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UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/MaterialGraphNode.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
MaterialGraphNode.cpp
=============================================================================*/
#include "UnrealEd.h"
#include "Materials/MaterialExpressionComponentMask.h"
#include "Materials/MaterialExpressionConstant.h"
#include "Materials/MaterialExpressionConstant2Vector.h"
#include "Materials/MaterialExpressionConstant3Vector.h"
#include "Materials/MaterialExpressionConstant4Vector.h"
#include "Materials/MaterialExpressionFontSample.h"
#include "Materials/MaterialExpressionFontSampleParameter.h"
#include "Materials/MaterialExpressionFunctionInput.h"
#include "Materials/MaterialExpressionFunctionOutput.h"
#include "Materials/MaterialExpressionMaterialFunctionCall.h"
#include "Materials/MaterialExpressionParameter.h"
#include "Materials/MaterialExpressionScalarParameter.h"
#include "Materials/MaterialExpressionStaticBool.h"
#include "Materials/MaterialExpressionStaticBoolParameter.h"
#include "Materials/MaterialExpressionTangentOutput.h"
#include "Materials/MaterialExpressionTextureBase.h"
#include "Materials/MaterialExpressionTextureCoordinate.h"
#include "Materials/MaterialExpressionTextureSample.h"
#include "Materials/MaterialExpressionTextureSampleParameter.h"
#include "Materials/MaterialExpressionTextureObject.h"
#include "Materials/MaterialExpressionTextureProperty.h"
#include "Materials/MaterialExpressionVectorParameter.h"
#include "Materials/MaterialExpressionViewProperty.h"
#include "Materials/MaterialFunction.h"
#include "MaterialEditorUtilities.h"
#include "MaterialEditorActions.h"
#include "GraphEditorActions.h"
#include "GraphEditorSettings.h"
#include "EditorClassUtils.h"
#include "GenericCommands.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "MaterialGraphNode"
/////////////////////////////////////////////////////
// UMaterialGraphNode
UMaterialGraphNode::UMaterialGraphNode(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bPreviewNeedsUpdate(false)
, bIsErrorExpression(false)
, bIsPreviewExpression(false)
{
}
void UMaterialGraphNode::PostCopyNode()
{
// Make sure the MaterialExpression goes back to being owned by the Material after copying.
ResetMaterialExpressionOwner();
}
FMaterialRenderProxy* UMaterialGraphNode::GetExpressionPreview()
{
return FMaterialEditorUtilities::GetExpressionPreview(GetGraph(), MaterialExpression);
}
void UMaterialGraphNode::RecreateAndLinkNode()
{
// Throw away the original pins
for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Pins[PinIndex];
Pin->Modify();
Pin->BreakAllPinLinks();
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
UEdGraphNode::DestroyPin(Pin);
}
Pins.Empty();
AllocateDefaultPins();
CastChecked<UMaterialGraph>(GetGraph())->LinkGraphNodesFromMaterial();
}
void UMaterialGraphNode::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.Property)
{
const FName PropertyName = PropertyChangedEvent.Property->GetFName();
if (PropertyName == FName(TEXT("NodeComment")))
{
if (MaterialExpression)
{
MaterialExpression->Modify();
MaterialExpression->Desc = NodeComment;
}
}
}
}
void UMaterialGraphNode::PostEditImport()
{
// Make sure this MaterialExpression is owned by the Material it's being pasted into.
