Commit Graph

26 Commits

Author SHA1 Message Date
Terence Burns
14cb541a13 Config Editor added to UE4.
We now have the capacity to set a uproperty value anywhere in the config file hierarchy

Satisfies UEPLAT-429

The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.

[CL 2521330 by Terence Burns in Main branch]
2015-04-22 13:40:06 -04:00
Dan Hertzka
a0739d08ca Re-adding CL 2508810 with the previously missing FoliageTypeObjectCustomization files
[CL 2510599 by Dan Hertzka in Main branch]
2015-04-13 14:46:31 -04:00
Saul Abreu
50499381fe Cleaned up FText property namespace/key menu to use lambdas instead of a locally nested struct and static methods.
[CL 2509671 by Saul Abreu in Main branch]
2015-04-11 18:31:03 -04:00
Dan Oconnor
6ab92e9057 Back out changelist 2508810 - there was a missing file
[CL 2509228 by Dan Oconnor in Main branch]
2015-04-10 19:17:10 -04:00
Dan Hertzka
ecd5c212b9 [UETOOL-269] - Foliage type assets now work with procedural foliage in addition to BP subclasses
- Renamed FProceduralFoliageTypeData to FFoliageTypeObject
- Added property customization for FFoliageTypeObject
- Can contain either a FoliageType asset or BP subclass

[CL 2508810 by Dan Hertzka in Main branch]
2015-04-10 15:45:53 -04:00
Thomas Sarkanen
3f0f5e3c83 FText key stablization & key editing
FText DisplayString shared ptrs are persisted across property edits. This preserves their entry in the live table and also updates the string that the entry points to. We call GetString() to update the hashed value as persisting the DisplayString means that its location in the table is preserved.
On serialization, a valid key is still found in the live table for the display string, so the key is preserved.
Added funtionality to the property editor to allow key editing and re-generation so any key conflicts can be resolved in the future.
Added new flag to prevent us from being able to edit 'immutable' code-declared (LOCTEXT) text. We dont attempt to preseve the identity of properties that are initialized with these.

UE-5350 - As a translator, I would like the editor tutorial text to preserve it's history between changes in order to greatly improve the translation workflow.

#codereview Saul.Abreu,Justin.Sargent

[CL 2420329 by Thomas Sarkanen in Main branch]
2015-01-27 10:07:05 -05:00
Justin Sargent
5f156746a7 Back out changelist 2400879
[CL 2402539 by Justin Sargent in Main branch]
2015-01-09 19:48:05 -05:00
Thomas Sarkanen
4a3e3773a8 FText key stablization & key editing
FText DisplayString shared ptrs are persisted across property edits. This preserves their entry in the live table and also updates the string that the entry points to. We call GetString() to update the hashed value as persisting the DisplayString means that its location in the table is preserved.
On serialization, a valid key is still found in the live table for the display string, so the key is preserved.
Added funtionality to the property editor to allow key editing and re-generation so any key conflicts can be resolved in the future.

UE-5350 - As a translator, I would like the editor tutorial text to preserve it's history between changes in order to greatly improve the translation workflow.

Reviewed by Saul.Abreu

[CL 2400879 by Thomas Sarkanen in Main branch]
2015-01-08 09:26:03 -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
Jamie Dale
f440490671 Converted the property editor to use FText
The display name, filter string, and tooltips for the property editor (and associated detail customizations) are now stored as FText rather than FString. This allows us to remove SLATE_TEXT_ARGUMENT from the detail customization widgets.

[CL 2372595 by Jamie Dale in Main branch]
2014-12-01 11:19:41 -05:00
Andrew Rodham
50bfbf7e0b Added Worlds and Level Blueprints to the scene outliner
This change includes a large rework of the scene outliner to make it more expandable and flexible with what data it supports.
Tree items now support visitation to allow for external logic on custom columns etc without having to type check and cast.
Sorting has been overhauled to be more flexible and efficient. It now supports correct lexical comparison for numbers.

[CL 2354514 by Andrew Rodham in Main branch]
2014-11-10 10:09:21 -05:00
Jamie Dale
f7430ac704 Initial support for composite fonts for Slate, UMG, and Canvas
Slate now has the concept of composite fonts and font families (via FCompositeFont and FTypeface). A composite font is a font that contains a default font family, as well as any number of sub-font families which should be used for a given set of character ranges. This change will greatly improve the localization support for fonts.

UFont assets can now use two forms of caching "offline" (which is the way they have always worked historically), and "runtime" (which utilizes the Slate font cache to cache glyphs on demand). These runtime cached UFont assets are now the only way to specify which font to use for a UMG widget, and address the previous issues about ensuring that the required font files were staged for your game.

The Slate font cache now works on FFontData instances, rather than filenames. This allows the UFont asset to embed a blob of TTF or OTF font data inside it, rather than require the fonts be loaded from files on disk.

The Canvas text renderer has been updated to support runtime cached UFont assets. This gives our legacy Canvas based tools the same improved font localization support as the rest of the Slate-based editor UI.

