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#rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3207429 on 2016/11/22 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285 Change 3252627 on 2017/01/10 by Lukasz.Furman removed duplicated entries from visual logger shape rendering #ue4 Change 3252675 on 2017/01/10 by Ori.Cohen Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252686 on 2017/01/10 by Ori.Cohen Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252887 on 2017/01/10 by Dan.Reynolds Increased modes to include: Harmonic minor Melodic minor (going up) Pentatonic (Major) Pentatonic (minor) Whole Tone Diminished (WH) and Blues Change 3252895 on 2017/01/10 by Aaron.McLeran update to music utilities. Change 3253060 on 2017/01/10 by Aaron.McLeran Updates to synthesis plugin and some new features to DSP objects Change 3253061 on 2017/01/10 by Aaron.McLeran Updates to music maps Change 3253078 on 2017/01/10 by Aaron.McLeran Removing pragma optimization code accidentally checked in Change 3253110 on 2017/01/10 by Ori.Cohen First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3253315 on 2017/01/10 by Aaron.McLeran Fixing a few bugs in DSP objects - Added a new types file EpicSynth1 and EpicSynth1 component can share enums Change 3253577 on 2017/01/11 by Aaron.McLeran Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map Change 3254052 on 2017/01/11 by Ori.Cohen Fix build. Change 3254059 on 2017/01/11 by Ori.Cohen Turn off html5 trying to build apex. Change 3254095 on 2017/01/11 by Ori.Cohen Fix build Change 3254200 on 2017/01/11 by Jon.Nabozny Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments. #JIRA UE-40469 Change 3254334 on 2017/01/11 by Marc.Audy Put in missing virtual Change 3254397 on 2017/01/11 by dan.reynolds Updates to OtonOkeMap Change 3254410 on 2017/01/11 by Marc.Audy Cleanup autos Change 3254420 on 2017/01/11 by Marc.Audy PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist) Modified somewhat, but based on what PR indicated as a problem. #jira UE-40369 Change 3254423 on 2017/01/11 by Marc.Audy Optimize GetDefaultSubobjectByName and GetDefaultSubobjects Remove autos Change 3254826 on 2017/01/11 by Aaron.McLeran Bringing optimizations to dev-framework Change 3254831 on 2017/01/11 by dan.reynolds Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets. Change 3254833 on 2017/01/11 by dan.reynolds Updating MidiSynthTestBP's default SynthPreset pan value. Change 3254851 on 2017/01/11 by dan.reynolds Updating ES1Bank_Bass Updating OtonOkeMap Change 3254854 on 2017/01/11 by Aaron.McLeran Some fixups for pan modulation Change 3255682 on 2017/01/12 by aaron.mcleran Turning the bass down a bit on OtonOkeMap Change 3255721 on 2017/01/12 by Marc.Audy Fix spelling error Change 3255790 on 2017/01/12 by Marc.Audy Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3256263 on 2017/01/12 by Ori.Cohen Refactor immediate mode api to take PxD6Joint and PxRigidActor instead. Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3256360 on 2017/01/12 by Ori.Cohen Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene) Change 3256846 on 2017/01/13 by Marc.Audy Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead. Change 3256954 on 2017/01/13 by Marc.Audy Fix missed fixup of deprecated constructor use Change 3257167 on 2017/01/13 by Jon.Nabozny Fix check in FBodyInstance::SetCollisionEnabled. Create convenience methods for HasPhysics and HasQuery. #jira UE-39633 Change 3257181 on 2017/01/13 by Zak.Parrish Adding input map and some testing content to Xenakis Change 3257183 on 2017/01/13 by Mieszko.Zielinski Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4 Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius #jira UE-40368 Change 3257211 on 2017/01/13 by Jon.Nabozny Fix CIS issue caused by 3257167. Change 3257220 on 2017/01/13 by Marc.Audy Additional FBox constructor deprecation fixups Change 3257236 on 2017/01/13 by zak.parrish Fixed error on Xenakis input pawn Change 3257242 on 2017/01/13 by zak.parrish Update to InputListener Change 3257273 on 2017/01/13 by Marc.Audy No reason to pass simple types by reference Change 3257418 on 2017/01/13 by Ori.Cohen Attempt to turn android physx libs back to static libs. Change 3257445 on 2017/01/13 by Ori.Cohen Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib Change 3257903 on 2017/01/14 by Aaron.McLeran Additions to synth module and updates to