Commit Graph

1927 Commits

Author SHA1 Message Date
kevin macaulayvacher
276d09f6df Remove all simple usage of REN_ForceNoResetLoaders from the codebase since the flag has been deprecated and currently does nothing. Simple in this case is direct use of the flag with no conditional logic. More complex uses were removed in another change.
#rnx
#rb Francis.Hurteau

[CL 34424068 by kevin macaulayvacher in ue5-main branch]
2024-06-17 11:55:02 -04:00
george rolfe
943919f37c [UMG] Provided a better description for "bCanCallInitializedWithoutPlayerContext"
#jira UE-217987

[CL 34392549 by george rolfe in ue5-main branch]
2024-06-14 21:59:15 -04:00
kevin macaulayvacher
bc36ef6880 Remove usage of REN_ForceNoResetLoaders from the codebase since the flag has been deprecated. These removals all pertain to conditional use of the flag which usually ends up cleaning up the code a bit more than only removing the flag.
#rnx
#rb Francis.Hurteau

[CL 34375991 by kevin macaulayvacher in ue5-main branch]
2024-06-14 13:04:06 -04:00
marshall beachy
91c3afd2f7 Added a new listview flag ScrollIntoViewAlignment. This can be used to override the behavior of how an offscreen item is scrolled into view. The default flag matches prior behavior (CenterAligned) but a new condition (IntoView) will scroll the minimum distance required to bring the element into view (the bottom of the listview when scrolling down, or the top when scrolling up).
[REVIEW] [at]patrick.boutot
#rb Patrick.Boutot

[CL 34344911 by marshall beachy in ue5-main branch]
2024-06-13 13:06:49 -04:00
steve robb
206d9d76b4 Replaced EAutomationTestFlags::ApplicationContextMask with EAutomationTestFlags_ApplicationContextMask.
[CL 34335388 by steve robb in ue5-main branch]
2024-06-13 07:06:47 -04:00
david bromberg
b072003f4d Sequencer: Fix issues where CreateTransientPlaybackState fails due to being called during a level load whene there is no editor world.
[REVIEW] [at]ue-sequencer
#jira UE-217666
#rb ludovic.chabant

[CL 34334713 by david bromberg in ue5-main branch]
2024-06-13 05:54:10 -04:00
kevin macaulayvacher
357c98fb83 - UObject::Rename will always remove a mismatching linker unless explicitly told not to via a new rename flag REN_AllowPackageLinkerMismatch. This is meant to be distinct from the deprecated REN_ForceNoResetLoaders as the intent is inverted: There are few reasons to not want to reset loaders when there is a mismatch between package and linker, and when there is no mismatch, we do not want Rename to implicitly resetloaders (we no longer do as of 33136565). The only use case where mismatched linkers is desired is when objects are _temporarily_ renamed to belong to a staging package and desire to have the object continue loading when the object is moved back to the matching linker package (commonly done during blueprint reinstancing). In such a case, the new flag acknowledging the intentional mismatch is meant to be used.
- Any code causing a linker mismatch needs to explicitly clear loading flags for their object to avoid asserting. This is to make the intention clear that rename will make loading correctly impossible when moving the object to a different linker unintentionally. So either clear the loading flags of the object (i.e. finish loading via load calls such as ConditionalPostLoad) or forcibly allow mismatching via the new flag.

- When marking an export as invalid in FLinkerLoad::InvalidateExport() we now also clear loading flags since it is wasteful to load invalid objects.

- Exports marked as invalid are no longer reset to be valid when the linker is reset for the object instance. This is to prevent reloading invalid objects when re-using a linker already resident in memory if a subsequent package load is requested.

- When UStruct upgrades UFields to FFields, the UStruct objects are marked as invalid to prevent reloading the objects unnecessarily

- Fixes an issue where since Rename can clear the linker for mismatched types, any calls to FLinkerLoad::InvalidateExport needs to be moved before the rename operation to be effective.

