Add a utility function and DeprecatedVariable static name to support this.
Use this to replace an old hack that ignored warnings for BeginSpawningActorFromBlueprint.
#jira UE-160577
#rb dan.oconnor
[CL 36448949 by ben zeigler in 5.5 branch]
#rb dave.jones2, Phillip.Kavan
#jira UE-214774
[RN] Fixed one cause of phantom blueprint compilation errors after duplicating a blueprint graph
[CL 33734182 by dan oconnor in ue5-main branch]
However: function searches will do a quoted search by native function name. The previous behavior was unquoted search by node title (usually function display name). As a result, the previous behavior for Find References would fail in functions with special characters in their name. Now that the name is surrounded in quotes, all function names are supported. The new Find References behavior now searches for correct function name for parent call nodes, interface implementations, event overrides, where the previous behavior failed due to searching for node title.
#rb Phillip.Kavan
[CL 30854644 by zhikang shao in ue5-main branch]
Improves "Find References" in blueprints: now supports function search by [class, function] call-sites and definitions rather than a generic search for function name. Replaces the "Find References" context menu action with a sub-menu for variables and functions in BlueprintEditor, WidgetBlueprintEditor, SubobjectEditor and SubobjectEditor. That context sub-menu has 'By Name' and 'By Class Member' search options and local+global versions of both.
Made changes to Find-in-Blueprints metadata that is generated per blueprint asset to be able to do "specific function of a specific class" type queries; some search types were unsupported with previous metadata. Incremented the EFiBVersion so that the Find-in-Blueprints search window will ask to re-index all blueprints and resave. Added an opt-out editor setting "Allow Index All Blueprints" (default: true) to disable the button, which can be decided per project. Added an action in the Find-in-Blueprints modal when outdated metadata is detected to export the list of affected assets.
#rb Phillip.Kavan
[CL 30316851 by zhikang shao in ue5-main branch]
[FYI] zhikang.shao
Original CL Desc
-----------------------------------------------------------------
#jira UE-196209
Improves "Find References" in blueprints: now supports function search by [class, function] call-sites and definitions rather than a generic search for function name. Replaces the "Find References" context menu action with a sub-menu for variables and functions in BlueprintEditor, WidgetBlueprintEditor, SubobjectEditor and SubobjectEditor. That context sub-menu has 'By Name' and 'By Class Member' search options and local+global versions of both.
Made changes to Find-in-Blueprints metadata that is generated per blueprint asset to be able to do "specific function of a specific class" type queries; some search types were unsupported with previous metadata. Incremented the EFiBVersion so that the Find-in-Blueprints search window will ask to re-index all blueprints and resave. Added an opt-out editor setting "Allow Index All Blueprints" (default: true) to disable the button, which can be decided per project. Added an action in the Find-in-Blueprints modal when outdated metadata is detected to export the list of affected assets.
#rb Phillip.Kavan
[CL 30289794 by zhikang shao in ue5-main branch]
Improves "Find References" in blueprints: now supports function search by [class, function] call-sites and definitions rather than a generic search for function name. Replaces the "Find References" context menu action with a sub-menu for variables and functions in BlueprintEditor, WidgetBlueprintEditor, SubobjectEditor and SubobjectEditor. That context sub-menu has 'By Name' and 'By Class Member' search options and local+global versions of both.
Made changes to Find-in-Blueprints metadata that is generated per blueprint asset to be able to do "specific function of a specific class" type queries; some search types were unsupported with previous metadata. Incremented the EFiBVersion so that the Find-in-Blueprints search window will ask to re-index all blueprints and resave. Added an opt-out editor setting "Allow Index All Blueprints" (default: true) to disable the button, which can be decided per project. Added an action in the Find-in-Blueprints modal when outdated metadata is detected to export the list of affected assets.
#rb Phillip.Kavan
[CL 30289718 by zhikang shao in ue5-main branch]
Unlike other nodes, the variable node is the only that has a ArePinTypesCompatible check. This created a discrepancy: type changes on function nodes would preserve the link and create a compilation error, but type changes on variable nodes would orphan the pin.