ResetMaterialExpressionOwner();
}
void UMaterialGraphNode::PostDuplicate(bool bDuplicateForPIE)
{
Super::PostDuplicate(bDuplicateForPIE);
if (!bDuplicateForPIE)
{
CreateNewGuid();
}
}
bool UMaterialGraphNode::CanPasteHere(const UEdGraph* TargetGraph) const
{
if (Super::CanPasteHere(TargetGraph))
{
const UMaterialGraph* MaterialGraph = Cast<const UMaterialGraph>(TargetGraph);
if (MaterialGraph)
{
// Check whether we're trying to paste a material function into a function that depends on it
UMaterialExpressionMaterialFunctionCall* FunctionExpression = Cast<UMaterialExpressionMaterialFunctionCall>(MaterialExpression);
bool bIsValidFunctionExpression = true;
if (MaterialGraph->MaterialFunction
&& FunctionExpression
&& FunctionExpression->MaterialFunction
&& FunctionExpression->MaterialFunction->IsDependent(MaterialGraph->MaterialFunction))
{
bIsValidFunctionExpression = false;
}
if (bIsValidFunctionExpression && MaterialExpression && IsAllowedExpressionType(MaterialExpression->GetClass(), MaterialGraph->MaterialFunction != NULL))
{
return true;
}
}
}
return false;
}
FText UMaterialGraphNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
TArray<FString> Captions;
MaterialExpression->GetCaption(Captions);
if (TitleType == ENodeTitleType::EditableTitle)
{
return FText::FromString(GetParameterName());
}
else if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return FText::FromString(MaterialExpression->GetClass()->GetDescription());
}
else
{
// More useful to display multi line parameter captions in reverse order
// TODO: May have to choose order based on expression type if others need correct order
int32 CaptionIndex = Captions.Num() -1;
FTextBuilder NodeTitle;
NodeTitle.AppendLine(Captions[CaptionIndex]);
for (; CaptionIndex > 0; )
{
CaptionIndex--;
NodeTitle.AppendLine(Captions[CaptionIndex]);
}
if ( MaterialExpression->bShaderInputData && (MaterialExpression->bHidePreviewWindow || MaterialExpression->bCollapsed))
{
if (MaterialExpression->IsA<UMaterialExpressionTextureProperty>())
{
NodeTitle.AppendLine(LOCTEXT("TextureProperty", "Texture Property"));
}
else if (MaterialExpression->IsA<UMaterialExpressionViewProperty>())
{
NodeTitle.AppendLine(LOCTEXT("ViewProperty", "View Property"));
}
else
{
NodeTitle.AppendLine(LOCTEXT("InputData", "Input Data"));
}
}
if (bIsPreviewExpression)
{
NodeTitle.AppendLine();
NodeTitle.AppendLine(LOCTEXT("PreviewExpression", "Previewing"));
}
return NodeTitle.ToText();
}
}
FLinearColor UMaterialGraphNode::GetNodeTitleColor() const
{
UMaterial* Material = CastChecked<UMaterialGraph>(GetGraph())->Material;
if (bIsPreviewExpression)
{
// If we are currently previewing a node, its border should be the preview color.
return FColor( 70, 100, 200 );
}
const UGraphEditorSettings* Settings = GetDefault<UGraphEditorSettings>();
if (UsesBoolColour(MaterialExpression))
{
return Settings->BooleanPinTypeColor;
}
else if (UsesFloatColour(MaterialExpression))
{
return Settings->FloatPinTypeColor;
}
else if (UsesVectorColour(MaterialExpression))
{
return Settings->VectorPinTypeColor;
}
else if (UsesObjectColour(MaterialExpression))
{
return Settings->ObjectPinTypeColor;
}
else if (UsesEventColour(MaterialExpression))
{
return Settings->EventNodeTitleColor;
}
else if (MaterialExpression->IsA(UMaterialExpressionMaterialFunctionCall::StaticClass()))
{
// Previously FColor(0, 116, 255);
return Settings->FunctionCallNodeTitleColor;
}
else if (MaterialExpression->IsA(UMaterialExpressionFunctionOutput::StaticClass()))
{
// Previously FColor(255, 155, 0);
return Settings->ResultNodeTitleColor;
}
else if (MaterialExpression->IsA(UMaterialExpressionCustomOutput::StaticClass()))
{
// Previously FColor(255, 155, 0);
return Settings->ResultNodeTitleColor;
}
else if (UMaterial::IsParameter(MaterialExpression))
{
if (Material->HasDuplicateParameters(MaterialExpression))
{
return FColor( 0, 255, 255 );
}
else
{
return FColor( 0, 128, 128 );
}
}
else if (UMaterial::IsDynamicParameter(MaterialExpression))
{
if (Material->HasDuplicateDynamicParameters(MaterialExpression))
{
return FColor( 0, 255, 255 );
}
else
{
return FColor( 0, 128, 128 );
}
}
// Assume that most material expressions act like pure functions and don't affect anything else
return Settings->PureFunctionCallNodeTitleColor;
}
FText UMaterialGraphNode::GetTooltipText() const
{
if (MaterialExpression)
{
TArray<FString> ToolTips;
MaterialExpression->GetExpressionToolTip(ToolTips);
if (ToolTips.Num() > 0)
{
FString ToolTip = ToolTips[0];
for (int32 Index = 1; Index < ToolTips.Num(); ++Index)
{
ToolTip += TEXT("\n");
ToolTip += ToolTips[Index];
}
return FText::FromString(ToolTip);
}
}
return FText::GetEmpty();
}
void UMaterialGraphNode::PrepareForCopying()
{
if (MaterialExpression)
{
