Fixed Scalar Parameter and Vector node to avoid triggering a component value change transaction if the user only clicks on the textbox (without effectively changing the value).
Currently when the user clicks on a Scalar or Vector parameter text box and then simply deselects the node, a data change is erroneously detected and a transaction is pushed onto the Undo stack. This change fixes the logic that determines whether the value is actually changed, removing these spurious and redundant transactions.
#rb sebastian.nordgren
#jira UE-159512
#preflight 62ff9986f7404b55a326ce08
[CL 21457315 by massimo tristano in ue5-main branch]
Currently when the user clicks on a Scalar or Vector parameter text box and then simply deselects the node, a data change is erroneously detected and a transaction is pushed onto the Undo stack. This change fixes the logic that determines whether the value is actually changed, removing these spurious and redundant transactions.
#rb sebastian.nordgren
#jira UE-159512
#preflight 62fe4890200ff87e07bddf46
[CL 21442104 by massimo tristano in ue5-main branch]
2D vectors are not canonically ordered and having these operators results in very unfortunate interactions with generic code. In particular FMath::{Min,Max,Abs} on TVector2s compile but do not behave as one would expect.
Add explicit comparison methods as a replacement and deprecate uses of TVector2 overloaded relational operators since it's confusing and error-prone. Fix existing uses to avoid deprecation warnings. Several of these fixes are behavioral changes to fix what I am reasonably certain are bugs in the existing code - in particular, uses of FMath::{Min,Max,Abs} on TVector2s that almost certainly actually want TVector2::{Min,Max,GetAbs} instead.
#rb charles.bloom,jeff.roberts
#preflight 62d70a6547779a730aaac04b
#ROBOMERGE-AUTHOR: fabian.giesen
#ROBOMERGE-SOURCE: CL 21168341 via CL 21173069 via CL 21173193
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21192034 by fabian giesen in ue5-main branch]
Similar to other numerical Slate widgets, we need to templatize SGraphPinVector so that it can choose between a float and double representation. Currently, only the BP editor will use the double variant, while other tools continue to use a float.
This also update SGraphPinVector2D and SGraphPinVector4 to use a template. While we do use SGraphPinVector2D in BPs, we currently don't use SGraphPinVector4. However, that may change in the future.
#jira UE-157166
#preflight 62bf6898c438da7f09e95af0
#rb andrew.davidson
[CL 20947777 by dave jones2 in ue5-main branch]
- This was the result of a merge error. I removed the duplicate/incorrect code
#jira UE-156396
#jira UE-156396
[BugFix] Selected diff Pins aren't highlighted in blueprints with more than one graph
- FocusedDiffResult attribute returned the index of the diff result in a list of all diff results when it needed to return the index of a subset array that only includes results diffs between the currently rendered graph
#preflight 62a7d093045c9fe61ee09c19
[CL 20638583 by jordan hoffmann in ue5-main branch]
+ also added in Pin_DiffHighlight brush that never got committed
#preflight 62a3acd42558795127e5341c
#rb ben.zeigler
[CL 20602390 by jordan hoffmann in ue5-main branch]
- because the graphs were being diffed in two different ways - once to generate the list and once to determine how to render the nodes, there were some differences in the diff behavior that caused certain nodes to not render as diffed even though they showed up in the list. this change uses the same diff list for both now so there shouldn't be any differences anymore
- This also solves an issue that caused highlighted pins from Blueprint Diff to persist to the blueprint itself. Now all visual modifications made by the diff viewer only appear in the diff panels rather than the main graph
#jira UE-93061
#preflight 62a256ef2469f462fdd9c693
#rb daren.cheng
This change sets up for future style changes allowing for us to render nodes in the diff graph based on their diff type. There are no style changes in this CL however.
[CL 20584624 by jordan hoffmann in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
- The SNodePanel deferrs some of it's panning to future frames which was causing locked graphs in the diff tool to become out of sync. To solve this, I wait until the SNodePanel has finished finding it's target before setting locked graphs on the same trajectory
#jira UE-150557
#rb Marc.Audy, Brooke.Hubert, Lauren.Barnes, Vincent.Gauthier
#preflight 6286cc16cf5ac7317c47235d
[CL 20288942 by jordan hoffmann in ue5-main branch]