- CollectUnreachableObjects will no longer mark unreachable objects as invalid in the linkerloader. That code would mark objects as invalid until the linker is destroyed which incorrectly assumed would happen soon. If however a load for the same package occurs before the linker is destroyed, the in-memory linker would be re-used keeping the marked exports as invalid so those exports would not be loaded (even though they should have been).

#jira UE-212466 UE-214849
#rb Francis.Hurteau, Michael.Galetzka
[RN] UObject::Rename will always remove the renamed object's linker if the rename moves the object into a different package. As a result, any renames occuring while an object is loading will now assert instead of leading to hard to diagnose crashes long after the Rename call has completed. If renaming to a different package is intentional and the linker should not be cleared, the new flag REN_AllowPackageLinkerMismatch can be used to prevent clearing linkers on the object even though the linker is for a different package than the package has been renamed to be part of.

[CL 34304935 by kevin macaulayvacher in ue5-main branch]
2024-06-12 08:47:36 -04:00
vincent gauthier
1911779fe0 Add a ensure to detect a null extension and prevent a crash
#rb zahra.nikbakht

[CL 34281169 by vincent gauthier in ue5-main branch]
2024-06-11 12:41:26 -04:00
vincent gauthier
2ab91504ed Fix to TakeWidget when the Widget is not part of an asset
#jira UE-216613
#rb Patrick.Boutot

[CL 34174759 by vincent gauthier in ue5-main branch]
2024-06-06 16:59:48 -04:00
zahra nikbakht
6e9a8cef00 UMG: expose animation lerp speed as a property in UMG for scrollbox and tableviewbase
#rb daren.cheng

[CL 34143172 by zahra nikbakht in ue5-main branch]
2024-06-05 18:26:15 -04:00
david bromberg
c31d702845 Sequencer- Resubmission of changelist 34065553 that had been backed out for a versioning issue which is now fixed. Original description below:
Sequencer- Dynamic Binding Refactor
Refactor the 'Dynamic Binding' blueprint system to be Custom Bindings rather than tied directly to FMovieScenePossessable and FMovieSceneSpawnable. As part of this:
? Created UMovieSceneReplaceableDirectorBlueprintBinding and UMovieSceneSpawnableDirectorBlueprintBinding to replace the Possessable and Spawnable versions of DynamicBindings
? Deprecated the DynamicBinding references on possessable and spawnable and created Postload fixup code to automatically create custom bindings instead
? Note that because the previous Dynamic Bindings operated as overrides and the new ones don't, there is a no longer supported path which is using Possessables as a preview in editor for Possessable Dynamic Bindings. Now if you don't mark 'Call in Editor' for a Replaceable Director Blueprint binding, you'll need to define a spawnable preview binding for the binding in order to work with it in Sequencer.
? Since UMG also used Dynamic Bindings on possessables, temporarily add DynamicBinding as a member variable on FWidgetAnimationBinding and create postload logic to move DynamicBindings to live on there for WidgetAnimations.
? USD has custom code to create dynamic bindings automatically for its use case. Convert this also to use the new custom binding system.
? Some cleanup on object binding right-click menus was done as part of this.
? Some further MovieSceneSequence API deprecation and refactoring has been done for the creation of bindings to add SharedPlaybackState where possible which was necessary for dynamic binding setup.

FMovieSceneSpawnable deprecation in Level Sequences
Since I was having to write postload fixup logic for FMovieSceneSpawnables with Dynamic Bindings that converted these to FMovieScenePossessables with custom bindings, it felt like a good chance to deprecate all FMovieSceneSpawnable use in Level Sequences.

I chose at this time not to deprecate FMovieSceneSpawnable use for non-Level-Sequence Movie Scene Sequences. This includes Day Sequences, Template Sequences, Actor Sequences, Widget Animations, Niagara Sequences, and some Meta Human sequences. I made this choice because to do so would require also refactoring those sequence types to use MovieSceneBindingReferences in order to enable custom bindings for those sequence types. This will be a future refactor.

