* Replaced only usage with an SBox with Width/Height Override like SComboButton was doing.
* Removes unnecessary extra widget layer from almost all SComboButtons.
#codereview:nick.atamas
[CL 2091969 by Wes Hunt in Main branch]
* Paint is now the non-virtual entry point to OnPaint to support required pre/post functionality. Widgets override OnPaint as usual, but calls to tell a widget to paint should be "Paint" not "OnPaint".
* ArrangeChildren -> OnArrangeChildren. ArrangeChildren is now the non-virtual entry point for the same reason as Paint/OnPain.
* OnPaint and OnArrageChildren are now private so they are not accidentally called.
* Added Stats for Paint time and ArrangeChildren time.
#BUN
#codereview:nick.atamas,max.preussner
[CL 2086158 by Wes Hunt in Main branch]
Fix for TTP 334808, just needed to call modify on the nodes before updating their position. Identical to what we do for the comment node itself in SGraphNode::MoveTo
#codereview Phillip.Kavan, Nick.Whiting
[CL 2085767 by Dan Oconnor in Main branch]
This is a subset of changes (compiler warning fixes needed to compile Linux editor) from pull request 185 by sbc100, 3dluvr, wshearn, abarbu et al: https://github.com/EpicGames/UnrealEngine/pull/185
- Initialization order fixes
- Missing virtual destructors in classes with virtual funcs.
- Missing newlines at the end of file
#codereview Robert.Manuszewski
[CL 2085576 by Dmitry Rekman in Main branch]
Settings specific to Anim, Blueprint and Material Editor should probably be broken out into their own settings classes in the respective modules at some point. It feels a little strange that the GraphEditor needs to be aware of specific pin and node title types. At this time I did not want to refactor the existing graph editors though, and since many of the properties are currently being shared, pulling these settings out of UEditorUserSettings is at least a good first step. In the future I would like to see settings sections for specific graph based editors instead of having a generic 'Graph Editor' section that is shared by some or all editors.
I exposed various color settings in the UI as many users seem to be quite excited about customizing their Editor. If you think that some settings should be added or removed, please feel free to make any desired changes or let me know. Thanks!
#CodeReview: nick.whiting
[CL 2079703 by Max Preussner in Main branch]
- Clean up FDragConnection construction and add a factory function in SGraphPin to extend it for some pins
- Clean up arguments to FOnGetContextMenuFor in SGraphPanel
- Various modifications to SGraphPin to permit implementation of wire knots/reroute nodes
#codereview nick.whiting
[CL 2074801 by Michael Noland in Main branch]
#change Deprecated UK2Node_LocalVariable
#change UK2Node_LocalVariable will replace itself with a Get and any Assign nodes it is hooked up to with a Set node, will also delete itself from Animation rule graphs that they should not have been allowed to be placed in
#ttp 332158 - BP: Make local variables use standard get / set nodes, instead of the assigned named local nodes
[CL 2068725 by Michael Schoell in Main branch]
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski
[CL 2064306 by Mikolaj Sieluzycki in Main branch]
#TTP 314475 - k2: comment boxes within other comment boxes do not move if the outer most box is moved. Also, if two nested comment boxes are moved, the nodes within move 2x as much as they should (video)
#Branch UE4
#Proj GraphEditor, BehaviourTreeEditor
#Add SNodePanel::SNode::FNodeSet typedef for conveniance and clarity
#Change Changed SNodePanel::MoveTo to take an FNodeSet as an exclusion filter on the moved nodes, once moved nodes are appended into this set.
CodeReview Chris.Wood, Nick.Whiting
[CL 2064255 by Ben Cosh in Main branch]
#ttp 327253 - ANIM: DEV: Create a nice workflow for editing animation overrides in derived anim blueprints
#branch UE4
[CL 2060901 by Benn Gallagher in Main branch]