Commit Graph

10809 Commits

Author SHA1 Message Date
Jamie Dale
540a8c05b6 Added a way for STableViewBase (and its derived types) to notify you when they are scrolled.
This allows you, with the combination of SetScrollOffset, to sync two or more list views to have the same scroll offset.

STableViewBase no-longer associates its header with an external scrollbar. This prevents the header from trying to compensate for something that doesn't exist, and causing the header and the rows to become out of line.

ReviewedBy Nick.Atamas

[CL 2508490 by Jamie Dale in Main branch]
2015-04-10 13:09:29 -04:00
John Pollard
7bc8530861 PR #681: Marked the UVoiceChannel class for export
[CL 2508484 by John Pollard in Main branch]
2015-04-10 13:04:38 -04:00
Jamie Dale
208b6ad89d Added a way for STableViewBase (and its derived types) to notify you when they are scrolled.
This allows you, with the combination of SetScrollOffset, to sync two or more list views to have the same scroll offset.

STableViewBase no-longer associates its header with an external scrollbar. This prevents the header from trying to compensate for something that doesn't exist, and causing the header and the rows to become out of line.

ReviewedBy Nick.Atamas

[CL 2508476 by Jamie Dale in Main branch]
2015-04-10 12:59:46 -04:00
Jamie Dale
7245d49ea6 Added another column sizing mode to STableRow which allows Excel like sizing
This will replace the ManualSize mode in SSplitter as it's too specific to use for general layout sizing. The data table editor will be converted to use a SListView so it can make use of this sizing mode.

ReviewedBy Nick.Atamas

[CL 2508471 by Jamie Dale in Main branch]
2015-04-10 12:56:32 -04:00
Phillip Kavan
11982590d6 [UE-11380] Reroute nodes now function correctly in an animation graph after compiling an animation blueprint.
change summary:
- added new UEdGraphNode::IsCompilerRelevant() and UEdGraphNode::GetPassThroughPin() APIs
- added a UK2Node::GetPassThroughPin() override to return the opposing exec pin on any given exec pin, else NULL, as base node logic
- added a UK2Node_Knot::IsCompilerRelevant() override to always return false for reroute nodes (since they are always precompiled out)
- added a UK2Node_Knot::GetPassThroughPin() override to always return the opposing pin given either the input or output pin, else NULL
- added new FBlueprintEditorUtils::GetCompilerRelevantNodes() and FBlueprintEditorUtils::FindFirstCompilerRelevantNodes() utility methods
- modified UAnimGraphNode_Base::GetLinkIDLocation() to look for the first linked "compiler-relevant" node rather than the literal first linked node

#codereview Michael.Noland

[CL 2508464 by Phillip Kavan in Main branch]
2015-04-10 12:36:02 -04:00
John Pollard
eb06352c68 PR #766: Made it possible to inherit from UControlChannel.
[CL 2508418 by John Pollard in Main branch]
2015-04-10 11:36:29 -04:00
Marc Audy
ec8f2d020c Fix shadow variables
[CL 2508395 by Marc Audy in Main branch]
2015-04-10 11:23:49 -04:00
Nick Darnell
13f07489fe UMG - Exporting 3 blueprint function libraries UMG exposes to be linkable from C++ DLLs.
[CL 2508381 by Nick Darnell in Main branch]
2015-04-10 11:04:08 -04:00
Marc Audy
f2ac6a64ec Fix stopped components not being restarted when reimporting sound
#codereview Aaron.McLeran

[CL 2508363 by Marc Audy in Main branch]
2015-04-10 10:44:39 -04:00
Benn Gallagher
42d629cfb6 Added rename and delete functionality for slot names
#UE-4688

[CL 2508307 by Benn Gallagher in Main branch]
2015-04-10 09:51:06 -04:00
Michael Trepka
0817771532 Changed vertex declaration for FRCPassPostProcessBokehDOF to empty
[CL 2508248 by Michael Trepka in Main branch]
2015-04-10 08:47:09 -04:00
Ben Marsh
4cb383cad7 Fix Clang warnings due to reordered variables.
#codereview Rolando.Caloca

