Commit Graph

84 Commits

Author SHA1 Message Date
Nick Whiting
e21af758c0 #ue4 Made RotationFromXVector and GetRotationXVector default conversions for vector / rotator, by popular request
#github Adapted from GHPR 257 (Rama)

[CL 2249169 by Nick Whiting in Main branch]
2014-08-08 20:52:04 -04:00
Ben Cosh
196cf342b5 Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor.
#TTP 312311 - ROCKET: TASK: Add a "Documentation Node"
#Branch UE4
#Proj  BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle

#Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this.
#Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus.
#Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus.
#Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus.
#Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp.
#Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode

#Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present.

#Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget.

#Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired.
#Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced.

#Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes.
#Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation.
#Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code.

#Change Added a documentation specific details customisation so the excerpts can be displayed as combo button.
#Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor.

ReviewedBy Chris.Wood, Mike.Beach

[CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00
Marc Audy
1d8b278028 Fix numerous places using PinName instead of PinFriendlyName for UI purposes
[CL 2247233 by Marc Audy in Main branch]
2014-08-07 13:23:24 -04:00
Maciej Mroz
6f5cb58cf6 The "_C" postif should not be visible in editor UI.
[CL 2240081 by Maciej Mroz in Main branch]
2014-08-01 14:08:30 -04:00
Maciej Mroz
c1febea176 Removed code related to ttp237118 "ROCKET: HUGE: K2: Change 'Class' to be primary asset (seen in content browser etc) instead of Blueprint"
The "_C" postif should not be visible in UI and (and gameplay code).

#codereview Nick.Whiting

[CL 2239913 by Maciej Mroz in Main branch]
2014-08-01 11:07:59 -04:00
Maciej Mroz
e078fc3b02 BP: validation and optimization related to RefreshAllNodes
#codereview Mike.Beach

[CL 2238282 by Maciej Mroz in Main branch]
2014-07-31 09:53:50 -04:00
Dan Oconnor
adfe64e3e9 #UE4 Fix for TTP#342132.. Event node patching logic could create nodes in non-event graphs..
[CL 2232284 by Dan Oconnor in Main branch]
2014-07-25 18:40:53 -04:00
Ben Cosh
0f8d9ef7d3 Added the ability to flag custom events as CallInEditor and extended the main editor actor details view to provide a drop list in the blueprints to call valid meta tagged functions.
#TTP 337860 - Expose flagged BlueprintEvents as buttons in the Details panel that can be run in-editor
#Branch UE4
#Proj Engine, DetailsCustomization, Kismet, Kismetcompiler, BlueprintGraph

#Change Added FName FBlueprintMetadata::MD_CallInEditor as "CallInEditor"
#Change Added bool UProperty UK2Node_CustomEvent::bCallInEditor to enable call in editor states to be serialised with UK2Node_CustomEvent
#Change Modified FBlueprintGraphActionDetails::CustomizeDetails to add support for the CallInEditor tickbox.

#Change Modified UK2Node_CustomEvent::GetPaletteIcon to return a different node icon when call in editor is enabled.
#Added new icon GraphEditor.CallInEditorEvent_16x for the node corner icons and the blutility combo menu.

#Change Added FKismetUserDeclaredFunctionMetadata::bCallInEditorProperty to help propagate call in editor setting from customevent node's to compiler generated event function entry point
#Change Modified FKismetCompilerContext::CreateFunctionStubForEvent to check customevent node bCallInEditor properties and mark the generated function entry nodes as CallInEditor. This was required as a transitional phase to so the setting could be observed later during meta data generation.
#Change Modified FKismetCompilerContext::FinishCompilingFunction to check function entry points for call in editor flags in the attached FKismetUserDeclaredFunctionMetadata and add CallInEditor meta data if present.

#Change Modified AActor::ProcessEvent to allow events to be processed by the actor instance if the Function has CallInEditor meta data set to true

#Change Added a series of functions to FActorDetails to conditionally add a blutility category and a combo list ( displaying the available blutility functions from the current actor blueprint ) and a button to call the selected function on the actor selection.

ReviewedBy Chris.Wood

#codereview Nick.Whiting

[CL 2230263 by Ben Cosh in Main branch]
2014-07-24 13:30:26 -04:00
Marc Audy
8b3eb180a5 Remove unused local variable
[CL 2228840 by Marc Audy in Main branch]
2014-07-23 14:41:20 -04:00
Mike Beach
8a12b48f51 Hiding private/protected functions from blueprints that shouldn't have access to them.
(TTP #332382)

[CL 2228620 by Mike Beach in Main branch]
2014-07-23 12:05:32 -04:00
Jaroslaw Palczynski
b30666376e StringClassReference needs to work with cooking and redirects
TTP# 338203

Refactored StringClassReference to be a subclass of StringAssetReference.

