Commit Graph

118 Commits

Author SHA1 Message Date
Marcus Wassmer
77ac80f2c6 Fix build errors. LOCTEXT_NAMESPACE must be #undef'd at the end of files.
#codereview mgriffin@pitbullstudio.co.uk

[CL 2251397 by Marcus Wassmer in Main branch]
2014-08-11 10:15:25 -04:00
Matthew Griffin
cba5d2f91e Enabling Audio Streaming options behind experimental setting.
[CL 2251173 by Matthew Griffin in Main branch]
2014-08-11 05:29:09 -04:00
Marc Audy
c4b5049185 Add a make new blueprint button on class dropdowns for classes that are Blueprintable
Make buttons next to the Game Mode customization class drop downs consistent with normal class dropdowns

[CL 2245541 by Marc Audy in Main branch]
2014-08-06 10:11:22 -04:00
Mikolaj Sieluzycki
f9fcaba0f6 Header cleanup: RecastNavMeshGenerator.h, CaputreSource.h, CapturePin.h, FXSystemPrivate.h, CollisionDebugDrawing.h.
[CL 2242177 by Mikolaj Sieluzycki in Main branch]
2014-08-04 08:09:20 -04:00
Max Preussner
9d624898bc Media: Initial revision of details customization for media assets
[CL 2240400 by Max Preussner in Main branch]
2014-08-01 18:29:39 -04:00
Michael Noland
47b2f79f09 Collision: Save project collision settings (custom profiles/channels/object types) in the DefaultEngine ini, fixing issues in cooked games
#TTP 342936, integrated from 4.4 branch CL# 2239287

[CL 2239299 by Michael Noland in Main branch]
2014-07-31 21:14:53 -04:00
Matthew Griffin
5a89a2b090 Adding search capability to key selection
Added new SKeySelector widget to take care of selecting keys in various situations
Used new widget for Key detail customization and Blueprint Key Pins

TTP#335356 - EDITOR: Input axis dropdown menu not filterable

[CL 2238263 by Matthew Griffin in Main branch]
2014-07-31 09:33:45 -04:00
Lina Halper
e6b1f7feb3 294048 Add Support for exporting custom curves from DCC apps into UE4
[CL 2237422 by Lina Halper in Main branch]
2014-07-30 15:42:17 -04:00
Michael Trepka
5bd6255fde More Clang compile warning fixes
[CL 2237347 by Michael Trepka in Main branch]
2014-07-30 14:51:27 -04:00
Michael Trepka
ee353ed1d1 Fixed some issues with Ctrl+{Key} shortcuts on Mac
[CL 2237306 by Michael Trepka in Main branch]
2014-07-30 14:31:25 -04:00
Chris Gagnon
3444d084ab Removed "InterpreteAsLinear", Deprecated FColor DrawColor and added FLinearColor LevelColor to replace it. Changed the underlying FColor's to FLinearColor in the rendering classes, cleaned up a bunch of color conversions.
#codereview matt.kuhlenschmidt

[CL 2235025 by Chris Gagnon in Main branch]
2014-07-28 17:16:21 -04:00
bruce nesbit
8763e37e64 Added DocumentationActor.
#codereview James.Golding

[CL 2234374 by bruce nesbit in Main branch]
2014-07-28 09:04:18 -04:00
bruce nesbit
31c58c92e7 Revised FActorDetails::CustomizeDetails to respect some hidden categories.
#codereview Matt.Kuhlenschmidt

[CL 2234229 by bruce nesbit in Main branch]
2014-07-28 05:03:27 -04:00
Lina Halper
de9abde300 Fixed a couple of confusing part in additive
-  You can't ever set the animation with different skeleton, but it didn't have indication, so it looked just broken, so I added text
-  Make sure you don't change skeleton based on animation because that doesn't work.

[CL 2231099 by Lina Halper in Main branch]
2014-07-24 23:32:20 -04:00
Phillip Kavan
ce2f3d85f8 [341253] Blueprints - Non-native root component location/rotation info is no longer editable.
The location & rotation will be overwritten at spawn/placement time, so editing those values in the Blueprint editor Details tab would have no effect at construction time and was thus causing some confusion.

Note that native root component transform information was not previously editable. This change exposes the Scale for both native and non-native root components for editing and hides the Location/Rotation fields.

Also added some extra information to the root component's Rich Tooltip in Components mode of the Blueprint editor, to indicate why the location & rotation fields of the Transform section are not available for editing.

#codereview James.Golding,Zak.Middleton,David.Nikdel

[CL 2230963 by Phillip Kavan in Main branch]
2014-07-24 20:56:55 -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
Mikolaj Sieluzycki
d6195a6af9 Header cleanup: Remove #include "Engine.h" from UnrealEd.h
[CL 2229787 by Mikolaj Sieluzycki in Main branch]
2014-07-24 08:29:27 -04:00
James Golding
75511fd092 Fix non-unity in MathStructProxyCustomizations
#codereview thomas.sarkanen

[CL 2229689 by James Golding in Main branch]
2014-07-24 05:34:07 -04:00
Graeme Thornton
9e0c448386 Mobile Preview Continued Work:
* For several preview components (cascade + a couple of animation previews), don't create a separate FXSystem for the preview world. Just use the one created internally by the world
* Several bug fixes and improvements to dynamic feature level switch
* Continued conversion of code that references to global feature level.

#codereview Nick.Penwarden

[CL 2229679 by Graeme Thornton in Main branch]
2014-07-24 05:23:50 -04:00
Thomas Sarkanen
3a48287427 Fixed FTransform details customization not dirtying packages correctly.
Made sure to call NotifyFinishedChangingProperties so that packages are dirtied when editing values.
Also increased precision in floating-point SetValue. We should not go via strings to do this, but we dont have any other way at the moment, so this is the next best thing.

TTP# 341202 - BLUEPRINT:  A transforms default value does not get carried over from the set values in its structure

reviewed by Andrew.Brown

[CL 2228482 by Thomas Sarkanen in Main branch]
2014-07-23 10:36:08 -04:00
Matt Kuhlenschmidt
2525426c8c UMG - Made slot animation work
[CL 2227246 by Matt Kuhlenschmidt in Main branch]
2014-07-22 14:11:55 -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
Michael Noland
683a74d34e Physics: Improve bSimulatePhysics editing extensibility
- Add UPrimitiveComponent::CanEditSimulatePhysics to allow individual components to determine if simulation is possible given their Physics setup
- Replace if-else cast tree in details panel customization
- Change behavior of base UPrimitiveComponent so that it is editable if there is a valid body setup *on the component* rather than on the BodyInstance, allowing various components to edit the property in a Blueprint CDO (such as UPaperSpriteComponent) and removing the need for custom overrides on others (UShapeComponent, etc...)
#codereview ori.cohen

[CL 2223976 by Michael Noland in Main branch]
2014-07-18 17:49:19 -04:00
Chris Gagnon
c9bdd932f2 Adding Level Color back into the Levels Panel, fixed the color being displayed gamma corrected which didn't line up with the actual visualization.
Refactored some of the UI code for ULevelStreaming to use PostEditChangeProperty so it's more reuseable.

#codereview matt.kuhlenschmidt,dmitriy.dyomin

[CL 2222165 by Chris Gagnon in Main branch]
2014-07-17 10:14:48 -04:00
Richard TalbotWatkin
bd84cbac9a Fix non-Unity build.
#codereview Max.Preussner

[CL 2217849 by Richard TalbotWatkin in Main branch]
2014-07-15 06:24:10 -04:00