- Inline edit support for UPROPERTY of type float, int32, uint32, uint8, enum, bool.
- Editable UPROPERTYs with "OverridingInputProperty" metadata are created as inline widgets next to their corresponding inputs.
- Rest of the editable UPROPERTYs may specify "ShowAsInputPin" metadata to become inline edit pins, with 2 choices: "Primary" - show in primary view, "Advanced" - show in in advanced view.
- Update a bunch of material expressions to reflect the changes, rest of the expressions still need to be worked through.
#jira UE-145276
#rb kevin.Ortegren
#preflight 627a3cc8937a047d62282ba7
[CL 20122451 by Josie Yang in ue5-main branch]
- Updates the header style (UE5, emphasizes type)
- Shows nodes that may show up in more than one place (duplicates)
- Separates Depth control into Referencer Depth and Dependency Depth
- Comments with Package Path have been removed entirely (the tooltip remains)
- Rewritten algorithms to generate graph nodes that remove code duplication and will make adding new features easier
- Consolidates filters within the GetSortedLinks function
- adds temporary CVar that enables the ability to toggle between the old and new reference node layout algorithms. The depricated algorithms and CVar will be removed once the rest of phase one is completed and the new layout has undergone more testing.
#JIRA UE-148313, UE-148316, UE-148318
#rb Lauren.Barnes
#preflight 6272eb29dc3613022751c308
#ROBOMERGE-AUTHOR: louise.rasmussen
#ROBOMERGE-SOURCE: CL 20051603 via CL 20054172 via CL 20054231 via CL 20054249
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20060933 by louise rasmussen in ue5-main branch]
Fixes issues with highlighting and alt-click delete on a link.
#rb lauren.barnes
#preflight 62631588bc24759dc755101a
[CL 19900843 by julien lheureux in ue5-main branch]
As a part of the LWC work, this change primarily focues on updating FGameTime and UWorld to use doubles for accumulated time. Note that time deltas will remain as floats.
Additionally:
* A few time-related BP functions were updated to use doubles where appropriate. as well as the FRenderThreadUpdateContext struct for the Slate renderer.
* Some compilation errors were also fixed due to the change.
* Minor changes of float literals to drop the 'f' suffix.
#rb andrew.davidson
#jira UE-148463
#preflight 62603748e30cb43e8cbf2aa7
[CL 19866207 by dave jones2 in ue5-main branch]
Pins are now color-coded by type in addition to wires
#rb none
#preflight 62322c52e2541b4ff3b46c72
#jira UE-145274
[CL 19409438 by Ben Ingram in ue5-main branch]
#jira UE-140634
#rb phillip.kavan
#preflight 6202bb209e10f6918e06d37d
#lockdown julien.marchand
#ROBOMERGE-AUTHOR: benjamin.fox
#ROBOMERGE-SOURCE: CL 18911678 in //UE5/Release-5.0/... via CL 18919352 via CL 18920548
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18920782 by benjamin fox in ue5-main branch]
The original ENABLE_BLUEPRINT_REAL_NUMBERS macro was strictly meant for AB testing in the Dev-LWC. Currently, disabling it won't work, and would likely lead to broken behavior. Its presence might incorrectly indicate to licensees that this is an option that can be toggled safely.
#rb marc.audy
#jira UE-140327
#preflight 61fc6449dc0b3ecbecb6f381
#lockdown julien.marchand
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18864654 in //UE5/Release-5.0/... via CL 18864683 via CL 18864993
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18865002 by dave jones2 in ue5-main branch]
Blueprint real number support.
This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures).
One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code.
The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG.
#rb marc.audy (serialization changes)
#jira UE-116484
#preflight 61f8bdd5a2514ba12ff7bdfc
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823569 by dave jones2 in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821619 by andrew davidson in ue5-main branch]
This is due to the fact that we are changing the setting on the actual node - not the widget itself. Added a boolean to overdrive the behavior per widget
#rb sara.schvartzman
#jira UE-139791
#preflight https://horde.devtools.epicgames.com/job/61eaabbcc12be595d176b23b
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 18688416 in //UE5/Release-5.0/... via CL 18688420 via CL 18688425
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18688430 by helge mathee in ue5-main branch]