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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2817214 on 2016/01/06 by mason.seay
Adjusted Walkable Slope Override for mesh
#jira UE-24473
Change 2817384 on 2016/01/06 by Michael.Schoell
Crash fix when selecting a variable node for a variable that is not owned by a Blueprint.
#jira UE-24958 - Crash when getting the sequence player in level blueprint
Change 2817438 on 2016/01/06 by Max.Chen
Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr
#rb Andrew.Rodham
#jira UE-24926
Change 2817459 on 2016/01/06 by Marc.Audy
PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro)
#jira UE-22309
Change 2817472 on 2016/01/06 by Ben.Marsh
Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out.
Change 2817473 on 2016/01/06 by Marc.Audy
PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus)
#jira UE-21911
Change 2817533 on 2016/01/06 by Lauren.Ridge
Fixing Match3 not compiling in Debug (removed two checks on TileLibrary)
#jira UE-25004
Change 2817625 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19659 Reimported Template Animations with Proper Skeletons
Change 2817647 on 2016/01/06 by Lukasz.Furman
replaced ensure during initialization of blackboard based behavior tree task with log warning
#ue4
#jira UE-24448
#rb Mieszko.Zielinski
Change 2817648 on 2016/01/06 by Lukasz.Furman
fixed broken rendering component of navmesh actor after delete-undo operation
#ue4
#jira UE-24446
#rb Mieszko.Zielinski
Change 2817688 on 2016/01/06 by Taizyd.Korambayil
#jira UE-22347 Fixed Message Warnings on Startup
Change 2817815 on 2016/01/06 by Jamie.Dale
Multiple fixes when editing right-to-left text
- Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries.
- Text layout highlights are now able to correctly handle bi-directional and right-to-left text.
- Text picking can now handle bi-directional and right-to-left text.
- Text picking can now pick the individual characters that make up a ligature glyph.
- The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text).
- Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph.
- Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs.
#jira UE-25013
Change 2817828 on 2016/01/06 by Nick.Darnell
Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher.
#jira UE-24563
Change 2818052 on 2016/01/06 by Nick.Darnell
Editor - Adding another application check for the launcher to catch the current app name on mac.
#jira UE-24563
Change 2818149 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh
Change 2818360 on 2016/01/06 by Chris.Babcock
Fix reading from ini sections not cached after build system changes for 4.11
#jira UE-25027
#ue4
#android
Change 2818369 on 2016/01/06 by Ryan.Vance
#jira UE-24976
Adding tessellation support to instanced stereo
Change 2818999 on 2016/01/07 by Robert.Manuszewski
UHT will no longer try to load game-only plugins.
#jira UE-25032
- Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs
- Added better error message when UHT's PreInit fails
Change 2819064 on 2016/01/07 by Richard.Hinckley
#jira UE-24694
Fixing array usage in 4.11 stream.
Change 2819067 on 2016/01/07 by Ori.Cohen
When editor tries to spawn a physics asset we automatically load the needed skeletal mesh
#rb Matt.K
#JIRA UE-24165
75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "DetailCustomizationsPrivatePCH.h"
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#include "KeyStructCustomization.h"
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#include "ScopedTransaction.h"
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#include "SKeySelector.h"
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#define LOCTEXT_NAMESPACE "FKeyStructCustomization"
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/* FKeyStructCustomization static interface
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*****************************************************************************/
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TSharedRef<IPropertyTypeCustomization> FKeyStructCustomization::MakeInstance( )
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{
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return MakeShareable(new FKeyStructCustomization);
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}
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/* IPropertyTypeCustomization interface
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*****************************************************************************/
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void FKeyStructCustomization::CustomizeHeader( TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils )
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{
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PropertyHandle = StructPropertyHandle;
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// create struct header
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HeaderRow.NameContent()
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[
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StructPropertyHandle->CreatePropertyNameWidget()
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]
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.ValueContent()
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.MinDesiredWidth(125.0f)
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.MaxDesiredWidth(325.0f)
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[
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SNew(SKeySelector)
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.CurrentKey(this, &FKeyStructCustomization::GetCurrentKey)
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.OnKeyChanged(this, &FKeyStructCustomization::OnKeyChanged)
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.Font(StructCustomizationUtils.GetRegularFont())
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];
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}
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TOptional<FKey> FKeyStructCustomization::GetCurrentKey() const
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{
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TArray<void*> StructPtrs;
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PropertyHandle->AccessRawData(StructPtrs);
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if (StructPtrs.Num() > 0)
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{
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FKey* SelectedKey = (FKey*)StructPtrs[0];
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if (SelectedKey)
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{
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for(int32 StructPtrIndex = 1; StructPtrIndex < StructPtrs.Num(); ++StructPtrIndex)
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{
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if (*(FKey*)StructPtrs[StructPtrIndex] != *SelectedKey)
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{
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return TOptional<FKey>();
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}
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}
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return *SelectedKey;
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}
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}
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return FKey();
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}
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void FKeyStructCustomization::OnKeyChanged(TSharedPtr<FKey> SelectedKey)
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{
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PropertyHandle->SetValueFromFormattedString(SelectedKey->ToString());
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}
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#undef LOCTEXT_NAMESPACE
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