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]
- 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]
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]
#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]
* 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]
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]
- 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]
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]