- Modified CanPaletteItemBePlaced() in SBlueprintSubPalette.cpp to leverage the UEdGraphSchema_K2::CanFunctionBeUsedInClass() API.
- Modified UEdGraphSchema_K2::CanFunctionBeUsedInClass() to accept an optional parameter for a "reason" FText on failure and added localizable strings.
- Added a UK2Node_CallFunction::CanPasteHere() override impl to also invoke UEdGraphSchema_K2::CanFunctionBeUsedInClass() in order to gate function nodes on paste into a graph.
#codereview Marc.Audy,Mike.Beach
[CL 2320925 by Phillip Kavan in Main branch]
This is to support references being set for the skeleton class (in the new BP menu system).
#codereview Nick.Whiting
[CL 2308582 by Mike Beach in Main branch]
A function with a World Context pin can also be flagged with new metadata CallableWithoutWorldContext which indicates it can be used in any context, even if GetWorld() is not implemented, the called function is responsible for providing a working alternative when World is null
World Centric functions can also be used in classes tagged with the ShowWorldContextPin metadata which indicates the class has a well defined method of supplying the world context that will be connected
[CL 2292921 by Marc Audy in Main branch]
Deprecate TypeToString
Make ConstructBasicPinTooltip take FText for Description
Make SpawnActorFromClass pin tooltips consistent with other nodes
[CL 2286449 by Marc Audy in Main branch]
#change UK2Node_CallFunction::GetFunctionGraph now returns the proper graph from whatever Blueprint the function belongs to
#change Cleaned up double clicking on function call nodes
#ttp 316688 - UE4: BLUEPRINTS: Go to definition behavior should be available in the right-click context menu for function calls
[CL 2270980 by Michael Schoell in Main branch]