Commit Graph

150 Commits

Author SHA1 Message Date
Nick Darnell
cd56d9934a UMG - Making the UUserWidget initialize a WidgetTree if the user is doing some weird behavior where they've extended from the UUserWidget but now made a blueprint of it.
[CL 2571092 by Nick Darnell in Main branch]
2015-05-29 16:11:50 -04:00
Sammy James
596d9e67ff [AUTOMERGE]
#Orion - Tweaks to some UMG widgets / blueprint functions

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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2546377 by Sammy.James on 2015/05/11 21:29:06.

[CL 2547140 by Sammy James in Main branch]
2015-05-12 09:35:07 -04:00
Nick Darnell
bb590197cd UMG - The designer now has seperate flags for Design Time, Show Outline. So if you want to be in design mode but don't want to show panel outlines that's now possible. There's a global flag for controlling it in the Widget Designer settings in Editor Preferences.
[CL 2538220 by Nick Darnell in Main branch]
2015-05-05 17:30:45 -04:00
Nick Darnell
5dcaf8f9ec UMG - Adding a way to make a custom user widget interactable for use with virtual cursors. Also making it possible to pause an animation, which returns the current time of the animation to use when resuming it with Play later.
#codereview Frank.Fella

[CL 2514364 by Nick Darnell in Main branch]
2015-04-16 11:48:45 -04:00
Nick Darnell
a49be55d2f UMG - Making a large pass and fixing all the places properties were incorrectly set to EditDefaultsOnly, they should have been set to EditAnywhere. Removing some old functions from UWidget for gathering children widgets. They were outdated, and wouldn't work correctly in cases like named slots. Copying a widget with named slots and pasting it now correctly recreates items that were contained in named slots.
[CL 2505958 by Nick Darnell in Main branch]
2015-04-08 17:32:58 -04:00
Daniel Wright
928847414f Fix PS4 compile errors due to no editor only data
#codereview nick.darnell

[CL 2499103 by Daniel Wright in Main branch]
2015-04-01 17:02:27 -04:00
Nick Darnell
bac9c4f154 UMG - Reworking Custom and Desired sizes in the designer. You can now preview any custom or desired size in the context of the screen as well. So there's now a seperate dropdown for choosing screen size, vs. how the widget preview should fill that screen.
[CL 2499036 by Nick Darnell in Main branch]
2015-04-01 16:12:49 -04:00
Nick Darnell
ab41e6bdb7 UMG - Some initial work getting explicit widget navigation working. Currently uses the widget's name for controlling, which isn't super stable. Considering introducing GUIDs to every widget.
[CL 2497495 by Nick Darnell in Main branch]
2015-03-31 14:08:10 -04:00
Nick Darnell
0ee5ee5a17 UMG - UserWidgets that have been added to the root viewport are automatically removed from the viewport and marked for pending kill when a full level transitions occurs now.
[CL 2494272 by Nick Darnell in Main branch]
2015-03-27 15:03:59 -04:00
Nick Darnell
707084c4d0 UMG - Widgets now have a Destruct event that is called when the slate widget is dereferenced. All forwarded slate events, Tick, Construct...etc. are no longer BlueprintNativeEvent's, this was done so that we can eventually stop paying the overhead of doing lots of UFunction lookups to parent classes to see if the functions have been implemented. Additionally users who implemented these functions in C++ were finding their code no longer being called when users subclassing the widget in blueprints forgot to add the call parent node after handling a particular event. So, all those Event_Implementation are now deprecated. In C++ if you want to implement logic in Tick, Construct...etc. Use the NativeTick, NativeConstruct, NativeOnLostFocus...etc. These will always be called first, and will have control over when the blueprint call actually occurs by controlling when they call Super. General cleanup in the UserWidget header.
[CL 2493881 by Nick Darnell in Main branch]
2015-03-27 11:27:32 -04:00
Todd Eckert
79e183780f Merging Dev->Main up to CL#2479653 using UE4-Fortnite-To-UE4.
*because of tons of changes, I will supply the changelists in the email because it was too large for this checkin*

