Commit Graph

15 Commits

Author SHA1 Message Date
Michael Schoell
3f52b7d131 In "Region and Language" you can toggle localization of node and pins in all graph editors.
SNodeTitle no longer compares cached node titles to the title the node wants to be to determine a reconstruction, it checks if the schema wants to purge all cached node titles.

#jira UE-8371 - Change Editor language while leaving Blueprint Editor node & pin names in English

[CL 2508681 by Michael Schoell in Main branch]
2015-04-10 14:37:56 -04:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jamie Dale
f440490671 Converted the property editor to use FText
The display name, filter string, and tooltips for the property editor (and associated detail customizations) are now stored as FText rather than FString. This allows us to remove SLATE_TEXT_ARGUMENT from the detail customization widgets.

[CL 2372595 by Jamie Dale in Main branch]
2014-12-01 11:19:41 -05:00
Saul Abreu
6be6f02783 Fixed locales/cultures that don't have base language localization data being omitted from region & language drop downs. Not absolutely perfect - could probably use a bigger refactor.
[CL 2300344 by Saul Abreu in Main branch]
2014-09-16 19:22:47 -04:00
Saul Abreu
3c0d128a31 Generic SMultipleOptionTable widget. Used for project packaging settings.
[CL 2283716 by Saul Abreu in Main branch]
2014-09-03 19:05:40 -04:00
Saul Abreu
1d025fcd8f Added CulturePointer.h, which typedefs ThreadSAfe TSharedRef and TSharePtr for FCulture. These should be used instead of the manual template instantiations for consistency.
[CL 2255218 by Saul Abreu in Main branch]
2014-08-13 17:14:52 -04:00
Saul Abreu
b7a67908a6 Improved messages regarding falling back to the base language of a culture when there is no localization data for the specified culture.
[CL 2237750 by Saul Abreu in Main branch]
2014-07-30 19:26:03 -04:00
Michael Schoell
0b51921eab Find-in-Blueprints will now find a variety of new, useful bits of data in Blueprints (both for find-in-all and finding in current). Searches can now be done in the current culture and source culture.
Find-in-Blueprints now uses the same search data for both Find-in-all-Blueprints and Find-in-Blueprint. That searchdata is no longer stored in the asset registry, it is stored in the DDC and is managed by a new class. Searching is multithreaded to reduce overhead on the main thread during long searches in large projects.

virtual UEdGraphNode::AddSearchMetaDataInfo which sets base find-in-blueprints metadata and can be overriden with more detailed search data.
#change UEdGraphPin::GetDefaultAsString will return the text value as string if set

Added FBlueprintEditorUtils::GetEntryAndResultNode, moving most of the functionality from FBlueprintGraphActionDetails::SetEntryAndResultNodes to the new function
Added FBlueprintEditorUtils::GetGraphDescription to get graph descriptions from their metadata
Added FBlueprintEditorUtils::GetNodeByGUID to find nodes using their Guid

Blueprints now cache their search metadata on compile, this is a CPU intensive process and can no longer occur every time the Asset Registry queries for the Blueprint's tags

#change Fixed an issue with finding a pin type's icon (UK2Node_Variable::GetVarIconFromPinType) where we would search for a class we already had available.

Added an overridable function to UEdGraphNode to collect Blueprint search metadata.

#change FJsonObjectConverter::UPropertyToJsonValue is now available outside of the .cpp

#change Rewrote how Find-in-Blueprints works both for local and global searches, now uses Json to resolve a variety of format issues and also to make it much more extensible.

#ttp 290376 - K2: Ability to search (find in blueprints) important pin values
#ttp 298599 - ROCKET: TASK: K2: Search results should indicate where the instance is located in the results page (construction script, event graph, custom graph)
#ttp 304819 - Blueprints: Editor: L10N: "Find in Blueprint" needs to work with other languages
#ttp 308572 - UE4: ANIM: K2: Searching doesn't work for anim nodes right now
#ttp 316678 - UE4: BLUEPRINTS: SHADOW: Default values are not searchable
#ttp 318180 - UE4: K2: Cannot search for spawnactor using find in blueprints
#ttp 320141 - UE4: K2: Find in blueprints does not find functions declared in another blueprint (if the function isn't called in that BP)

[CL 2110494 by Michael Schoell in Main branch]
2014-06-19 11:32:47 -04:00
Andrew Brown
ad0c2f67ff Prevent crash when accessing the localization settings more than once.
#ttp 334601 - Crash: Live: Setting and Unsetting Use Localized Field Name

#branch UE4

#change Model wasn't disassociating itself with the OnSettingsChanged delegate when it was destroyed... which meant next time the settings were changed the delegate was being called with a stale pointer.

reviewed by Thomas.Sarkanen

[CL 2089501 by Andrew Brown in Main branch]
2014-05-30 07:57:09 -04:00
Jamie Dale
b9d6c68dfc Fixes for how the editor handles localization when the OS is set to a language we don't have a translation for
TTP# 333731 - EDITOR: The editor region doesn't always seem to get set correctly on non-English systems

If you'd previously not set a language in the editor, the "Region & Language" settings would always show you the option for "en_US_POSIX" (and claim that you needed to restart the editor) because the saved culture name ("") didn't match the FInternationalization culture name (eg, "en_GB"), causing it to call GetCulture with an empty string (which seems to cause ICU to return "en_US_POSIX"). It now just uses the current FInternationalization culture name if the saved culture is empty.

Additionally, the editor/game now verifies that it has an available translation for the culture that FInternationalization is using (the one set during startup). If it doesn't (eg, your PC is using "fr_BR") then it will fallback to using generic English ("en") to ensure that the editor/game always has a valid translation to use.

ReviewedBy Saul.Abreu

[CL 2068467 by Jamie Dale in Main branch]
2014-05-09 14:42:45 -04:00
Max Preussner
4664956156 Delegates: Cleaned up abusive/legacy usages of the Delegate API
Please use AddRaw, AddSP, AddUObject, , BindRaw, BindSP, RemoveAll, Unbind etc.

[CL 2068405 by Max Preussner in Main branch]
2014-05-09 14:02:33 -04:00
Saul Abreu
bcb92e4dbf #summary Internationalization now operates as a singleton with non-static initialization. Should no longer have issues with initializing before file server when applicable. Resolved related previous double initialization issue. API-breaking change for calls to most FInternationalization methods.
#ttp 331776 - L10N: ICU: Executable size for engine and programs has regressed dramatically (ICU)

[CL 2044493 by Saul Abreu in Main branch]
2014-04-23 18:30:01 -04:00
Saul Abreu
b16c5668f5 #summary Updated metadata gathering commandlet to be configuration driven. Fixed a bug with local edits to metadata overriding localization. Updated property editors using comboboxes for enums to use localized data. Added Region & Language Settings for toggling use of localized field names.
#ttp 331251 - L10N: Editor: Tooltips and Property Names need to be localized

[CL 2040155 by Saul Abreu in Main branch]
2014-04-23 17:36:48 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00