Commit Graph

29 Commits

Author SHA1 Message Date
bruce nesbit
0f732bf4b2 Added automation test for project creation.
Added support for which shared resource to edit

[CL 2603798 by bruce nesbit in Main branch]
2015-06-29 08:27:10 -04:00
bruce nesbit
7631ed93b1 Code to support shared template resources
[CL 2589767 by bruce nesbit in Main branch]
2015-06-17 03:25:33 -04:00
Jamie Dale
3ba0384688 Improved the localization support of the class wizard dialogs
UE-14158 - Description of Parent Object Class

Fixed some issues where getting a localized string for a class tooltip would fail, and updated the class wizard to use FText so it can display localized descriptions.

[CL 2554964 by Jamie Dale in Main branch]
2015-05-18 10:09:05 -04:00
Peter Sauerbrei
ae371ac807 fixed issue with not being able to tell if a content-based project needs to be built as code within the editor
UE-11636

[CL 2533916 by Peter Sauerbrei in Main branch]
2015-05-01 14:00:34 -04:00
Ben Marsh
139f0713fd Missing header.
[CL 2524569 by Ben Marsh in Main branch]
2015-04-24 13:00:10 -04:00
karolz
bef607854c Added a plugin creator wizard
Note: This plugin is currently disabled by default.

When enabled:
- It can be summoned from the main frame File menu as "Add Plugin...", and includes three templates currently:
- Blank: Creates a minimal plugin with no functionality
- Basic: Creates a plugin that adds a button to the main frame toolbar
- Advanced: Creates a standalone tab window, summoned via a button on the main frame toolbar

PR #865: Plugin creator 4.7 (Contributed by karolz)

[CL 2521691 by Michael Noland in Main branch]
2015-04-22 16:30:31 -04:00
Ben Marsh
3059283e21 Add a better dialog for whenever we need to output the log from an external process, and use it to display errors when GenerateProjectFiles fails.
[CL 2506838 by Ben Marsh in Main branch]
2015-04-09 11:11:48 -04:00
Jaroslaw Palczynski
6c305898e0 UE-8578: Slate Widget fails to compile once added to a new project
Slate Widget was failing, because of missing Slate dependencies. Testing introduced a couple of problems which all was fixed by this CL:
1. I introduced AdditionalDependencies in .uproject file and change "Add Code To Project..." procedure to fill this array if needed. UBT reads this field and builds the project with required modules. Needed for Slate classes.
2. Changed UHT to #include missing headers in generated.h files if it was missing an include for it's super class. It was causing problems if we were trying to add a subclass of BrushShape -- BrushShape.h didn't have #include "Brush.h" and UBrushShape was inheriting from UBrush.
3. Above problems also occured for Slate classes, but not all of them was UCLASSes, so I had to fixed that manually.
4. "Add Code To Project..." functionality was not invalidating UBT makefiles, which lead to omitting new source files during hot-reloading (even thought it was reporting a success). This change also should improve a bit performance, cause right now there is no "gathering" step -- there is only invalidate step which is a lot quicker.
5. Fixed "Selected Class Source" link to source class in Slate Widget and Slate Widget Style class.

#codereview Robert.Manuszewski

[CL 2481488 by Jaroslaw Palczynski in Main branch]
2015-03-17 09:34:18 -04:00
Jamie Dale
894fc145c4 Added actor and scene components to the featured classes list when creating a C++ class in the CB
UE-9291 - Actor/SceneComponent are 'common' options when making BP, but not C++ class

[CL 2453230 by Jamie Dale in Main branch]
2015-02-20 10:26:22 -05:00
Matthew Griffin
246edb4781 [INTEGRATE] Change 2435332 by Andrew.Rodham@AndrewRodham_4.7 on 2015/02/06 09:25:07
Generalized "Add Code to Project" dialog to allow creation of both c++ and blueprint class types.

	The add component option when blueprintable components is enabled, now opens up this dialog rather than the parent class picker.

	UE-8491 - IWCE: New C++ Component and New Blueprint Component should prompt you for a component type to subclass

[CL 2446735 by Matthew Griffin in Main branch]
2015-02-16 04:29:11 -05:00
Ben Marsh
29219e7124 [INTEGRATE] Change 2421194 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/27 17:44:17
Improvements to naming of newly-created C++ and BP components through SCS tree
	- Strip off "_C" suffix on newly created Blueprint classes
	- Don't strip "Component" from Blueprint class names unless it is the suffix
	- Changed prefix for newly-created C++ components from "My" to "New"
	- New Blueprint components default to the name of the class unless they are Blueprints of UActorComponent, in which case the name is just "NewComponent"
	- New C++ components default to the name of the class unless they inherit from UActorComponent, in which case the name is just "NewComponent"
	#codereview matt.kuhlenschmidt

[CL 2425794 by Ben Marsh in Main branch]
2015-01-30 10:35:05 -05:00
Ben Marsh
3d2ab1d349 [INTEGRATE] Change 2417935 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/24 16:23:14
Added an experimental method to add a new C++ class derived from ActorComponent to an actor.  The purpose of this is to add scripting support directly on an actor without subclassing the actor.