[CL 2483008 by Todd Eckert in Main branch]
2015-03-18 10:12:32 -04:00
Nick Darnell
c5e38430eb UMG - Adding support for split screen to UMG and Slate. There is now a framework at the game viewport client level that allows content to be placed into a canvas slot that is kept in the sub-rect for the player. The new framework also provides a tooltip provider so that new windows are not created for games if a tool tip pops up.
#codereview Nick.Atamas matt.kuhlenschmidt

[CL 2478769 by Nick Darnell in Main branch]
2015-03-13 13:28:17 -04:00
Chris Gagnon
f6f624eabb Added user inxed to FFocusEvent.
[CL 2467693 by Chris Gagnon in Main branch]
2015-03-03 11:22:40 -05:00
Frank Fella
313d2193a3 UMG - Add a play mode option to the PlayAnimation node which allows playing in reverse and ping-pong modes and add an event for when an animation starts.
[CL 2466721 by Frank Fella in Main branch]
2015-03-02 15:01:37 -05:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Nick Darnell
5faf1a64e8 UE-7337 UMG - UserWidgets now follow their outer chain looking for an outer that know what world they are in. This is nessesary if you want to know what world a widget is in for player controller queries...etc from a nested UUserWidget that's defined statically.
[CL 2403446 by Nick Darnell in Main branch]
2015-01-12 10:32:17 -05:00
Nick Darnell
2553d49c5e [Github PR 718] bozaro - adding GInitRunaway at the start of each widget tick to give users more leway in runaway detection.
[CL 2400082 by Nick Darnell in Main branch]
2015-01-07 14:25:11 -05:00
Nick Darnell
7abdc111b0 UMG - When adding widgets to the viewport, you can now as an advanced parameter choose the ZOrder. Additionally ZOrder has been added as an option to the WidgetComponent. Widget Components now correctly take resolution quality/scale into account when positioning the widget on the screen.
[CL 2395991 by Nick Darnell in Main branch]
2015-01-05 08:46:52 -05:00
Nick Darnell
2b01025fca UMG - Fixing the build, also adding a way to set the owning player from blueprints of a user widget.
[CL 2391364 by Nick Darnell in Main branch]
2014-12-17 12:37:53 -05:00
Chris Gagnon
8e15f63f6a Fix for the SWidget in the UWidget not being valid when OnConstructed is called.
#codereview nick.darnell

[CL 2384658 by Chris Gagnon in Main branch]
2014-12-10 18:58:54 -05:00
Nick Darnell
65d5c082a6 UMG / Mobile - All UMG widgets when adding to the viewport now start at zorder10 instead of 0, this ensures all UMG items always appear above items added by the engine like the virtual joystick. This prevents a common issue people encounter with UMG, having their UIs get interleaved with the virtual joystick, which absorbs all hits. Additionally the Virtual joystick now is able to lock the finger index when clicked allowing it to work with other UI on the screen and now lose capture if your finger moves over other UI elements.
[CL 2384016 by Nick Darnell in Main branch]
2014-12-10 14:24:29 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Nick Darnell
25d4b1aa2d UMG - Adding safer handling for the case when a user explictly attempts to destroy a UUserWidget. It can now force the removal of the widget reference from the SObjectWidget, or the parent widget.
[CL 2377505 by Nick Darnell in Main branch]
2014-12-05 09:23:45 -05:00
Nick Darnell
8680b9597d UMG - The UWidget and UWidgetTree now has a way to query the UWorld that they are currently part of, this fixes a crash in the MenuAnchor not having access to the current world when attempting to spawn a popup.
[CL 2375234 by Nick Darnell in Main branch]
2014-12-03 16:10:51 -05:00
Nick Darnell
d3a548a6ca UMG - Feature: Upgrading the binding system. Now supports binding to sub properties of objects on the widget. Bindings are based on a dynamically evaluated set of fields, does not use the VM to allow bindings to be as fast as possible. Null entries are ignored and in those cases the default values are returned to avoid crashes. Also allows binding to functions on sub objects, but the functions must be the terminal bit of the binding. So GetMyObject().GetMyValue() is not permitted, however MyObject.GetMyValue() is. Function bindings must be pure or const. Trivial conversions are also handled, for the purposes of binding: LinearColor / SlateColor convert, String / Text convert, and Texture2D can be automatically converted to a Brush.
[CL 2367884 by Nick Darnell in Main branch]
2014-11-21 15:57:19 -05:00