When you right click in the Behavior Tree, adjacent to "Auto Arrange" is a new "Add Comment"
When a comment is added, if you have a selection it encompasses the entire selection (matching existing behavior)
If you don't have a selection, it adds a default-sized comment box under your cursor
You can now press C at any point to create a comment under the cursor (matching Blueprint Behavior)
Specifically tested:
Having no nodes selected and pressing C to add a comment
Having one node selected and pressing C
Having multiple nodes selected and pressing C
Having a Decorator selected and pressing C (this doesn't create a bounding box but still creates the comment, not a regression, caused by a complication of how decorators don't have their own widgets)
The above but with the context menu's "Add Comment"
#jira UE-222463
#rb Aris.Theophanidis
[CL 35752310 by matt hoffman in ue5-main branch]
Change property in bt nodes to their FValueOrBBKey_X equivalent where it made sense
#rb Mieszko.Zielinski
#tests Made sure existing behavior trees values where preserved, tested juno and br AI
[CL 34158714 by guillaume arruda in ue5-main branch]
FValueOrKey are created of each of the engine blackboard key types.
#rb mikko.mononen, Yoan.StAmant, Mieszko.Zielinski
[CL 34120944 by guillaume arruda in ue5-main branch]
Create editor details for the key types to ensure default value are the right type
#rb Yoan.StAmant
#rnx
[CL 34071059 by guillaume arruda in ue5-main branch]
- Add a warning to the bottom left of the debug window when the behavior tree being debugged is paused.
- Gather runtime values from instanced nodes when needed so the correct values are displayed when debugging.
- Make double clicking on a dynamic subtree node open the running subtree
#rb Yoan.StAmant
[CL 30265686 by guillaume arruda in ue5-main branch]
Prevent child blackboards from being able to modify the key type of inherited key.
#rb Maxime.Mercier, Mieszko.Zielinski, Yoan.StAmant
[CL 30155186 by guillaume arruda in ue5-main branch]
A very long time ago CL 2411381 introduced a change to make the default Base Indent Level of all Graph Action Menus "1", basically meaning that both "0" and "1" indent levels would be placed at the root of the menu. Presumably they've needed it, because in BPs, categories on the left side are custom headers, and they didn't want the children (functions, variables, etc) to have an extra indent.
However, they've made this change globally, basically breaking Graph Action Menus that didn't have category customization and needed the first level to be indented under the root level.
Some systems have overcome this by defining a custom expander with a Base Indent Level of 0 - getting back the original, expected behavior. That was however just hiding the underlying issue.
This change reverts back the Base Indent Level to 0, and sets it to 1 instead only for those menus, which have a customized category header. This should fix all graph menus where the second category level was not indented (i.e. BT Action Menu and Decorator Context Menu).
#rb aditya.ravichandran
#jira none
#ushell-cherrypick of 29515770 by kristof.morva1
[CL 29530311 by ben hoffman in ue5-main branch]