Commit Graph

59 Commits

Author SHA1 Message Date
Maciej Mroz
23bb4fc3e8 UE-17499 Could use a way to add custom type auto-conversions for blueprints
New FunctionMetadta "BlueprintAutocast" was added.

todo: add warning in UHT
todo: remove hardcoded functions from UEdGraphSchema_K2::SearchForAutocastFunction

#codereview Mike.Beach

[CL 2604137 by Maciej Mroz in Main branch]
2015-06-29 12:18:57 -04:00
Michael Schoell
7ad9b0a7e3 Fixing build issue with LiveEditor related to changes made in CL# 2580309
[CL 2580402 by Michael Schoell in Main branch]
2015-06-08 16:27:32 -04:00
Ben Marsh
cbf8b979ed First pass on tidying up all the plugin categories. Reduced everything to a single-level hierarchy, and attempt to group things by broad categories rather than implementation details.
[CL 2521430 by Ben Marsh in Main branch]
2015-04-22 14:40:16 -04:00
Jaroslaw Palczynski
d9e4f8f862 UE-8954: Update commonly-subclassed actor and component classes to take a default FObjectInitializer constructor argument.
[CL 2518882 by Jaroslaw Palczynski in Main branch]
2015-04-21 04:37:32 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Michael Schoell
63b7360ae0 Removed the Blueprint Editor's legacy node menu system.
#jira UE-13391 - Delete old BP menu system (is causing confusion)

#codereview Mike.Beach

[CL 2514361 by Michael Schoell in Main branch]
2015-04-16 11:47:54 -04:00
Mikolaj Sieluzycki
a96989f147 Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:30:54 -04:00
Michael Schoell
75200e5a0d Cached node titles can now be forced to refresh without iteration over every node.
This will occur with every structural modification to any BP, node titles refresh only when visible.

[CL 2499923 by Michael Schoell in Main branch]
2015-04-02 11:16:23 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Robert Manuszewski
8fe5db30e3 Merging UE4-Streaming to UE4
- Linkers are no longer UObjects. Renamed ULinker, ULinkerLoad and ULinkerSave to FLinker, FLinkerLoad, FLinkerSave respectively
- Linkers are now associated with their UPackages
- Linker version is now stored in UPackages
- Async loading is now performed on a separate thread (if platform supports it and only in cooked builds), with the exception of PostLoad which is still done on the game thread
- Added UObject::IsPostLoadThreadSafe() function to determine if PostLoad is thread safe and can be executed on the async loading thread (defaults to false)
- UObject creation is now thread safe and can be performed on any thread
- Move many of the linker/UObject globals into FUObjectThreadContext (TLS)
- GetAsyncLoadPercentage() now takes PostLoad into account
- More async loading stats
- Added AtomicallySetFlags/ClearFlags to UObject
- Made FModuleManager thread safe.
- Added FGCScopeGuard as means of preventing GC from executing from non-game thread
- It's possible to disable async loading thread through ini settings.
- Cancelling async loading will now also trigger GC
- Implemented a basic version of async streaming priorities.