// Temporarily take ownership of the MaterialExpression, so that it is not deleted when cutting
MaterialExpression->Rename(NULL, this, REN_DontCreateRedirectors);
}
}
void UMaterialGraphNode::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
UMaterialGraph* MaterialGraph = CastChecked<UMaterialGraph>(GetGraph());
if (Context.Node)
{
if (MaterialExpression)
{
if (MaterialExpression->IsA(UMaterialExpressionTextureBase::StaticClass()))
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().UseCurrentTexture);
// Add a 'Convert To Texture' option for convertible types
Context.MenuBuilder->BeginSection("MaterialEditorMenu0");
{
if ( MaterialExpression->IsA(UMaterialExpressionTextureSample::StaticClass()))
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().ConvertToTextureObjects);
}
else if ( MaterialExpression->IsA(UMaterialExpressionTextureObject::StaticClass()))
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().ConvertToTextureSamples);
}
}
Context.MenuBuilder->EndSection();
}
// Add a 'Convert To Parameter' option for convertible types
if (MaterialExpression->IsA(UMaterialExpressionConstant::StaticClass())
|| MaterialExpression->IsA(UMaterialExpressionConstant2Vector::StaticClass())
|| MaterialExpression->IsA(UMaterialExpressionConstant3Vector::StaticClass())
|| MaterialExpression->IsA(UMaterialExpressionConstant4Vector::StaticClass())
|| MaterialExpression->IsA(UMaterialExpressionTextureSample::StaticClass())
|| MaterialExpression->IsA(UMaterialExpressionComponentMask::StaticClass()))
{
Context.MenuBuilder->BeginSection("MaterialEditorMenu1");
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().ConvertObjects);
}
Context.MenuBuilder->EndSection();
}
// Add a 'Convert To Constant' option for convertible types
if (MaterialExpression->IsA(UMaterialExpressionScalarParameter::StaticClass())
|| MaterialExpression->IsA(UMaterialExpressionVectorParameter::StaticClass()))
{
Context.MenuBuilder->BeginSection("MaterialEditorMenu1");
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().ConvertToConstant);
}
Context.MenuBuilder->EndSection();
}
Context.MenuBuilder->BeginSection("MaterialEditorMenu2");
{
// Don't show preview option for bools
if (!MaterialExpression->IsA(UMaterialExpressionStaticBool::StaticClass())
&& !MaterialExpression->IsA(UMaterialExpressionStaticBoolParameter::StaticClass()))
{
// Add a preview node option if only one node is selected
if (bIsPreviewExpression)
{
// If we are already previewing the selected node, the menu option should tell the user that this will stop previewing
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().StopPreviewNode);
}
else
{
// The menu option should tell the user this node will be previewed.
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().StartPreviewNode);
}
}
if (MaterialExpression->bRealtimePreview)
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().DisableRealtimePreviewNode);
}
else
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().EnableRealtimePreviewNode);
}
}
Context.MenuBuilder->EndSection();
}
// Break all links
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().BreakNodeLinks);
// Separate the above frequently used options from the below less frequently used common options
Context.MenuBuilder->BeginSection("MaterialEditorMenu3");
{
Context.MenuBuilder->AddMenuEntry( FGenericCommands::Get().Delete );
Context.MenuBuilder->AddMenuEntry( FGenericCommands::Get().Cut );
Context.MenuBuilder->AddMenuEntry( FGenericCommands::Get().Copy );
Context.MenuBuilder->AddMenuEntry( FGenericCommands::Get().Duplicate );
// Select upstream and downstream nodes
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().SelectDownstreamNodes);
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().SelectUpstreamNodes);
}
Context.MenuBuilder->EndSection();
Context.MenuBuilder->BeginSection("MaterialEditorMenuDocumentation");
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().GoToDocumentation);
}
Context.MenuBuilder->EndSection();
// Handle the favorites options
if (MaterialExpression)
{
Context.MenuBuilder->BeginSection("MaterialEditorMenuFavorites");
{
if (FMaterialEditorUtilities::IsMaterialExpressionInFavorites(MaterialExpression))
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().RemoveFromFavorites);
}
else
{
Context.MenuBuilder->AddMenuEntry(FMaterialEditorCommands::Get().AddToFavorites);
}
}
Context.MenuBuilder->EndSection();
}
}
}
void UMaterialGraphNode::CreateInputPins()
{
const TArray<FExpressionInput*> ExpressionInputs = MaterialExpression->GetInputs();
for (int32 Index = 0; Index < ExpressionInputs.Num() ; ++Index)
{
FExpressionInput* Input = ExpressionInputs[Index];
FString InputName = MaterialExpression->GetInputName(Index);
// Shorten long expression input names.
