Commit Graph

32 Commits

Author SHA1 Message Date
Marc Audy
f2bda7c975 Fix shadowed variables
[CL 2468158 by Marc Audy in Main branch]
2015-03-03 17:20:43 -05:00
Marc Audy
20a5d7d955 Encapsulate ChildActorComponent.ChildActorClass so that setting it will destroy and recreate an Actor of the correct type
Expose SetChildActorClass to blueprints

[CL 2450789 by Marc Audy in Main branch]
2015-02-18 16:20:49 -05:00
Matthew Griffin
6c4338f22d [INTEGRATE] Change 2439375 by Michael.Noland@mnoland-T2784-Reference on 2015/02/10 00:25:00
Blueprints: Various improvements to the node title of Add Component nodes
	- Generalize the 'Add ComponentType AssetName' display code for Add Component to use AdditionalStatObject instead of an if-else tree, allowing it to work with any component class
	- Now displays asset information on a second line when asked for the full title
	- Fixed an issue where the component title was latched and didn't update when the template was modified (minor pessimization)

[CL 2447161 by Matthew Griffin in Main branch]
2015-02-16 10:37:24 -05:00
Matthew Griffin
9ff029133c [INTEGRATE] Change 2431124 by Michael.Noland@mnoland-T2784-Reference on 2015/02/03 22:54:42
Blueprints: Hide RelativeTransform and bManualAttachment pins on non-USceneComponent AddComponent nodes [UE-8924]

[CL 2438043 by Matthew Griffin in Main branch]
2015-02-09 10:30:03 -05:00
Matthew Griffin
3432ae337d [INTEGRATE] Change 2430574 by Marc.Audy@Marc.Audy_Z2487 on 2015/02/03 16:57:55
AddComponent component templates are also created as RF_Public

[CL 2437850 by Matthew Griffin in Main branch]
2015-02-09 08:13:10 -05:00
Matthew Griffin
2218742a3e [INTEGRATE] Change 2426005 by Mike.Beach@Mike.Beach_UE4 on 2015/01/30 12:16:51
[UE-8524][UE-8524] The add component node now handles blueprintable components properly (without using the SKEL class).

[CL 2433440 by Matthew Griffin in Main branch]
2015-02-05 08:32:19 -05:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -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
Phillip Kavan
30749599b3 [UE-6331] restore input axis accessor functions to BP graph context menu/palette (regression)
change summary:
- reverted previous change to UK2Node_AddComponent; will need to be applicable to all derived UK2Node_CallFunction types
- modified UK2Node_CallFunction::CanPasteNode() to bypass the general function placement check for derived UK2Node_CallFunction types (derived types are considered placeable if compatible)
- modified CanPaletteItemBePlaced() in SBlueprintSubPalette.cpp to skip over the general function placement check for derived UK2Node_CallFunction types (and not just UK2Node_AddComponent)

#codereview Mike.Beach, Michael.Schoell

[CL 2378394 by Phillip Kavan in Main branch]
2014-12-05 17:43:08 -05:00
Phillip Kavan
e0bd04d408 [UE-6238] restore placeable Add Component actions to the Blueprint graph context menu/palette (regression)
change summary:
- added a UK2Node_AddComponent::CanPasteHere() override to bypass the base UK2Node_CallFunction logic; the base UK2Node method already handles the necessary checking for this node type.
- modified CanPaletteItemBePlaced() in SBlueprintSubPalette.cpp to bypass the CanFunctionBePlacedInGraph() check for UK2Node_AddComponent node types; thus "Add Component" actions are now also placeable in Actor-based graphs via drag-and-drop.

