Skeletons are no longer dirtied when adding notifies and sync markers from animation timelines.
Skeletons can still hold sync markers and notifies, but they are not mandatory and they can all be held in animation assets if required.
'Find References' for notifies and sync markers now launches the find/replace dialog when selected from the animation timeline.
Removing notifies and sync markers from the skeleton now does only that. To remove from animations, use the find/replace tab.
Updated BP node spawning for anim notifies to use a custom spawner, correctly use the asset registry, apply filtering and context sensitivity and move some of the code out of BlueprintGraph.
Added icons to distinguish sync markers/notifies in the editing tab.
Updated notify editing tab filtering to allow users to filter items from 'this' skeleton, compatible skeletons or other assets.
Additionally fixed up icons for some Persona tabs that were incorrect.
#jira UE-204872
#rb jaime.cifuentes, Phillip.Kavan
[CL 31168417 by thomas sarkanen in ue5-main branch]
However: function searches will do a quoted search by native function name. The previous behavior was unquoted search by node title (usually function display name). As a result, the previous behavior for Find References would fail in functions with special characters in their name. Now that the name is surrounded in quotes, all function names are supported. The new Find References behavior now searches for correct function name for parent call nodes, interface implementations, event overrides, where the previous behavior failed due to searching for node title.
#rb Phillip.Kavan
[CL 30854644 by zhikang shao in ue5-main branch]
"final" was an UnrealScript concept that never made it into Blueprints. Currently, it's synonymous with the CallParentFunction node. Instead of using this flag, we can simply check the node type directly.
We still might want to revisit this for Blueprints, but we likely won't use this bool.
#rb ben.hoffman, dan.oconnor
[CL 30770789 by dave jones2 in ue5-main branch]
If a UObject MacroLibrary goes to use a function that requires a world context then it will show the input pin for the world context just like it would if it were a blueprint function library.
The input pin for the WorldContext can be manually provided by the user by dragging the right reference and passing that into the Macro, but the Macro will also just auto grab the world from the caller if they have a valid world context. if they do not have a valid world context, then an error will be shown in the called at compile time.
#jira UE-203743 UE-22946
#rb dan.oconnor
[CL 30643242 by graham matuszewski in ue5-main branch]
Improves "Find References" in blueprints: now supports function search by [class, function] call-sites and definitions rather than a generic search for function name. Replaces the "Find References" context menu action with a sub-menu for variables and functions in BlueprintEditor, WidgetBlueprintEditor, SubobjectEditor and SubobjectEditor. That context sub-menu has 'By Name' and 'By Class Member' search options and local+global versions of both.
Made changes to Find-in-Blueprints metadata that is generated per blueprint asset to be able to do "specific function of a specific class" type queries; some search types were unsupported with previous metadata. Incremented the EFiBVersion so that the Find-in-Blueprints search window will ask to re-index all blueprints and resave. Added an opt-out editor setting "Allow Index All Blueprints" (default: true) to disable the button, which can be decided per project. Added an action in the Find-in-Blueprints modal when outdated metadata is detected to export the list of affected assets.
#rb Phillip.Kavan
[CL 30316851 by zhikang shao in ue5-main branch]
[FYI] zhikang.shao
Original CL Desc
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#jira UE-196209
Improves "Find References" in blueprints: now supports function search by [class, function] call-sites and definitions rather than a generic search for function name. Replaces the "Find References" context menu action with a sub-menu for variables and functions in BlueprintEditor, WidgetBlueprintEditor, SubobjectEditor and SubobjectEditor. That context sub-menu has 'By Name' and 'By Class Member' search options and local+global versions of both.
Made changes to Find-in-Blueprints metadata that is generated per blueprint asset to be able to do "specific function of a specific class" type queries; some search types were unsupported with previous metadata. Incremented the EFiBVersion so that the Find-in-Blueprints search window will ask to re-index all blueprints and resave. Added an opt-out editor setting "Allow Index All Blueprints" (default: true) to disable the button, which can be decided per project. Added an action in the Find-in-Blueprints modal when outdated metadata is detected to export the list of affected assets.
#rb Phillip.Kavan
[CL 30289794 by zhikang shao in ue5-main branch]
Improves "Find References" in blueprints: now supports function search by [class, function] call-sites and definitions rather than a generic search for function name. Replaces the "Find References" context menu action with a sub-menu for variables and functions in BlueprintEditor, WidgetBlueprintEditor, SubobjectEditor and SubobjectEditor. That context sub-menu has 'By Name' and 'By Class Member' search options and local+global versions of both.
Made changes to Find-in-Blueprints metadata that is generated per blueprint asset to be able to do "specific function of a specific class" type queries; some search types were unsupported with previous metadata. Incremented the EFiBVersion so that the Find-in-Blueprints search window will ask to re-index all blueprints and resave. Added an opt-out editor setting "Allow Index All Blueprints" (default: true) to disable the button, which can be decided per project. Added an action in the Find-in-Blueprints modal when outdated metadata is detected to export the list of affected assets.
#rb Phillip.Kavan
[CL 30289718 by zhikang shao in ue5-main branch]
BlueprintCompileAndLoadTimerData has been wrong ever since the compilation manager was added
FScopedCompilerEvent was broken because there are two active compilation logs in many cases
Delete unused stats and replace a few with trace scopes
#rb dan.oconnor
[CL 29996340 by ben zeigler in ue5-main branch]