UFont asset creation has been changed to use runtime caching by default, and additionally, you can now import a TTF or OTF file via the Content Browser and it will automatically create a UFont asset. If you still want an offline cached UFont asset, you can just change the cache type in the font editor, and the usual font picker dialog will appear and allow you to generate a font texture atlas.

[CL 2342203 by Jamie Dale in Main branch]
2014-10-28 09:02:03 -04:00
Andrew Brown
2bb6b0dc1b Modify CreatePropertyNameWidget so that the tooltip (like with the name) is also overrideable. (and fixedup usage).
[CL 2335803 by Andrew Brown in Main branch]
2014-10-21 11:13:59 -04:00
Richard TalbotWatkin
32c3df38c9 Fixed bug in which SObjectPropertyEntryBox widgets without an allowed class specified would allow all asset types to be created. Now the option is explicitly provided to specify which factories to use to populate the menu with new asset types.
#ttp 349345 - Editor: Asset pickers with custom filtering can show all object types
#branch UE4
#proj Editor.DetailCustomizations, Editor.PropertyEditor

[CL 2328545 by Richard TalbotWatkin in Main branch]
2014-10-14 10:32:57 -04:00
Richard TalbotWatkin
6378dd829f Fixed crash when assigning a material instance parent to an existing child of the material instance.
#ttp 339373 - Crash: when you create a endless loop with material instance that has it self as a parent the editor will become unresponsive
#branch UE4
#proj Editor.MaterialEditor, Editor.UnrealEd, Runtime.Engine

[CL 2320455 by Richard TalbotWatkin in Main branch]
2014-10-06 17:03:32 -04:00
Richard TalbotWatkin
bd25ba79bd Added the facility to create a new asset in the asset picker widget, by adding extra entries to the SPropertyMenuAssetPicker.
#ttp 345817 - NUX: MVP: Asset pickers should have Create New button
#branch UE4
#proj Editor.PropertyEditor, Editor.DetailCustomizations

[CL 2320429 by Richard TalbotWatkin in Main branch]
2014-10-06 16:43:15 -04:00
Nick Darnell
7f8b6276b5 Property Editor - Exposing a utility function to get the Edit Condition UProperty for another property if it exists.
[CL 2253328 by Nick Darnell in Main branch]
2014-08-12 14:34:13 -04:00
Marc Audy
c4b5049185 Add a make new blueprint button on class dropdowns for classes that are Blueprintable
Make buttons next to the Game Mode customization class drop downs consistent with normal class dropdowns

[CL 2245541 by Marc Audy in Main branch]
2014-08-06 10:11:22 -04:00
Dmitry Rekman
5cfd4c2019 Linux editor: minor fixes.
- Part of PR #306 by amigo and #ue4linux community.
- Mostly things like initialization order changes, but also platform-specific additions/improvements.

#codereview Josh.Adams

[CL 2235441 by Dmitry Rekman in Main branch]
2014-07-29 01:53:30 -04:00
Bob Tellez
a399d885b6 Merging CL#2188206 using UE4-Fortnite-To-UE4
MCPInfo:
  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "build" : "240",
  "cln" : "2172251",
  "version" : "UNKNOWN"

[CL 2215307 by Bob Tellez in Main branch]
2014-07-14 19:41:38 -04:00
Maciej Mroz
50b5f7dcd5 BP, UI: in details panel for bp nodes with customizable pins (dealing with structures) no "reset to default" option is displayed for "Show Pin for Property"
#codereview Michael.Noland

[CL 2123122 by Maciej Mroz in Main branch]
2014-07-01 07:27:37 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Jamie Dale
d628c5477e You can now use an actor picker to choose which actor to attach to
TTP# 279062 - ROCKET: TASK: PUNTABLE: Viewports: "Drag to Attach" feature

Moved FEdModePicker out of the Private section of the PropertyEditor module, and into its own module so that it can be shared between the PropertyEditor and LevelEditor modules. Also renamed it to FEdModeActorPicker.

Added a way to filter FEdModeActorPicker by checking the actor directly (this complements the class type check it already had).

Added an actor picker button next to the scene outliner in the "Attach To" menu on actors. This is also mapped to the Alt+A command.

Built and tested in unity and non-unity.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2060928 by Jamie Dale in Main branch]
2014-05-01 06:52:47 -04:00
Andrew Rodham
8c08120774 Added folder filtering support to the scene outliner
This allows the filtering of any actors that are part of the specified folder.

This addresses TTP#331604 - EDITOR: Scene Outliner: Folders will appear in the drop down when you try to move them, and TTP#331640 - EDITOR: Scene Outliner: In the 'Move to Folder" sub menu the "Create New" tooltip is incorrect

Also fixed not being able to move attached actors to a folder

Reviewed by Matt Kuhlenschmidt

[CL 2058587 by Andrew Rodham in Main branch]
2014-04-29 05:59:53 -04:00
Ori Cohen
c5e37c8ae3 Add the ability to not generate headers for custom builder
[CL 2058312 by Ori Cohen in Main branch]
2014-04-28 19:16:30 -04:00