#codereview Mike.Beach, Michael.Schoell

[CL 2376300 by Phillip Kavan in Main branch]
2014-12-04 15:44:41 -05:00
Zak Middleton
d61b0be9bb #ue4 - Fix tooltips for expose on spawn properties only working for some types of classes.
#codereview Frank.Gigliotti

[CL 2347747 by Zak Middleton in Main branch]
2014-11-03 20:02:18 -05:00
Maciej Mroz
22281886d7 BP: ExpandNode() functions don't check "if (CompilerContext.bIsFullCompile)". The function should be called only when necessary.
[CL 2332863 by Maciej Mroz in Main branch]
2014-10-17 06:37:11 -04:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Maciej Mroz
745d0c927b ôAutoCreateRefö û is handled in UK2Node_CallFunction::ExpandNode. The additional variable is created in local scope.
#codereview Nick.Whiting, Michael.Noland

[CL 2323899 by Maciej Mroz in Main branch]
2014-10-09 06:06:10 -04:00
Maciej Mroz
f32d2a3583 Local Graph Varaibles. An early version of function FEventGraphUtils::PinRepresentsSharedTerminal, that tells if a pin represetns a terminal, that is truly shared. If not, it will be added to local varaibles.
Creating Terminals was slightly refactored.

#codereview Nick.Whiting, Michael.Noland

[CL 2311113 by Maciej Mroz in Main branch]
2014-09-26 11:32:41 -04:00
Marc Audy
4ad81351db Change how types are displayed in blueprint pin tooltips
Deprecate TypeToString
Make ConstructBasicPinTooltip take FText for Description
Make SpawnActorFromClass pin tooltips consistent with other nodes

[CL 2286449 by Marc Audy in Main branch]
2014-09-05 13:06:18 -04:00
Mike Beach
1dfbb2d829 Optimizing BP node titles (caching any that use FText::Format(), which is slow).
[CL 2282225 by Mike Beach in Main branch]
2014-09-02 19:08:09 -04:00
Mike Beach
982ec4e821 (WIP) For the new blueprint menu system, ensuring the proper animation nodes are available.
[CL 2266729 by Mike Beach in Main branch]
2014-08-21 18:50:33 -04:00
Mike Beach
60d5930c3f No longer preventing child-actors from being added if they don't have a root component.
(TTP #342536)

[CL 2238543 by Mike Beach in Main branch]
2014-07-31 13:31:45 -04:00
Richard TalbotWatkin
93e0d2d6c0 Abort Blueprint compilation if an added component has static mobility when its parent does not.
#ttp 341133 - BLUEPRINT: Cant spawn playerstart using childActorComponent
#branch UE4
#proj Editor.BlueprintGraph
#add Partially disallowed by putting a check at BP compile time that if the child actor has static mobility, then the ChildActorComponent (the parent) must also be static. However this is not infallible, and it will still be possible to attach a static component to a non-static one, higher up the chain.  I explored the code a little, but couldn't find a way of checking for this at BP compile time, as I couldn't find a hierarchy of components at this point.
#reviewedby Chris.Wood

[CL 2231312 by Richard TalbotWatkin in Main branch]
2014-07-25 03:18:49 -04:00
Dan Oconnor
8cb2faa8d2 #UE4 Applying fix we made in spawnactorfromclass
[CL 2228657 by Dan Oconnor in Main branch]
2014-07-23 12:35:37 -04:00
Dan Oconnor
daf119cbc7 #ue4 default values read from CDO of spawned class, displayed to user, assignment nodes generated if the pin values differ from the values in the CDO...
[CL 2215022 by Dan Oconnor in Main branch]
2014-07-14 17:15:42 -04:00
Dan Oconnor
321647ef09 #ue4 code cleanup.. I checked a block of code in commented out, it needed to simply be removed.
[CL 2170418 by Dan Oconnor in Main branch]
2014-07-07 13:31:59 -04:00
Dan Oconnor
5e1242e31b #ue4 fix for 338364, we can now directly set values for variables exposed to a spawn actor from class node. Also fixed assignment of enum constants via an add component or spawn actor from class node, #codereview Maciej.Mroz
[CL 2122272 by Dan Oconnor in Main branch]
2014-06-30 16:06:49 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00