18 Commits

Author SHA1 Message Date
bryan sefcik
b974474084 Readded SlateCore to fix CIS job.
#preflight none

[CL 25485420 by bryan sefcik in ue5-main branch]
2023-05-16 00:04:39 -04:00
bryan sefcik
da92084a12 Optimized out more private modules includes and dependencies.
#preflight 64627c382965f6ea8ea83bd6

[CL 25479683 by bryan sefcik in ue5-main branch]
2023-05-15 16:26:12 -04:00
ben hoffman
916bc7838d Fix a non-unity compile error from FApp::HasProjectName
#rb benjamin.fox
#rnx
#jira UE-176155
#preflight 63e27911797b029c0a81d485
#lockdown julien.marchand

[CL 24054968 by ben hoffman in ue5-main branch]
2023-02-07 14:14:26 -05:00
ben hoffman
32d00e87ae Fix another pop up that would happen incorrectly when you run the engine without a project.
#jira UE-176155
#preflight 63e1342d7467a6960f37797d
#rb benjamin.fox
#rnx
#lockdown julien.marchand

[CL 24040376 by ben hoffman in ue5-main branch]
2023-02-06 18:04:33 -05:00
henrik karlsson
68e1306935 [Engine/Plugins]
* Removed more includes using iwyu and marked up includes that is removed because of bugs in iwyu.

#preflight 63bfc8696c4f5668eb3a3cbd
#rb none

[CL 23666746 by henrik karlsson in ue5-main branch]
2023-01-12 13:53:03 -05:00
henrik karlsson
2f78497e67 [Engine/Plugins]
* Updated private files with IWYU for all plugins which had 3 or less changes made in ue5 main since last integration to fn

#preflight 63bf8d8b577437afe607dc72
#rb none

[CL 23659643 by henrik karlsson in ue5-main branch]
2023-01-12 01:48:34 -05:00
ben hoffman
d4a22e8625 Add a FInputDeviceId option for setting input device properties. The default behavior will remain the same. If one is not specifed, then we will default to the Platform User's primary input device.
#rb trivial
#rnx
#pf skip

[CL 23396159 by ben hoffman in ue5-main branch]
2022-12-05 14:04:07 -05:00
ben hoffman
ad5ea44724 Make FActiveDeviceProperty a USTRUCT again because it has to have a the UPROPERTY for the TobjectPtr to stay valid over time
#rb me
#rnx
#pf skip

[CL 23379181 by ben hoffman in ue5-main branch]
2022-12-02 16:49:46 -05:00
ben hoffman
5d810a8180 Add a bHasBeenAppliedAtLeastOnce state to active device properties.
This handles cases where the evaluation time is longer then the duration of a property. I.e., your property is set to a duration of 0.1, but you get a delta time of .12 seconds for some reason (choppy frames, low perf client, etc).

#rb me
#rnx
#pf skip

[CL 23378948 by ben hoffman in ue5-main branch]
2022-12-02 16:35:42 -05:00
ben hoffman
01a3d268e3 - Change "SetDeviceProperty" to a more aptly named "Activate Device Property".
- Create a BP version of Activate Device Property that takes in a subclass and will make a NewObject device prop
- Create a C++ version of ActivateDeviceProperty that will let you pass in your own DeviceProperty pointer. This is not BP exposed because I think it would be too easy to pass in the same instance of a property multiple times to designers.
- Rename "bRemoveAfterEvaluationTime" to just "bLooping". Now, when activate a device property as "looping" it will not be removed until you call "remove device property" on it. This makes more sense to use and reads better to me because thats what we do for force feedback.

#jira UE-158873
#rb none
#rnx
#preflight 638a1e983b617fd4be47bb3a

[CL 23376315 by ben hoffman in ue5-main branch]
2022-12-02 13:39:07 -05:00
ben hoffman
de54863e2b Make FActiveDeviceProperty a protected type of the UInputDeviceSubsystem because no external users should be attempting to use it.
#rb trivial
#rnx
#pf 63890934303395f6c943ea1b

[CL 23372841 by ben hoffman in ue5-main branch]
2022-12-02 10:24:37 -05:00
ben hoffman
12c57494e3 Add debug drawing and commands for Input Device Properties. Move "showdebug devices" out of enhanced input, and into the input debugging plugin because it doesn't actually require Enhanced Input.
#rb david.harvey
#rnx
#preflight 63878841170bc34a9336a121

[CL 23343212 by ben hoffman in ue5-main branch]
2022-11-30 18:15:06 -05:00
ben hoffman
ba237966a4 Fix the "Dont show again" checkbox not working when an input device connection changes
#jira UE-164905
#rb justin.hare
#rnx
#preflight skip

[CL 22279964 by ben hoffman in ue5-main branch]
2022-09-30 16:28:09 -04:00
ben hoffman
2140ba03b6 Add an Input Debugging Editor module. This is where any generic Input Debugging tools can live now and in the future.
Add in a slate notification when a gamepad's state changes in the editor, which displays the Platform User, Device ID, and connection state. In the future I'd like to make a small window that shows you all currently connected devices and the data associated with them, as well possiblly as visualize some of their input or allow you to inject input to different pads.

#jira none
#rb benjamin.fox
#rb nate.strohmyer
#preflight 630944779f7fd5df573ba92b

[CL 21721464 by ben hoffman in ue5-main branch]
2022-08-31 11:20:11 -04:00
David Harvey
d3d5f80222 add missing include
#jira UE-153298
#rnx
#preflight skip
#rb trivial

[CL 20294543 by David Harvey in ue5-main branch]
2022-05-20 11:05:45 -04:00
Marc Audy
04be96048d Fix nopch issues
#rnx
#preflight

[CL 20291754 by Marc Audy in ue5-main branch]
2022-05-20 02:31:32 -04:00
David Harvey
af18800f20 Add missing module dependency.
#rb trivial
#preflight skip
#jira UE-150305
#rnx

[CL 20285868 by David Harvey in ue5-main branch]
2022-05-19 15:40:49 -04:00
David Harvey
dfa6b776b1 Input debugging plugin.
- includes touch input visualization, toggled via `Input.Debug.ShowTouches 1`


#jira UE-150305
#rb Serge.Bernier, Ben.Hoffman
#preflight 628665b22c1bb3e25a4a0da9

[CL 20282745 by David Harvey in ue5-main branch]
2022-05-19 12:58:06 -04:00