if ( !FCString::Stricmp( *InputName, TEXT("Coordinates") ) )
{
InputName = TEXT("UVs");
}
else if ( !FCString::Stricmp( *InputName, TEXT("TextureObject") ) )
{
InputName = TEXT("Tex");
}
else if ( !FCString::Stricmp( *InputName, TEXT("Input") ) )
{
InputName = TEXT("");
}
else if ( !FCString::Stricmp( *InputName, TEXT("Exponent") ) )
{
InputName = TEXT("Exp");
}
else if ( !FCString::Stricmp( *InputName, TEXT("AGreaterThanB") ) )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3045482 on 2016/07/11 by Zabir.Hoque DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall. Change 3045929 on 2016/07/12 by Simon.Tovey Removing some deprecated node types from Niagara Change 3045951 on 2016/07/12 by Ben.Woodhouse D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types) Change 3046019 on 2016/07/12 by Chris.Bunner Fixed typo in material input name. #jira UE-5575 Change 3046053 on 2016/07/12 by Rolando.Caloca DR - Fix GL4 shutdown #jira UE-32799 Change 3046055 on 2016/07/12 by Rolando.Caloca DR - vk - Fix NumInstances=0 Change 3046063 on 2016/07/12 by Rolando.Caloca DR - vk - Added flat to uint layouts per glslang - Fix bad extension on dumped shaders Change 3046067 on 2016/07/12 by Rolando.Caloca DR - vk - Fix check when not using color RT - Added queue submit & present counters Change 3046088 on 2016/07/12 by Ben.Woodhouse Live GPU stats A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording. Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion) The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing) Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled Tested on PC, XB1, PS4 Change 3046128 on 2016/07/12 by Olaf.Piesche Max draw distance and fade range for lights, requested by JonL Change 3046183 on 2016/07/12 by Ben.Woodhouse PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden) Change 3046223 on 2016/07/12 by Luke.Thatcher Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components. #jira UE-32345 Change 3046228 on 2016/07/12 by Marc.Olano Add Voronoi noise to Noise material node. Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each. Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise. Change 3046269 on 2016/07/12 by Rolando.Caloca DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL) Change 3046294 on 2016/07/12 by Rolando.Caloca DR - Fix static analyisis warning C6326: Potential comparison of a constant with another constant. Change 3046295 on 2016/07/12 by Rolando.Caloca DR - Fix the previous fix Change 3046731 on 2016/07/12 by Marc.Olano Fix typo in shader random number constant: repeated extra digit made it too big. Change 3046796 on 2016/07/12 by Uriel.Doyon The texture streaming manager now keeps a set of all valid textures. This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp. #jira UE-33048 Change 3046800 on 2016/07/12 by Rolando.Caloca DR - vk - Added create image & renderpass dump Change 3046845 on 2016/07/12 by John.Billon Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations. Change 3047023 on 2016/07/12 by Olaf.Piesche Niagara: -a bit of cleanup -now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes -removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants -some code simplification -removed some deprecated structs and code used only by old content Change 3047052 on 2016/07/12 by Zabir.Hoque Unshelved from pending changelist '3044062': PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke) Change 3047727 on 2016/07/13 by Luke.Thatcher Fix Scene Capture Components only updating every other frame. #jira UE-32581 Change 3047919 on 2016/07/13 by Olaf.Piesche CMask decode, use in deferred decals, for PS4 Change 3047921 on 2016/07/13 by Uriel.Doyon "Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales. Also, several texture messages are packed on the same line if they relate to the same material. Change 3047952 on 2016/07/13 by Rolando.Caloca DR - vk - Initial prep pass for separating combined images & samplers Change 3048648 on 2016/07/13 by Marcus.Wassmer Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame Change 3049058 on 2016/07/13 by Rolando.Caloca DR - vk - timestamps Change 3049725 on 2016/07/14 by Marcus.Wassmer Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection Change 3049742 on 2016/07/14 by Rolando.Caloca DR - Fix warning Change 3049902 on 2016/07/14 by Rolando.Caloca DR - Fix typo Change 3050345 on 2016/07/14 by Olaf.Piesche UE-23925 Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit). Change 3050409 on 2016/07/14 by Olaf.Piesche Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash Change 3050809 on 2016/07/14 by Rolando.Caloca DR - vk - Remove redundant validation layers Change 3051319 on 2016/07/15 by Ben.Woodhouse Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized #jira UE-31976 Change 3051692 on 2016/07/15 by Rolando.Caloca DR - vk - Enable RHI thread by default Change 3052103 on 2016/07/15 by Uriel.Doyon Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting). #jira UE-32765 Change 3052140 on 2016/07/15 by Rolando.Caloca DR - vk - Fix shader snafu Change 3052495 on 2016/07/15 by Rolando.Caloca DR - Fix for Win32 compile #jira UE-33349 Change 3052536 on 2016/07/15 by Uriel.Doyon Fixed texture streaming overbudget warning when using per texture bias. [CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00