[CL 2419710 by Ben Marsh in Main branch]
2015-01-26 20:16:24 -05:00
Jamie Dale
55c3728d11 Added support for showing game and engine classes in the Content Browser
UE-7184 - Show game c++ classes and engine c++ classes in the content browser

The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.

For example:
- Game C++ Classes
    - ShooterGame
        - Classes
            - Bots
                - ShooterBot
                - ShooterAIController
                - [...]
            - [...]

The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).

As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).

[CL 2409386 by Jamie Dale in Main branch]
2015-01-16 15:39:47 -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
Peter Sauerbrei
548da9d74a fix for Mac compile
#ue4

[CL 2327678 by Peter Sauerbrei in Main branch]
2014-10-13 16:53:31 -04:00
Marc Audy
e26e577ccb Potential CIS fix for mac compile error
[CL 2327482 by Marc Audy in Main branch]
2014-10-13 14:22:42 -04:00
Marc Audy
2077f3a586 Expose ProjectHasCodeFiles, GenerateBasicSourceCode, GetCurrentProjectModules and DetermineModuleIncludePath from GameProjectGenerationModule
[CL 2327274 by Marc Audy in Main branch]
2014-10-13 11:47:21 -04:00
Ben Marsh
0f78891b7d Add a program to bootstrap packaged games, which checks for dependencies being installed (an option to include prerequisites in the game is in the packaging settings), then starts the engine with the right commandline for the project. Takes an icon from Build/Windows/Application.ico if present (which allows setting the icon for content-only projects) or the game executable being launched. Resource files added to code projects now use this icon instead.
[CL 2307139 by Ben Marsh in Main branch]
2014-09-23 13:55:06 -04:00
Andrew Brown
90265639c0 Seperated out the New Project icon and overlay images into seperate brushes so they could easily be replaced
[CL 2275974 by Andrew Brown in Main branch]
2014-08-28 06:52:46 -04:00
Dan Hertzka
f21c4df33e Analytics - Log size of source directory when the number of source files are logged
[CL 2267500 by Dan Hertzka in Main branch]
2014-08-22 11:35:01 -04:00
Andrew Rodham
1a1cc8ee53 Reworked the new project dialog
* Categorized templates into Blueprint/C++ templates and organized them into tabs
 * New categories can be specified in the templatedefs.ini file of a template project using a Category tag:
         Category=NewCategory
 * New category types can be registered with a proper description and icon in code through FGameProjectGenerationModule::RegisterTemplateCategory.
 * Added preview images to templates
 * Generally tidied the UI

This addresses TTP#321302 - EDITOR: Project Browser: Reduce Thumbnail size of Templates
Reviewed by Matt.Kuhlenschmidt

[CL 2260660 by Andrew Rodham in Main branch]
2014-08-18 06:48:04 -04:00
Ben Marsh
3bac51e396 Provide a proper error message if a file cannot be deleted during project upgrade, and fix offering to checkout the project file if necessary.
[CL 2227462 by Ben Marsh in Main branch]
2014-07-22 15:58:02 -04:00
Ben Marsh
100dfb0b32 Store the list of enabled plugins in the uproject file (fixing TTP 335060), and enable all game plugins by default (TTP 339313).
[CL 2119810 by Ben Marsh in Main branch]
2014-06-27 15:23:15 -04:00
Jamie Dale
0cfe5f0651 Added PlatformInfo to DesktopPlatform and improved the editors Supported Platform UI
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms

DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.

FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2095796 by Jamie Dale in Main branch]
2014-06-05 12:13:44 -04:00
Jamie Dale
c730fdef83 Added support for choosing which platforms your project will target
TTP# 332489 - TOOLS FEATURE: Editor: Allow user to designate which platforms a project is designed for; warn user when deploying to platforms that will result in a bad time

There is now a "Target Platforms" tab in the project settings which allows you to choose which platforms your project will target. This information is stored inside the .uproject file.

If you try and launch, cook, or package for a project that isn't on the supported list, then you'll see a suppressible warning notifying you that the project may not run as expected. This is also conveyed to you via a warning icon next to platforms which aren't set as a target.

Additionally the target platform icons are shown in the tooltip on the "Open Project" dialog, as well as in the tab area of the level editor.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2088161 by Jamie Dale in Main branch]
2014-05-29 17:37:19 -04:00