Fix:
- Instead of Emptying the RealProperties in propId now we only add newer ones
- Crash when creating a behaviour
- Crash when copying some Struct
- Blocked copy of ObjectProperty value in PropId Action to avoid crash (For example with the Material)
- Added copy for Struct only if Allowed (Color/LinearColor/Vector/Rotation)
- Crash when calling OnObjectPropertyChanged in Preset because recursive in some case
- Changed from AddLambda to AddSPLambda
#rb Matt.Chapman
[CL 30932763 by andrea botti in 5.4 branch]
Fix:
- PropId not always working correctly in Game
- Float property will be treated as Double
- Color property will be treated as LinearColor
#rb Loris.Rossi
[CL 30883791 by andrea botti in 5.4 branch]
Fix:
- Block creation of actions that are not supported by PropertyBag
Since the function that returns the value type is private we have to use a workaround by creating a BagDesc and then retrieve the value type from that to check that it is not None.
#rb Juan.Portillo
[CL 30883092 by andrea botti in 5.4 branch]
Conditional will execute actions that changed their value if the action condition evaluate to true based on the controller value.
#rb Jean.Perrier
[CL 30597649 by andrea botti in ue5-main branch]
Requirement:
The requirement of this comes from the "combo template" feature of Avalanche. As all the controller and entity values of different sub-level's embedded presets are combined in the same page, guid collisions must be avoided.
The combo template creation will fail if it detects guid collisions between the guids.
Feature:
When the parent asset (either level or bp) is duplicated, the embedded preset will renew the entity and controller's guids automatically.
If users want to create combo templates of existing assets that have guid collisions, the fix is to duplicate them.
This has been restricted to embedded presets only.
Implementation:
Entity Ids are used as index in several classes of the overall data structure (identified by inspection).
The UpdateEntityIds function has been added to propagate the re-indexing throughout the rc data structures.
New delegates have been added if propagation beyond the rc data structures are required.
#jira UE-203352
#rb Juan.Portillo
#rnx
[CL 30459707 by jean perrier in ue5-main branch]
Avoid Add Action button and drag and drop to add properties with warnings.
Fix behaviour conditions to either:
- All allow the property
- All don't allow the property
#rb Juan.Portillo
[CL 30459300 by andrea botti in ue5-main branch]
Fix FText hitting an ensure because the StructOnScope is not setting the Package in the PropertyIdAction
#rb jeremie.roy
[CL 29092787 by andrea botti in ue5-main branch]
Custom controllers added automatic execution on PostLoad (see https://p4-swarm.epicgames.net/changes/25874141).
This CL removes the support for that (given that the execution of controllers is non-deterministic), and gives the control back to the user.
This change also prevents issues related to unreliability, and assets being automatically modified/dirtied on scene load.
#rb Jeremie.Roy
[CL 27796590 by dario mazzanti in ue5-main branch]
Behaviour add button change, adding all behaviour and grey out the ones that can't be used with the specific controller
#rb jeremie.roy
[CL 27078624 by andrea botti in ue5-main branch]
C++ and BP enum properties are handled differently, with the former not properly working with RC Controllers.
#jira UE-189659
#rb Jeremie.Roy
[CL 26610754 by dario mazzanti in ue5-main branch]