Commit Graph

108 Commits

Author SHA1 Message Date
Phillip Kavan
2a531399a3 [UE-12263] Additional suggestion (per review) to guard against unintentional log spam.
#codereview Mike.Beach

[CL 2670254 by Phillip Kavan in Main branch]
2015-08-26 18:44:36 -04:00
Phillip Kavan
c0fdbd5d1b [UE-12263] Eliminate potential FMemberReference::ResolveMember() log spam at startup/load time.
change summary:
- modified UK2Node_CallFunction::Serialize() to bypass enabled state validation when not necessary.

#codereview Mike.Beach

[CL 2670191 by Phillip Kavan in Main branch]
2015-08-26 18:26:01 -04:00
Phillip Kavan
3c858b79aa [UE-12263] Add ability to mark BlueprintCallable functions as "DevelopmentOnly" - by default, these nodes will be compiled out of Blueprint class function graphs at cook/package time.
change summary:
- deprecated the 'UEdGraphNode::bIsNodeEnabled' flag & added fixup code for serialization (load)
- added support for pruning "disabled" nodes at compile time w/o breaking existing flow in the source graph.
- modified function call nodes to look for new "DevelopmentOnly" UFUNCTION metadata and disable when found.
- added UEdGraphNode::IsNodeEnabled(), Enable() and Disable() APIs. also added a new 'bUserSetEnabledState' flag.
- added the UEdGraphNode::IsDevelopmentMode() API; subclasses can override to provide additional functionality if necessary.
- added a new 'UCookerSettings::bCompileBlueprintsInDevelopmentMode' flag to control whether or not Blueprints are compiled in development mode at cook time (accessible in Project Settings->Cooker); defaults to OFF.
- (experimental) added a "Compile Options" section to the Blueprint graph node context menu to allow users to explicitly enable or disable nodes.
- (experimental) added a BPGC setting to allow users to optionally override the cooker default setting for the development/release compile switch (UE-12270, WiP).
- the experimental features above are gated by a new 'UBlueprintEditorSettings::bAllowExplicitImpureNodeDisabling flag' (accessible in Editor Settings->Blueprint Editor); defaults to OFF for now.

[CL 2661302 by Phillip Kavan in Main branch]
2015-08-19 14:13:40 -04:00
Richard Hinckley
5b7adab09e Added "//~" and "/*~" support to Unreal header parsing, so that comments can be ignored instead of being made into tooltips, mirroring the recent Doxygen filter feature. Also added support to keep @note blocks visible in UFUNCTIONS.
[CL 2630494 by Richard Hinckley in Main branch]
2015-07-23 09:27:43 -04:00
Richard Hinckley
556e8bf4ec Removing pragma optimize.
[CL 2628880 by Richard Hinckley in Main branch]
2015-07-22 10:03:50 -04:00
Richard Hinckley
624c0bc7a3 [UE-17240] - Changing "@see" to "See:"in tooltips.
[CL 2627965 by Richard Hinckley in Main branch]
2015-07-21 15:41:15 -04:00
Maciej Mroz
d7e348d1e0 Select node creates local variable for index input.
#jira UE-18533 Select node crashes

[CL 2619913 by Maciej Mroz in Main branch]
2015-07-14 06:57:53 -04:00
Michael Schoell
f41f1b82c4 Hidden pins generated from native functions will correctly use their default values.
#jira UE-18475 - HidePin metadata in UFUNCTION macro causes default value to be ignored

[CL 2618672 by Michael Schoell in Main branch]
2015-07-13 15:22:41 -04:00
Marc Audy
0e5c8b64c5 Add HideSelfPin metadata for blueprint callable functions which will make the target pin hidden and not connectable
#codereview Mike.Beach

[CL 2615080 by Marc Audy in Main branch]
2015-07-09 10:25:29 -04:00
Michael Noland
93f5f7871f Blueprints: Added support for expressing a per-parameter DisplayName using the markup UPARAM(DisplayName="Something neat") before the parameter declaration
This allows renaming parameters without using a K2ParamRedirect, and to use names that are not legal C++ identifiers

UFUNCTION(BlueprintPure, ...)
static void DoSomethingAwesome(UPARAM(DisplayName="Awesome Param") float BoringParam);

#codereview nick.whiting

[CL 2614169 by Michael Noland in Main branch]
2015-07-08 17:03:53 -04:00
Michael Schoell
49c96e1732 Fix shadow variable issue.
[CL 2607432 by Michael Schoell in Main branch]
2015-07-01 10:07:48 -04:00
Michael Noland
3c99dc668f Fixed up a few whitespace issues
[CL 2606940 by Michael Noland in Main branch]
2015-06-30 22:12:07 -04:00
Michael Schoell
dd3a91b825 Call Function nodes will no longer change the function reference when duplicating the node or duplicating the entire Blueprint.
UK2Node_CallFunction::EnsureFunctionIsInBlueprint checks for the self pin being connected, if it is it will not change the function reference.