Change 2410813 by Mikolaj Sieluzycki:
	Change Sleep in while loop to ConditionalSleep in FMultiReaderSingleWriterGT
Change 2410734 by Mikolaj Sieluzycki:
	Make FModuleManager thread safe.
Change 2399879 by Mikolaj Sieluzycki:
	Basic version of async streaming priorities.
Change 2410707 by Mikolaj Sieluzycki:
	Implement conditional and no stat versions of sleep.
Change 2371939 by Robert Manuszewski:
	Async Loading Improvements: adding more stats (accumulators)
Change 2372403 by Robert Manuszewski:
	Fixing compile errors when STATs are not enabled
Change 2371526 by Robert Manuszewski:
	AsyncLoading Improvements (WIP)
Change 2407198 by Robert Manuszewski:
	Re-implementing delegate fixes for Async Loading
Change 2407425 by Robert Manuszewski:
	Re-implementing cancelling async loading in the async loading branch.
Change 2484362 by Robert Manuszewski:
	Making it possible to disable async loading thread through ini settings.
Change 2484744 by Robert Manuszewski:
	Minimizing locks in GC and other threads when handling UObjects
Change 2480190 by Robert Manuszewski:
	Fixing infinite stall after canceling async loading in non-cooked builds
Change 2484268 by Robert Manuszewski:
	Fixing crash when allocating permanent object pool.
Change 2489761 by Robert Manuszewski:
	Fixing BulkData using linker archive on the main thread even if the linker was created on the async loading thread.
Change 2493624 by Robert Manuszewski:
	Cancelling async loading will now also trigger GC
Change 2487881 by Robert Manuszewski:
	Making ShaderIdMap operations thread safe.
Change 2488067 by Robert Manuszewski:
	Fixing GetAsyncLoadPercentage. It will now also respect PostLoad.
Change 2458640 by Robert Manuszewski:
	Fixing crash in PIE
Change 2458825 by Robert Manuszewski:
	Fixing a few crashes when streaming and the package is missing.
Change 2476935 by Robert Manuszewski:
	Fixing crash while async loading ANavigationData
Change 2477361 by Robert Manuszewski:
	Fixing crashes in cooked game
Change 2480095 by Robert Manuszewski:
	Making FUObjectArray more thread safe
Change 2475443 by Robert Manuszewski:
	Re-enabling single-threaded async loading path for the editor and platforms that don't support multithreading.
Change 2475458 by Robert Manuszewski:
	Making sure bulk data is only loaded on a separate thread if it's not being loaded on the async loading thread.
Change 2476661 by Robert Manuszewski:
	Fixing FlushAsyncLoading not flushing everything
Change 2401089 by Jaroslaw Surowiec:
	Core - Added AtomicallySetFlags/ClearFlags to UObject, added a comment to ThisThreadAtomicallyClearedRFUnreachable

[CL 2498249 by Robert Manuszewski in Main branch]
2015-04-01 03:03:18 -04:00
Marc Audy
5c936c7c3e Remove virtual from BlueprintImplementableEvents that have clear native virtual already
[CL 2483629 by Marc Audy in Main branch]
2015-03-18 17:50:49 -04:00
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
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]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -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
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Mikolaj Sieluzycki
52c71176ab Rename StaticConstructObject to StaticConstructObject_Internal and use it only in CoreUObject module. Change rest of usages to NewObject.
#codereview Robert.Manuszewski

[CL 2437731 by Mikolaj Sieluzycki in Main branch]
2015-02-09 05:43:45 -05:00
Jaroslaw Palczynski
33d90304eb Original fix by Michael Schoell:
"Fixes for multicast delegates (and K2Node_Events in general) to now use FMemberReference for finding their UFunction.

#jira UE-8391 - Crash occurs adding an Overlap Event for a component
#jira UE-7976 - Adding an on event for an actor in the level blueprint results in a crash"

I've change it a bit, so it don't require ObjectVersion.h edition as it's locked. My changes are located in:
* UK2Node_Event::Serialize
* UK2Node_ComponentBoundEvent::Serialize
* UK2Node_ActorBoundEvent::Serialize
* header K2Node_Event.h lines from 16 to 39.

This change works for now as a workaround. We will change that into proper deprecation fix after ObjectVersion.h lock lift.

[CL 2435347 by Jaroslaw Palczynski in Main branch]
2015-02-06 09:41:28 -05:00
Robert Manuszewski
e56a5b49ee Deprecating 'operator new' for UObjects.
[CL 2425600 by Robert Manuszewski in Main branch]
2015-01-30 08:30:03 -05:00
Mieszko Zielinski
4cbff6518f Fixed navigation system not using properly handling navigation-relevant actors in "always loaded" sublevels #UE4
And as a minor API improvement refactored UNavigationSystem::RegisterCustomLink and UNavigationSystem::UnregisterCustomLink to take references rather than pointers

[CL 2406000 by Mieszko Zielinski in Main branch]
2015-01-14 10:56:48 -05:00
Steve Robb
0756ef15b9 Delegate comparisons deprecated, lots of other associated code deprecated, and lots of warning fixups:
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.

#codereview robert.manuszewski

[CL 2400883 by Steve Robb in Main branch]
2015-01-08 09:29:27 -05:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
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 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Zak Middleton
e95939ba24 #ue4 - Convert all engine uses of GetComponents() to use TInlineComponentArray.
[CL 2393060 by Zak Middleton in Main branch]
2014-12-18 17:02:31 -05:00
Dan Hertzka
c042ddcb94 ---- Merging with SlateDev 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]
2014-12-17 16:07:57 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -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