Reverted workaround in FUIComandList.
Properly appended command lists in BT editor so keyboard shortcut routing and context menus all work together.
TTP# 340628 - BINARY: EDITOR: Unable to rename/delete blackboard keys with right click menu
[CL 2180008 by Thomas Sarkanen in Main branch]
Added the ability to check for command registration (as this can crash if a command is registed more than once) and re-used the asset editor toolkit command list when registering commands.
TTP# 340628 - BINARY: EDITOR: Unable to rename/delete blackboard keys with right click menu
[CL 2170051 by Thomas Sarkanen in Main branch]
Added factory for Blackboard assets so they can have their own entry & icon in the context menu.
Added toolbar shortcut to create a new Blackboard asset alongside the BT.
Fixed selecting new Blackboard sometimes not displaying in Blackboard mode.
Displayed root node properties when nothing is selected so blackboard assets can be chosen.
Also added missing icons for small toolbars
TTP# 339961 - [Editor][AI] There's no way to create a blackboard asset
TTP# 339731 - Editor: Behaviour Tree: Root node UI improvements
reviewed by Lukasz.Furman
[CL 2119281 by Thomas Sarkanen in Main branch]
Reworked connection logic in the behavior tree graph schema.
Found that while the code to check while dragging/hovering was switched when dropping interms of pin direction. This made denying connections in directed graphs (like BTs) problematic. Fixed this by just reversing the pin order on drop, tested in Blueprint & it seems to be working fine.
Also fixed creating graph cycles, which caused a crash.
TTP# 339732 - Editor: Behaviour Tree: Dragging link should replace existing, not be blocked
reviewed by Lukasz.Furman
[CL 2119237 by Thomas Sarkanen in Main branch]
Added new BlueprintCategory property to UBlueprints that propagates to class metadata on Blueprint compilation. This metadata is then used for C++ and Blueprint-based node classes when displayed in the behavior tree palette.
Also fixed blueprint decorators incorrectly displaying no icon.
TTP# 337865 - [EDITOR][BT editor] BT nodes could use a way to define custom categories
reviewed by Lukasz.Furman
[CL 2117859 by Thomas Sarkanen in Main branch]
Made sure node owner is up-to-date after undo. This fixes the outer of the node being incorrect post-undo. Nodes are renamed away non-transactionally when deleted and cleaned up, so the change to the outer gets ignored and is not restored normally. This ensures that it gets properly fixed up.
TTP# 339299 - UE4: BEHAVIORTREE: Node turns pink from Undoing a delete
reviewed by Lukasz.Furman
[CL 2117819 by Thomas Sarkanen in Main branch]
Made sure the details panel gets a refresh on delete.
TTP# 339846 - CRITICAL: DATA ASSET: CRASH: Occurs after deleting and modifying the name of a key
[CL 2117763 by Thomas Sarkanen in Main branch]
- Refactored IsPropertyVisible delegate to pass in a parent property pointer so complex visibility tests with struct parents can be performed
[CL 2115458 by Matt Kuhlenschmidt in Main branch]
From here: https://udn.unrealengine.com/questions/210807/static-code-analysis.html
#fix Redundant comparison of RootEdNode removed.
#fix Incorrect operator used to test FPropertyTable::SelectionUnit flags.
#fix Missing comparison used for testing FSlateColor::ColorUseRule
#codereview robert.manuszewski,matt.kuhlenschmidt,nick.atamas
[CL 2115454 by Steve Robb in Main branch]
Root nodes do not initialize their class data member (as they are never placed, only generated) which is to generate the default tooltip. Overriding the function to provide a useful tooltip for nodes.
TTP# 339280 - UE4: BEHAVIORTREE: Class not found tooltop still appears after saving
[CL 2113880 by Thomas Sarkanen in Main branch]
Added 3 new buttons/combo buttons used to create new Blueprint-based node classes. Buttons turn into combo buttons if there is more than one type of base class available.
New class Blueprints are created alongside the current behavior tree asset.
Fixed toolbar buttons having no visibility control if they had no bound command list.
TTP# 337671 - Behavior Tree Editor: Extend toolbar with ôcreate new taskö, ôcreate new decoratorö, ôcreate new serviceö options
reviewed by Andrew.Brown, Lukasz.Furman
[CL 2113857 by Thomas Sarkanen in Main branch]
Added new blackboard view based on MyBlueprint.
Class viewer can now optionally display "Display Names" for classes (this is used to make the names of blackboard entries more friendly).
SPropertyEditorEditInline now displays the class type icon as well as its name.
Blackboard entry details customization now hides the header for entries, so one level of expansion is no longer necessary.
Removed pointer to 'view' in the blackboard debugger & replaced with delegates where appropriate.
Fixed crash issue also mentioned here: https://github.com/EpicGames/UnrealEngine/pull/212
Added new detail customization used to display only the selected entry in the current blackboard.
Fixed crash when running services with no Blackboard (prevent access of NULL blackboard component).
TTP# 337669 - Behaviour Tree Editor: Integrate Blackboard debugging display with Blackboard Editor
reviewed by Andrew.Brown, Lukasz.Furman
[CL 2113798 by Thomas Sarkanen in Main branch]
Debugger now checks for a valid graph before dereferencing it. We may not have initialized the graph before the debugger is set up, so we lazy-initialize the root node pointer.
TTP# 338513 - CRITICAL: Regression: BEHAVIOR TREES: CRASH: When opening
reviewed by Andrew.Rodham, Max.Preussner
[CL 2108979 by Thomas Sarkanen in Main branch]
Added editor-only functions to allow nodes to override their in-editor icon display.
Added Blueprint icon to show which nodes use Blueprint for their logic.
Hooked up new icons to Editor style.
Added missing Blackboard icon.
TTP# 337682 - [ART REQUEST] New Icons for behaviour trees
reviewed by Andrew.Brown, Lukasz.Furman
[CL 2103111 by Thomas Sarkanen in Main branch]
Tweaked and reworked the BT editor to allow for multiple modes (like the Blueprint Editor).
If a behavior tree uses a Blackboard, that blackboard is editable in the same asset editor, under "Blackboard mode".
Fixed a number of issues with re-focussing the BT debugger (and some issues that arose when switching BT editor modes). Debugging info should now be properly displayed when selecting AIs, switching modes, starting up the BT editor while playing etc.
Fixed a breakpoint bug where debug pause would be toggled rather than enabled, causing the game to run for a short time.
Added new icons for BT & BB modes.
Added various new guards against nullptr dereferences.
Displayed Actor label rather than FName when choosing actors to debug.
TTP# 337108 - Behaviour Tree Editor: Integrate Blackboard Editor into Behaviour Tree Editor
reviewed by Chris.Wood, Lukasz.Furman
[CL 2102883 by Thomas Sarkanen in Main branch]