InputName = TEXT("A > B");
}
else if ( !FCString::Stricmp( *InputName, TEXT("AEqualsB") ) )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3045482 on 2016/07/11 by Zabir.Hoque DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall. Change 3045929 on 2016/07/12 by Simon.Tovey Removing some deprecated node types from Niagara Change 3045951 on 2016/07/12 by Ben.Woodhouse D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types) Change 3046019 on 2016/07/12 by Chris.Bunner Fixed typo in material input name. #jira UE-5575 Change 3046053 on 2016/07/12 by Rolando.Caloca DR - Fix GL4 shutdown #jira UE-32799 Change 3046055 on 2016/07/12 by Rolando.Caloca DR - vk - Fix NumInstances=0 Change 3046063 on 2016/07/12 by Rolando.Caloca DR - vk - Added flat to uint layouts per glslang - Fix bad extension on dumped shaders Change 3046067 on 2016/07/12 by Rolando.Caloca DR - vk - Fix check when not using color RT - Added queue submit & present counters Change 3046088 on 2016/07/12 by Ben.Woodhouse Live GPU stats A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording. Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion) The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing) Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled Tested on PC, XB1, PS4 Change 3046128 on 2016/07/12 by Olaf.Piesche Max draw distance and fade range for lights, requested by JonL Change 3046183 on 2016/07/12 by Ben.Woodhouse PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden) Change 3046223 on 2016/07/12 by Luke.Thatcher Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components. #jira UE-32345 Change 3046228 on 2016/07/12 by Marc.Olano Add Voronoi noise to Noise material node. Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each. Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise. Change 3046269 on 2016/07/12 by Rolando.Caloca DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL) Change 3046294 on 2016/07/12 by Rolando.Caloca DR - Fix static analyisis warning C6326: Potential comparison of a constant with another constant. Change 3046295 on 2016/07/12 by Rolando.Caloca DR - Fix the previous fix Change 3046731 on 2016/07/12 by Marc.Olano Fix typo in shader random number constant: repeated extra digit made it too big. Change 3046796 on 2016/07/12 by Uriel.Doyon The texture streaming manager now keeps a set of all valid textures. This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp. #jira UE-33048 Change 3046800 on 2016/07/12 by Rolando.Caloca DR - vk - Added create image & renderpass dump Change 3046845 on 2016/07/12 by John.Billon Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations. Change 3047023 on 2016/07/12 by Olaf.Piesche Niagara: -a bit of cleanup -now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes -removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants -some code simplification -removed some deprecated structs and code used only by old content Change 3047052 on 2016/07/12 by Zabir.Hoque Unshelved from pending changelist '3044062': PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke) Change 3047727 on 2016/07/13 by Luke.Thatcher Fix Scene Capture Components only updating every other frame. #jira UE-32581 Change 3047919 on 2016/07/13 by Olaf.Piesche CMask decode, use in deferred decals, for PS4 Change 3047921 on 2016/07/13 by Uriel.Doyon "Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales. Also, several texture messages are packed on the same line if they relate to the same material. Change 3047952 on 2016/07/13 by Rolando.Caloca DR - vk - Initial prep pass for separating combined images & samplers Change 3048648 on 2016/07/13 by Marcus.Wassmer Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame Change 3049058 on 2016/07/13 by Rolando.Caloca DR - vk - timestamps Change 3049725 on 2016/07/14 by Marcus.Wassmer Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection Change 3049742 on 2016/07/14 by Rolando.Caloca DR - Fix warning Change 3049902 on 2016/07/14 by Rolando.Caloca DR - Fix typo Change 3050345 on 2016/07/14 by Olaf.Piesche UE-23925 Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit). Change 3050409 on 2016/07/14 by