For consistency, this removes the ArePinTypesCompatible check. More importantly, this also fixes auto type conversion, which will analyze the link and insert a cast node at a later stage. However, there's also some legacy cruft that only applied to object pins with mismatched types. This particular edge case has been preserved, but it might need follow up to see if it's still needed.
Additionally, fixed a logic bug with bCanMatchSelfs.
#rb phillip.kavan
[CL 26032689 by dave jones2 in ue5-main branch]
[FYI] dave.jones2
Original CL Desc
-----------------------------------------------------------------
Fixed Blueprint type autoconversion for variable nodes.
Unlike other nodes, the variable node is the only that has a ArePinTypesCompatible check. This created a discrepancy: type changes on function nodes would preserve the link and create a compilation error, but type changes on variable nodes would orphan the pin.
For consistency, this removes the ArePinTypesCompatible check. More importantly, this also fixes auto type conversion, which will analyze the link and insert a cast node at a later stage. However, there's also some legacy cruft that only applied to object pins with mismatched types. This particular edge case has been preserved, but it might need follow up to see if it's still needed.
#rb phillip.kavan
[CL 26021408 by dave jones2 in ue5-main branch]
Unlike other nodes, the variable node is the only that has a ArePinTypesCompatible check. This created a discrepancy: type changes on function nodes would preserve the link and create a compilation error, but type changes on variable nodes would orphan the pin.
For consistency, this removes the ArePinTypesCompatible check. More importantly, this also fixes auto type conversion, which will analyze the link and insert a cast node at a later stage. However, there's also some legacy cruft that only applied to object pins with mismatched types. This particular edge case has been preserved, but it might need follow up to see if it's still needed.
#rb phillip.kavan
[CL 26020052 by dave jones2 in ue5-main branch]
(Resubmit: added check for "multiple self" connections. Even though the types mismatch, we permit these connections.)
The previous attempt to add automatic conversion nodes (24029327) had a flawed design: checking pin connections during rewiring might have an incomplete view of the types of the linked pins.
For example, suppose we have two native, BlueprintCallable functions. One returns a float, and the other accepts a single float. In a Blueprint, we have the output of one linked to the input of the other.
Later, we update both functions to use ints. During rewiring of the function with the return value, it might see that its connection is a float (because that node hasn't been rewired yet). As a result, it'll insert a cast node. Subsequently, when we later rewire the function with the input, it'll see that it's connected to a float, because of the recently inserted cast node. This will add yet another cast node. Since both pin types are the same, there shouldn't be any cast nodes to begin with.
The only safe way to insert cast nodes is after node construction has finished. Instead of handling this during rewiring, we can defer the type checking to early validation. Overall, this simplifies the autoconversion since we just need to iterate over pairs of pins, check for type mismatches, and insert cast nodes where appropriate.
This change effectively reverts CLs 24174262, 24029327, 24218437, and 25444139, and moves the type checking logic to EarlyValidation.
#jira UE-183502
#rb phillip.kavan
[CL 25834276 by dave jones2 in ue5-main branch]
[FYI] dave.jones2
Original CL Desc
-----------------------------------------------------------------
UE-183502 - BP autoconversion adds extraneous conversion nodes
The previous attempt to add automatic conversion nodes (24029327) had a flawed design: checking pin connections during rewiring might have an incomplete view of the types of the linked pins.
For example, suppose we have two native, BlueprintCallable functions. One returns a float, and the other accepts a single float. In a Blueprint, we have the output of one linked to the input of the other.
Later, we update both functions to use ints. During rewiring of the function with the return value, it might see that its connection is a float (because that node hasn't been rewired yet). As a result, it'll insert a cast node. Subsequently, when we later rewire the function with the input, it'll see that it's connected to a float, because of the recently inserted cast node. This will add yet another cast node. Since both pin types are the same, there shouldn't be any cast nodes to begin with.