dsp objects - Adding ability to create arbitrary modular patches from modulating sources to modulation destinations - DSP objects define their default depths but patches can override - Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets - Adding a preset bank type so we can store a bank of presets (aka factory presets) Change 3258179 on 2017/01/15 by Seth.Weedin Duplicating input test map for some FX work Change 3258181 on 2017/01/15 by Seth.Weedin Modify skybox in test map to be dark and spooky Change 3258183 on 2017/01/15 by aaron.johnson substituted classes, changed wind speed and adjusted level lighting Change 3258190 on 2017/01/15 by aaron.johnson substituted triplet pawn and motion controller classes, enabled grabbing animations Change 3258191 on 2017/01/15 by Aaron.McLeran Getting source effects working for GDC demo - Added new synthesis editor module to create instances of user-created source effects - Added code to do source effects - Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings. - Tweaks and fixes to existing dsp objects to get source effects working - Modified existing engine code to allow for playing out source effect tails - Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future. - Fixed issue of pitching with stereo delay effect on setting first interpolated param - Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module - Deleting some cruft files no longer needed Change 3258201 on 2017/01/15 by Seth.Weedin C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none Change 3258206 on 2017/01/15 by aaron.johnson map push, triplets interface created, debug widget placed in level Change 3258222 on 2017/01/15 by Aaron.McLeran Fixing crash when there's a null entry in the source effect chain Fixed some zippering introduced by applying volume twice. Change 3258225 on 2017/01/15 by aaron.johnson Interface changes, pawn output values wip Change 3258228 on 2017/01/15 by aaron.johnson Pawn should be outputting all correct values for Tripletsinterface Change 3258242 on 2017/01/15 by Stanley.Hayes Edge lights and Spherical Density Materials Change 3258251 on 2017/01/16 by Seth.Weedin More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none Change 3258284 on 2017/01/16 by Aaron.McLeran Fixing CIS build error Surprised that MSVC allows that... Change 3258525 on 2017/01/16 by Mieszko.Zielinski Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4 Change 3258537 on 2017/01/16 by Lukasz.Furman fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component #ue4 Change 3258595 on 2017/01/16 by Marc.Audy Fix static analysis warning Change 3259364 on 2017/01/16 by Mieszko.Zielinski BTTask_RotateToFaceBBEntry comment spelling fix #UE4 #jira UE-40669 Change 3259683 on 2017/01/16 by dan.reynolds Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started Change 3260244 on 2017/01/17 by Lina.Halper #anim - optimize layer blend node to not create mask weights in run-time but in compile time. #code review: Martin.Wilson Change 3260617 on 2017/01/17 by Ori.Cohen Immediate mode spawns its own actors. Change 3260701 on 2017/01/17 by Ori.Cohen Don't bother blending physics with animation when physics is QueryOnly Change 3260796 on 2017/01/17 by Ori.Cohen EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll. Change 3261207 on 2017/01/17 by Ori.Cohen First iteration of contact enabling/disabling for immediate mode. Change3262010on 2017/01/18 by Marc.Audy Remove some autos Change 3262525 on 2017/01/18 by Lina.Halper Fix crash with required bones index not using property indexing #jira: UE-40786 Change 3263658 on 2017/01/19 by Martin.Wilson Add AnimTechDemo to dev-framework (base third person + feng mao) Change 3263684 on 2017/01/19 by Lina.Halper #anim : layer node - fix allocation change I made by mistake Change 3264523 on 2017/01/19 by Ori.Cohen Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order Change 3264701 on 2017/01/19 by Ori.Cohen Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors Change 3264980 on 2017/01/19 by Ori.Cohen Make sure physics asset collision disabled works in immediate mode. Change 3265011 on 2017/01/19 by Ori.Cohen Added the ability to override physics asset for immediate mode Change 3265030 on 2017/01/19 by Ori.Cohen Added override gravity for immediate mode. Change 3265650 on 2017/01/20 by Benn.Gallagher NvCloth Source Change 3265652 on 2017/01/20 by Benn.Gallagher NvCloth Lib #rnx Change 3265653 on 2017/01/20 by Benn.Gallagher NvCloth Bin #rnx Change 3266195 on 2017/01/20 by Danny.Bouimad Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth) Change 3266377 on 2017/01/20 by Marc.Audy Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes. Change 3267873 on 2017/01/23 by Jon.Nabozny Fix SceneProxy shadowing in UGeometryCacheComponent. Change 3268025 on 2017/01/23 by Benn.Gallagher IWYU change, platform PCH generation seemed to hide this one. Change 3268026 on 2017/01/23 by Benn.Gallagher Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block #rnx Change 3268630 on 2017/01/23 by Zak.Parrish Updating to add MIGS shooter content, as well as audio interaction Blueprints Change 3268663 on 2017/01/23 by Ori.Cohen Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference. Change 3268811 on 2017/01/23 by Ori.Cohen Added component space sim for immediate mode Change 3269369 on 2017/01/24 by Benn.Gallagher Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework) Replaced clothing with new simulation framework Change 3269417 on 2017/01/24 by danny.bouimad Minor Update to cloth map for test Change 3269420 on 2017/01/24 by Benn.Gallagher Removed APEX simulation from clothing framework (used in testing, not fully complete) Change 3269421 on 2017/01/24 by danny.bouimad Small tweaks Change 3269515 on 2017/01/24 by Lukasz.Furman enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes fixed GameplayAbility debugger's category not using IAbilitySystemInterface #ue4 Change3269595on 2017/01/24 by mason.seay Break apart physics asset for crash bug Change 3269819 on 2017/01/24 by Ori.Cohen Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver. Change 3270364 on 2017/01/24 by Josh.Stoddard upgrade to the latest version of v-HACD: https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib commit: 7a09f9d NOTE: only updated windows binaries mac and linux still using old binaries until they can be tested #jira UE-40124 #rb josh.stoddard Change 3271188 on 2017/01/25 by Jurre.deBaare Post-import script support #jira UEFW-80 Change 3271249 on 2017/01/25 by Thomas.Sarkanen Move soundwave-internal curve tables to advanced display Exposing it was confusing to audio people Change 3271586 on 2017/01/25 by Marc.Audy Don't rerun construction scripts twice on a level that has been hidden and reshown #jira UE-40306 Change 3272048 on 2017/01/25 by Ori.Cohen Fix for immediate mode sim when root body is the same as the root bone. Change 3272083 on 2017/01/25 by Ori.Cohen Make sure to warn when component space sim and collision are used together. Also handle it gracefully. Change 3272300 on 2017/01/25 by Ori.Cohen Fix incorrect collision generation when a shape's local pose is not identity. Change 3273195 on 2017/01/26 by Jurre.deBaare Fix for Anim import script crash in GetBonePosesForTime Change 3273204 on 2017/01/26 by Ben.Marsh Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool. Change 3273378 on 2017/01/26 by James.Golding In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed Change 3273381 on 2017/01/26 by James.Golding Big refactor to PoseDriver - RBF logic now moved into its own class/file - Allow editing of transform and radial scaling per-target - Add support for different falloff functions (not just Gaussian) - Allow driving curves directly, rather than always poses - Add details customization for pose driver node - Edits to PoseDriver settings now take immediate effect, don't need to recompile Change 3273826 on 2017/01/26 by Josh.Stoddard modify VHACD to improve quality of hulls generated by convex decomposition NOTE: mac libs not included - mac editor will use legacy libs for now Change 3273902 on 2017/01/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433 Change 3274018 on 2017/01/26 by Ori.Cohen Added immediate physics preview in phat. Change 3274165 on 2017/01/26 by Ori.Cohen PhAT now depends on immediate mode plugin. Fix build #JIRA UE-41179 Change 3275001 on 2017/01/27 by Jurre.deBaare Fix for crash in Persona with Anim Modifiers Change 3275297 on 2017/01/27 by Ori.Cohen Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision) Change 3275340 on 2017/01/27 by Benn.Gallagher Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy #jira UE-41025 #jira UE-41039 Change3275383on 2017/01/27 by Benn.Gallagher Blacklisted double promotion warning on ps4 NvCloth build #rnx Change 3275426 on 2017/01/27 