Commit Graph

1106 Commits

Author SHA1 Message Date
Nick Darnell
edfef387c3 UMG - Open to the designer by default, add canvas if no other widgets have been added.
[CL 2108579 by Nick Darnell in Main branch]
2014-06-17 17:47:12 -04:00
Matt Kuhlenschmidt
4ce27d2228 Fix UMG editor not shutting down properly after selection
[CL 2108523 by Matt Kuhlenschmidt in Main branch]
2014-06-17 17:17:13 -04:00
Nick Darnell
344b0e89b4 UMG - Fixing fixing null parent crash.
[CL 2108504 by Nick Darnell in Main branch]
2014-06-17 17:06:58 -04:00
Nick Darnell
985c4f3e29 UMG - The search box in the widget hierarchy view now works.
[CL 2108457 by Nick Darnell in Main branch]
2014-06-17 16:21:41 -04:00
Matt Kuhlenschmidt
cb140c07dc Merged GitHub pull request #202 to main.
refactored tga code to allows use outside of EditorFactories.cpp
added support for grayscale jpeg
fix memory leak in jpeg code
changes in AssetTools to allow to specify precise factory when multiple factories support the same filetype
changes in Plugin.cs to allow binary only plugins
exposed parts of engine API to other modules

[CL 2108453 by Matt Kuhlenschmidt in Main branch]
2014-06-17 16:16:40 -04:00
Lina Halper
e9786bf186 Change Set Anim Class to Set Anim Instance Class to be consistent.
[CL 2108389 by Lina Halper in Main branch]
2014-06-17 15:21:28 -04:00
Michael Schoell
b12076333d Fixed the context menu incorrectly appearing when right clicking in the local variable list view when an item part of the general list is selected and visa versa.
#ttp 333366 - BP: The variable right click context menu appears instead of the "Add New" menu when right clicking the empty space under Local Variables

[CL 2108336 by Michael Schoell in Main branch]
2014-06-17 14:16:09 -04:00
Michael Trepka
9b3937d1a7 Fixed a few compile errors (mostly non-unity)
[CL 2108328 by Michael Trepka in Main branch]
2014-06-17 14:06:07 -04:00
Fred Kimberley
3bc185a301 Added a parent class selection menu for GameplayAbilityBlueprints.
When creating a Gameplay Ability Blueprint the user will select the parent class from a filtered list. All classes on the list must be descended from UGameplayAbility.

[CL 2108320 by Fred Kimberley in Main branch]
2014-06-17 14:01:07 -04:00
Nick Whiting
dda0f56e86 #ue4 Fix case where literal entry field would be hidden on async task nodes erroneously
[CL 2108290 by Nick Whiting in Main branch]
2014-06-17 13:25:57 -04:00
Nick Darnell
0a92dbcbca UMG - A tiny UI polish, adding filter boxes. No effect yet.
[CL 2108273 by Nick Darnell in Main branch]
2014-06-17 13:05:52 -04:00
Nick Darnell
71e4d1c78a UMG - Working on syncing selection. Slots are no longer a transient parenting system. They're now a serialized part of the data, because they'll be nessesary at runtime. Adding a do-nothing slot to content widgets to act as a parent pointer proxy.
[CL 2108256 by Nick Darnell in Main branch]
2014-06-17 12:40:49 -04:00
Richard TalbotWatkin
cae2251bba Changed all instances of notifications with a "Show Log" hyperlink to be more precise about which log they will open.
#ttp 338544 - EDITOR: Update Notifications "Show Log" to "Show Output Log"
#branch UE4
#change Changed hyperlink text to be more specific in individual instances of FNotificationInfo objects.
#reviewedby Chris.Wood

[CL 2108221 by Richard TalbotWatkin in Main branch]
2014-06-17 12:05:50 -04:00
Richard TalbotWatkin
3ab10695ff Renaming an asset which appears in the recently placed list will update the recently placed list accordingly.
#ttp 337370 - EDITOR: CRASH: Placing an actor that has been renamed from the recently placed list results in an ensure
#branch UE4
#proj Editor.PlacementMode
#add Added new delegate to the OnAssetRenamed event (in FPlacementMode::Initialize / FPlacementMode::~FPlacementMode).
#add Created FPlacementMode::OnAssetRenamed which goes through the RecentlyPlaced array and amends the ObjectPath to the new path.
#reviewedby Chris.Wood