#jira UE-17073 - Duplicated blueprints cannot access casted class nodes

[CL 2606495 by Michael Schoell in Main branch]
2015-06-30 17:18:11 -04:00
Phillip Kavan
f864e2455c [UE-14914] Prevent function parameters from being autowired when intended for internal use only.
change summary:
- added a new "InternalUseParam" UFUNCTION() meta to support tagging function parameters as internal use only (=> hidden | not connectable)
- added a UK2Node_CallFunction::IsConnectionDisallowed() override method; returns 'true' if the 'bNotConnectable' flag is set on the node's pin (and will emit a compile error in existing projects if something is connected to it)
- modified FBlueprintEditorUtils::GetHiddenPinsForFunction() to accept an optional 'InternalPins' TSet as an output; on return, this will contain the subset of hidden pins that are marked as "InternalUseParam"
- modified UK2Node_CallFunction::CreatePinsForFunctionCall() to set the 'bNotConnectable' pin attribute to 'true' if "InternalUseParam == '<PinName>'" is included within the UFunction metadata
- modified the AActor::AddComponent UFUNCTION() decl to switch the "HidePin" meta to "InternalUseParam" for the 'ComponentTemplateContext' parameter (because it should not be connectable)
- modified UK2Node_CallFunction::NotifyPinConnectionListChanged() to refresh the node to hide pins corresponding to internal-only params once the (invalid) connection in an existing project has been broken

#codereview Mike.Beach

[CL 2606203 by Phillip Kavan in Main branch]
2015-06-30 14:42:07 -04:00
Phillip Kavan
8ed4059fd6 [UE-15480] Restore ability to link GetClass() function call node output pin subtype to the input pin subtype (revised initial fix).
change summary:
- restored modification to FDynamicOutputHelper::GetPinClass() to include object reference pin types
- restored modification to FDynamicOutputHelper::IsTypePickerPin() to include the PC_Object category
- restored modification to the UGameplayStatics::GetObjectClass() UFUNCTION declaration to include 'DeterminesOutputType' metadata
- modified FDynamicOutputHelper::GetPinClass() to consider connections to a literal 'self' reference; resolves a potential BP compilation error that was introduced with the initial fix

#codereview Mike.Beach, Dan.OConnor

[CL 2605968 by Phillip Kavan in Main branch]
2015-06-30 12:42:39 -04:00
Michael Schoell
f928f7972b Copy and pasting a K2Node_CallFunction with an interface pin for the SelfPin will no longer change the SelfPin into a normal Object Reference pin.
UK2Node_CallFunction::EnsureFunctionIsInBlueprint will check the function's owner class to see if it is a child of UInterface and will not allow changes to the FunctionReference if it is.

#jira UE-17565  - Copy and pasting an interfaceCall node pasted a different node.

[CL 2604126 by Michael Schoell in Main branch]
2015-06-29 12:13:17 -04:00
Dan Oconnor
3e0ea670f1 [UEBP-60] Skipping tooltip generation for transient pins
[CL 2599950 by Dan Oconnor in Main branch]
2015-06-24 21:45:09 -04:00
Dan Oconnor
4a011eb4cc Back out changelist 2592119, causes errors in several blueprints in Mike's circular reference tests
[CL 2597502 by Dan Oconnor in Main branch]
2015-06-23 13:59:09 -04:00
Phillip Kavan
6e67897d5e [UE-15480] The output pin subtype for a GetClass function call node is now linked to the input pin's subtype.
change summary:
- modified FDynamicOutputHelper::GetPinClass() to include object reference pin types
- modified FDynamicOutputHelper::IsTypePickerPin() to include the PC_Object category
- modified the UGameplayStatics::GetObjectClass() UFUNCTION declaration to include 'DeterminesOutputType' metadata

#codereview Mike.Beach

[CL 2592119 by Phillip Kavan in Main branch]
2015-06-18 12:10:18 -04:00
Mike Beach
8164028b41 [UE-17011] If a function doesn't have any extra keywords, make sure we still include the compact title at the very least.
#codereview Michael.Schoell

[CL 2588760 by Mike Beach in Main branch]
2015-06-16 11:53:17 -04:00
Michael Schoell
a5e29efb5a Pin tooltips on Call Function nodes in Blueprints will no longer grow with each compile or change to the Blueprint.
#jira UE-16997 - Tooltip for boolean checkbox on blueprint node grows with every click

[CL 2588700 by Michael Schoell in Main branch]
2015-06-16 11:25:01 -04:00
Michael Schoell
91061b9d85 Fixed uses of FindFunctionByName that did not use GET_FUNCTION_NAME_CHECKED.
#jira UE-13949 - Fix various uses of FindFunction that use string literals instead of GET_FUNCTION_NAME_CHECKED

[CL 2578531 by Michael Schoell in Main branch]
2015-06-05 11:45:49 -04:00
Jeff Farris
d244d227bc Fixed several shadow variable warnings
#codereview: Lukasz.Furman, Michael.Schoell, Dan.Oconnor, Eric.Newman, Gil.Gribb

[CL 2575931 by Jeff Farris in Main branch]
2015-06-03 14:47:53 -04:00
Michael Schoell
d3c4f18bcd Can right click on any node to search for references of it. Does initial search only in current Blueprint.
Localization fixes for Find-in-Blueprints so it will again search the current and native language.

CallFunction and CustomEvents now store their non-friendly "native" names. These will not actually appear in search results, but will be compared while searching to determine if the node matches the results.

Gathering Blueprint search data will now force friendly names to true while it gathers so gathered data does not differ based on the setting.

#jira UE-15901 - Right click a custom event to get a list of all blueprints that are calling the custom event

[CL 2572814 by Michael Schoell in Main branch]
2015-06-01 14:36:32 -04:00
Dan Oconnor
2d871fe3fb [UEBP-56] Optimized K2Node_CallFunction construction, pin tool type generation was being performed for all pins, and is expensive. Made it lazy (pins created when you mouse over a pin)
[CL 2567511 by Dan Oconnor in Main branch]
2015-05-27 17:51:08 -04:00