Some notes on this deprecation.
? I kept MovieScene specific code that references or creates FMovieSceneSpawnables due to not refactoring all MovieSceneSequences
? Binding creation code in tools such as Sequencer will check for the presence of Binding References and create custom bindings if present, otherwise will still create FMovieSceneSpawnables
? AvaSequences required some extra work to make this change, including some changes and bugfixes to copy/pasting bindings to move away from custom avalanche copy/paste code, as the copy/paste code for custom bindings is a bit intricate and I didn't want to duplicate it.
? Chaos Cache has been moved away from using an object spawner and instead uses a custom spawnable actor binding inheriting from the regular spawnable actor binding.
? Actor and Take Recording has been updated to support custom spawnable bindings
? Meta Human specific code has been updated to support custom spawnable bindings when using Level Sequences
? FortniteMainBranchObjectVersion has been bumped

Crash fix
As part of the USD work, I found a crash bug where the Binding Properties menu would hold a reference to a level sequence. In the case of USD, the outer of the sequences can be the level, and this caused issues when switching levels. To fix this I ended up needing to add some events when menus are being dismissed so I could clean up these references.

#jira UE-209839, UE-209548, UE-213115, UE-214195, UE-214443
#rb Marc.Audy
#lockdown Marc.Audy
[FYI] juan.portillo, Viktar.Mikhalchuk, Darrien.Blanchard, patrick.boutot

[CL 34127005 by david bromberg in ue5-main branch]
2024-06-05 11:54:07 -04:00
Tonetfal
2623bff38a PR #11951: Improve error message when focusing on a widget with invalid player controller
#rb zahra.nikbakht
#jira UE-216212

[CL 34124348 by Tonetfal in ue5-main branch]
2024-06-05 10:28:17 -04:00
bob tellez
b7caf3f58d [Backout] - CL34065553
[FYI] david.bromberg
Original CL Desc
-----------------------------------------------------------------
Sequencer- Dynamic Binding Refactor
Refactor the 'Dynamic Binding' blueprint system to be Custom Bindings rather than tied directly to FMovieScenePossessable and FMovieSceneSpawnable. As part of this:
? Created UMovieSceneReplaceableDirectorBlueprintBinding and UMovieSceneSpawnableDirectorBlueprintBinding to replace the Possessable and Spawnable versions of DynamicBindings
? Deprecated the DynamicBinding references on possessable and spawnable and created Postload fixup code to automatically create custom bindings instead
? Note that because the previous Dynamic Bindings operated as overrides and the new ones don't, there is a no longer supported path which is using Possessables as a preview in editor for Possessable Dynamic Bindings. Now if you don't mark 'Call in Editor' for a Replaceable Director Blueprint binding, you'll need to define a spawnable preview binding for the binding in order to work with it in Sequencer.
? Since UMG also used Dynamic Bindings on possessables, temporarily add DynamicBinding as a member variable on FWidgetAnimationBinding and create postload logic to move DynamicBindings to live on there for WidgetAnimations.
? USD has custom code to create dynamic bindings automatically for its use case. Convert this also to use the new custom binding system.
? Some cleanup on object binding right-click menus was done as part of this.
? Some further MovieSceneSequence API deprecation and refactoring has been done for the creation of bindings to add SharedPlaybackState where possible which was necessary for dynamic binding setup.

FMovieSceneSpawnable deprecation in Level Sequences
Since I was having to write postload fixup logic for FMovieSceneSpawnables with Dynamic Bindings that converted these to FMovieScenePossessables with custom bindings, it felt like a good chance to deprecate all FMovieSceneSpawnable use in Level Sequences.

I chose at this time not to deprecate FMovieSceneSpawnable use for non-Level-Sequence Movie Scene Sequences. This includes Day Sequences, Template Sequences, Actor Sequences, Widget Animations, Niagara Sequences, and some Meta Human sequences. I made this choice because to do so would require also refactoring those sequence types to use MovieSceneBindingReferences in order to enable custom bindings for those sequence types. This will be a future refactor.

