Commit Graph

95 Commits

Author SHA1 Message Date
edwin maynard
1ca7c7756d Back out changelist 20397596
[FYI] Nick.Darnell


#ROBOMERGE-AUTHOR: edwin.maynard
#ROBOMERGE-SOURCE: CL 20400220 via CL 20400224 via CL 20400228
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20401296 by edwin maynard in ue5-main branch]
2022-05-27 19:31:56 -04:00
nick darnell
71f7a858ed UMG - Further refining the named slot inheritance, we now extend the inheritance through multiple parent classes, and if a parent uses up a slot, then that slot becomes unavailable to subclasses to then be extended. They cans also introduce new named slots along the way, so as it refines the structure, it can refine the available named slots.
[REVIEW] [at]ui-editor-systems

#ROBOMERGE-AUTHOR: nick.darnell
#ROBOMERGE-SOURCE: CL 20397596 via CL 20397619 via CL 20397628
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20401193 by nick darnell in ue5-main branch]
2022-05-27 19:29:50 -04:00
nick darnell
c227e52edb UMG - Introducing named slot inheritance. This new feature allows parent classes to insert named slots into their hierarchy, and for child classes to insert content into those named slots. This in effect will give people the ability to build base class templates and then derive them to further refine the look and feel in those named slots for the widgets specific purpose. For example, you could make a message box base class widget, with a few named slots for specific specialized message boxes without having to build a new widget from scratch.
[REVIEW] [at]ui-editor-systems

#ROBOMERGE-AUTHOR: nick.darnell
#ROBOMERGE-SOURCE: CL 20383614 via CL 20384610 via CL 20384741
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20386425 by nick darnell in ue5-main branch]
2022-05-26 17:58:02 -04:00
dave jones2
2435e8a548 UE-148560 - UMG property binding fixup for real numbers doesn't always work
The fixup pass for delegates in UMG bindings had faulty logic for determining the name of a function. The "FunctionName" field on the binding may not actually reflect the true name of the function. For example, a function rename can make this field stale. This would eventually cause BP compilation errors since we didn't find the matching function graph(s) that needed fixup.

Instead, we should call GetMemberName on the final path segment. This will use a GUID for determining what the actual function name is.

#rb patrick.boutot
#preflight 6262f1fbcf17922036d8d006
#jira UE-148281

#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 20381031 in //UE5/Release-5.0/... via CL 20383028
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20385737 by dave jones2 in ue5-main branch]
2022-05-26 17:11:12 -04:00
dave jones2
ed1b4ed6a5 UE-140327 - Remove ENABLE_BLUEPRINT_REAL_NUMBERS usage
The original ENABLE_BLUEPRINT_REAL_NUMBERS macro was strictly meant for AB testing in the Dev-LWC. Currently, disabling it won't work, and would likely lead to broken behavior. Its presence might incorrectly indicate to licensees that this is an option that can be toggled safely.

#rb marc.audy
#jira UE-140327
#preflight 61fc6449dc0b3ecbecb6f381
#lockdown julien.marchand

#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18864654 in //UE5/Release-5.0/... via CL 18864683 via CL 18864993
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18865002 by dave jones2 in ue5-main branch]
2022-02-04 11:54:52 -05:00
dave jones2
c8574d3b74 Merging //UE5/Dev-LargeWorldCoordinates [at] 18802167 to //UE5/Release-5.0
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]
2022-02-02 05:50:50 -05:00
ben hoffman
c5f6cc9b84 Direct Input Delegate Support inside of Widget Blueprints. This allows users to place the normal "Input Action" and "Input Axis" event nodes in a widget and they will behave as they would in an actor as long as there is an owning Player controller.
#jira UE-130489
#rb andy.davidson
#rb Vincent.Gauthier
#preflight 61b148d218370fb3a0f990c4
#preflight 61ba24739611744de2b53338

#ROBOMERGE-OWNER: ben.hoffman
#ROBOMERGE-AUTHOR: ben.hoffman
#ROBOMERGE-SOURCE: CL 18468289 in //UE5/Release-5.0/... via CL 18468359
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18468368 by ben hoffman in ue5-release-engine-test branch]
2021-12-15 12:34:17 -05:00
cody albert
2446ed36fe Fixed potential issue where transaction buffer could hold a reference to the dummy world created in UWidgetBlueprint::DetectSlateWidgetLeaks
See UDN: https://epicgames.lightning.force.com/lightning/r/Case/5004z00001WeTx3AAF/view

