Commit Graph

36 Commits

Author SHA1 Message Date
Lukasz Furman
9fd584522b compilation fix
[CL 2104532 by Lukasz Furman in Main branch]
2014-06-13 09:54:33 -04:00
Lukasz Furman
4676430988 fixed hitch on loading all classes/packages for behavior tree editor
[CL 2104462 by Lukasz Furman in Main branch]
2014-06-13 08:19:03 -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
Thomas Sarkanen
866ed146db Hooked up new Behavior Tree icons.
Added editor-only functions to allow nodes to override their in-editor icon display.
Added Blueprint icon to show which nodes use Blueprint for their logic.
Hooked up new icons to Editor style.
Added missing Blackboard icon.

TTP# 337682 - [ART REQUEST] New Icons for behaviour trees

reviewed by Andrew.Brown, Lukasz.Furman

[CL 2103111 by Thomas Sarkanen in Main branch]
2014-06-12 09:29:05 -04:00
Thomas Sarkanen
7e1af5583a Fixed non-unity CIS.
[CL 2103089 by Thomas Sarkanen in Main branch]
2014-06-12 08:58:56 -04:00
Thomas Sarkanen
c21e3cbc7f Blackboards are now edited within the Behavior Tree Editor.
Tweaked and reworked the BT editor to allow for multiple modes (like the Blueprint Editor).
If a behavior tree uses a Blackboard, that blackboard is editable in the same asset editor, under "Blackboard mode".
Fixed a number of issues with re-focussing the BT debugger (and some issues that arose when switching BT editor modes). Debugging info should now be properly displayed when selecting AIs, switching modes, starting up the BT editor while playing etc.
Fixed a breakpoint bug where debug pause would be toggled rather than enabled, causing the game to run for a short time.
Added new icons for BT & BB modes.
Added various new guards against nullptr dereferences.
Displayed Actor label rather than FName when choosing actors to debug.

TTP# 337108 - Behaviour Tree Editor: Integrate Blackboard Editor into Behaviour Tree Editor

reviewed by Chris.Wood, Lukasz.Furman

[CL 2102883 by Thomas Sarkanen in Main branch]
2014-06-12 04:02:48 -04:00
sebastian kowalczyk
11f70e150d Fixed differen issues for GameplayDebugger and fixed missing features we had before moving to separate module.
[CL 2101734 by sebastian kowalczyk in Main branch]
2014-06-11 09:13:09 -04:00
Eric Newman
43162b12dc Weekly UE4-Fortnite=>UE4 merge using UE4-Fortnite-To-UE4 of approved cl# 2098745
[CL 2100757 by Eric Newman in Main branch]
2014-06-10 16:45:28 -04:00
sebastian kowalczyk
bcf63d6e0f Moved Gameplay Debugging Tool to separate module. It's GameplayDebugger module now. Will have to bring back some functionality later (connection with BT debugger, etc.) #ue4
[CL 2100589 by sebastian kowalczyk in Main branch]
2014-06-10 13:56:35 -04:00
Lukasz Furman
4b8ded33ee improved lazy loading of blueprint based behavior tree nodes
- missing file

[CL 2099098 by Lukasz Furman in Main branch]
2014-06-09 11:15:58 -04:00
Lukasz Furman
e0d8b51757 improved lazy loading of blueprint based behavior tree nodes
TTP# 337875

[CL 2099096 by Lukasz Furman in Main branch]
2014-06-09 11:15:47 -04:00
Benn Gallagher
c46d281029 Allowed configuration of graph state decorations to disable PIE and read only decorations
#ttp 335218 - Remove read only/PIE borders and notifications from graph preview tooltips

