- Added EditConditionHides interface method to IDetailPropertyRow (and corresponding implementation in FDetailPropertyRow). This serves as a counterpart for the existing EditCondition interface method exposed for defining custom edit conditions on manually created FDetailPropertyRows.
[CL 29689177 by josh may in ue5-main branch]
Customizations that use the "CustomWidget" call on the FDetailPropertyRow are not being added to the tickable nodes for the details panel for the visibility to be reassessed, and the tick function is what checks and updates the visibility attribute. To fix:
* In DetailItemNode.cpp, check to see if it has a CustomPropertyWidget for the row and if it does, then add it to the tickable nodes
* In FDetailPropertyRow::GetPropertyVisibility() ensure to update the visibility based on the custom widget
#jira UE-199425
#rb Brooke.Hubert
[CL 29531220 by karen jirak in ue5-main branch]
Integrated OOM issue fix from [at]benoit.gadreau when building a single struct property
#rb karen.jirak, benoit.gadreau, mikko.mononen
#jira UE-198466, UE-198749
[CL 29274176 by jaime cifuentes in ue5-main branch]
[FYI] alex.kahn
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL24859089 - CIS Compile Error part 2
[FYI] Lauren.Barnes
Original CL Desc
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Copy and paste on a details row containing an asset picker will now go through the SPropertyEditorAsset paste first.
#jira UE-181542
#preflight 6425a77450546ea33640c424
#rb Matt.Kuhlenschmidt
[CL 24871532 by lauren barnes in ue5-main branch]
[FYI] Lauren.Barnes
Original CL Desc
-----------------------------------------------------------------
Copy and paste on a details row containing an asset picker will now go through the SPropertyEditorAsset paste first.
#jira UE-181542
#preflight 6425a77450546ea33640c424
#rb Matt.Kuhlenschmidt
[CL 24867877 by alex kahn in ue5-main branch]
These default to being enabled at the call-site, and having them always set in the constructor causes IPropertyTypeCustomizations to always override enabled states that are set by an owning IDetailCustomization
#rb Jamie.Dale
[CL 24173884 by andrew rodham in ue5-main branch]
IDetailsView::IsCustomRowVisible is now called using the new FDetailPropertyRow::GetRowName() method instead of having to check the type.
#review-20890541 @lauren.barnes
#preflight 62bd8a8b6d5ebc990f8ed23d
#rnx
[CL 20894976 by sebastian nordgren in ue5-main branch]
Like the static mesh editor the property edited in that category are not transacted but the apply is.
Some change to the property editor module where needed for this.
1- IDetailCategoryBuilder::AddAllExternalStructureProperties can now optionally output the IDetailPropertyRow interface of the properties added.
2- The non customized (and non external) children of a FDetailPropertyRow now respect the propagate to children property of the CustomResetToDefault.
#rb Graham.Wihlidal
#preflight 629eb995f73a9b013d7a7d30
#ROBOMERGE-AUTHOR: julien.stjean
#ROBOMERGE-SOURCE: CL 20537372 via CL 20537382 via CL 20537390
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)
[CL 20540874 by julien stjean in ue5-main branch]
This is a pretty rare case that only occurs if you bypass OnItemNodeInitialized() by creating and adding a property row outside of a CustomizeDetails() call in a property customization. However, the use case is pretty innocuous and this seems more correct anyway, so there's not really any harm to changing the behaviour.
Reported in UDN case 00426747.
#review-19806378 @lauren.barnes
#preflight 6261522f080c66006373c9e5
[CL 19848082 by sebastian nordgren in ue5-main branch]
Fixed crash when accessing and invalid PropertyEditor in FDetailPropertyRow.
Fixed performance issue caused by calling GetWidgetRow() on FDetailPropertyRow for every row, which caused the row's widgets to be constructed again when filtering.
Added GetCustomResetToDefault() to IDetailLayoutRow, which allows us to bypass the performance penalty of creating the WidgetRow by directly accessing the FResetToDefaultOverride of the row.
#jira UE-144131
#rb paul.chipchase
#preflight 621de59f037be0078cecb0e4
#preflight 621df0563e14f0c7e5276836
[CL 19196340 by sebastian nordgren in ue5-main branch]
- Added option 'DisableStreaming' in the World Partition convert commandlet to allow disabling streaming for converted maps.
- Added flag 'bEnableStreaming' for partitioned worlds that can be used to disable streaming but keep key features such as OFPA and Data Layers.
- In this mode, the streaming generation acts as standard level streaming and can be enabled at any time by the user.
- This mode is enabled by default for new partitioned maps created from the empty template or the open world template.
- The World Partition convert commandlet will now duplicate the default HLOD layers setup.
- Show a hint in the World Partition window that streaming is disabled.
- When disabling streaming from the UI, show a dialog to warn the user about the implications of the change.
- When enabling streaming for the first time, show a dialog to warn the user that the world is about to be set up for streaming.
- When saving a map, don't duplicate its HLOD setup unless it's a template map.
- Includes changes from MattK: `Allow external object details customizations to hide the root object node`.
- TODO: Convert all template maps from the Games project to use World Partiton with streaming disabled using the new 'DisableStreaming' commandlet option.
#rb patrick.enfedaque, richard.malo
#jira UE-143719
#preflight
#ROBOMERGE-AUTHOR: jeanfrancois.dube
#ROBOMERGE-SOURCE: CL 19149766 in //UE5/Release-5.0/... via CL 19150115
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19160979 by jeanfrancois dube in ue5-main branch]
When property view widgets get reused, we are running (generate nodes) repeatedly while scrolling. Through some trial and error, I've identified that since I am only showing a fraction of the nodes I don't need to have all the nodes built; I can get away with generating the ones I will see, which improves performance from around 130 ms to 10-20ms per widget. I am adding a way to specify the properties you want to build and ignore the rest, which ultimately dramatically speeds up the PropertyView widget for the case where you are only showing a few properties from the object.
[REVIEW] [at]jay.Nakai, [at]sebastian.nordgren, [at]david.hamm
#rb sebastian.nordgren
#ROBOMERGE-OWNER: vlad.golovan
#ROBOMERGE-AUTHOR: vlad.golovan
#ROBOMERGE-SOURCE: CL 19036849 via CL 19036854 via CL 19038143 via CL 19038155 via CL 19039279
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)
[CL 19039995 by vlad golovan in ue5-main branch]
This fix always initializes it to a valid pointer, but invalid handle, which is a state that is handled correctly in FPropertyHandleBase.
#jira UE-130580
[REVIEW] [at]lauren.barnes
#preflight 61e56664a2616066f67fbfa6
#ROBOMERGE-AUTHOR: sebastian.nordgren
#ROBOMERGE-SOURCE: CL 18639655 in //UE5/Release-5.0/... via CL 18639702 via CL 18639711
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18639724 by sebastian nordgren in ue5-main branch]