[CL 2108220 by Richard TalbotWatkin in Main branch]
2014-06-17 12:05:38 -04:00
Maciej Mroz
d771616673 UDS: No default values for objects/classes
[CL 2108154 by Maciej Mroz in Main branch]
2014-06-17 11:39:45 -04:00
Peter Sauerbrei
aeb97bf016 add back in call to obtain addresses for the network file server
#ue4

[CL 2108144 by Peter Sauerbrei in Main branch]
2014-06-17 11:39:04 -04:00
Maciej Mroz
56c77c5fa3 UD Struct/Enum editor logic update - notification before changes, ready for UDS property editor
#codereview Nick.Whiting

[CL 2108087 by Maciej Mroz in Main branch]
2014-06-17 09:51:23 -04:00
Maciej Mroz
0c80163b9b PropertyEditor for UDS default values
#codereview Matt.Kuhlenschmidt, Nick.Whiting

[CL 2108085 by Maciej Mroz in Main branch]
2014-06-17 09:46:22 -04:00
Maciej Mroz
f40ef72418 PropertyEditor refactored. It's ready for StructureDefaultView. Some SDetailsView functions were moved to SDetailsViewBase. FPropertyValueImpl calls NotifyFinishedChangingProperties properly.
#codereview Matt.Kuhlenschmidt

[CL 2108084 by Maciej Mroz in Main branch]
2014-06-17 09:41:33 -04:00
Nick Darnell
97fbab4a9d UMG - Fixing bug with dragging out widgets not being removed. Undo fixes. General cleanup.
[CL 2108076 by Nick Darnell in Main branch]
2014-06-17 09:31:20 -04:00
Barnabas McManners
cca2607f59 Fixed crash in matinee when adding a new group to the track.
#TTP 337805 - Regression: EDITOR: MATINEE: CRASH: Adding an empty group to track results in a crash

#branch UE4

#proj Editor.Matinee

#change implemented the ActiveRecordCounts introduced in CL2092174, this means that it passes the check in CheckState.

#reviewedby Chris.Wood

[CL 2108042 by Barnabas McManners in Main branch]
2014-06-17 08:56:06 -04:00
Andrew Rodham
712719d060 Fixed crashes caused by shared pointer delegate bindings when reloading the level editor
Using AddSP to bind onto a multicast delegate that's removed in a class's destructor is dangerous because the weak pointer used to compare against the 'this' pointer passed to .RemoveAll() will be invalid by the time it is compared. This causes "HasSameObject" to fail as the object cannot be pinned. I've have changed these to be raw bindings so that the ownership is explicit and thus force the call to RemoveAll to succeed correctly without leaving behind a null delegate instance. Previously, with a null delegate instance still in the list when the module is reloaded, that memory becomes invalid causing a crash when the event attempts to purge invalid delegate instances from its invocation list.

Also fixed one place where OnTakeHighResScreenShots was being bound but never removed (this looked like a copy paste error)

This addresses TTP#337596 - CRASH: EDITOR: Reload after Recompile causes crash

#codereview Max.Preussner

[CL 2108007 by Andrew Rodham in Main branch]
2014-06-17 07:35:57 -04:00
Andrew Rodham
9c1e3ed9fc Fixed converting actors broadcasting about a newly added actor twice.
The event is broadcast inside SpawnActor, so there's no need for the outer function to broadcast it as well. This addressees TTP#338333 - EDITOR: VOLUMES: Convert Actor: Duplicate actor appears in scene outliner.

Reviewed by Tom Sarkanen, Matt.Kuhlenschmidt

[CL 2107978 by Andrew Rodham in Main branch]
2014-06-17 06:40:34 -04:00
Andrew Rodham
d1553c69c3 Level Editor export functionality now defaults to FBX rather than OBJ
This addresses TTP#336924 - Editor: Mesh Export: Default Export Selected/All option is .OBJ but should be .FBX

Reviewed by Andrew Brown, Matt Kuhlenschmidt

[CL 2107977 by Andrew Rodham in Main branch]
2014-06-17 06:36:06 -04:00
Andrew Rodham
cc51f28b7a Fixed incorrect button/heading text shown when converting actors to assets.
This addresses TTP#337700 - EDITOR: When creating a static mesh from selected brush, the path picker displays blueprint text for "create" button and asset name text field

Reviewed by Andrew Brown, Matt Kuhlenschmidt

[CL 2107973 by Andrew Rodham in Main branch]
2014-06-17 06:35:33 -04:00