls in behavior tree #jira nope Change 3680788 by Ben.Zeigler Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind Change 3683001 by mason.seay Submitting various test maps and assets Change 3686837 by Mieszko.Zielinski Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion #jira UE-50857 Change 3688451 by Marc.Audy Fix up new material expression to work with String -> Name refactor Change 3689097 by Mason.Seay Test content for nativization and enum testing Change 3689106 by Mieszko.Zielinski Made NavMeshBoundsVolume react to undo in the editor #Orion #jira UE-51013 Change 3689347 by Mieszko.Zielinski Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4 Manual merge of CL#3689316 over from 4.18 #jira UE-51019 Change 3692524 by mason.seay Moved some assets to folder for org, fixed up redirectors Change 3692540 by mason.seay Renaming test maps so they are clearly indicated for testing nativization Change 3692577 by mason.seay Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed Change 3692724 by mason.seay Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps Change 3693184 by mason.seay Assets for testing nativization with structs Change 3693367 by mason.seay Improvements to test content Change 3695395 by Dan.Oconnor Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced #jira None Change 3695484 by Marc.Audy Fix sound cue connection drawing policy not getting returned. #jira UE-51032 Change 3695494 by mason.seay More test content for nativization testing Change 3697829 by Mieszko.Zielinski PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei) Change 3700541 by mason.seay Test map for containers with function bug Change 3703459 by Marc.Audy Remove poorly named InverseLerp Fix degenerate behavior returning bad value #jira UE-50295 Change 3703803 by Marc.Audy Clean up autos Minor improvement to ShouldGenerateCluster Change 3704496 by Mason.Seay More test content for testing nativization Change 3706314 by Marc.Audy PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar) #jira UE-50874 Change 3707502 by Mason.Seay Final changes to nativization test content (hopefully) Change 3709478 by Marc.Audy PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel) Same as CL# 3689702 implemented in Fortnite #jira UE-51453 Change 3709967 by Marc.Audy PR #4139: fixed a typo in a comment (Contributed by derekvanvliet) #jira UE-51372 Change 3709970 by Marc.Audy PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman) #jira UE-51495 Change 3709971 by Marc.Audy PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas) #jira UE-51492 Change 3710041 by Marc.Audy Minor code cleanup Change 3711223 by Phillip.Kavan Move some Blueprint nativization log spam into the verbose category. #jira UE-49770 Change 3713398 by Marc.Audy PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM) #jira UE-51517 Change 3713601 by Marc.Audy Fix merge error Change 3713994 by Marc.Audy (4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event. #jira UE-50738 Change 3714270 by Marc.Audy Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors #jira UE-51534 Change 3714406 by Marc.Audy Fix dumb inverted boolean check Change 3716594 by Dan.Oconnor Integrate 3681301 from 4.18 Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior #jira UE-50780, UE-51568 Change 3686450 by Marc.Audy PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString. CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither. CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters. Material Expressions now store input and output names as FName instead of FString FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString Most existing pin related functions using string have been deprecated. Change 3713796 by Marc.Audy Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not. IsTickable no longer a pure virtual (defaults to true). Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject. Change 3638554 by Marc.Audy Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected. Change 3676502 by Ben.Zeigler Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635 [CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
if (PropertyEntry.PropertyName == Pin->PinName)
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
{
TWeakPtr<SHorizontalBox> HorizontalPin = ResultPin->GetFullPinHorizontalRowWidget();
if (HorizontalPin.IsValid())
{
// Setup the pin's editable state to be dependent on whether the override is enabled
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
TAttribute<bool> IsEditableAttribute;
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
TAttribute<bool>::FGetter IsEditableGetter;
IsEditableGetter.BindSP(this, &SGraphNodeMakeStruct::IsPinEnabled, &PropertyEntry);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
IsEditableAttribute.Bind(IsEditableGetter);
ResultPin->SetIsEditable(IsEditableAttribute);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
HorizontalPin.Pin()->InsertSlot(1)
.Padding(0.0f, 0.0f, 2.0f, 0.0f)
[
SNew(SOptionalPinStateView, Pin, PropertyEntry)
];
}
break;
}
}
}
}
return ResultPin;
}
void SGraphNodeMakeStruct::CreatePinWidgets()
{
// Create Pin widgets for each of the pins.
for (int32 PinIndex = 0; PinIndex < GraphNode->Pins.Num(); ++PinIndex)
{
UEdGraphPin* CurPin = GraphNode->Pins[PinIndex];
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
if (ShouldPinBeHidden(CurPin))
{
AddPin(CreatePinWidget(CurPin).ToSharedRef());
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
}
}
bool SGraphNodeMakeStruct::IsPinEnabled(FOptionalPinFromProperty* InPropertyEntry) const
{
return InPropertyEntry->bIsSetValuePinVisible;
}
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
#undef LOCTEXT_NAMESPACE