The only safe way to insert cast nodes is after node construction has finished. Instead of handling this during rewiring, we can defer the type checking to early validation. Overall, this simplifies the autoconversion since we just need to iterate over pairs of pins, check for type mismatches, and insert cast nodes where appropriate.
This change effectively reverts CLs 24174262, 24029327, 24218437, and 25444139, and moves the type checking logic to EarlyValidation.
#jira UE-183502
#preflight 647102108145a219b1209905
#rb phillip.kavan
[CL 25748352 by bob tellez in ue5-main branch]
The previous attempt to add automatic conversion nodes (24029327) had a flawed design: checking pin connections during rewiring might have an incomplete view of the types of the linked pins.
For example, suppose we have two native, BlueprintCallable functions. One returns a float, and the other accepts a single float. In a Blueprint, we have the output of one linked to the input of the other.
Later, we update both functions to use ints. During rewiring of the function with the return value, it might see that its connection is a float (because that node hasn't been rewired yet). As a result, it'll insert a cast node. Subsequently, when we later rewire the function with the input, it'll see that it's connected to a float, because of the recently inserted cast node. This will add yet another cast node. Since both pin types are the same, there shouldn't be any cast nodes to begin with.
The only safe way to insert cast nodes is after node construction has finished. Instead of handling this during rewiring, we can defer the type checking to early validation. Overall, this simplifies the autoconversion since we just need to iterate over pairs of pins, check for type mismatches, and insert cast nodes where appropriate.
This change effectively reverts CLs 24174262, 24029327, 24218437, and 25444139, and moves the type checking logic to EarlyValidation.
#jira UE-183502
#preflight 647102108145a219b1209905
#rb phillip.kavan
[CL 25727812 by dave jones2 in ue5-main branch]
A reflected Blueprint type can now be changed without breaking existing content, so long as an autocast function exists for the two types.
Previously, pin reconstruction would give up if two pin types didn't match exactly, which resulted in orphaned pins and compilation errors. Now, it'll first try to find an autocast function for the two types, and insert a cast node into the graph if one is found.
Additionally, notes will be added whenever a new cast node was added, which serves as a notice that users might want to update their API to use the new type change.
#jira UE-172222
#preflight 63d85cf57a39a1802189bdda
#rb phillip.kavan
[CL 24029327 by dave jones2 in ue5-main branch]
#fyi dave.jones2
Original CL Desc
-----------------------------------------------------------------
UE-172222 - Improve redirect support for Blueprints.
A reflected Blueprint type can now be changed without breaking existing content, so long as an autocast function exists for the two types.
Previously, pin reconstruction would give up if two pin types didn't match exactly, which resulted in orphaned pins and compilation errors. Now, it'll first try to find an autocast function for the two types, and insert a cast node into the graph if one is found.
Additionally, notes will be added whenever a new cast node was added, which serves as a notice that users might want to update their API to use the new type change.
#jira UE-172222
#preflight 63b72580af3ebedd9988ae4c
#rb benjamin.fox,dan.oconnor
[CL 23657454 by dave jones2 in ue5-main branch]
A reflected Blueprint type can now be changed without breaking existing content, so long as an autocast function exists for the two types.
Previously, pin reconstruction would give up if two pin types didn't match exactly, which resulted in orphaned pins and compilation errors. Now, it'll first try to find an autocast function for the two types, and insert a cast node into the graph if one is found.
Additionally, notes will be added whenever a new cast node was added, which serves as a notice that users might want to update their API to use the new type change.
#jira UE-172222
#preflight 63b72580af3ebedd9988ae4c
#rb benjamin.fox,dan.oconnor
[CL 23629872 by dave jones2 in ue5-main branch]
Allow rewiring split pins that have had their type changed, which ERedirectType_Name permits. Oddly, the Break Struct nodes already work in this case, but that's because they completely bypass UK2Node_Variable::DoPinsMatchForReconstruction, and call the implementation in UK2Node::DoPinsMatchForReconstruction instead.
#jira UE-169957
#preflight 6377b83af514e1ded9b9258f
#rb phillip.kavan,ben.hoffman
[CL 23197324 by dave jones2 in ue5-main branch]