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Removing blutility dependencies in VREditor module, making data validation an editor plugin
#rb Dan.OConnor #rnx #jira none #ROBOMERGE-OWNER: ben.marsh #ROBOMERGE-AUTHOR: lauren.ridge #ROBOMERGE-SOURCE: CL 7266213 in //UE4/Release-4.23/... via CL 7266215 #ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v371-7306989) [CL 7337895 by lauren ridge in Dev-Build branch]
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@@ -16,18 +16,13 @@ class BLUTILITY_API UEditorUtilityBlueprint : public UBlueprint
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{
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GENERATED_UCLASS_BODY()
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#if WITH_EDITOR
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// UBlueprint interface
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virtual bool SupportedByDefaultBlueprintFactory() const override
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{
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return false;
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}
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#endif
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#if WITH_EDITORONLY_DATA
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protected:
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virtual void LoadModulesRequiredForCompilation() override;
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#endif
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// End of UBlueprint interface
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};
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@@ -6,7 +6,7 @@
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#include "UObject/ObjectMacros.h"
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#include "Widgets/SWidget.h"
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#include "VREditorBaseActor.h"
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#include "EditorUtilityWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "VREditorFloatingUI.generated.h"
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class UVREditorBaseUserWidget;
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@@ -25,32 +25,32 @@ struct FVREditorFloatingUICreationContext
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public:
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/** Widget to open in the VR window. null to close an open window (if if matches the PanelID) */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
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TSubclassOf<UEditorUtilityWidget> WidgetClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
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TSubclassOf<UUserWidget> WidgetClass;
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// @todo: As we make this user-definable, we allow possible name collisions - how to deal with that? MakeUniqueName won't work because the name will be different on repeat calls.
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/** ID that the UI system will use to identify the panel. MUST BE UNIQUE! */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
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FName PanelID;
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/** Optional offset from HMD where the window opens. Pass FTransform::Identity for default logic - window will open at controller location. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
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FTransform PanelSpawnOffset;
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/** Panel size. Should match the size of the UMG passed in. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
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FVector2D PanelSize;
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/** NOT IN USE YET! Custom mesh to use for the VR window. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
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UStaticMesh* PanelMesh;
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/** Optional override for "VREd.EditorUISize". Leave at 0 for default. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
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float EditorUISize;
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//** Turn off handles under window? (X-To-Close, movement bar...) */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
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bool bHideWindowHandles;
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};
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@@ -26,8 +26,7 @@ namespace UnrealBuildTool.Rules
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"Analytics",
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"LevelSequence",
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"Sequencer",
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"Projects",
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"Blutility"
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"Projects"
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}
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);
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