Settings specific to Anim, Blueprint and Material Editor should probably be broken out into their own settings classes in the respective modules at some point. It feels a little strange that the GraphEditor needs to be aware of specific pin and node title types. At this time I did not want to refactor the existing graph editors though, and since many of the properties are currently being shared, pulling these settings out of UEditorUserSettings is at least a good first step. In the future I would like to see settings sections for specific graph based editors instead of having a generic 'Graph Editor' section that is shared by some or all editors.
I exposed various color settings in the UI as many users seem to be quite excited about customizing their Editor. If you think that some settings should be added or removed, please feel free to make any desired changes or let me know. Thanks!
#CodeReview: nick.whiting
[CL 2079703 by Max Preussner in Main branch]
- Clean up FDragConnection construction and add a factory function in SGraphPin to extend it for some pins
- Clean up arguments to FOnGetContextMenuFor in SGraphPanel
- Various modifications to SGraphPin to permit implementation of wire knots/reroute nodes
#codereview nick.whiting
[CL 2074801 by Michael Noland in Main branch]
#change Deprecated UK2Node_LocalVariable
#change UK2Node_LocalVariable will replace itself with a Get and any Assign nodes it is hooked up to with a Set node, will also delete itself from Animation rule graphs that they should not have been allowed to be placed in
#ttp 332158 - BP: Make local variables use standard get / set nodes, instead of the assigned named local nodes
[CL 2068725 by Michael Schoell in Main branch]
Problem description:
There is BPGC based on Pawn. One can add OnLand event. But FMemberReference::ResolveMember will return Character::OnLand because of existing redirector.
"+K2FieldRedirects=(OldFieldName="Pawn.OnLanded",NewFieldName="Character.OnLanded")"
#codereview Nick.Whiting, Michael.Noland
[CL 2065418 by Maciej Mroz in Main branch]
- Modified FKismetEditorUtilities::CanCreateBlueprintFromClass() to return false if the input class is a BP skeleton class.
- Modified FKismetEditorUtilities::IsClassABlueprintSkeleton() to incorporate the alternative class flags check in case the SkeletonGeneratedClass has not yet been loaded during serialization.
- Replaced individual occurrences of the alternative class flags skeleton class check with FKismetEditorUtilities::IsClassABlueprintSkeleton() instead (for consistency and per discussion).
[CL 2063239 by Phillip Kavan in Main branch]
Upgrade Notes:
The two separate function calls "MyScriptDelegate.SetObject(SomeObject); MyScriptDelegate.SetFunctionName(SomeFunctionName);" where combined into a single function call "MyScriptDelegate.BindUFunction(SomeObject, SomeFunctionName);"
[CL 2061427 by Max Preussner in Main branch]