[CL 2098973 by Benn Gallagher in Main branch]
2014-06-09 11:12:17 -04:00
Matt Kuhlenschmidt
35c8a25c6d Deprecated RegisterCustomPropertyLayout and fixed up use cases. Use RegisterCustomClassLayout instead
[CL 2094538 by Matt Kuhlenschmidt in Main branch]
2014-06-04 12:11:33 -04:00
Matt Kuhlenschmidt
0bac17760c Fixup usage of deprecated IStructCustomizationUtils interface
[CL 2094462 by Matt Kuhlenschmidt in Main branch]
2014-06-04 11:16:24 -04:00
Matt Kuhlenschmidt
c6b7931817 More fixup of deprecated IStructCustomization interface
[CL 2094423 by Matt Kuhlenschmidt in Main branch]
2014-06-04 10:46:20 -04:00
Matt Kuhlenschmidt
13939a90e9 Deprecated IStructCustomization and struct property customization registration. Use IPropertyTypeCustomization and RegisterPropertyTypeCustomization instead
[CL 2094389 by Matt Kuhlenschmidt in Main branch]
2014-06-04 10:16:14 -04:00
Robert Manuszewski
2f4a03b853 Missing file from previous checkin
[CL 2094302 by Robert Manuszewski in Main branch]
2014-06-04 08:10:43 -04:00
Mieszko Zielinski
9c59f8cd5e Removed accidentally places "pragma once" from BehaviorTreeGraphNode_Service.cpp. #UE4
[CL 2088044 by Mieszko Zielinski in Main branch]
2014-05-29 17:36:13 -04:00
Mieszko Zielinski
fea9d66d25 Extracting AI code from the engine into a separate module, pass 1 #UE4
- merged over from Fortnite branch
- includes adjusting all game projects that use AI code
- contains a nasty AIModule <-> Engine circular dependency. To be removed ASAP

[CL 2085468 by Mieszko Zielinski in Main branch]
2014-05-29 17:06:50 -04:00
Marc Audy
793ed4c7ed Fix shadowed variables
[CL 2083425 by Marc Audy in Main branch]
2014-05-29 16:52:50 -04:00
Max Preussner
8fec9bafc3 Settings: moved graph editor settings into GraphEditor module; added 'Graph Editor' settings section to Settings UI
Settings specific to Anim, Blueprint and Material Editor should probably be broken out into their own settings classes in the respective modules at some point. It feels a little strange that the GraphEditor needs to be aware of specific pin and node title types. At this time I did not want to refactor the existing graph editors though, and since many of the properties are currently being shared, pulling these settings out of UEditorUserSettings is at least a good first step. In the future I would like to see settings sections for specific graph based editors instead of having a generic 'Graph Editor' section that is shared by some or all editors.

I exposed various color settings in the UI as many users seem to be quite excited about customizing their Editor. If you think that some settings should be added or removed, please feel free to make any desired changes or let me know. Thanks!

#CodeReview: nick.whiting

[CL 2079703 by Max Preussner in Main branch]
2014-05-20 19:00:53 -04:00
Mikolaj Sieluzycki
45c031d576 #ttp 331438 UE4: PlatformMath refactor
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski

[CL 2064306 by Mikolaj Sieluzycki in Main branch]
2014-05-06 06:26:25 -04:00
Ben Cosh
e90a7467ff Added a movement filter to the node movement call, which now adds any successfully moved nodes. This prevents duplicate movement if two selected comments try to move the same node.
#TTP 314475 - k2: comment boxes within other comment boxes do not move if the outer most box is moved. Also, if two nested comment boxes are moved, the nodes within move 2x as much as they should (video)
#Branch UE4
#Proj GraphEditor, BehaviourTreeEditor

#Add SNodePanel::SNode::FNodeSet typedef for conveniance and clarity
#Change Changed SNodePanel::MoveTo to take an FNodeSet as an exclusion filter on the moved nodes, once moved nodes are appended into this set.

CodeReview Chris.Wood, Nick.Whiting

[CL 2064255 by Ben Cosh in Main branch]
2014-05-06 04:45:44 -04:00
Barnabas McManners
9445f57396 Diff functionality now supports Paths with whitespace.
#TTP 331892 - Editor: Blueprint Defaults Diff: Lauching diff tool does not work with spaces in paths

#branch UE4

#proj Editor.BehaviourTreeEditor
#proj Editor.WorldBrowser
#proj Editor.Levels
#proj Developer.AssetTool

#change Wrapped the file paths in double quotes, this means that the full path gets passed to P4Merge

#reviewedby Chris.Wood

[CL 2060955 by Barnabas McManners in Main branch]
2014-05-01 08:53:08 -04:00
Max Preussner
b63129a60c Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG.
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)

Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()

Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine

[CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00