Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]
Added the ability for asset type actions to provide an extra overlay layer for their asset thumbnails
UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail
Also cleaned up FAssetThumbnail::MakeThumbnailWidget so that it took a config struct (FAssetThumbnailConfig) rather than 7 or 8 defaulted parameters.
[CL 2419655 by Ben Marsh in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2401019 by Jamie Dale in Main branch]
#UE4 The reference viewer no longer loads assets that you right click on. It never needed to.
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2391935 by Bob.Tellez on 2014/12/17 18:19:24.
[CL 2391937 by Bob Tellez 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]
#UE4 Less curvy splines in reference viewer
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2353542 by Bob.Tellez on 2014/11/07 16:04:40.
[CL 2353543 by Bob Tellez in Main branch]
You could previously only have them enabled or hidden, you can now add them as disabled.
You can also now bind the menu item state to a delegate to let it update after the tab spawner has been registered.
#codereview Nick.Atamas
[CL 2341064 by Jamie Dale 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]
#ttp 333623 Allow users to open asset editors straight from the Reference Viewer
reviewer Thomas.Sarkanen
[CL 2071770 by Andrew Copland in Main branch]
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)
Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()
Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine
[CL 2057118 by Max Preussner in Main branch]
Change 1996384 by Andrew Brown:
322252 - EDITOR: Asset picker displays incorrect text when there are no filter results.
Change 1996385 by Andrew Brown:
321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize()
Change 1996977 by Andrew Brown:
309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint
Change 2034873 by Jaroslaw Palczynski:
More robust VS installation detection.
Change 2039693 by Jaroslaw Palczynski:
327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables
Change 1978978 by Jaroslaw Surowiec:
- Removed obsolete AllowEliminatingReferences from the FArchive
Change 2020326 by Maciej Mroz:
pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins
Change 2017608 by Maciej Mroz:
pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo
Change 2017463 by Maciej Mroz:
PinTypeSelector can lins unloaded UDStructs
Change 2019979 by Maciej Mroz:
pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes
Change 2024469 by Maciej Mroz:
MemberReference variable added to PinType. It's necessary for delegate's signature.
Change 2024049 by Maciej Mroz:
HasExternalBlueprintDependencies added to UK2Node_DynamicCast
Change 2024586 by Maciej Mroz:
FillSimpleMemberReference fix
Change 2024472 by Maciej Mroz:
workaround for delegates signature in pintype removed.
Change 2023997 by Maciej Mroz:
BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo.
Change 2021934 by Maciej Mroz:
typo in a comment
Change 2020355 by Maciej Mroz:
Back out changelist 2020342
Change 2022178 by Maciej Mroz:
CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint
Change 2021958 by Maciej Mroz:
CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint
Change 1986247 by Maciej Mroz:
User Defined Structures: circle dependency fixed. Early version.
Change 1985107 by Maciej Mroz:
UserDefinedStruct cannot have a field of a non-native type
Change 1986278 by Maciej Mroz:
pretest ensureMsgf in Struct::link
Change 1986250 by Maciej Mroz:
User Defined Struct: Non native classes are accepted types od values in structures.
Change 1980955 by Maciej Mroz:
Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed.
Change 2041215 by Maciej Mroz:
ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD.
Change 1984316 by Maciej Mroz:
New User Defined Structure. WIP - there are still problems with circular dependencies.
Change 2011616 by Maciej Mroz:
UserDefinedStructures - various problems fixed.
Change 2011609 by Maciej Mroz:
more robust HasExternalBlueprintDependencies implementation
Change 2016697 by Maciej Mroz:
pretest BP: UDStruct - default value propagation in cooked build
Change 2016288 by Maciej Mroz:
pretest BP: UDStruct: Renaming variables wont break links from make/break nodes
Change 1987637 by Maciej Mroz:
CustomStruct icons placeholders
Change 1987422 by Maciej Mroz:
Better tooltips for variables in MyBlueprint
Change 1991387 by Maciej Mroz:
UDStructures fixes:
Change 2029165 by Maciej Mroz:
BP: better comment for incomatible pins
Change 2030016 by Maciej Mroz:
8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints
Change 2030017 by Maciej Mroz:
Unused UDStructure code removed (PPF_UseDefaultsForUDStructures)
Change 2028856 by Maciej Mroz:
BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible).
Change 2026701 by Maciej Mroz:
k2: odd error on an add item node within a function (see attached image in details)
Change 2028160 by Maciej Mroz:
PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory
Change 2028165 by Maciej Mroz:
BP: BreakHitResult function has proper icon.
Change 2033340 by Maciej Mroz:
ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables
Change 2034255 by Maciej Mroz:
EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620
Change 2037682 by Maciej Mroz:
ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint
Change 2033142 by Maciej Mroz:
CreateDelegate Node uses internally FMemberReference. Refactor.
Change 2032329 by Maciej Mroz:
ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint
Change 2032420 by Maciej Mroz:
ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables
Change 2033139 by Maciej Mroz:
Functions generated from CustomEvents can be also identified by GUID
Change 2026631 by Maciej Mroz:
BP. UDStruct: Invalid structs are handled better.
Change 2025344 by Maciej Mroz:
UDStruct enabled by default
Change 2026672 by Maciej Mroz:
EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes
Change 2026411 by Maciej Mroz:
ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error.
Change 2025342 by Maciej Mroz:
GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked.
Change 2025570 by Steve Robb:
Moved dependency processing to its own function.
Change 2033235 by Steve Robb:
String improvements
Change 2035830 by Steve Robb:
Workaround for FriendsAndChat crash in Fortnite.
Change 2035115 by Steve Robb:
UBT build time regression fixes.
Change 2034162 by Steve Robb:
312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2034181 by Steve Robb:
Removal of any references to .generated.inl
Change 2020165 by Steve Robb:
BuildPublicAndPrivateUObjectHeaders factored out into its own function.
Change 2020187 by Steve Robb:
CreateModuleCompileEnvironment function factored out.
Change 2020055 by Steve Robb:
Refactoring of Unity.cs to remove complex and duplicate iteration.
Change 2020083 by Steve Robb:
Another use of dictionary utilities.
Change 2031049 by Steve Robb:
312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2025728 by Steve Robb:
Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function.
Change 2020068 by Steve Robb:
A couple of helpful utility functions for populating dictionaries.
Change 2032307 by Steve Robb:
312775: UObject improvement: Ensure that *.generated.inl is included somewhere
[CL 2054495 by Robert Manuszewski in Main branch]
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.
#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name
#codereview justin.sargent
[CL 2044506 by Michael Schoell in Main branch]