Some notes on this deprecation.
? I kept MovieScene specific code that references or creates FMovieSceneSpawnables due to not refactoring all MovieSceneSequences
? Binding creation code in tools such as Sequencer will check for the presence of Binding References and create custom bindings if present, otherwise will still create FMovieSceneSpawnables
? AvaSequences required some extra work to make this change, including some changes and bugfixes to copy/pasting bindings to move away from custom avalanche copy/paste code, as the copy/paste code for custom bindings is a bit intricate and I didn't want to duplicate it.
? Chaos Cache has been moved away from using an object spawner and instead uses a custom spawnable actor binding inheriting from the regular spawnable actor binding.
? Actor and Take Recording has been updated to support custom spawnable bindings
? Meta Human specific code has been updated to support custom spawnable bindings when using Level Sequences
? FortniteMainBranchObjectVersion has been bumped

Crash fix
As part of the USD work, I found a crash bug where the Binding Properties menu would hold a reference to a level sequence. In the case of USD, the outer of the sequences can be the level, and this caused issues when switching levels. To fix this I ended up needing to add some events when menus are being dismissed so I could clean up these references.

#jira UE-209839, UE-209548, UE-213115, UE-214195, UE-214443
#rb daniel.coelho, Max.Chen
[FYI] juan.portillo, Viktar.Mikhalchuk, Darrien.Blanchard, patrick.boutot

[CL 34080904 by bob tellez in ue5-main branch]
2024-06-03 19:14:21 -04:00
david bromberg
0706a15165 Fix WidgetAnimation copyright notice whitespace issue.
[REVIEW] [at]max.chen

[CL 34066034 by david bromberg in ue5-main branch]
2024-06-03 10:46:20 -04:00
david bromberg
15d874ead6 Sequencer- Dynamic Binding Refactor
Refactor the 'Dynamic Binding' blueprint system to be Custom Bindings rather than tied directly to FMovieScenePossessable and FMovieSceneSpawnable. As part of this:
? Created UMovieSceneReplaceableDirectorBlueprintBinding and UMovieSceneSpawnableDirectorBlueprintBinding to replace the Possessable and Spawnable versions of DynamicBindings
? Deprecated the DynamicBinding references on possessable and spawnable and created Postload fixup code to automatically create custom bindings instead
? Note that because the previous Dynamic Bindings operated as overrides and the new ones don't, there is a no longer supported path which is using Possessables as a preview in editor for Possessable Dynamic Bindings. Now if you don't mark 'Call in Editor' for a Replaceable Director Blueprint binding, you'll need to define a spawnable preview binding for the binding in order to work with it in Sequencer.
? Since UMG also used Dynamic Bindings on possessables, temporarily add DynamicBinding as a member variable on FWidgetAnimationBinding and create postload logic to move DynamicBindings to live on there for WidgetAnimations.
? USD has custom code to create dynamic bindings automatically for its use case. Convert this also to use the new custom binding system.
? Some cleanup on object binding right-click menus was done as part of this.
? Some further MovieSceneSequence API deprecation and refactoring has been done for the creation of bindings to add SharedPlaybackState where possible which was necessary for dynamic binding setup.

FMovieSceneSpawnable deprecation in Level Sequences
Since I was having to write postload fixup logic for FMovieSceneSpawnables with Dynamic Bindings that converted these to FMovieScenePossessables with custom bindings, it felt like a good chance to deprecate all FMovieSceneSpawnable use in Level Sequences.

I chose at this time not to deprecate FMovieSceneSpawnable use for non-Level-Sequence Movie Scene Sequences. This includes Day Sequences, Template Sequences, Actor Sequences, Widget Animations, Niagara Sequences, and some Meta Human sequences. I made this choice because to do so would require also refactoring those sequence types to use MovieSceneBindingReferences in order to enable custom bindings for those sequence types. This will be a future refactor.

