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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_SpawnActorFromClass.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
struct FK2Node_SpawnActorFromClassHelper
{
static FString WorldContextPinName;
static FString ClassPinName;
static FString SpawnTransformPinName;
static FString NoCollisionFailPinName;
};
FString FK2Node_SpawnActorFromClassHelper::WorldContextPinName(TEXT("WorldContextObject"));
FString FK2Node_SpawnActorFromClassHelper::ClassPinName(TEXT("Class"));
FString FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName(TEXT("SpawnTransform"));
FString FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName(TEXT("SpawnEvenIfColliding"));
#define LOCTEXT_NAMESPACE "K2Node_SpawnActorFromClass"
UK2Node_SpawnActorFromClass::UK2Node_SpawnActorFromClass(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
NodeTooltip = LOCTEXT("NodeTooltip", "Attempts to spawn a new Actor with the specified transform");
}
void UK2Node_SpawnActorFromClass::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Add execution pins
CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then);
// If required add the world context pin
if (GetBlueprint()->ParentClass->HasMetaData(FBlueprintMetadata::MD_ShowWorldContextPin))
{
CreatePin(EGPD_Input, K2Schema->PC_Object, TEXT(""), UObject::StaticClass(), false, false, FK2Node_SpawnActorFromClassHelper::WorldContextPinName);
}
// Add blueprint pin
UEdGraphPin* ClassPin = CreatePin(EGPD_Input, K2Schema->PC_Class, TEXT(""), AActor::StaticClass(), false, false, FK2Node_SpawnActorFromClassHelper::ClassPinName);
K2Schema->ConstructBasicPinTooltip(*ClassPin, LOCTEXT("ClassPinDescription", "The Actor class you want to spawn"), ClassPin->PinToolTip);
// Transform pin
UScriptStruct* TransformStruct = FindObjectChecked<UScriptStruct>(UObject::StaticClass(), TEXT("Transform"));
UEdGraphPin* TransformPin = CreatePin(EGPD_Input, K2Schema->PC_Struct, TEXT(""), TransformStruct, false, false, FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
K2Schema->ConstructBasicPinTooltip(*TransformPin, LOCTEXT("TransformPinDescription", "The transform to spawn the Actor with"), TransformPin->PinToolTip);
// bNoCollisionFail pin
UEdGraphPin* NoCollisionFailPin = CreatePin(EGPD_Input, K2Schema->PC_Boolean, TEXT(""), NULL, false, false, FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName);
K2Schema->ConstructBasicPinTooltip(*NoCollisionFailPin, LOCTEXT("NoCollisionFailPinDescription", "Determines if the Actor should be spawned when the location is blocked by a collision"), NoCollisionFailPin->PinToolTip);
// Result pin
UEdGraphPin* ResultPin = CreatePin(EGPD_Output, K2Schema->PC_Object, TEXT(""), AActor::StaticClass(), false, false, K2Schema->PN_ReturnValue);
K2Schema->ConstructBasicPinTooltip(*ResultPin, LOCTEXT("ResultPinDescription", "The spawned Actor"), ResultPin->PinToolTip);
Super::AllocateDefaultPins();
}
void UK2Node_SpawnActorFromClass::CreatePinsForClass(UClass* InClass)
{
check(InClass != NULL);
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
const UObject* const ClassDefaultObject = InClass->GetDefaultObject(false);
for (TFieldIterator<UProperty> PropertyIt(InClass, EFieldIteratorFlags::IncludeSuper); PropertyIt; ++PropertyIt)
{
UProperty* Property = *PropertyIt;
UClass* PropertyClass = CastChecked<UClass>(Property->GetOuter());
const bool bIsDelegate = Property->IsA(UMulticastDelegateProperty::StaticClass());
const bool bIsExposedToSpawn = UEdGraphSchema_K2::IsPropertyExposedOnSpawn(Property);
const bool bIsSettableExternally = !Property->HasAnyPropertyFlags(CPF_DisableEditOnInstance);
if( bIsExposedToSpawn &&
!Property->HasAnyPropertyFlags(CPF_Parm) &&
bIsSettableExternally &&
Property->HasAllPropertyFlags(CPF_BlueprintVisible) &&
!bIsDelegate &&
(NULL == FindPin(Property->GetName()) ) )
{
UEdGraphPin* Pin = CreatePin(EGPD_Input, TEXT(""), TEXT(""), NULL, false, false, Property->GetName());
const bool bPinGood = (Pin != NULL) && K2Schema->ConvertPropertyToPinType(Property, /*out*/ Pin->PinType);
if( ClassDefaultObject && K2Schema->PinDefaultValueIsEditable(*Pin))
{
FString DefaultValueAsString;
const bool bDefaultValueSet = FBlueprintEditorUtils::PropertyValueToString(Property, reinterpret_cast<const uint8*>(ClassDefaultObject), DefaultValueAsString);
check( bDefaultValueSet );
K2Schema->TrySetDefaultValue(*Pin, DefaultValueAsString);