[CL 2508235 by Ben Marsh in Main branch]
2015-04-10 08:39:28 -04:00
Mark Satterthwaite
4a841eac24 Initialise the VendorID immediately on OS X to avoid an assert by recently added calls to IsRHIDeviceNVIDIA within the extension processing code.
#codereview michael.trepka, dmitry.rekman

[CL 2508196 by Mark Satterthwaite in Main branch]
2015-04-10 07:55:51 -04:00
Robert Manuszewski
7608aa1c05 LogFile wrapper improvements:
- reduced verbosity to make it more usable for file open/close debugging
- added open file handle tracking to be able to dump all open file handles via 'filelogdump' console command

[CL 2508137 by Robert Manuszewski in Main branch]
2015-04-10 06:06:13 -04:00
Mikolaj Sieluzycki
3483da7d5a Stop UHT from emiting warnings on missing *_Validate and *_Implementation functions
Introduce versioning system to GENERATED_*BODY macros
Search for existing functions using case sensitive and whole word match.
Move checks for existing of *_Validate and *_Implementation functions to *generated.cpp to allow changing that code in hotfixes.
#codereview Robert.Manuszewski

[CL 2508131 by Mikolaj Sieluzycki in Main branch]
2015-04-10 06:02:22 -04:00
bozaro
a7bbfea234 PR #1025: Remove unnecessary file exists check (Contributed by bozaro)
[CL 2508057 by Robert Manuszewski in Main branch]
2015-04-10 04:24:55 -04:00
Andrew Brown
f2cb599f10 stat cmds triggered from blueprints in shipping no longer hang
#jira UE-13052 : Stat FPS will freeze a project when packaged for shipping

#change knock on effect from CL#2062088. There appears to be an issue with starting a FSimpleDelegateGraphTask on the GameThread (which happens in shipping as STATS isn't defined), when this happens WaitUntilTaskCompletes waits forever which causes the game to hang. There may be an issue in Core with starting a thread on a thread which you want to yeild to that same thread(?) not sure... As a workaround, we avoid threading the request when SHIPPING isn't defined. Previous implementations of this function just didn't process stats at all when they weren't defined, however we need engine stats to still filter through which are on the same system which _shouldn't_ need to be threaded anyway as they are lightweight

#branch UE4

reviewed by chris.wood & jaroslaw.surowiec

[CL 2508036 by Andrew Brown in Main branch]
2015-04-10 04:04:47 -04:00
Martin Wilson
ea0eecd361 Dynamic reregistering of PreClothTick based on its actual need to run
[CL 2508028 by Martin Wilson in Main branch]
2015-04-10 03:58:10 -04:00
Richard TalbotWatkin
1d9164ad30 Fixed crash when opening Level Blueprint for the first time when there is an Actor in the level with the same name as the level.
#jira UE-12465 - Crash on naming Matinee and Level the same.

[CL 2508019 by Richard TalbotWatkin in Main branch]
2015-04-10 03:50:49 -04:00
Mikolaj Sieluzycki
a96989f147 Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:30:54 -04:00
SRombauts
9ecd98e2dc PR #955: Fix FFileManagerGeneric::FindFiles() to also match provided pattern with directories (Contributed by SRombauts)
[CL 2507988 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:18:16 -04:00
Zak Middleton
f5c1eb7409 #ue4 - Back out changelist 2507575. It's possible to shear the cubes in some setups.
[CL 2507943 by Zak Middleton in Main branch]
2015-04-10 02:15:56 -04:00
Zak Middleton
7d6e8ced37 #ue4 - Character crouch/uncrouch now changes crouch state regardless of whether at the target capsule height. CanCrouch() no longer checks the height condition.
AnswerHub: https://answers.unrealengine.com/questions/180490/471-uncrouch-does-not-work.html#answer-209593

[CL 2507905 by Zak Middleton in Main branch]
2015-04-10 01:38:24 -04:00
Michael Noland
7745a1c382 Slate: Improved the error handling message in FUICommandList::MapAction to include the name of the conflicted command
[CL 2507904 by Michael Noland in Main branch]
2015-04-10 01:37:34 -04:00
Zak Middleton
d9ed0cdaf3 #ue4 - Compute ImpactNormal for collisions with Box shapes. Clean up FindGeomOpposingNormal() code.
UE-11116

[CL 2507733 by Zak Middleton in Main branch]
2015-04-09 21:41:02 -04:00