Added in some protection against nullptr to SGraphEditorImpl::SelectAllNodes
#jira UE-15379 - Crash copying all nodes in level blueprint of Audio.umap in ContentExamples
[CL 2549397 by Michael Schoell in Main branch]
Fallout from CL# 2535806
#jira UE-15170 - When in PIE, Blueprints display as disabled making them difficult to debug.
[CL 2541246 by Michael Schoell in Main branch]
Reworked how graphs were disabled to stop all out disabling of the SGraphPanel while still maintaining the visual display of being read-only.
Removed concept of TitleBarEnabledOnly from the graph editor and merged it with the IsEditable functionality.
#jira UE-10289 - Changing Blueprint Interface layout can shift nodes out of view
[CL 2535806 by Michael Schoell in Main branch]
UETOOL-292 - Diffing of Behavior Trees doesn't work correctly
- Added support for diffing decorators and services.
- Ensured that you could see the properties of services and decorators in the diff tool.
- This is now using common code shared with the behavior tree editor (to avoid this getting out of sync again).
- Fixed an issue where nodes containing changes could still be drawn faded out.
- The "DiffR_" functions in GraphDiffControl weren't marking the node as changed since the diff results couldn't hold the information.
- Fixed SNodePanel::DeferredMovementTargetObject always moving the selection into view (rather than itself).
- Added a way to move to a node without also selecting it (SNodePanel::CenterObject).
- This is needed as decorators and services don't exist as top-level nodes in the SNodePanel, so can't be centered on. We instead have to center on their container node.
- Added a way to control what items you want to diff.
- This helps when checking for nodes that have been removed, as you can now avoid having to re-check all the other properties on the node, and just check for their existence (or lack thereof).
[CL 2533378 by Jamie Dale in Main branch]
I fixed the crash found in the material editor, but discovered some rendering issues. Backing this out for now.
[CL 2412583 by Dan Oconnor in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2399803 by Jamie Dale in Main branch]
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka in Main branch]
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN
[CL 2329610 by Wes Hunt in Main branch]
- Clean up FDragConnection construction and add a factory function in SGraphPin to extend it for some pins
- Clean up arguments to FOnGetContextMenuFor in SGraphPanel
- Various modifications to SGraphPin to permit implementation of wire knots/reroute nodes
#codereview nick.whiting
[CL 2074801 by Michael Noland in Main branch]
#ttp 327253 - ANIM: DEV: Create a nice workflow for editing animation overrides in derived anim blueprints
#branch UE4
[CL 2060901 by Benn Gallagher in Main branch]