#UE-9118 - Graph comments (Blueprints, Materials, Sound cues, etc...) should support multiline text editing
#UE-12964 - Comment box hits (Title bar) are offset
#Branch UE4
#Proj GraphEditor, Kismet, Slate
[CL 2546952 by Ben Cosh in Main branch]
#UE-12866 - Have node comments and reroute node comments act the same
#Branch UE4
#Proj Engine, GraphEditor
#includes some more general comment node / comment bubble fixes
[CL 2528202 by Ben Cosh in Main branch]
#UE-13107 - Blueprint Editor: Newly-created Comments draw a redundant comment balloon on top by default
#UE-13301 - Comment depth is editable in the details panel for comment nodes
#Branch UE4
#Proj UnrealEd, GraphEditor
[CL 2505583 by Ben Cosh in Main branch]
#UE-13299 - Comments and comment balloons don't obey colors set in editor preferences
#Branch UE4
#Proj BehaviourTreeEditor, EnvironmentQueryEditor, GraphEditor
#codereview Dan.Oconnor
[CL 2505562 by Ben Cosh in Main branch]
#UE-3724 - LIVE: BP: If a comment box is created inside of another larger comment box the smaller box is no longer editable
#Branch UE4
#Proj GraphEditor
[CL 2397421 by Ben Cosh 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]
#UE-3724 - LIVE: BP: If a comment box is created inside of another larger comment box the smaller box is no longer editable
#Branch UE4
#Proj UnrealEd, GraphEditor
#info this issue came about after recent changes to slate resulted in OnHitTest no longer being called by design. This changelist seeks to eliminate the requirement for this by correctly sorting the comments in arrangedchildren.
codereview Nick.Atamas
[CL 2377331 by Ben Cosh in Main branch]
#UE-4945 - Comment boxes no longer move all of the nodes within the box if the nodes are offscreen.
#Branch UE4
#Proj GraphEditor
[CL 2362269 by Ben Cosh 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]