This fixes the case that the address pointed by a structure provider changes outside the usual editor functionality.
#preflight 646492952d446eac96a704e3
[CL 25504258 by mikko mononen in ue5-main branch]
- Added IStructureProvider which allows to edit multiple instances of structs at a time
- Improved default value handling in standalone structure nodes
- Fixed bug where expanded nodes did not retain their expansion state when structure nodes were rebuild (e.g. when editing a component)
- Removed caching from Instanced struct customization
#jira UE-172047
#rb Jamie.Dale, Adrien.Logut
#preflight 644a48360f12404fb77173f6
[CL 25214019 by mikko mononen in ue5-main branch]
Add the ability to add customizations via property handle that disable object instancing logic associated with CPF_InstancedReference
[REVIEW] [at]marcus.wassmer
#rb jp.flouret,marcus.wassmer,dan.oconner
#preflight 6401477c1d304a54717d2953
#localization none
#tests all relevant operations on array and non-array editable versedevices in the details panel
#preferred_allowlister marcus.wassmer
[CL 24494803 by marcus wassmer in ue5-main branch]
This fixes nodes not rebuilding when there are multiple listeners.
E.g. FDetailArrayBuilder generating a row that contains instanced object property. Previously changing the object instance would "freeze" the array builder.
#rb Sebastian.Nordgren
#preflight 63e4b920902d6ba787efe0e6
[CL 24094515 by mikko mononen in ue5-main branch]
For this, as the children of a property node were built, the value of the Expanded flag was not passed from the old child to the rebuilt one. The fix is to, in rebuildChildren in PropertyNode.cpp, save off the property paths of the expanded children prior to the rebuild, and post rebuild of the children, if the property path of a new child is in the saved expansion paths, set the child's expanded flag to true, as well.
#jira UE-170440
#rb sebastian.nordgren
#preflight 6398b41a2540a78d272bd90c
[CL 23494250 by karen jirak in ue5-main branch]
When FPropertyNode::EnsureDataIsValid() returns ChildrenRebuilt, it was only marking itself as bChildrenRebuilt = false.
SDetailsViewBase now calls FPropertyNode::MarkChildrenAsRebuilt, which recursively clears the flag from everything.
[REVIEW] [at]lauren.barnes, [at]patrick.boutot, [at]jay.nakai
#preflight 635a889e0d3a231123cb1f6c
[CL 22810916 by sebastian nordgren in ue5-main branch]
In PropertyNode::FilterNodes, filter the property key node, if present, to prevent this.
#jira: UE-165084
#rb sebastian.nordgren
#preflight 63497bbace524ed356e3c61c
[CL 22580642 by karen jirak in ue5-main branch]
This is particularly useful for details panel external structures/objects, as these don't have the "PostEditChange" calls bubble up to the actual owning object.
This enables us to detect whether an interactive change or a direct set change has taken place on an external property, so we can manually call NotifyPostChange with the correct data
#jira none
#rb vincent.gauthier
#preflight skip
[CL 21200722 by Mateo Egey in ue5-main branch]
We already had a ParentNodeWeakPtr that we were checking to make sure the pointer was valid - now we just use that value directly instead.
#review-20890479 @lauren.barnes
#rnx
#preflight 62bef0445d53ca5bcea7785a
[CL 20913710 by sebastian nordgren in ue5-main branch]
We were blindly assuming that CurrentObject was non-null and crashing on CurrentObject->GetOuter(), even though DuplicateObject() itself was safe to call with null.
#review-20365567 @lauren.barnes
#jira UE-151124
#preflight 628e4dccf622d972b58a1e26
[CL 20429746 by sebastian nordgren in ue5-main branch]
FPropertyNode::FindChildNode is now actually breadth-first, rather than only being breadth-first for a single level. This was causing an issue whereby title properties were being incorrectly retrieved from the first child rather than the topmost child.
Reported from UDN: https://epicgames.lightning.force.com/lightning/r/Case/5004z00001eFeYlAAK/view
#review @nick.darnell, @mikko.mononen
#preflight 628bb2d4183c1e13462d50cd
[CL 20364792 by sebastian nordgren in ue5-main branch]
This causes all the modified objects to have their PostEditChangeProperty() handlers called even if the construction script of a blueprint class is triggered by the first invocation.
Most notably, this fixes the case where multiple components of an actor are multi-selected and edited at the same time, but only one of them will receive a PostEditChangeProperty() call.
Reported from UDN: https://epicgames.lightning.force.com/lightning/r/Case/5004z00001eEzehAAC/view
#review-20292399 @lauren.barnes, @marc.audy
#preflight 628ca47af237058787b96692
[CL 20345739 by sebastian nordgren in ue5-main branch]
Some property types may rely on PPF_SerializedAsImportText to allocate extra state that's required for accurate comparison against another instance
#jira
#rb Rex.Hill
#rnx
#ROBOMERGE-OWNER: jamie.dale
#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 20180858 via CL 20180979 via CL 20181019 via CL 20181058 via CL 20181073
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20182513 by jamie dale in ue5-main branch]
The child struct properties can't inherit the sparse data flag, as FStructurePropertyNode is already directly editing a block of struct memory.
This also includes a workaround for a crash when propagating changes from a FStructurePropertyNode nested within an object, as the sparse data flag used to workaround it but that is no longer set.
#jira UE-140961
#preflight 61fa9368ad2ae6c3b75c1d66
#rb Mikko.Mononen
#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 19816629 via CL 19819868 via CL 19820375
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v939-19570697)
[CL 19821914 by jamie dale in ue5-main branch]