}
}
}
// Change class of output pin
UEdGraphPin* ResultPin = GetResultPin();
ResultPin->PinType.PinSubCategoryObject = InClass;
}
UClass* UK2Node_SpawnActorFromClass::GetClassToSpawn(const TArray<UEdGraphPin*>* InPinsToSearch /*=NULL*/) const
{
UClass* UseSpawnClass = NULL;
const TArray<UEdGraphPin*>* PinsToSearch = InPinsToSearch ? InPinsToSearch : &Pins;
UEdGraphPin* ClassPin = GetClassPin(PinsToSearch);
if(ClassPin && ClassPin->DefaultObject != NULL && ClassPin->LinkedTo.Num() == 0)
{
UseSpawnClass = CastChecked<UClass>(ClassPin->DefaultObject);
}
else if (ClassPin && (1 == ClassPin->LinkedTo.Num()))
{
auto SourcePin = ClassPin->LinkedTo[0];
UseSpawnClass = SourcePin ? Cast<UClass>(SourcePin->PinType.PinSubCategoryObject.Get()) : NULL;
}
return UseSpawnClass;
}
void UK2Node_SpawnActorFromClass::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
AllocateDefaultPins();
UClass* UseSpawnClass = GetClassToSpawn(&OldPins);
if( UseSpawnClass != NULL )
{
CreatePinsForClass(UseSpawnClass);
}
}
bool UK2Node_SpawnActorFromClass::IsSpawnVarPin(UEdGraphPin* Pin)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* ParentPin = Pin->ParentPin;
while (ParentPin)
{
if (ParentPin->PinName == FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName)
{
return false;
}
ParentPin = ParentPin->ParentPin;
}
return( Pin->PinName != K2Schema->PN_Execute &&
Pin->PinName != K2Schema->PN_Then &&
Pin->PinName != K2Schema->PN_ReturnValue &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::ClassPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::WorldContextPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName &&
Pin->PinName != FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName );
}
void UK2Node_SpawnActorFromClass::OnClassPinChanged()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Because the archetype has changed, we break the output link as the output pin type will change
UEdGraphPin* ResultPin = GetResultPin();
ResultPin->BreakAllPinLinks();
// Remove all pins related to archetype variables
TArray<UEdGraphPin*> OldPins = Pins;
for (int32 i = 0; i < OldPins.Num(); i++)
{
UEdGraphPin* OldPin = OldPins[i];
if (IsSpawnVarPin(OldPin))
{
OldPin->BreakAllPinLinks();
Pins.Remove(OldPin);
}
}
CachedNodeTitle.MarkDirty();
UClass* UseSpawnClass = GetClassToSpawn();
if (UseSpawnClass != NULL)
{
CreatePinsForClass(UseSpawnClass);
}
K2Schema->ConstructBasicPinTooltip(*ResultPin, LOCTEXT("ResultPinDescription", "The spawned Actor"), ResultPin->PinToolTip);
// Refresh the UI for the graph so the pin changes show up
UEdGraph* Graph = GetGraph();
Graph->NotifyGraphChanged();
// Mark dirty
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
void UK2Node_SpawnActorFromClass::PinConnectionListChanged(UEdGraphPin* ChangedPin)
{
if (ChangedPin && (ChangedPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName))
{
OnClassPinChanged();
}
}
void UK2Node_SpawnActorFromClass::PinDefaultValueChanged(UEdGraphPin* ChangedPin)
{
if (ChangedPin && (ChangedPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName))
{
OnClassPinChanged();
}
}
FText UK2Node_SpawnActorFromClass::GetTooltipText() const
{
return NodeTooltip;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetThenPin()const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_Then);
check(Pin->Direction == EGPD_Output);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetClassPin(const TArray<UEdGraphPin*>* InPinsToSearch /*= NULL*/) const
{
const TArray<UEdGraphPin*>* PinsToSearch = InPinsToSearch ? InPinsToSearch : &Pins;
UEdGraphPin* Pin = NULL;
for( auto PinIt = PinsToSearch->CreateConstIterator(); PinIt; ++PinIt )
{
UEdGraphPin* TestPin = *PinIt;
if( TestPin && TestPin->PinName == FK2Node_SpawnActorFromClassHelper::ClassPinName )
{
Pin = TestPin;
break;
}
}
check(Pin == NULL || Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetSpawnTransformPin() const
{
UEdGraphPin* Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::SpawnTransformPinName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetNoCollisionFailPin() const
{
UEdGraphPin* Pin = FindPinChecked(FK2Node_SpawnActorFromClassHelper::NoCollisionFailPinName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetWorldContextPin() const
{
UEdGraphPin* Pin = FindPin(FK2Node_SpawnActorFromClassHelper::WorldContextPinName);