Olaf.Piesche Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash Change 3050809 on 2016/07/14 by Rolando.Caloca DR - vk - Remove redundant validation layers Change 3051319 on 2016/07/15 by Ben.Woodhouse Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized #jira UE-31976 Change 3051692 on 2016/07/15 by Rolando.Caloca DR - vk - Enable RHI thread by default Change 3052103 on 2016/07/15 by Uriel.Doyon Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting). #jira UE-32765 Change 3052140 on 2016/07/15 by Rolando.Caloca DR - vk - Fix shader snafu Change 3052495 on 2016/07/15 by Rolando.Caloca DR - Fix for Win32 compile #jira UE-33349 Change 3052536 on 2016/07/15 by Uriel.Doyon Fixed texture streaming overbudget warning when using per texture bias. [CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00
InputName = TEXT("A == B");
}
else if ( !FCString::Stricmp( *InputName, TEXT("ALessThanB") ) )
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3045482 on 2016/07/11 by Zabir.Hoque DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall. Change 3045929 on 2016/07/12 by Simon.Tovey Removing some deprecated node types from Niagara Change 3045951 on 2016/07/12 by Ben.Woodhouse D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types) Change 3046019 on 2016/07/12 by Chris.Bunner Fixed typo in material input name. #jira UE-5575 Change 3046053 on 2016/07/12 by Rolando.Caloca DR - Fix GL4 shutdown #jira UE-32799 Change 3046055 on 2016/07/12 by Rolando.Caloca DR - vk - Fix NumInstances=0 Change 3046063 on 2016/07/12 by Rolando.Caloca DR - vk - Added flat to uint layouts per glslang - Fix bad extension on dumped shaders Change 3046067 on 2016/07/12 by Rolando.Caloca DR - vk - Fix check when not using color RT - Added queue submit & present counters Change 3046088 on 2016/07/12 by Ben.Woodhouse Live GPU stats A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording. Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion) The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing) Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled Tested on PC, XB1, PS4 Change 3046128 on 2016/07/12 by Olaf.Piesche Max draw distance and fade range for lights, requested by JonL Change 3046183 on 2016/07/12 by Ben.Woodhouse PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden) Change 3046223 on 2016/07/12 by Luke.Thatcher Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components. #jira UE-32345 Change 3046228 on 2016/07/12 by Marc.Olano Add Voronoi noise to Noise material node. Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each. Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise. Change 3046269 on 2016/07/12 by Rolando.Caloca DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL) Change 3046294 on 2016/07/12 by Rolando.Caloca DR - Fix static analyisis warning C6326: Potential comparison of a constant with another constant. Change 3046295 on 2016/07/12 by Rolando.Caloca DR - Fix the previous fix Change 3046731 on 2016/07/12 by Marc.Olano Fix typo in shader random number constant: repeated extra digit made it too big. Change 3046796 on 2016/07/12 by Uriel.Doyon The texture streaming manager now keeps a set of all valid textures. This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp. #jira UE-33048 Change 3046800 on 2016/07/12 by Rolando.Caloca DR - vk - Added create image & renderpass dump Change 3046845 on 2016/07/12 by John.Billon Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations. Change 3047023 on 2016/07/12 by Olaf.Piesche Niagara: -a bit of cleanup -now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes -removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants -some code simplification -removed some deprecated structs and code used only by old content Change 3047052 on 2016/07/12 by Zabir.Hoque Unshelved from pending changelist '3044062': PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke) Change 3047727 on 2016/07/13 by Luke.Thatcher Fix Scene Capture Components only updating every other frame. #jira UE-32581 Change 3047919 on 2016/07/13 by Olaf.Piesche CMask decode, use in deferred decals, for PS4 Change 3047921 on 2016/07/13 by Uriel.Doyon "Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales. Also, several texture messages are packed on the same line if they relate to the same material. Change 3047952 on 2016/07/13 by Rolando.Caloca DR - vk - Initial prep pass for separating combined images & samplers Change 3048648 on 2016/07/13 by Marcus.Wassmer Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame Change 3049058 on 2016/07/13 by Rolando.Caloca DR - vk - timestamps Change 3049725 on 2016/07/14 by Marcus.Wassmer Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection Change 3049742 on 2016/07/14 by