Original CL Desc
This was originally backed out due to a compilation error on Mac. Preflihgts re-run to include mac targets and they passed.
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[Backout] - CL34072649
Original CL Desc
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PropertyEditor: Display the internal & display name of the property in the copy context action tooltip
#rb logan.buchy, robb.surridge
#jira none
#ushell-cherrypick of 33973047 by kristof.morva1
[CL 34368510 by ben hoffman in ue5-main branch]
#fyi ben.hoffman
Original CL Desc
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PropertyEditor: Display the internal & display name of the property in the copy context action tooltip
#rb logan.buchy, robb.surridge
#jira none
#ushell-cherrypick of 33973047 by kristof.morva1
[CL 34072992 by ben hoffman in ue5-main branch]
* PropertyPath allows for property traversal through nested array properties within an object - FEditPropertyChain would also require an FPropertyChangedEvent.
* Deprecated the GetPropertyUpdatedWidget API in favor of one that passes a struct of arguments to ease refactoring in future.
* All added public APIs deprecated preemptively as experimental. Some refinements here to ensure this works generically for all property editor rows.
#rb brooke.hubert
#jira UE-208279
[CL 32330626 by logan buchy in ue5-main branch]
Pasting into the Mobility field of the Details panel was prevented because no property row was found for the Mobility field. With this change, we allow pastes when no property row is found and instead only use the property row when it is found to prevent pastes if the row says so.
* Share "can we paste" checks by having PasteProperty call CanPasteProperty instead of running its own slightly different checks.
* Make CanPasteProperty (via CanPasteFromText) return true if no property row can be found for the property, instead of returning false and failing the paste. The intent here seems to have been allowing an existing property row to prevent the paste, but if none exists that shouldn't fail the paste. Ancient Unreal code didn't prevent pastes when the property row didn't exist either.
#jira UE-205934
#rb logan.buchy
[CL 31556511 by sebastian arleryd in ue5-main branch]
- created FDetailsNameWidgetOverrideCustomization and function to get it on FDetailsViewPrivate, SDetailsView and FDetailsViewArgs to provide a customization that can override any Name widget
- FDetailsNameWidgetOverrideCustomization can override any non-nested property, using the CustomizeName function which takes a TSharedRef<SWidget> that is the name widget that would show without the new customization, and the FPropertyPath in order to be able to tell what properties to override.
- In SDetalsSingleItemRow added GetNameWidget to use the FDetailsNameWidgetOverrideCustomization to provide the name widget, if it has been provided
#jira UE-201379
#rb jordan.hoffmann, logan.buchy
[CL 31134537 by karen jirak in ue5-main branch]
[FYI] helen.yang
Original CL Desc
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Check widget row in addition to details view enablement for paste action enablement on SDetailSingleItemRow
#rb logan.buchy
#jira UE-200546
[CL 31106243 by helen yang in ue5-main branch]
- This functionality was lost at some point during UE4 and wasn't bound to anything in the engine since then.
- Removed all property coloration specific code and made it go through the new Actor Coloration Framework, and kept the original white color for non-matching objects and red for matching objects.
- In UE3, property coloration was bound to shift-click on a property, but this was replaced by copy/paste in UE4, so this is now bound to control-click instead.
#rb Sebastien.Lussier
[FYI] Brooke.Hubert, Aditya.RaviChandran
[CL 31084023 by jeanfrancois dube in ue5-main branch]
- enabled code in details single item row to show the overrides widget
- added code to the overrides style keys to provide the visibility based on overrides state of the edit property chain (for properties) and object inputs
- Updates to the details display managers to get the property update widgets by providing the edit property chain, needed for override state for properties
- updated the overrides combo button code to iterate through the style keys and show any the have been initialized to show for the current override state
- currently conntains API changes to provide the override state for properties
#jira UE-192054
#rb aditya.ravichandran
[CL 30678106 by karen jirak in ue5-main branch]
- if we encounter a set option in `FDetailPropertyRow` we use its value instead. This allows for cusomizations to just 'work' without any special handling for options.
- Note: There is some case-handling to ensure the display name is still the options rather than the values.
[CL 30214987 by jared cotton in ue5-main branch]
* added style classes and keys for the overrides widget image brushes and the code to create them
* added a getter to DetailsViewStyle for the overrides widget combobutton style
* svgs for images
* slight modifications in pixels and alignments in and around the cateogory buttons
#jira UE-192046
#rb Brooke.Hubert
[CL 29169806 by karen jirak in ue5-main branch]
* added an overrides combobutton builder
* added an overrides menu
* Updated the details single row and category renderers to use the overrides button and menu when an entity is selected, if the CVar UI.EnableOverrides is true
* Added some infrastructure in the display managers to start some property tracking, as the Category rows need to know if any of it's properties are currently overridable\resetable
#jira UE-192046
#rb Brooke.Hubert
[CL 28983128 by karen jirak in ue5-main branch]
~added isEmpty property to details categories for showing stub categories
~styling support to show them properly
#jira UE-195683
#rb ronald.koppers
[CL 28073151 by karen jirak in ue5-main branch]
The categories on the components for core entities now have an action menu. It has many things in it that will log.
#jira UE-194008
#rb Brooke.Hubert
[CL 27717413 by karen jirak in ue5-main branch]