Commit Graph

794 Commits

Author SHA1 Message Date
Josie Yang
af65e53764 Inline edit support to material expression inputs
- 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]
2022-05-10 09:53:13 -04:00
lauren barnes
5f7006fb53 Fixing EditorStyle->AppStyle merge errors
#rb trivial

#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20073150 via CL 20073151
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20105751 by lauren barnes in ue5-main branch]
2022-05-09 13:31:58 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
louise rasmussen
fd51dd72b6 ReferenceViewer Enhancements Part 1
- 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]
2022-05-05 14:04:26 -04:00
Matt Peters
7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
julien lheureux
d59f4548e8 Fixed typo found by static analysis
#rb trivial
#preflight none
#rnx
#ue UE-150237

[CL 19919437 by julien lheureux in ue5-main branch]
2022-04-26 09:56:25 -04:00
julien lheureux
c6e5b5d7a7 Improved behavior on links in graphs that support multiple links per pin.
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]
2022-04-25 08:49:05 -04:00
dave jones2
1d36b62d36 UE-148463 - Update cumulative time tracking Engine variables to doubles
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]
2022-04-22 11:57:28 -04:00
Helge Mathee
87702d5a3a Control Rig: Fix crashes during upgrade / unresolve
#rb sara.schvartzman
#jira UE-147165 UE-147543
#preflight https://horde.devtools.epicgames.com/job/6246b0af3a5a4c1622de9384

[CL 19585555 by Helge Mathee in ue5-main branch]
2022-04-01 04:37:48 -04:00
Mateo Egey
1c51045720 Fixed invalid guids being candidates for pin matching during OnDropped
#jira none
#rb trivial
#preflight skip

[CL 19543163 by Mateo Egey in ue5-main branch]
2022-03-29 11:41:21 -04:00
Mateo Egey
02207332a4 Fixed pin handles not matching pin via persistent guid first, which introduced issues with Niagara pin handling as Niagara has hidden pins of the same name "None" as part of a core paradigm
#jira UE-145725
#rb helge.mathee
#preflight 6242fb1bdf7d23dbfee91ad4

[CL 19540729 by Mateo Egey in ue5-main branch]
2022-03-29 08:53:00 -04:00
Ben Ingram
9f80c7620f Track both input/output types for material graph connections
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]
2022-03-16 14:53:30 -04:00
sara schvartzman
8ccbb335a5 Control Rig: Execute pins can't be connected in the proper order
#jira UE-145787
#rb benoit.gadreau
#preflight https://horde.devtools.epicgames.com/job/622f7b0380715dc6dad5e5c3

[CL 19375022 by sara schvartzman in ue5-main branch]
2022-03-14 13:40:28 -04:00
Helge Mathee
bedc891006 Control Rig: Fix for crash during pin wiring
#rb na
#jira na
#preflight na

[CL 19373777 by Helge Mathee in ue5-main branch]
2022-03-14 12:19:58 -04:00
Ben Ingram
3fcb3a0749 Material editor colors wires based on data type when using new HLSL generator
#rb none
#preflight 622ba22f0a614dcb0c034713
#jira UE-145274

[CL 19359292 by Ben Ingram in ue5-main branch]
2022-03-11 14:39:57 -05:00
sara schvartzman
0db1c97d53 Shift+LeftClick to duplicate drag a pin connection
#jira na
#rb lauren.barnes
#preflight https://horde.devtools.epicgames.com/job/6229f3ab313be30406724f16

[CL 19335196 by sara schvartzman in ue5-main branch]
2022-03-10 09:31:03 -05:00
Helge Mathee
fe5886fb9a EdGraph: Keep soft handles to pins and nodes during link
#rb sara.schvartzman
#jira na
#preflight https://horde.devtools.epicgames.com/job/6229c190d271eeb462e1d0ad

[CL 19334348 by Helge Mathee in ue5-main branch]
2022-03-10 06:25:01 -05:00
daren cheng
5d1a1f3d8f Fix pin tooltip not dismissing when pin destroyed if tooltip hovered.
#jira UE-144506 UE-144712
#preflight 6222864a335298c3146d71d4
#rb Vincent.Gauthier
#lockdown simon.tourangeau

#ROBOMERGE-AUTHOR: daren.cheng
#ROBOMERGE-SOURCE: CL 19284905 in //UE5/Release-5.0/... via CL 19285657
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v924-19243027)

[CL 19291608 by daren cheng in ue5-main branch]
2022-03-07 15:52:55 -05:00
daren cheng
ed63759613 Remove pin tooltips on pin destruction, preventing stale tooltip crashes.
#jira UE-144506
#preflight 62210cd87b383ac2989e690b
#rb Vincent.Gauthier
#lockdown JeanMichel.Dignard

#ROBOMERGE-AUTHOR: daren.cheng
#ROBOMERGE-SOURCE: CL 19249172 in //UE5/Release-5.0/... via CL 19251784
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v924-19243027)

[CL 19263234 by daren cheng in ue5-main branch]
2022-03-04 03:25:54 -05:00
Robb Surridge
65a3c1236d Move IntroTutorials to a plugin. Part 1: move code module and clean up references.
#jira 141830
#preflight 6202f3e4bd4f846436f1dfc6
#rb lauren.barnes

[CL 18920903 by Robb Surridge in ue5-main branch]
2022-02-09 13:00:06 -05:00
benjamin fox
c961727c8e Remove '/' character in debugger watch text if the next property is a container element
#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]
2022-02-09 12:53:00 -05:00
dave jones2
ed1b4ed6a5 UE-140327 - Remove ENABLE_BLUEPRINT_REAL_NUMBERS usage
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]
2022-02-04 11:54:52 -05:00
dave jones2
c8574d3b74 Merging //UE5/Dev-LargeWorldCoordinates [at] 18802167 to //UE5/Release-5.0
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]
2022-02-02 05:50:50 -05:00
andrew davidson
3debbbd465 Fix FVector2D variant casts
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]
2022-02-02 01:45:23 -05:00
helge mathee
3abfb315a5 Control Rig: Cannot drag wires out from pins on collapsed nodes
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]
2022-01-21 08:08:00 -05:00