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]
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]
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]
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]
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]
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]
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]
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]
#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]
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]