Implement function BP rename handling on a per-node basis, similar to existing variable rename handing
Move to using FBlueprintEditorUtils::GetMostUpToDateClass for property access in-editor. This ensures that any local renames are picked up prior to recompilation.
#jira UE-204823
#rb jaime.cifuentes, Phillip.Kavan
#changelist validated
#virtualized
[CL 31251596 by thomas sarkanen in ue5-main branch]
Added a new anim node: AnimNext Parameters. This injects parameters into the AnimNext stack for all leafwards nodes.
Added a new way of binding to parameters on anim nodes.
- Added indirection to UAnimGraphNode_Base to allow different 'binding types' to be authored by deriving from UAnimGraphNodeBinding
- Added new binding type for AnimNext parameters
- Moved existing binding code (inc UI widget creation) into UAnimGraphNodeBinding_Base
- Binding types can be selected on a per-node or per-anim BP basis
Reworked FParamStack API a little
- Allow for better error checking when pushing/popping stack layers. Pushed layers can now only be subsequently popped by passing in the handle of the pushed layer.
- Standalone layers are now wrapped in an opaque handle rather than returning a unique ptr
- GetParamData APIs now perform more involved type checking, allowing derived object types & type conversions to be implemented
Improved parameter type sandboxing for automated tests. If running low-level type tests while execution was happening on another thread, the editor could crash because of invalidating already-existing types.
Lots of other small fixes to get workflows nicer and end-to-end functionality working
#rb Nicholas.Frechette,Jaime.Cifuentes,Jurre.deBaare
[CL 26455905 by thomas sarkanen in ue5-main branch]