Currently pasting a subcategory will result in a crash due to not checking the OnPasteFromTextDelegate for validity. We should check it for validity in SDetailCategoryTableRow prior to broadcasting.
#jira UE-202618
#rb brooke.hubert
[CL 31165390 by karen jirak in ue5-main branch]
- created FDetailsNameWidgetOverrideCustomization and function to get it on FDetailsViewPrivate, SDetailsView and FDetailsViewArgs to provide a customization that can override any Name widget
- FDetailsNameWidgetOverrideCustomization can override any non-nested property, using the CustomizeName function which takes a TSharedRef<SWidget> that is the name widget that would show without the new customization, and the FPropertyPath in order to be able to tell what properties to override.
- In SDetalsSingleItemRow added GetNameWidget to use the FDetailsNameWidgetOverrideCustomization to provide the name widget, if it has been provided
#jira UE-201379
#rb jordan.hoffmann, logan.buchy
[CL 31134537 by karen jirak in ue5-main branch]
[FYI] helen.yang
Original CL Desc
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Check widget row in addition to details view enablement for paste action enablement on SDetailSingleItemRow
#rb logan.buchy
#jira UE-200546
[CL 31106243 by helen yang in ue5-main branch]
Move icons into an editor folder so they don't get cooked
Change the override combo button to match the desired behavior
#jira UE-192063, UE-204831, UE-205036
#rb logan.buchy
[CL 31099835 by aditya ravichandran in ue5-main branch]
Engine (map and set add item);
Implementing a way to have the map and set fill in with the next available enum value instead of always doing the default value.
Slack discussion with video: https://epicgames.slack.com/archives/C0447BVGFFZ/p1705510234620249
-- Code --
PropertyHandleImpl:
FPropertyHandleMap::AddItem() - Added a HasKey() lambda. We're then checking if the map property's key is an enum property, if so, we'll loop the enum values to see if the map doesn't already have that enum value as a key. When we find one that isn't in the map, we're adding a child node and then setting the child's key node to be the enum value that is not in the map yet. If the map property's key is not enum then we do the old check for if the default key isn't there.
FPropertyHandleSet::AddItem() - Added a HasElement() lambda. We're then checking if the set property's element is an enum property, if so, we'll loop the enum values to see if the set doesn't already have the enum value as an element. When we find one that isn't in the set, we're adding a child node and then setting the child node to be the enum value that is not in the set yet. If the set property's element is not enum then we do the old check for if the default key isn't there.
UnrealTypes:
FSetProperty::GetElementProperty() - Added this getter to return the ElementProp property.
[REVIEW] [at]guillaume.morreel, [at]matt.stone, [at]karen.jirak, [at]ronald.koppers
#tests PIE, opened a uasset that has a TMap property with enum as the key, added each enum key as I clicked the add item button, changed an entry to something out of order to make sure the add item button would add the next available entry, all the way until it wouldn't add anymore entries because all enum keys were taken. Also tried a TMap property with a gameplaytag as the key to make sure it still worked as expected. Repeated with TSet.
#rb ronald.koppers
[CL 31089421 by aaron eady in ue5-main branch]
- This functionality was lost at some point during UE4 and wasn't bound to anything in the engine since then.
- Removed all property coloration specific code and made it go through the new Actor Coloration Framework, and kept the original white color for non-matching objects and red for matching objects.
- In UE3, property coloration was bound to shift-click on a property, but this was replaced by copy/paste in UE4, so this is now bound to control-click instead.
#rb Sebastien.Lussier
[FYI] Brooke.Hubert, Aditya.RaviChandran
[CL 31084023 by jeanfrancois dube in ue5-main branch]
Also fixes various property metadata helpers when dealing with enums held in containers
#jira UE-151969
#rb jaime.cifuentes
[CL 30775416 by thomas sarkanen in ue5-main branch]
- enabled code in details single item row to show the overrides widget
- added code to the overrides style keys to provide the visibility based on overrides state of the edit property chain (for properties) and object inputs
- Updates to the details display managers to get the property update widgets by providing the edit property chain, needed for override state for properties
- updated the overrides combo button code to iterate through the style keys and show any the have been initialized to show for the current override state
- currently conntains API changes to provide the override state for properties
#jira UE-192054
#rb aditya.ravichandran
[CL 30678106 by karen jirak in ue5-main branch]