Rolando.Caloca DR - Fix warning Change 3049902 on 2016/07/14 by Rolando.Caloca DR - Fix typo Change 3050345 on 2016/07/14 by Olaf.Piesche UE-23925 Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit). Change 3050409 on 2016/07/14 by Olaf.Piesche Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash Change 3050809 on 2016/07/14 by Rolando.Caloca DR - vk - Remove redundant validation layers Change 3051319 on 2016/07/15 by Ben.Woodhouse Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized #jira UE-31976 Change 3051692 on 2016/07/15 by Rolando.Caloca DR - vk - Enable RHI thread by default Change 3052103 on 2016/07/15 by Uriel.Doyon Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting). #jira UE-32765 Change 3052140 on 2016/07/15 by Rolando.Caloca DR - vk - Fix shader snafu Change 3052495 on 2016/07/15 by Rolando.Caloca DR - Fix for Win32 compile #jira UE-33349 Change 3052536 on 2016/07/15 by Uriel.Doyon Fixed texture streaming overbudget warning when using per texture bias. [CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00
InputName = TEXT("A < B");
}
else if ( !FCString::Stricmp( *InputName, TEXT("MipLevel") ) )
{
InputName = TEXT("Level");
}
else if ( !FCString::Stricmp( *InputName, TEXT("MipBias") ) )
{
InputName = TEXT("Bias");
}
const UMaterialGraphSchema* Schema = CastChecked<UMaterialGraphSchema>(GetSchema());
FString PinCategory = MaterialExpression->IsInputConnectionRequired(Index) ? Schema->PC_Required : Schema->PC_Optional;
FString PinSubCategory = TEXT("");
UEdGraphPin* NewPin = CreatePin(EGPD_Input, PinCategory, PinSubCategory, NULL, /*bIsArray=*/ false, /*bIsReference=*/ false, InputName);
if (NewPin->PinName.IsEmpty())
{
// Makes sure pin has a name for lookup purposes but user will never see it
NewPin->PinName = CreateUniquePinName(TEXT("Input"));
NewPin->PinFriendlyName = FText::FromString(TEXT(" "));
}
}
}
void UMaterialGraphNode::CreateOutputPins()
{
TArray<FExpressionOutput>& Outputs = MaterialExpression->GetOutputs();
for( int32 Index = 0 ; Index < Outputs.Num() ; ++Index )
{
const FExpressionOutput& ExpressionOutput = Outputs[Index];
FString PinCategory = TEXT("");
FString PinSubCategory = TEXT("");
FString OutputName = TEXT("");
const UMaterialGraphSchema* Schema = CastChecked<UMaterialGraphSchema>(GetSchema());
if( ExpressionOutput.Mask )
{
PinCategory = Schema->PC_Mask;
if ( ExpressionOutput.MaskR && !ExpressionOutput.MaskG && !ExpressionOutput.MaskB && !ExpressionOutput.MaskA)
{
PinSubCategory = Schema->PSC_Red;
}
else if (!ExpressionOutput.MaskR && ExpressionOutput.MaskG && !ExpressionOutput.MaskB && !ExpressionOutput.MaskA)
{
PinSubCategory = Schema->PSC_Green;
}
else if (!ExpressionOutput.MaskR && !ExpressionOutput.MaskG && ExpressionOutput.MaskB && !ExpressionOutput.MaskA)
{
PinSubCategory = Schema->PSC_Blue;
}
else if (!ExpressionOutput.MaskR && !ExpressionOutput.MaskG && !ExpressionOutput.MaskB && ExpressionOutput.MaskA)
{
PinSubCategory = Schema->PSC_Alpha;
}
}
if (MaterialExpression->bShowOutputNameOnPin)
{
OutputName = ExpressionOutput.OutputName;
}
UEdGraphPin* NewPin = CreatePin(EGPD_Output, PinCategory, PinSubCategory, NULL, /*bIsArray=*/ false, /*bIsReference=*/ false, OutputName);
if (NewPin->PinName.IsEmpty())
{
// Makes sure pin has a name for lookup purposes but user will never see it
NewPin->PinName = CreateUniquePinName(TEXT("Output"));
NewPin->PinFriendlyName = FText::FromString(TEXT(" "));
}
}
}
int32 UMaterialGraphNode::GetOutputIndex(const UEdGraphPin* OutputPin)
{
TArray<UEdGraphPin*> OutputPins;
GetOutputPins(OutputPins);
for (int32 Index = 0; Index < OutputPins.Num(); ++Index)
{
if (OutputPin == OutputPins[Index])
{
return Index;
}
}
return -1;
}
uint32 UMaterialGraphNode::GetOutputType(const UEdGraphPin* OutputPin)
{
return MaterialExpression->GetOutputType(GetOutputIndex(OutputPin));
}
int32 UMaterialGraphNode::GetInputIndex(const UEdGraphPin* InputPin) const
{
TArray<UEdGraphPin*> InputPins;
GetInputPins(InputPins);
for (int32 Index = 0; Index < InputPins.Num(); ++Index)
{
if (InputPin == InputPins[Index])
{
return Index;
}
}
return -1;
}
uint32 UMaterialGraphNode::GetInputType(const UEdGraphPin* InputPin) const
{
return MaterialExpression->GetInputType(GetInputIndex(InputPin));
}
void UMaterialGraphNode::ResetMaterialExpressionOwner()
{
if (MaterialExpression)
{
// Ensures MaterialExpression is owned by the Material or Function
UMaterialGraph* MaterialGraph = CastChecked<UMaterialGraph>(GetGraph());
UObject* ExpressionOuter = MaterialGraph->Material;
if (MaterialGraph->MaterialFunction)
{
ExpressionOuter = MaterialGraph->MaterialFunction;
}
MaterialExpression->Rename(NULL, ExpressionOuter, REN_DontCreateRedirectors);
// Set up the back pointer for newly created material nodes
