Commit Graph

19 Commits

Author SHA1 Message Date
Maciej Mroz
745d0c927b ôAutoCreateRefö û is handled in UK2Node_CallFunction::ExpandNode. The additional variable is created in local scope.
#codereview Nick.Whiting, Michael.Noland

[CL 2323899 by Maciej Mroz in Main branch]
2014-10-09 06:06:10 -04:00
Maciej Mroz
f32d2a3583 Local Graph Varaibles. An early version of function FEventGraphUtils::PinRepresentsSharedTerminal, that tells if a pin represetns a terminal, that is truly shared. If not, it will be added to local varaibles.
Creating Terminals was slightly refactored.

#codereview Nick.Whiting, Michael.Noland

[CL 2311113 by Maciej Mroz in Main branch]
2014-09-26 11:32:41 -04:00
Marc Audy
4ad81351db Change how types are displayed in blueprint pin tooltips
Deprecate TypeToString
Make ConstructBasicPinTooltip take FText for Description
Make SpawnActorFromClass pin tooltips consistent with other nodes

[CL 2286449 by Marc Audy in Main branch]
2014-09-05 13:06:18 -04:00
Mike Beach
1dfbb2d829 Optimizing BP node titles (caching any that use FText::Format(), which is slow).
[CL 2282225 by Mike Beach in Main branch]
2014-09-02 19:08:09 -04:00
Mike Beach
982ec4e821 (WIP) For the new blueprint menu system, ensuring the proper animation nodes are available.
[CL 2266729 by Mike Beach in Main branch]
2014-08-21 18:50:33 -04:00
Mike Beach
60d5930c3f No longer preventing child-actors from being added if they don't have a root component.
(TTP #342536)

[CL 2238543 by Mike Beach in Main branch]
2014-07-31 13:31:45 -04:00
Richard TalbotWatkin
93e0d2d6c0 Abort Blueprint compilation if an added component has static mobility when its parent does not.
#ttp 341133 - BLUEPRINT: Cant spawn playerstart using childActorComponent
#branch UE4
#proj Editor.BlueprintGraph
#add Partially disallowed by putting a check at BP compile time that if the child actor has static mobility, then the ChildActorComponent (the parent) must also be static. However this is not infallible, and it will still be possible to attach a static component to a non-static one, higher up the chain.  I explored the code a little, but couldn't find a way of checking for this at BP compile time, as I couldn't find a hierarchy of components at this point.
#reviewedby Chris.Wood

[CL 2231312 by Richard TalbotWatkin in Main branch]
2014-07-25 03:18:49 -04:00
Dan Oconnor
8cb2faa8d2 #UE4 Applying fix we made in spawnactorfromclass
[CL 2228657 by Dan Oconnor in Main branch]
2014-07-23 12:35:37 -04:00
Dan Oconnor
daf119cbc7 #ue4 default values read from CDO of spawned class, displayed to user, assignment nodes generated if the pin values differ from the values in the CDO...
[CL 2215022 by Dan Oconnor in Main branch]
2014-07-14 17:15:42 -04:00
Dan Oconnor
321647ef09 #ue4 code cleanup.. I checked a block of code in commented out, it needed to simply be removed.
[CL 2170418 by Dan Oconnor in Main branch]
2014-07-07 13:31:59 -04:00
Dan Oconnor
5e1242e31b #ue4 fix for 338364, we can now directly set values for variables exposed to a spawn actor from class node. Also fixed assignment of enum constants via an add component or spawn actor from class node, #codereview Maciej.Mroz
[CL 2122272 by Dan Oconnor in Main branch]
2014-06-30 16:06:49 -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
Mikolaj Sieluzycki
c11610c881 Remove Particle headers from Engine.h and include only where needed.
#codereview Robert.Manuszewski

[CL 2085445 by Mikolaj Sieluzycki in Main branch]
2014-05-29 17:02:05 -04:00
Michael Schoell
0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.

#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name

#codereview justin.sargent

[CL 2044506 by Michael Schoell in Main branch]
2014-04-23 18:30:37 -04:00
Mike Beach
91f555130d TTP #330690: Adding the ability to drag and drop a blueprint asset into another blueprint graph (adds a child component node).
#codereview James.Golding

[CL 2043414 by Mike Beach in Main branch]
2014-04-23 18:18:30 -04:00
Mike Beach
00ef24cb5b Preventing you from invoking infinite recursion in a BP's construction script (through adding a child component of the same type).
[CL 2041090 by Mike Beach in Main branch]
2014-04-23 17:48:43 -04:00
Mike Beach
b6135239c9 TTP #325423: Making it so we correctly identify which execution-pin a node was triggered from.
- Wire-trace op-codes are now inserted before every statement in GotoFixupRequestMap
  - ExpandNode() now uses FKismetCompilerContext::MovePinLinksToIntermediate/CopyPinLinksToIntermediate for transfering pin links (to track pin associations)

#codereview Nick.Whiting

[CL 2040798 by Mike Beach in Main branch]
2014-04-23 17:45:37 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00