Refactored logic for what selection type is allowed in a SGraphActionMenu to the widgets that react to the selection.
#jira UE-11644 - Selected BP Variables do not refresh details properly
[CL 2493909 by Michael Schoell in Main branch]
Blueprints: Fix a number of selection issues across a BP compile [UE-9862]
- Fix a bug where compiling with a custom event or input event selected in the My Blueprints graph would deselect it
- Fix a bug where "Multiple values" would be shown after recompiling with a variable entry is selected in My Blueprint
- Fix a bug where "Multiple values" would be shown after recompiling with a variable get/set selected in a graph
- Fix a bug where the standalone defaults editor wouldn't be updated properly when something else was selected during compilation
- Fixed that SMyBlueprint::OnActionSelected could clear the details panel without taking ownership when InAction was invalid (now always takes ownership first - long term we need to combine the two so that selecting something includes taking ownership)
#lockdown nick.whiting
#codereview nick.darnell
[CL 2449924 by Matthew Griffin in Main branch]
UE-9549 - The SCSEditor is no longer portrayed in the API as if it's guaranteed to exist.
UE-9368 - We're now broadcasting foregrounding tab changes from the global tab manager. These changes are now watched by the workflow tab manager to then relay that information to anyone who cares. The blueprint editor now uses this information to have graph tabs properly clear the active graph ptr when a graph tab is no longer in the foreground.
[CL 2448562 by Matthew Griffin in Main branch]
Blueprints: Add automatic expansion of parent nodes when programmatically selecting an item in the My Blueprint tree [UE-9169]
[CL 2447163 by Matthew Griffin in Main branch]
BP - Fixing several selection issues. Selecting the CDO now highlights the button or the root actor node no matter which you you select. Creating new variables now refreshes the editors in the right order so that you can rename the variable after creating it.
[CL 2438221 by Matthew Griffin in Main branch]
Standard Macros lists 'ForEach' in it's description, scoring algorithm bug fixed (no longer multiplying succeeding scores, which allowed low scoring entries with lots of text to override good entries with succinct descriptoins), added keywords to UActorComponent::GetOwner. Tested context menu with the following keywords: if, actor, position, transform, rotation, for, foreach, parent, owner. Results for transform and rotation unchanged, results for position changed but not notably improved, all other results improved.
#codereview Mike.Beach
[CL 2438022 by Matthew Griffin in Main branch]
- addresses UE-8529
- not a broken-build fix, but a critical 4.7 fix (and super safe!)
#codereview Michael.Schoell
#lockdown Zachary.EdgertonJones
[CL 2423536 by Mieszko Zielinski in Main branch]
Editor - Adding the unified blueprint editor view. Combines all the modes into a single blueprint editor. Still requires being enabled through the experimental option in the editor.
[CL 2419336 by Ben Marsh 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]
* 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]
Add doc w. link for Audio, SkelMesh and StaticMesh components to test
Polish component class picker combo (styling, padding, separators etc)
#codereview lauren.ridge, nick.whiting
[CL 2297977 by James Golding in Main branch]
#TTP 333452 - BLUEPRINTS: Can't rearrange component categories in the my blueprint tab
#TTP 341990 - LIVE: BLUEPRINTS: Cannot drag and drop into subcategories
#Branch UE4
#Proj Engine, Kismet, UnrealEd, GraphEditor
#Change Added UBlueprint::CategorySorting TArray to store an ordered sort list of categories for variables and components.
#Change Modified dropped on category to update the CategorySorting array in the blueprint
#Change Modified FGraphActionNode to store a categorychain for category nodes only.
#Change Modified FGraphActionNode::AddChild to build and hand off the full category chain to new category nodes.
#Change Modified SMyBlueprint::CollectAllActions to reference the sorting array stored in the blueprint, participating actions are added into a mutimap with the respective sort index and the map is sorted before populating the graph action list.
#Change Added an additional pass when the sorted categories are modified to strip any unused categories out of the blueprint and shrink the array as a lazy maintenance.
#Removed FBlueprintEditorUtils::MoveCategoryBeforeCategory
#info I stopped short of marking the blueprint dirty on category sorting changes after initially having this in. the logic behind this is that marking blueprints dirty for minor changes can be annoying, you can always just manually save your changes and its seems a contrived workflow that you would open a blueprint and change the category sort in my blueprint without making any other changes. Easy to change if there is any real objection to it.
#codereview Mike.Beach
[CL 2237060 by Ben Cosh in Main branch]
Submitting a category in the BP details panel will no longer mark the Blueprint as structurally modified if nothing has changed.
#ttp 341162 - Regression: BP: After entering a tooltip for a variable, it gets deselected
[CL 2234979 by Michael Schoell in Main branch]