MaterialExpression->GraphNode = this;
}
}
void UMaterialGraphNode::PostPlacedNewNode()
{
if (MaterialExpression)
{
NodeComment = MaterialExpression->Desc;
bCommentBubbleVisible = MaterialExpression->bCommentBubbleVisible;
NodePosX = MaterialExpression->MaterialExpressionEditorX;
NodePosY = MaterialExpression->MaterialExpressionEditorY;
bCanRenameNode = MaterialExpression->CanRenameNode();
}
}
void UMaterialGraphNode::NodeConnectionListChanged()
{
Super::NodeConnectionListChanged();
const UEdGraphSchema* Schema = GetSchema();
if (Schema != nullptr)
{
Schema->ForceVisualizationCacheClear();
}
}
void UMaterialGraphNode::OnRenameNode(const FString& NewName)
{
MaterialExpression->Modify();
SetParameterName(NewName);
MaterialExpression->MarkPackageDirty();
MaterialDirtyDelegate.ExecuteIfBound();
}
void UMaterialGraphNode::OnUpdateCommentText( const FString& NewComment )
{
const FScopedTransaction Transaction( LOCTEXT( "CommentCommitted", "Comment Changed" ) );
// Update the Node comment
Modify();
NodeComment = NewComment;
// Update the Material Expresssion desc to match the comment
if( MaterialExpression )
{
MaterialExpression->Modify();
MaterialExpression->Desc = NewComment;
MaterialDirtyDelegate.ExecuteIfBound();
}
}
void UMaterialGraphNode::OnCommentBubbleToggled( bool bInCommentBubbleVisible )
{
if ( MaterialExpression )
{
MaterialExpression->Modify();
MaterialExpression->bCommentBubbleVisible = bInCommentBubbleVisible;
MaterialDirtyDelegate.ExecuteIfBound();
}
}
void UMaterialGraphNode::GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const
{
Super::GetPinHoverText(Pin, HoverTextOut);
if (HoverTextOut.IsEmpty())
{
TArray<FString> ToolTips;
int32 DirIndex = -1;
int32 PinIndex = INDEX_NONE;
for (int32 Index = 0; Index < Pins.Num(); ++Index)
{
if (Pin.Direction == Pins[Index]->Direction)
{
++DirIndex;
if (Pins[Index] == &Pin)
{
PinIndex = DirIndex;
break;
}
}
}
if (Pin.Direction == EEdGraphPinDirection::EGPD_Input)
{
MaterialExpression->GetConnectorToolTip(PinIndex, INDEX_NONE, ToolTips);
}
else
{
MaterialExpression->GetConnectorToolTip(INDEX_NONE, PinIndex, ToolTips);
}
if (ToolTips.Num() > 0)
{
HoverTextOut = ToolTips[0];
for (int32 Index = 1; Index < ToolTips.Num(); ++Index)
{
HoverTextOut += TEXT("\n");
HoverTextOut += ToolTips[Index];
}
}
}
}
FString UMaterialGraphNode::GetParameterName() const
{
return MaterialExpression->GetEditableName();
}
void UMaterialGraphNode::SetParameterName(const FString& NewName)
{
MaterialExpression->SetEditableName(NewName);
//@TODO: Push into the SetEditableName interface
CastChecked<UMaterialGraph>(GetGraph())->Material->UpdateExpressionParameterName(MaterialExpression);
}
bool UMaterialGraphNode::UsesBoolColour(UMaterialExpression* Expression)
{
if (Expression->IsA<UMaterialExpressionStaticBool>())
{
return true;
}
// Explicitly check for bool param as switch params inherit from it
else if (Expression->GetClass() == UMaterialExpressionStaticBoolParameter::StaticClass())
{
return true;
}
return false;
}
bool UMaterialGraphNode::UsesFloatColour(UMaterialExpression* Expression)
{
if (Expression->IsA<UMaterialExpressionConstant>())
{
return true;
}
else if (Expression->IsA<UMaterialExpressionScalarParameter>())
{
return true;
}
return false;
}
bool UMaterialGraphNode::UsesVectorColour(UMaterialExpression* Expression)
{
if (Expression->IsA<UMaterialExpressionConstant2Vector>())
{
return true;
}
else if (Expression->IsA<UMaterialExpressionConstant3Vector>())
{
return true;
}
else if (Expression->IsA<UMaterialExpressionConstant4Vector>())
{
return true;
}
else if (Expression->IsA<UMaterialExpressionVectorParameter>())
{
return true;
}
return false;
}
bool UMaterialGraphNode::UsesObjectColour(UMaterialExpression* Expression)
{
if (Expression->IsA<UMaterialExpressionTextureBase>())
{
return true;
}
else if (Expression->IsA<UMaterialExpressionFontSample>())
{
return true;
}
return false;
}
bool UMaterialGraphNode::UsesEventColour(UMaterialExpression* Expression)
{
if (Expression->bShaderInputData && !Expression->IsA<UMaterialExpressionStaticBool>())
{
return true;
}
else if (Expression->IsA<UMaterialExpressionFunctionInput>())
{
return true;
}
else if (Expression->IsA<UMaterialExpressionTextureCoordinate>())
{
return true;
}
return false;
}
FString UMaterialGraphNode::GetDocumentationExcerptName() const
{
// Default the node to searching for an excerpt named for the C++ node class name, including the U prefix.
// This is done so that the excerpt name in the doc file can be found by find-in-files when searching for the full class name.
UClass* MyClass = (MaterialExpression != NULL) ? MaterialExpression->GetClass() : this->GetClass();
return FString::Printf(TEXT("%s%s"), MyClass->GetPrefixCPP(), *MyClass->GetName());
}
#undef LOCTEXT_NAMESPACE