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]
This commit is contained in:
lauren ridge
2019-07-16 23:44:22 -04:00
parent 53b6e686c2
commit 21d8aac5fd
4 changed files with 11 additions and 17 deletions

View File

@@ -16,18 +16,13 @@ class BLUTILITY_API UEditorUtilityBlueprint : public UBlueprint
{
GENERATED_UCLASS_BODY()
#if WITH_EDITOR
// UBlueprint interface
virtual bool SupportedByDefaultBlueprintFactory() const override
{
return false;
}
#endif
#if WITH_EDITORONLY_DATA
protected:
virtual void LoadModulesRequiredForCompilation() override;
#endif
// End of UBlueprint interface
};

View File

@@ -6,7 +6,7 @@
#include "UObject/ObjectMacros.h"
#include "Widgets/SWidget.h"
#include "VREditorBaseActor.h"
#include "EditorUtilityWidget.h"
#include "Blueprint/UserWidget.h"
#include "VREditorFloatingUI.generated.h"
class UVREditorBaseUserWidget;
@@ -25,32 +25,32 @@ struct FVREditorFloatingUICreationContext
public:
/** Widget to open in the VR window. null to close an open window (if if matches the PanelID) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
TSubclassOf<UEditorUtilityWidget> WidgetClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
TSubclassOf<UUserWidget> WidgetClass;
// @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.
/** ID that the UI system will use to identify the panel. MUST BE UNIQUE! */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
FName PanelID;
/** Optional offset from HMD where the window opens. Pass FTransform::Identity for default logic - window will open at controller location. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
FTransform PanelSpawnOffset;
/** Panel size. Should match the size of the UMG passed in. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
FVector2D PanelSize;
/** NOT IN USE YET! Custom mesh to use for the VR window. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
UStaticMesh* PanelMesh;
/** Optional override for "VREd.EditorUISize". Leave at 0 for default. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
float EditorUISize;
//** Turn off handles under window? (X-To-Close, movement bar...) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Virtual Production UI")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Mode UI")
bool bHideWindowHandles;
};

View File

@@ -26,8 +26,7 @@ namespace UnrealBuildTool.Rules
"Analytics",
"LevelSequence",
"Sequencer",
"Projects",
"Blutility"
"Projects"
}
);