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]
Blueprints: Hide RelativeTransform and bManualAttachment pins on non-USceneComponent AddComponent nodes [UE-8924]
[CL 2438043 by Matthew Griffin in Main branch]
[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]
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]
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]
Deprecate TypeToString
Make ConstructBasicPinTooltip take FText for Description
Make SpawnActorFromClass pin tooltips consistent with other nodes
[CL 2286449 by Marc Audy in Main branch]
#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]