check(Pin == NULL || Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_SpawnActorFromClass::GetResultPin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPinChecked(K2Schema->PN_ReturnValue);
check(Pin->Direction == EGPD_Output);
return Pin;
}
FLinearColor UK2Node_SpawnActorFromClass::GetNodeTitleColor() const
{
return Super::GetNodeTitleColor();
}
FText UK2Node_SpawnActorFromClass::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_BaseTitle", "Spawn Actor from Class");
if (TitleType != ENodeTitleType::MenuTitle)
{
FText SpawnString = NSLOCTEXT("K2Node", "None", "NONE");
if (UEdGraphPin* ClassPin = GetClassPin())
{
if (ClassPin->LinkedTo.Num() > 0)
{
// Blueprint will be determined dynamically, so we don't have the name in this case
NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_Unknown", "SpawnActor");
}
else if (ClassPin->DefaultObject == nullptr)
{
NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_NONE", "SpawnActor NONE");
}
else
{
if (CachedNodeTitle.IsOutOfDate())
{
FText ClassName;
if (UClass* PickedClass = Cast<UClass>(ClassPin->DefaultObject))
{
ClassName = PickedClass->GetDisplayNameText();
}
FFormatNamedArguments Args;
Args.Add(TEXT("ClassName"), ClassName);
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle = FText::Format(NSLOCTEXT("K2Node", "SpawnActor", "SpawnActor {ClassName}"), Args);
}
NodeTitle = CachedNodeTitle;
}
}
else
{
NodeTitle = NSLOCTEXT("K2Node", "SpawnActor_Title_NONE", "SpawnActor NONE");
}
}
return NodeTitle;
}
bool UK2Node_SpawnActorFromClass::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
return Super::IsCompatibleWithGraph(TargetGraph) && (!Blueprint || FBlueprintEditorUtils::FindUserConstructionScript(Blueprint) != TargetGraph);
}
void UK2Node_SpawnActorFromClass::GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const
{
UClass* ClassToSpawn = GetClassToSpawn();
const FString ClassToSpawnStr = ClassToSpawn ? ClassToSpawn->GetName() : TEXT( "InvalidClass" );
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Type" ), TEXT( "SpawnActorFromClass" ) ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Class" ), GetClass()->GetName() ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Name" ), GetName() ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "ActorClass" ), ClassToSpawnStr ));
}
void UK2Node_SpawnActorFromClass::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_SpawnActorFromClass::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Gameplay);
}
FNodeHandlingFunctor* UK2Node_SpawnActorFromClass::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FNodeHandlingFunctor(CompilerContext);
}
void UK2Node_SpawnActorFromClass::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CompilerContext.bIsFullCompile)
{
static FName BeginSpawningBlueprintFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, BeginSpawningActorFromClass);
static FString ActorClassParamName = FString(TEXT("ActorClass"));
static FString WorldContextParamName = FString(TEXT("WorldContextObject"));
static FName FinishSpawningFuncName = GET_FUNCTION_NAME_CHECKED(UGameplayStatics, FinishSpawningActor);
static FString ActorParamName = FString(TEXT("Actor"));
static FString TransformParamName = FString(TEXT("SpawnTransform"));
static FString NoCollisionFailParamName = FString(TEXT("bNoCollisionFail"));
static FString ObjectParamName = FString(TEXT("Object"));
static FString ValueParamName = FString(TEXT("Value"));
static FString PropertyNameParamName = FString(TEXT("PropertyName"));
UK2Node_SpawnActorFromClass* SpawnNode = this;
UEdGraphPin* SpawnNodeExec = SpawnNode->GetExecPin();
UEdGraphPin* SpawnNodeTransform = SpawnNode->GetSpawnTransformPin();
UEdGraphPin* SpawnNodeNoCollisionFail = GetNoCollisionFailPin();
UEdGraphPin* SpawnWorldContextPin = SpawnNode->GetWorldContextPin();
UEdGraphPin* SpawnClassPin = SpawnNode->GetClassPin();
UEdGraphPin* SpawnNodeThen = SpawnNode->GetThenPin();
UEdGraphPin* SpawnNodeResult = SpawnNode->GetResultPin();
UClass* SpawnClass = (SpawnClassPin != NULL) ? Cast<UClass>(SpawnClassPin->DefaultObject) : NULL;
if((0 == SpawnClassPin->LinkedTo.Num()) && (NULL == SpawnClass))
{
CompilerContext.MessageLog.Error(*LOCTEXT("SpawnActorNodeMissingClass_Error", "Spawn node @@ must have a class specified.").ToString(), SpawnNode);
// we break exec links so this is the only error we get, don't want the SpawnActor node being considered and giving 'unexpected node' type warnings
