Commit Graph

38 Commits

Author SHA1 Message Date
Mike Beach
4be3e2524c [UE-11455] Fixing up some Blueprint breaking issues that were caused by upgrading a project to 4.7/4.8
* Preventing variable object type changes from breaking pin connections (when the type was changed to a super type)
    * Turning "wasted cast" errors into node warnings.
    * ValidateVariableNames() now walks the whole super chain to look for conflicting property names
    * Added a warning to the SpawnActor node (to catch when users are passing a null class)

[CL 2527127 by Mike Beach in Main branch]
2015-04-27 12:55:58 -04:00
Maciej Mroz
4d804326e0 K2Nodes::HasExternalBlueprintDependencies and K2Nodes::HasExternalUserDefinedStructDependencies were changed into HasExternalDependencies and can return native structs
[CL 2525803 by Maciej Mroz in Main branch]
2015-04-25 17:47:39 -04:00
Dan Oconnor
df17cf7a13 [UE-13595] Variable node autowire codepath did not handle local variables, which have no self pin
#codereview Michael.Schoell, Mike.Beach

[CL 2510727 by Dan Oconnor in Main branch]
2015-04-13 16:32:57 -04:00
Marc Audy
d67a694c69 Move member reference out of K2Node and make it usable elsewhere
[CL 2477135 by Marc Audy in Main branch]
2015-03-12 14:17:48 -04:00
Zak Middleton
0e34573599 #ue4 - MovementComponents now work with SceneComponents, rather than being restricted to updating a PrimitiveComponent.
- MovementComponent::UpdatedComponent changed from UPrimitiveComponent* to USceneComponent*.
- Added MovementComponent::UpdatedPrimitive, which is a version of UpdatedComponent cast as a PrimitiveComponent.
- Existing blueprints that are referencing 'UpdatedComponent' will be converted on load to use 'UpdatedPrimitive' if the variable link is connected to a pin that requires a PrimitiveComponent or child.

UE-8602

(Integrate 2433859 from 4.7)

[CL 2459336 by Zak Middleton in Main branch]
2015-02-24 17:19:50 -05:00
Ben Marsh
c6b02d55ae Back out changelist 2419543
[CL 2419619 by Ben Marsh in Main branch]
2015-01-26 19:33:32 -05:00
Ben Marsh
380e9bef2b [INTEGRATE] Change 2415387 by Michael.Schoell@Phosphor_M_Schoell on 2015/01/22 11:27:02
Inherited variables nodes are now correctly placed without a "Target" pin without first compiling the parent Blueprint.

	Dragging off a "self" node and placing a variable will no longer place a node that will refresh and remove the "Target" pin.

	#jira UE-7367 - Get and Set nodes for variables from a BP's parent class will not compile without a reference to Self

[CL 2419543 by Ben Marsh in Main branch]
2015-01-26 19:06:21 -05:00
Michael Schoell
57e719de5e Pasting local variable nodes in graphs outside of scope will no longer show them as being valid.
Pasting local or variable nodes into graphs with local variables of the same name will have them reference the local variable automatically.

#jira UE-6658 - BLUEPRINTS: Can copy/paste local var nodes outside the function

[CL 2391108 by Michael Schoell in Main branch]
2014-12-17 10:00:41 -05:00
Dan Oconnor
d18b18413e #github PR682, fix for crash caused by unresolveable ClassGeneratedBy (probably only for BlueprintGeneratedClasses) from slonopoatmus
just null checking for now, looking for good repro

[CL 2389133 by Dan Oconnor in Main branch]
2014-12-15 16:51:37 -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
Marc Audy
94e61448f7 Bring minimum engine version up to 214
Remove UE3 version

[CL 2376068 by Marc Audy in Main branch]
2014-12-04 11:18:08 -05:00
Michael Schoell
0ea59dc61b "Set" variable nodes now have an output pin that acts as a "Get" variable node.
Added an output pin to UK2Node_VariableSet

Changed UK2Node_Variable::CreatePinForVariable to accept an optional pin name.
Changed UK2Node_Variable::RecreatePinForVariable to accept an optional pin name.
 UK2NOde_Variable::DoPinsMatchForReconstruction will now confirm the pins are going in the same direction as well of compatible types before it determines that the pins match.

