[FYI] logan.buchy
Original CL Desc
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Make EditConditions work for customized properties
* This change systemically allows customized properties to use the EditConditions UPROPERTY meta specifier.
* This was specifically requested for FGuid as it's details panel representation is implemented as a customization at the engine level
#rb aditya.ravichandran
[CL 36753080 by logan buchy in 5.5 branch]
1) There is a director blueprint condition property that is part of a condition container struct. The condition container is added as an external structure. Its director blueprint condition property has a customization that adds its payload variable properties.
2) The code in DetailLayoutBuilderImpl copies the properties from the external structure to the parent category. This includes both a) the director blueprint condition property, and b) the payload variables.
3) The newly added director blueprint condition property from #2 that got put in the parent category has its customization run again, and that customization again adds payload variables, meaning we have 2 copies of the payload variables added.
To fix this, in step 2, I check to see if the child nodes have an external root property node. If they do, I do not copy them to the parent category.
[REVIEW] [at]ue-sequencer, [at]juan.portillo
#jira UE-225007
#rb Juan.Portillo
[CL 36750381 by AdricEpic in 5.5 branch]
Default objects will not be created if the class is abstract.
#rb Francis.Hurteau
#jira UE-224118
#tests Ran editor, new unit tests
[CL 36747664 by steve robb in 5.5 branch]
* This change systemically allows customized properties to use the EditConditions UPROPERTY meta specifier.
* This was specifically requested for FGuid as it's details panel representation is implemented as a customization at the engine level
#rb aditya.ravichandran
[CL 36455794 by logan buchy in 5.5 branch]
#rb ben.zeigler
#jira UE-224929
[RN] The Details Panel's Create New Blueprint button now works correctly with Soft Class Properties
[CL 36450509 by dan oconnor in 5.5 branch]
Fixed a bug with the property matrix and how it handled pasting text into a textbox for text properties. The text correctly gets pasted and imported now.
#rb: Jamie.Dale
#jira: FORT-736831
#test Got the help of UE QA to verify that the problem was no longer occuring in the paste case for text. THe localization caches are now being correctly populated.
[CL 36165775 by leon huang in 5.5 branch]
A way to add Optional Custom Widget at SPropertyEditorAsset depending on the selected AssetDefinition. Retrieves the Custom widget through GetCustomAssetPickerWidget function that can be overriden in AssetDefinitions.
#rb logan.buchy
#jira UE-200655
#rnx
[CL 36032666 by miro salminen in ue5-main branch]
[FYI] jordan.hoffmann
Original CL Desc
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[BugFix] FPropertyNode::NotifyPostChange wasn't constructing array indices lookup table for chain events
#rb Matt.Kuhlenschmidt
#jira UE-217965
[CL 36019493 by jordan hoffmann in ue5-main branch]
This is because when subcategories aren't supported, the code in FDetailLayoutBuilderImpl::GenerateDetailLayout() generates a detail layout and manually tries to copy the property nodes from generated child nodes to the parent category. However, custom rows will not have property nodes, and in this case the parent property that has been customized may not itself add a detail node.
The solution I have here which I'd like reviewed is in the case no PropertyNode is found for a child node, to look to the parent node and if the parent node has a valid property node, then add that instead to the parent category. This will force the same customization to run for the parent category. I considered trying to copy over the widgets from the custom property rows added, but this resulted in disconnected widgets.
I'm pretty sure the case I'm trying to solve for here is rare, and so far I haven't encountered any other property panes that even fall inside the if (!PropertyNode.IsValid()) case, but if there are ways to make this more robust, or if I need to take a different approach, please let me know.
Relevant slack thread: https://epicgames.slack.com/archives/C045H4DFN5P/p1724841764932099
[REVIEW] [at]editor-ui-systems
#rb Juan.Portillo, logan.buchy
[CL 36002471 by david bromberg in ue5-main branch]
Allows details customizations to override the widget on a per-property basis
#rb logan.buchy
[RN] Added support custom reset to default to IDetailPropertyRow/FDetailWidgetRow
[CL 35891405 by thomas sarkanen in ue5-main branch]
#tests Editor details panel with locally built binaries for UEFN, UEFN PIE and VersePrototypes using a combination of optional creative_devices (code as suggested in FORT-77563) as well as verse objects not based on creative devices, arrays of optionals and single optionals tested. "PreSubmitTest.py --linuxmode skip" run.
#rb jared.cotton
[CL 35857311 by kristoffer jonsson in ue5-main branch]