#rb wouter.burgers, patrick.laflamme
#preflight 63301d3d665f6b8f7fab0066
RESOLUTION: Resolved conflict with IsAtLatestRevision() and GetNumLocalChanges()
[CL 22193646 by marco anastasi in ue5-main branch]
move some functionality from FImage to FImageView
#preflight 6331e19a7b582f58ab7abee1
#rb fabian.giesen
[CL 22192007 by charles bloom in ue5-main branch]
make it check decompression will succeed at import time, even if using retain-compressed option
fix some other null derefs on failed imports
#jira UE-164947
#preflight 6331f40b665f6b8f7ffa18a9
#rb fabian.giesen
[CL 22191912 by charles bloom in ue5-main branch]
- In that case, the original mesh and the reimported mesh are pointing to the same UBodySetup and we were trying to transfer the collision shapes from the original body setup to the reimported body setup.
#jira UE-164602
#rb alexis.matte
#preflight 6331bfbed747fe52c8a5b794
[CL 22189811 by jeanmichel dignard in ue5-main branch]
Correctly apply context to tool menu
#jira UE-164429
#rb Jurre.deBaare
#preflight 63319338665f6b8f7fe54c45
[CL 22188382 by thomas sarkanen in ue5-main branch]
#fix make sure that when copying float curve data into AnimDataModel, the pre/post infinity extrapolation settings are copied over correctly
#rb none
#jira none
#preflight 633179341f4e3d2a18cb2791
[CL 22179242 by Jurre deBaare in ue5-main branch]
The default value is a value for the channel when there are no keyframes. For example, if you add keys and then delete them all, the default value is the value of the channel. In the implementation of ApplyDefault, all the setters check that the default value is only set when there are NO keyframes. So, ApplyDefault needs to be called here in AddKeysToSection BEFORE any keys are added.
#jira UE-164765
#rb andrew.rodham, matt.hoffman
#preflight 632cf3e0d51603c54861d0fb
[CL 22165357 by max chen in ue5-main branch]
* Added auto submit support to existing builders
* Added auto submit tags support to allow scripts to provide robomerge tags for a CL
#rb patrick.enfedaque
#preflight 632dd2d52c7bc831f83c06fb
[CL 22164369 by sebastien lussier in ue5-main branch]
Overview:
- An "override flag" is an inline toggle-style Boolean edit condition. These are implicitly set to true at runtime within the output struct value if any member that's bound to it is exposed as a visible input pin on a MakeStruct node.
- For context, the Property Editor implicitly sets an override flag to true at edit time when a member that's bound to it is enabled for editing. These members are not otherwise labeled/exposed for direct editing.
- An override flag is meant to signal to a system that the user wishes to use the bound member's value in place of the current value (whatever that may be) when the full struct value is applied. Examples: FPostProcessSettings, FMovieSceneSequencePlaybackSettings, etc.
Previous UX:
- All boolean edit conditions were being treated as override flags on a MakeStruct node.
- Any inline toggle edit condition that did not begin with "bOverride_" or whose suffix otherwise did not match another value member could be exposed as an input on a MakeStruct node.
- Override flags exposed as inputs would always be set to TRUE at runtime regardless of input if it was declared at the top of the struct and if a member value bound to it was also exposed as an input pin.
After this change:
- Only inline toggle edit conditions and legacy struct members that follow the "bOverride_" naming convention will be treated as an override flag on a MakeStruct node.
- Inline toggle edit conditions can no longer be exposed directly as an input on a MakeStruct node. The intent was to bring the MakeStruct node UX closer to parity with the Property Editor UX.
Additional notes:
- Members that follow the legacy "bOverride_" naming convention were already being excluded from the optional input pin set on MakeStruct nodes if another member property name also matched its suffix. These have historically been excluded from ALL optional pin sets that utilize any FOptionalPinManager subtype (regardless of node type), so there was no change here.
- Existing MakeStruct nodes that may have already exposed inline toggle edit condition members as input pins will now orphan those pins on load if connected or if set to a non-default value (true). The "correct" way to set an override flag is by choosing to expose a member that's bound to the override condition as an input.
- Existing BreakStruct nodes are unchanged currently. Meaning, inline edit conditions that don't follow the legacy "bOverride_" convention can still be optionally exposed as an output pin. This UX was preserved as existing Blueprint logic could conceivably rely on the value of an override flag.
- Only one implicit assignment is now emitted for each override flag binding. Previously, we were emitting one assignment statement per bound property, so it could result in redundant assignments to the same flag if more than one property was bound to it.
#jira UE-147873
#rb Ben.Zeigler, Sebastian.Nordgren
#preflight 632c7353c7791417aa87f3bf
[CL 22164359 by phillip kavan in ue5-main branch]