Implemented unresolve as well as re-resolve node on already typed pins
Added UI in contextual menu to re-type pins
#rb sara.schvartzman
#jira UE-125892
#preflight https://horde.devtools.epicgames.com/job/622f488f505788e09ffffbe4
[CL 19372564 by Helge Mathee in ue5-main branch]
As part of debugging the last unit test I've added functionality to support debugging of the ActionStack. The controller is now able to upgrade a node as per user interaction. next up I'll integrate this into the user interface.
#rb sara.schvartzman
#jira UE-141505
#preflight https://horde.devtools.epicgames.com/job/6226280ca71867308f24c641
[CL 19286305 by Helge Mathee in ue5-main branch]
The UE_RIGVM_ENABLE_TEMPLATE_NODES is disabled in this submit for now - which disabled the creation of template nodes as well, disabled auto-update functionality during load and spawning resolved templates nodes instead of unit nodes.
We'll enable the define in a follow up submit
#rb jack.cai
#jira na
#preflight https://horde.devtools.epicgames.com/job/621de289ca28c55634199235
[CL 19196111 by Helge Mathee in ue5-main branch]
Blueprint real number support.
This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures).
One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code.
The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG.
#rb marc.audy (serialization changes)
#jira UE-116484
#preflight 61f8bdd5a2514ba12ff7bdfc
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823569 by dave jones2 in ue5-main branch]