Commit Graph

272 Commits

Author SHA1 Message Date
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
Ben Marsh
3059283e21 Add a better dialog for whenever we need to output the log from an external process, and use it to display errors when GenerateProjectFiles fails.
[CL 2506838 by Ben Marsh in Main branch]
2015-04-09 11:11:48 -04:00
Matthew Griffin
b43002d41a Replaced use of IsRocket for checking whether to open an IDE with IsEngineInstalled, which gives clearer reasoning for this.
[CL 2506837 by Matthew Griffin in Main branch]
2015-04-09 11:11:28 -04:00
Ben Marsh
d4273da009 Remove Windows resource files from generated game projects. Users can create resource files themselves if they need platform specific resources; we already provide a platform agnostic way of customizing the icon through the project settings, and any version strings would be better implemented in a similar platform-agnostic way. The current resources are full of Epic copyright and version information, can't be upgraded, and can't be opened with the Visual Studio resource editor.
[CL 2481827 by Ben Marsh in Main branch]
2015-03-17 13:42:32 -04:00
Jaroslaw Palczynski
6c305898e0 UE-8578: Slate Widget fails to compile once added to a new project
Slate Widget was failing, because of missing Slate dependencies. Testing introduced a couple of problems which all was fixed by this CL:
1. I introduced AdditionalDependencies in .uproject file and change "Add Code To Project..." procedure to fill this array if needed. UBT reads this field and builds the project with required modules. Needed for Slate classes.
2. Changed UHT to #include missing headers in generated.h files if it was missing an include for it's super class. It was causing problems if we were trying to add a subclass of BrushShape -- BrushShape.h didn't have #include "Brush.h" and UBrushShape was inheriting from UBrush.
3. Above problems also occured for Slate classes, but not all of them was UCLASSes, so I had to fixed that manually.
4. "Add Code To Project..." functionality was not invalidating UBT makefiles, which lead to omitting new source files during hot-reloading (even thought it was reporting a success). This change also should improve a bit performance, cause right now there is no "gathering" step -- there is only invalidate step which is a lot quicker.
5. Fixed "Selected Class Source" link to source class in Slate Widget and Slate Widget Style class.

#codereview Robert.Manuszewski

[CL 2481488 by Jaroslaw Palczynski in Main branch]
2015-03-17 09:34:18 -04:00
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
Jason Hoffman
53cc33c3b8 fix for UE-10324 Unable to toggle between Public and Private class when using Add Code to Project
[CL 2476785 by Jason Hoffman in Main branch]
2015-03-12 10:06:48 -04:00
Jamie Dale
9116cbe4f7 New class workflow improvements
We now sync the Content Browser view after adding a new class, and also open the BP editor when adding a new BP class.

[CL 2475251 by Jamie Dale in Main branch]
2015-03-11 11:54:24 -04:00
Jamie Dale
689b6c0909 We now offer to show the Output Log when adding a new C++ fails in the editor
[CL 2472880 by Jamie Dale in Main branch]
2015-03-09 15:38:57 -04:00
Richard Hinckley
de99efeeb8 [UE-11407] Fixing default map names for blank projects in Main to match 4.7.
[CL 2471309 by Richard Hinckley in Main branch]
2015-03-06 11:59:18 -05:00
Gil Gribb
35cf42566a UE4 - merge GDC branch, code @2465640 to main
[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
bruce nesbit
64c9836745 Fixed map path for starter content
[CL 2467436 by bruce nesbit in Main branch]
2015-03-03 05:13:05 -05:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Matt Kuhlenschmidt
1786d2e278 It is no longer an error breaking the ability to create a new project if a new project files cannot be added to source control. The attempt is still made however.
[CL 2456146 by Matt Kuhlenschmidt in Main branch]
2015-02-23 10:36:28 -05:00
Jamie Dale
7acb1b77bd Fixed some new code that was providing text to Slate as FString rather than FText
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

[CL 2455943 by Jamie Dale in Main branch]
2015-02-23 06:32:47 -05:00
Jamie Dale
894fc145c4 Added actor and scene components to the featured classes list when creating a C++ class in the CB
UE-9291 - Actor/SceneComponent are 'common' options when making BP, but not C++ class

[CL 2453230 by Jamie Dale in Main branch]
2015-02-20 10:26:22 -05:00
Jaroslaw Palczynski
9ea6294dfc GitHub pull request #706
[CL 2451574 by Jaroslaw Palczynski in Main branch]
2015-02-19 09:46:42 -05:00
Jamie Dale
06ab441b31 Cleaned up the parent class tree when adding new component classes
UE-9554 - Add BP/C++ Component's Show all classes list not expanded by default

It now hides the Object root if UObject is not a valid base class type, as this allows the next level of classes to be expanded out which looks much better when adding new component classes.

This involved a lot of shuffling of module dependencies so that we could link GameProjectGeneration to ClassViewer, as previously ClassViewer was directly linking to GameProjectGeneration.

I went through and fixed everything that was linking to GameProjectGeneration to instead list it as a dynamic dependency (which it is, as nothing needs to link to it), and then verified that everything was using ClassViewer correctly (found some places that were only marking it as a dynamic dependency without also adding it as an include module, causing issues with missing API macro definitions as they were including ClassViewer headers via a relative include path).

#codereview Andrew.Rodham

[CL 2451499 by Jamie Dale in Main branch]
2015-02-19 08:07:13 -05:00
Jason Hoffman
23071dfa83 fix for UE-9622 Refresh button doesn't work in Open Project
[CL 2450699 by Jason Hoffman in Main branch]
2015-02-18 15:39:55 -05:00
Jamie Dale
22010f5259 Made the context menu naming for adding new C++ classes consistent
UE-9418 - Unify description for adding C++ Class to project

[CL 2450363 by Jamie Dale in Main branch]
2015-02-18 12:30:56 -05:00
Matthew Griffin
48255ce5c9 [INTEGRATE] Change 2443405 by Richard.Hinckley@Richard.Hinckley_Z3230_Releases on 2015/02/12 09:48:14
C++ template improvements for "Add Code" editor feature.

[CL 2449833 by Matthew Griffin in Main branch]
2015-02-18 05:00:44 -05:00
Matthew Griffin
0446e4c81e [INTEGRATE] Change 2441435 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/11 07:46:05
The class wizard now filters out non-Blueprintable component types when adding a new BP component

	UE-9604 - Add Blueprint Component dialog ignores Blueprintable metadata, allowing you to create a blueprint from any component at all

	This vastly limits the selection until UE-8946 has been addressed.

	This change also makes the class wizard verify that its featured classes pass the active class filter (as some featured component classes aren't currently Blueprintable).

[CL 2448686 by Matthew Griffin in Main branch]
2015-02-17 10:07:24 -05:00
Jamie Dale
44f3a14bb1 Added the ability to derive a Blueprint from a C++ class via the Content Browser
UE-9293 - Should offer 'Create BP' when right clicking on C++ class in Browser

There is now a "Create Blueprint class based on X" option alongside the "Create C++ class derived from X" option when viewing the context menu for a C++ Class in the Content Browser. This allows you to create a new Blueprint asset from C++ classes that are marked as blueprintable.

[CL 2447345 by Jamie Dale in Main branch]
2015-02-16 12:49:48 -05:00
Matthew Griffin
c9100b5417 [INTEGRATE] Change 2438567 by Nick.Darnell@Nick.Darnell_Dev on 2015/02/09 14:54:19
Editor - The new project dialog has gotten a bit of a visual facelift for the buttons.

[CL 2447027 by Matthew Griffin in Main branch]
2015-02-16 09:25:37 -05:00