SpawnNode->BreakAllNodeLinks();
return;
}
//////////////////////////////////////////////////////////////////////////
// create 'begin spawn' call node
UK2Node_CallFunction* CallBeginSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
CallBeginSpawnNode->FunctionReference.SetExternalMember(BeginSpawningBlueprintFuncName, UGameplayStatics::StaticClass());
CallBeginSpawnNode->AllocateDefaultPins();
UEdGraphPin* CallBeginExec = CallBeginSpawnNode->GetExecPin();
UEdGraphPin* CallBeginWorldContextPin = CallBeginSpawnNode->FindPinChecked(WorldContextParamName);
UEdGraphPin* CallBeginActorClassPin = CallBeginSpawnNode->FindPinChecked(ActorClassParamName);
UEdGraphPin* CallBeginTransform = CallBeginSpawnNode->FindPinChecked(TransformParamName);
UEdGraphPin* CallBeginNoCollisionFail = CallBeginSpawnNode->FindPinChecked(NoCollisionFailParamName);
UEdGraphPin* CallBeginResult = CallBeginSpawnNode->GetReturnValuePin();
// Move 'exec' connection from spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeExec, *CallBeginExec);
if(SpawnClassPin->LinkedTo.Num() > 0)
{
// Copy the 'blueprint' connection from the spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnClassPin, *CallBeginActorClassPin);
}
else
{
// Copy blueprint literal onto begin spawn call
CallBeginActorClassPin->DefaultObject = SpawnClass;
}
// Copy the world context connection from the spawn node to 'begin spawn' if necessary
if (SpawnWorldContextPin)
{
CompilerContext.MovePinLinksToIntermediate(*SpawnWorldContextPin, *CallBeginWorldContextPin);
}
// Copy the 'transform' connection from the spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeTransform, *CallBeginTransform);
// Copy the 'bNoCollisionFail' connection from the spawn node to 'begin spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeNoCollisionFail, *CallBeginNoCollisionFail);
//////////////////////////////////////////////////////////////////////////
// create 'finish spawn' call node
UK2Node_CallFunction* CallFinishSpawnNode = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(SpawnNode, SourceGraph);
CallFinishSpawnNode->FunctionReference.SetExternalMember(FinishSpawningFuncName, UGameplayStatics::StaticClass());
CallFinishSpawnNode->AllocateDefaultPins();
UEdGraphPin* CallFinishExec = CallFinishSpawnNode->GetExecPin();
UEdGraphPin* CallFinishThen = CallFinishSpawnNode->GetThenPin();
UEdGraphPin* CallFinishActor = CallFinishSpawnNode->FindPinChecked(ActorParamName);
UEdGraphPin* CallFinishTransform = CallFinishSpawnNode->FindPinChecked(TransformParamName);
UEdGraphPin* CallFinishResult = CallFinishSpawnNode->GetReturnValuePin();
// Move 'then' connection from spawn node to 'finish spawn'
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeThen, *CallFinishThen);
// Copy transform connection
CompilerContext.CopyPinLinksToIntermediate(*CallBeginTransform, *CallFinishTransform);
// Connect output actor from 'begin' to 'finish'
CallBeginResult->MakeLinkTo(CallFinishActor);
// Move result connection from spawn node to 'finish spawn'
CallFinishResult->PinType = SpawnNodeResult->PinType; // Copy type so it uses the right actor subclass
CompilerContext.MovePinLinksToIntermediate(*SpawnNodeResult, *CallFinishResult);
//////////////////////////////////////////////////////////////////////////
// create 'set var' nodes
// Get 'result' pin from 'begin spawn', this is the actual actor we want to set properties on
UEdGraphPin* LastThen = FKismetCompilerUtilities::GenerateAssignmentNodes(CompilerContext, SourceGraph, CallBeginSpawnNode, SpawnNode, CallBeginResult, GetClassToSpawn() );
// Make exec connection between 'then' on last node and 'finish'
LastThen->MakeLinkTo(CallFinishExec);
// Break any links to the expanded node
SpawnNode->BreakAllNodeLinks();
}
}
bool UK2Node_SpawnActorFromClass::HasExternalBlueprintDependencies(TArray<class UStruct*>* OptionalOutput) const
{
UClass* SourceClass = GetClassToSpawn();
const UBlueprint* SourceBlueprint = GetBlueprint();
const bool bResult = (SourceClass != NULL) && (SourceClass->ClassGeneratedBy != NULL) && (SourceClass->ClassGeneratedBy != SourceBlueprint);
if (bResult && OptionalOutput)
{
OptionalOutput->Add(SourceClass);
}
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Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return bResult || Super::HasExternalBlueprintDependencies(OptionalOutput);
}
#undef LOCTEXT_NAMESPACE