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UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/SGraphNodeComment.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
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 "CoreMinimal.h"
#include "Styling/SlateColor.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Layout/SlateRect.h"
#include "Input/Reply.h"
#include "SNodePanel.h"
#include "SGraphNodeResizable.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
class UEdGraphNode_Comment;
class SCommentBubble;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
class GRAPHEDITOR_API SGraphNodeComment : public SGraphNodeResizable
{
public:
SLATE_BEGIN_ARGS(SGraphNodeComment){}
SLATE_END_ARGS()
//~ Begin SWidget Interface
virtual FReply OnMouseButtonDoubleClick( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent ) override;
virtual FReply OnMouseButtonUp( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
virtual FReply OnDrop( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
virtual void OnDragEnter( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
//~ End SWidget Interface
//~ Begin SNodePanel::SNode Interface
virtual const FSlateBrush* GetShadowBrush(bool bSelected) const override;
virtual void GetOverlayBrushes(bool bSelected, const FVector2D WidgetSize, TArray<FOverlayBrushInfo>& Brushes) const override;
virtual bool ShouldAllowCulling() const override { return true; }
virtual int32 GetSortDepth() const override;
virtual void EndUserInteraction() const override;
virtual FString GetNodeComment() const override;
//~ End SNodePanel::SNode Interface
//~ Begin SPanel Interface
virtual FVector2D ComputeDesiredSize(float) const override;
//~ End SPanel Interface
//~ Begin SGraphNode Interface
virtual bool IsNameReadOnly() const override;
virtual FSlateColor GetCommentColor() const override { return GetCommentBodyColor(); }
//~ End SGraphNode Interface
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
void Construct( const FArguments& InArgs, UEdGraphNode_Comment* InNode );
/** return if the node can be selected, by pointing given location */
virtual bool CanBeSelected( const FVector2D& MousePositionInNode ) const override;
/** return size of the title bar */
virtual FVector2D GetDesiredSizeForMarquee() const override;
/** return rect of the title bar */
virtual FSlateRect GetTitleRect() const override;
protected:
//~ Begin SGraphNode Interface
virtual void UpdateGraphNode() override;
virtual void PopulateMetaTag(class FGraphNodeMetaData* TagMeta) const override;
/**
* Helper method to update selection state of comment and any nodes 'contained' within it
* @param bSelected If true comment is being selected, false otherwise
* @param bUpdateNodesUnderComment If true then force the rebuild of the list of nodes under the comment
*/
void HandleSelection(bool bIsSelected, bool bUpdateNodesUnderComment = false) const;
/** Helper function to determine if a node is under this comment widget or not */
virtual bool IsNodeUnderComment(UEdGraphNode_Comment* InCommentNode, const TSharedRef<SGraphNode> InNodeWidget) const;
/** called when user is moving the comment node */
virtual void MoveTo(const FVector2D& NewPosition, FNodeSet& NodeFilter, bool bMarkDirty = true) override;
//~ Begin SGraphNodeResizable Interface
Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor. #TTP 312311 - ROCKET: TASK: Add a "Documentation Node" #Branch UE4 #Proj BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle #Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this. #Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus. #Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus. #Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus. #Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp. #Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode #Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present. #Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget. #Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired. #Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced. #Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes. #Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation. #Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code. #Change Added a documentation specific details customisation so the excerpts can be displayed as combo button. #Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor. ReviewedBy Chris.Wood, Mike.Beach [CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00
virtual float GetTitleBarHeight() const override;
virtual FSlateRect GetHitTestingBorder() const override;
Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor. #TTP 312311 - ROCKET: TASK: Add a "Documentation Node" #Branch UE4 #Proj BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle #Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this. #Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus. #Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus. #Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus. #Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp. #Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode #Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present. #Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget. #Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired. #Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced. #Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes. #Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation. #Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code. #Change Added a documentation specific details customisation so the excerpts can be displayed as combo button. #Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor. ReviewedBy Chris.Wood, Mike.Beach [CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00
virtual FVector2D GetNodeMaximumSize() const override;
//~ Begin SGraphNodeResizable Interface
Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor. #TTP 312311 - ROCKET: TASK: Add a "Documentation Node" #Branch UE4 #Proj BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle #Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this. #Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus. #Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus. #Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus. #Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp. #Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode #Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present. #Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget. #Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired. #Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced. #Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes. #Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation. #Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code. #Change Added a documentation specific details customisation so the excerpts can be displayed as combo button. #Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor. ReviewedBy Chris.Wood, Mike.Beach [CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00
/** @return the color to tint the comment body */
FSlateColor GetCommentBodyColor() const;
/** @return the color to tint the title bar */
FSlateColor GetCommentTitleBarColor() const;
/** @return the color to tint the comment bubble */
FSlateColor GetCommentBubbleColor() const;
private:
/** Returns the width to wrap the text of the comment at */
float GetWrapAt() const;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
/** The comment bubble widget (used when zoomed out) */
TSharedPtr<SCommentBubble> CommentBubble;
/** The current selection state of the comment */
mutable bool bIsSelected;
/** the title bar, needed to obtain it's height */
TSharedPtr<SBorder> TitleBar;
protected:
/** cached comment title */
FString CachedCommentTitle;
/** cached font size */
int32 CachedFontSize;
/** Was the bubble desired to be visible last frame? */
mutable bool bCachedBubbleVisibility;
private:
/** cached comment title */
int32 CachedWidth;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
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