[CL 2366314 by Michael Schoell in Main branch]
2014-11-20 10:21:19 -05:00
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
Michael Schoell
eba4f3ca99 Fixes issues with duplicating Blueprints, removed UK2Node_Variable::PostDuplicate and moved logic to happen during the Blueprint's PostDuplicate.
#ttp 349451 - CRITICAL: Regression: BP: Some blueprints will give a "Target must have a connection error when duplicated.
#ttp 348325 - Duplicating a blueprint leaves all (self) references pointing at the original

[CL 2327686 by Michael Schoell in Main branch]
2014-10-13 17:03:32 -04:00
Michael Schoell
348ad15aee Pasting invalid self variables into Macro Blueprints is no longer allowed and promoting or replacing variables with missing properties is no longer an option.
Pasting any nodes into interface BPs is not possible.

When right clicking on a variable node with a missing property, you can replace the node with any valid local variables (in functions).

#ttp 340631 - bp: macros: one can create variables within macros by pasting them into a macro from a blueprint (not sure if this is intentional because the create variable ui has been removed)

[CL 2321738 by Michael Schoell in Main branch]
2014-10-07 16:04:29 -04:00
Michael Schoell
6513c1df66 Duplicating Blueprints will no longer leave all "self" pins on variables in an invalid state in referencing the original Blueprint.
[CL 2321388 by Michael Schoell in Main branch]
2014-10-07 12:28:21 -04:00
Michael Schoell
86645dd88c Fixed an issue with using missing properties when recreating variable nodes.
#ttp 348715 - BLOCKER: GUBP: [//depot/UE4: FortniteGame_MakeBuild Failure] failed to create build

[CL 2320486 by Michael Schoell in Main branch]
2014-10-06 17:18:23 -04:00
Michael Schoell
7ef71184eb Fixes for variable target pin to work when "self" variables are included via an external macro blueprint.
#ttp 348416 - CRITICAL: Regression: SHADOW: BP: ERRORS: Several blueprints are failing to compile

[CL 2318862 by Michael Schoell in Main branch]
2014-10-03 14:56:47 -04:00
Mike Beach
75f179ec47 Fixing it so self var nodes can be autowired in as the target pin for other getters.
[CL 2316249 by Mike Beach in Main branch]
2014-10-01 13:44:39 -04:00
Michael Schoell
58cbc3896c Dragging off of output BP pin types and placing a variable will autoconnect to the "Target" pin if available in the new menu system.
"Target" pins for variables are no longer different when hidden vs visible

[CL 2316074 by Michael Schoell in Main branch]
2014-10-01 11:49:19 -04:00
Mike Beach
d82aa27dba Favoring skeleton property/function signatures for variable/function node pins.
[CL 2310036 by Mike Beach in Main branch]
2014-09-25 13:31:55 -04:00
Mike Beach
9ab3347a1e Guarding against null function outer(when attempting to log an warning during node validation).
[CL 2309066 by Mike Beach in Main branch]
2014-09-24 19:47:30 -04:00
Mike Beach
3beb0cd5f6 FMemberReferences now default to the authoritative class (unless set through the SetDirect() function).
This is to support references being set for the skeleton class (in the new BP menu system).

#codereview Nick.Whiting

[CL 2308582 by Mike Beach in Main branch]
2014-09-24 14:15:01 -04:00
Mike Beach
1424e089f3 Shrinking the template node database by removing the need for function/variable nodes to be cached.
[CL 2295284 by Mike Beach in Main branch]
2014-09-12 12:56:24 -04:00
Mike Beach
6d68a84123 (WIP) Readdressing how we handle bound nodes in the new blueprint menu system (can't cache all permutations in the database, so we bind at menu construction time).
[CL 2262664 by Mike Beach in Main branch]
2014-08-19 12:36:44 -04:00