- not all properties were copied due to use of PPF_PropertyWindow instead of PPF_Copy
- instance object was not duplicated correctly
#rb Mieszko.Zielinski
#preflight 636372d954471d10be4d69f3
[CL 22959051 by mikko mononen in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
tests:
-placement editor drag n drop
-state tree view while resizing the scrollbox.
#jira UE-161777
#rb brooke.hubert mikko.mononen
#preflight 636017da7e083afb290e5329
[CL 22869439 by yohann dossantos in ue5-main branch]
- Generate new IDs for transition conditions nodes on duplicate
- Generate new IDs for nodes on paste
- Prevent pasting between incompatible node containers
#jira UE-149896
#preflight 6336cbd1d165c45137fe1973
[CL 22272713 by mikko mononen in ue5-main branch]
- Updated add button to new positive button style
- Change the add-state logic to add to root or subtrees if context is present (e.g. add after)
- Renamed UStateTreeState::LinkedState to LinkedSubtree to indicate what kind of state is expected
- Removed strong reference from the treeview (was preventing a StateTree asset being deleted)
- Fixed bad colors when renaming a state
#jira UE-151757, UE-151874, UE-163569, UE-150568
#rb Mieszko.Zielinski
#preflight 63369601f76de2d4d5977b94
[CL 22271644 by mikko mononen in ue5-main branch]
It was the initial bug, but while looking at it, I noticed that the MultilineEditableTextBox was containing both a Font via FEditableTextBoxStyle, and another one via FTextBlockStyle, thus being error prone / inconsistent.
In order to fix the underlying issue (in addition to fix the initial bug), I removed the Font from FEditableTextBoxStyle, and moved the FTextBlockStyle from MultilineEditableTextBox to FEditableTextBoxStyle.
It solves the duplication issue and so make it clear where the Font should be set/read from.
However, as the text block style is now embedded in the editable text box style, it cannot be initialized the exact same way, and I had to do some changes to ensure there was no regression, by configuring various FEditableTextBoxStyle in some style files. I also change the default value for TextBlockStyle to better match our default theme.
-Default font is not set for text widgets.
EditableWidget: ensure to have a default font, and to set the style when calling SynchronizeProperties to ensure it reacts directly without having to force a refresh (by moving the widget for instance)
Bonus:
-Move to cpp some private methods that where 'forced' inline (and we were using function pointer on them). It will avoid some noise in public interface and speed up iteration / compile time when playing with them.
#jira UE-96464
#jira UE-137126
[RN] MultilineEditableTextBox was containing both a Font via FEditableTextBoxStyle, and another one via FTextBlockStyle, thus being error prone / inconsistent.The Font from FEditableTextBoxStyle has been removed, and the FTextBlockStyle moved from MultilineEditableTextBox to FEditableTextBoxStyle. It solves the duplication issue and so make it clear where the Font should be set/read from.
However, as the FTextBlockStyle is now embedded in the FEditableTextBoxStyle, it cannot be initialized the exact same way, and you can now configure the FTextBlockStyle of FEditableTextBoxStyle when creating one from scratch, by calling SetTextStyle on it.
Test
- created a Widget blueprint with different editable types combination: multiline or single line, box or no box.
-Validated that everything was reacting live as expected now.
-Created a blue print to set the text style and validated it was working.
-Create data with old version, then open it with updated version to validate that the visual was still the same and deprecation of style working as expected.
-checked different places in the editor using variation of editable text to ensure they were behaving as before (detail view, console command entry, comment on blueprint node).
#preflight 63344b9f110bb3721ef8aa77
[CL 22232366 by yohann dossantos in ue5-main branch]
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds
After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds
#jira
#preflight 63336159b20e73a098b7f24f
[CL 22218213 by bryan sefcik in ue5-main branch]
- handle empty subtree parameters
- changed a compiler check() to an error
- fixed tests
#jira UE-164541
#rb Mieszko.Zielinski
#preflight 632c4e77671a1a24b5ff67a6
[CL 22163478 by mikko mononen in ue5-main branch]
- Cleaned up Blueprint nodes from deprecated functions
- Added call guards for BP implemented events on BP nodes
- Renamed Named External Data to Context (Object/Data)
- Added automatic binding for Context objects
- Added UI visualization for Context properties and cleaned up the Input/Ouput visualization
- Added compiler errors for missing Input and Context properties
#jira UE-156544 UE-147509
#rb Stephen.Holmes
[CL 22084585 by mikko mononen in ue5-main branch]
- simplified the usage of the FPropertyBagInstanceDataDetails
- Changed the UI to match closer the array property style
#preflight 631af12bd135b61bc54b0960
[CL 21918229 by mikko mononen in ue5-main branch]
- change schema types to include the module path
- removed unused GetStorageSuperStruct()
#rb Stephen.Holmes
[CL 21862723 by mikko mononen in ue5-main branch]
- Fixed potential crash in StateTree editor row
- Fixed StateTreeComponentSchema actor class not updating property on load
#rb Mieszko.Zielinski
#preflight 6315cd43ec45fbf3d7ae82d0
[CL 21791567 by mikko mononen in ue5-main branch]
- Added StateTree events, which allows e.g. transitions based on internal or external events
- Clarified transition nomenclature
- Update UI to support transition events
- BP support for events
- Renamed UStateTreeItemBase to UStateTreeNodeBase for consistency with FStateTreeNodeBase
#jira UE-156543
#rb Mieszko.Zielinski
#preflight 631077ef660db81edbd068ca
[CL 21738918 by mikko mononen in ue5-main branch]
- Added option to start the StateTree automatically on BeginPlay
- StateTreeComponentSchema: allow to specify which actor class to expect the StateTree to run on (allows to bind to Actor specific data directly)
- Fixed FStateTreeReference parameter update on BP instance (the struct gets copied, which cause issues with the delegate handle)
#rb Mieszko.Zielinski
#preflight 630c70bb0345de4ccf7c8b51
[CL 21685020 by mikko mononen in ue5-main branch]