Some notes on this deprecation.
? I kept MovieScene specific code that references or creates FMovieSceneSpawnables due to not refactoring all MovieSceneSequences
? Binding creation code in tools such as Sequencer will check for the presence of Binding References and create custom bindings if present, otherwise will still create FMovieSceneSpawnables
? AvaSequences required some extra work to make this change, including some changes and bugfixes to copy/pasting bindings to move away from custom avalanche copy/paste code, as the copy/paste code for custom bindings is a bit intricate and I didn't want to duplicate it.
? Chaos Cache has been moved away from using an object spawner and instead uses a custom spawnable actor binding inheriting from the regular spawnable actor binding.
? Actor and Take Recording has been updated to support custom spawnable bindings
? Meta Human specific code has been updated to support custom spawnable bindings when using Level Sequences
? FortniteMainBranchObjectVersion has been bumped

Crash fix
As part of the USD work, I found a crash bug where the Binding Properties menu would hold a reference to a level sequence. In the case of USD, the outer of the sequences can be the level, and this caused issues when switching levels. To fix this I ended up needing to add some events when menus are being dismissed so I could clean up these references.

#jira UE-209839, UE-209548, UE-213115, UE-214195, UE-214443
#rb daniel.coelho, Max.Chen
[FYI] juan.portillo, Viktar.Mikhalchuk, Darrien.Blanchard, patrick.boutot

[CL 34065565 by david bromberg in ue5-main branch]
2024-06-03 10:27:49 -04:00
daren cheng
a86cc5f886 Add CSV Substats to Slate
#jira UE-211560
#rb ben.woodhouse, Patrick.Boutot

[CL 34035723 by daren cheng in ue5-main branch]
2024-05-31 13:05:16 -04:00
brandon schaefer
80bd18eb6e Remove AutoRTFM
[CL 34017217 by brandon schaefer in ue5-main branch]
2024-05-30 18:48:27 -04:00
brandon schaefer
5a76156c2e AutoRTFM-ifiy these Modules
[CL 33974866 by brandon schaefer in ue5-main branch]
2024-05-29 11:21:15 -04:00
saad nader
2420f9a733 Fixed a crash in WidgetComponent when widget visibility changes but the widget pointer is invalid.
[REVIEW] [at]vincent.gauthier, [at]daren.cheng, [at]patrick.boutot
[FYI] ben.humphreys, matthew.johnson3, bruce.sutherland, forest.sharp
#tests PIE: Ran juno test range and checked out crafting station widget components for any regression.

[CL 33958805 by saad nader in ue5-main branch]
2024-05-28 19:26:07 -04:00
graham lewis
6af188e694 Removing debug code accidentally included in CL 33796879.
#rnx

[CL 33800003 by graham lewis in ue5-main branch]
2024-05-21 12:59:09 -04:00
graham lewis
adaebea5b6 Fixed UWidgetComponent::GetOwnerPlayer crash when owning world has no game instance.
[REVIEW] [at]editor-ui-systems, [at]chris.gagnon
[FYI] cory.kolek
#rb Cory.Kolek, Patrick.Boutot

[CL 33798400 by graham lewis in ue5-main branch]
2024-05-21 12:06:36 -04:00
henrik karlsson
cdf73792b1 Fixed so sprinkled GEntityManagerForDebugging is set to __declspec(selectany) to prevent duplicate symbol errors when merging modules
[CL 33642271 by henrik karlsson in ue5-main branch]
2024-05-14 20:25:36 -04:00
marc audy
28c077e1f9 Fix non-unity issues
#rnx

[CL 33614058 by marc audy in ue5-main branch]
2024-05-13 20:49:19 -04:00
patrick boutot
48fc8f6f1d Slate: Remove deprecated code up to 5.0
#rb editor-ui-systems

[CL 33572504 by patrick boutot in ue5-main branch]
2024-05-10 07:58:17 -04:00
patrick boutot
a2f447ad92 UMG: Remove call to PostEdit for editor utility widget. The previous bug could not be reproduced and it cause other issues with widget creation in editor.
#jira UE-213843, UE-117887
#rb daren.cheng

[CL 33492434 by patrick boutot in ue5-main branch]
2024-05-07 15:52:08 -04:00