[CL 2226863 by Jaroslaw Palczynski in Main branch]
2014-07-22 08:14:39 -04:00
Marc Audy
07892aa5cc Split pin actions as part of node reconstruction should not be undoable
[CL 2226065 by Marc Audy in Main branch]
2014-07-21 18:01:23 -04:00
Mike Beach
85c834bdd3 Allowing for external variables from the palette (from VariableDragDropAction, for the new BP menu system).
[CL 2222300 by Mike Beach in Main branch]
2014-07-17 12:05:16 -04:00
Marc Audy
6fcc264e0e Never show a default value widget for an array pin (fixes showing default value widget on the array input pin on For Each macros when type is coerced from the output pin)
#codereview Nick.Whiting

[CL 2221104 by Marc Audy in Main branch]
2014-07-16 14:55:10 -04:00
Mike Beach
696949bf2c (WIP) Setting it up so we can switch to the new blueprint menu system using an .ini setting (bUseLegacyActionMenus)... enabled for now (until refactor is finished).
Also, removed bAllowBlueprintComms (as BP comms are stable and enabled fulltime).

[CL 2219461 by Mike Beach in Main branch]
2014-07-15 13:26:38 -04:00
Richard TalbotWatkin
0c19a228c9 Removed macro libraries from the variable type dropdown in the Blueprint editor.
#ttp 340697 - BLUEPRINTS: Macro libraries should not be used as BP variable types.
#branch UE4
#proj Editor.BlueprintGraph, Editor.UnrealEd
#add Created new method FKismetEditorUtilities::IsClassABlueprintMacroLibrary()
#add Made call to FKismetEditorUtilities::IsClassABlueprintMacroLibrary() in UEdGraphSchema_K2::IsAllowableBlueprintVariableType(), to filter macro library classes out of the list.
#reviewedby Chris.Wood, Max.Preussner

[CL 2217232 by Richard TalbotWatkin in Main branch]
2014-07-15 03:13:33 -04:00
Bob Tellez
a399d885b6 Merging CL#2188206 using UE4-Fortnite-To-UE4
MCPInfo:
  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "build" : "240",
  "cln" : "2172251",
  "version" : "UNKNOWN"

[CL 2215307 by Bob Tellez in Main branch]
2014-07-14 19:41:38 -04:00
Dan Oconnor
daf119cbc7 #ue4 default values read from CDO of spawned class, displayed to user, assignment nodes generated if the pin values differ from the values in the CDO...
[CL 2215022 by Dan Oconnor in Main branch]
2014-07-14 17:15:42 -04:00
Marc Audy
0f39cf8c3a Prevent knot nodes for structs from being split
[CL 2192575 by Marc Audy in Main branch]
2014-07-11 17:44:43 -04:00
Michael Schoell
9561e62a25 Local variables can be named the same as local variables in other functions, nothing global in a Blueprint can be named the same as a local variable.
Will display an error notification on the editable text box when attempting to change a function's local variable or parameter to be the same.

#ttp 336502 - BP: Local variables can have the same name as function parameters and returns, which causes a duplicate property error.

[CL 2192140 by Michael Schoell in Main branch]
2014-07-11 13:10:34 -04:00
Maciej Mroz
0654163a29 FBoolConfigValueHelper in CoreMisc - Refactor
#codereview Robert.Manuszewski

[CL 2191742 by Maciej Mroz in Main branch]
2014-07-11 10:49:58 -04:00
Marc Audy
ccd81ecb9a Properly display array properties when splitting a struct
[CL 2187818 by Marc Audy in Main branch]
2014-07-10 14:15:44 -04:00
Michael Schoell
99430dae16 #summary Can now deprecate Blueprint classes via a checkbox in the Blueprint properties
#add Added a checkbox to deprecate a Blueprint, the Blueprint will no longer be placeable, children classes can no longer be made of it (or any of it's children) and no new variables can be designated in Blueprints of the BP type.

#change AddSubMenu will now take the tooltip as an FText attribute so the tooltip can be hooked up to a function

#ttp 304153 - LICENSEE: K2:  Add support for deprecating a blueprint class

[CL 2181415 by Michael Schoell in Main branch]
2014-07-09 10:32:27 -04:00
Marc Audy
eb0878409f Redo the whitespace changes made in CL# 2171441 that got undone in CL #2175857
[CL 2176759 by Marc Audy in Main branch]
2014-07-08 18:23:43 -04:00
Marc Audy
0350e28706 Don't crash when trying to split a pin that cannot be split
[CL 2175857 by Marc Audy in Main branch]
2014-07-08 10:44:06 -04:00