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]
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]
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]
#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]
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]
#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]
#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]
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]
//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]