#rb Vincent.Gauthier

#ROBOMERGE-SOURCE: CL 16675759 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16675763 by cody albert in ue5-release-engine-test branch]
2021-06-15 13:21:58 -04:00
mark lintott
11a12136ce #jira UE-111647
#rb johan.torp
GetLinkerUE4Version renamed to GetLinkerUEVersion

#ROBOMERGE-SOURCE: CL 15859222 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15859586 by mark lintott in ue5-main branch]
2021-03-30 06:44:49 -04:00
Matt Peters
fd97028c28 Change presave prototype to take an FObjectSaveContextRef to provide more information about the save parameters.
#rb Francis.Hurteau, Devin.Doucette
#rn Minor Cooking

[CL 15831839 by Matt Peters in ue5-main branch]
2021-03-25 16:51:36 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
robert manuszewski
b7568cc694 Fix for UE-90683: You can no longer delete conflicting variables
Refactored FindField into FindUField and FindFProperty to avoid confusion caused by the fact that FindField<UField> will no longer return FProperties.

#jira UE-90683
#rb Steve.Robb
#tests Basic editor functionality test, cooked and ran PC client and server, bot soak tests for two hours

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 12190998 in //UE4/Release-4.25/... via CL 12190999
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v661-12148976)

[CL 12191300 by robert manuszewski in Main branch]
2020-03-15 10:33:45 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
Stefan Boberg
1f813eb516 Copying //UE4/Dev-Core to Main (//UE4/Main)
#rb many

[CL 9405827 by Stefan Boberg in Main branch]
2019-10-03 16:26:48 -04:00
Marc Audy
6fb39af50b Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 6662737
#rb
#rnx

[CL 6664141 by Marc Audy in Dev-Framework branch]
2019-05-29 11:33:11 -04:00
Ben Zeigler
0f47fe97dc #jira UE-74229 Fix blueprint diffs to use the original authored names for user structs instead of internal names
#jira UE-17268 Add support for tracking variable changes in blueprint diff
#jira UE-63966 Add support for tracking function changes in blueprint diff, the changes are detected at a flag level so the labels aren't perfect but it's better than it was
#jira UE-56929 Fix literal text pins to not show as different when they haven't changed (last checkin was wrong file)
Add Slot property diffing for UMG Widgets
#rb none

[CL 6354567 by Ben Zeigler in Dev-Framework branch]
2019-05-07 19:33:08 -04:00
Ben Zeigler
051491cc4f #jira UE-73199 Add support for blueprint subclass-specific diffing, by moving the diff results logic into Engine and adding overrides
Implement diffing for Widget tree default values
Refactored SBlueprintDiff significantly to avoid code duplication and add comments
Change DiffUtils to not recurse into instanced objects unless they are EditInlineNew and not a component
#codereview dan.oconnor
#rb none

[CL 6334975 by Ben Zeigler in Dev-Framework branch]
2019-05-06 21:09:17 -04:00
Dan Oconnor
1057caa0d6 Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @5937262
#rb None

[CL 5965729 by Dan Oconnor in Dev-Framework branch]
2019-04-17 22:11:57 -04:00
lina halper
c346822239 Merging
//Tasks/Fortnite/Dev-UEA-ControlRig/...

to //Fortnite/Main/...

Fixed memory corruption crash in edge cases (when compiling several times in a row)
Fixed order of execution problems with large graphs
Fixed drawing of connection lines when panning around in the graph
New Animation category nodes: Ease, Curve Evaluation, Delta Time
New Simulation category nodes: Accumulate, Average, Value over Time
New Hierarchy category nodes: Set / Get Bone rotation, Offset Transform

#rb: Thomas.Sarkanen, Helge.Mathee
[FYI] Laurent.Delayen, Danny.Bouimad
#jira: many

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: lina.halper
#ROBOMERGE-SOURCE: CL 5829009 via CL 5835086 via CL 5835589
#ROBOMERGE-BOT: CORE (Main -> Dev-Core)

[CL 5874918 by lina halper in Dev-Core branch]
2019-04-12 21:05:34 -04:00
Marc Audy
6c6b055f0e Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 5271686
#rb
#rnx

[CL 5282523 by Marc Audy in Dev-Framework branch]
2019-03-04 10:23:33 -05:00
lauren ridge
b4e2e5e913 Fix for circular dependencies in widget BPs
#jira UE-69439
#rb Chris.Gagnon

#ROBOMERGE-SOURCE: CL 4950119 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4950120 by lauren ridge in Main branch]
2019-02-08 14:11:12 -05:00
Robert Manuszewski
cfa01c09c7 Merging //UE4/Dev-Main to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4731457 by Robert Manuszewski in Dev-Core branch]
2019-01-16 04:23:12 -05:00