by Benn.Gallagher Removed CUDA dependencies from NvCloth cmake files Change 3275670 on 2017/01/27 by Ori.Cohen Fix phat ragdoll in immediate mode updating sketal mesh component transform Change 3275673 on 2017/01/27 by Ori.Cohen Add position/velocity iteration to immediate mode Change3276001on 2017/01/27 by Alan.Noon Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini none Change3276596on 2017/01/28 by Aaron.McLeran Removing unused #ifdef Change3276597on 2017/01/28 by Aaron.McLeran Getting rid of static analysis warning Change 3277354 on 2017/01/30 by Lukasz.Furman fixed custom navlink Id collisions #ue4 Change 3277356 on 2017/01/30 by Lukasz.Furman fixed comments in GameplayDebugger.h #jira UE-41103 Change 3277371 on 2017/01/30 by mason.seay Test map for spawn sound/force feedback bug. Change 3277445 on 2017/01/30 by Lukasz.Furman fixed compilation warning #ue4 Change 3277560 on 2017/01/30 by Danny.Bouimad Made checkin to Fix Crash that occured due to bad content. Change 3277567 on 2017/01/30 by Ori.Cohen Fix immediate mode crashing when joint is empty. #JIRA UE-41026 Change 3277928 on 2017/01/30 by Ori.Cohen Turn on immediate mode plugin by default Change 3278433 on 2017/01/30 by Ori.Cohen Immediate mode supports heightfield collision. Change 3278449 on 2017/01/30 by Ori.Cohen Fix immediate mode cache not being initialized properly. Change 3278787 on 2017/01/31 by James.Golding Fix CIS error in ImmediatePhysicsSimulation.cpp Change 3279303 on 2017/01/31 by mason.seay Assets for RigidBody node bug Change 3279352 on 2017/01/31 by Benn.Gallagher Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before Change 3279377 on 2017/01/31 by Alan.Noon GDC AnimTech Demo: adjusted minion physics assets none Change 3279425 on 2017/01/31 by james.cobbett Updating QA-Physics map. Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now. Change 3279436 on 2017/01/31 by Benn.Gallagher Fixed inertia scales on Owen mesh Change 3279480 on 2017/01/31 by Benn.Gallagher Fixes for clothing behavior changes #jira UE-41092 Change3279495on 2017/01/31 by Ori.Cohen Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision. Change 3279579 on 2017/01/31 by james.cobbett Added new scenario to QA-Physics map. Moving platforms (up/down, left/right) with physics objects on them. Change 3279695 on 2017/01/31 by mason.seay RigidBody node test asset Change 3280105 on 2017/01/31 by Ori.Cohen Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode Change 3280148 on 2017/01/31 by mason.seay First round of assets for force feedback testing Change 3280860 on 2017/02/01 by James.Golding Merge CL 3280853 to Dev-Framework Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor Change 3281172 on 2017/02/01 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156 Change 3281210 on 2017/02/01 by james.cobbett Updated QA-Physics map Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube. Change 3281211 on 2017/02/01 by James.Golding Details customization for editing PoseDriver targets list Change 3281332 on 2017/02/01 by Marc.Audy Fix bad merge Fix file types Change 3281388 on 2017/02/01 by mason.seay Updated Force Feedback asset Change 3281396 on 2017/02/01 by mason.seay moving asset Change 3281987 on 2017/02/01 by Benn.Gallagher Fixed project generation failing after main merge Change 3282047 on 2017/02/01 by Marc.Audy Fix up Target and build cs files after changes from Dev-Build Change 3282214 on 2017/02/01 by Ori.Cohen Expose radial forces to immediate mode Change 3282221 on 2017/02/01 by Alan.Noon Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters none Change 3282273 on 2017/02/01 by Ori.Cohen Fix crash when recompiling animbp of immediate mode due to null pointer. Change 3282368 on 2017/02/01 by Ori.Cohen Quick iteration on minion demo Change 3282824 on 2017/02/02 by James.Golding Fix for CIS in RBFSolver.h Change 3282829 on 2017/02/02 by James.Golding Fix CIS in PoseDriverDetails.cpp Fix list UI not refreshing after copying targets from PoseAsset Change 3282834 on 2017/02/02 by Danny.Bouimad Adding Pose driver additive assets Change 3282863 on 2017/02/02 by James.Golding Add Mambo mesh and Skeleton Change 3282892 on 2017/02/02 by James.Golding Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework Change 3283157 on 2017/02/02 by Mieszko.Zielinski Cook Orion Win64 fix #UE4 Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP Change 3283159 on 2017/02/02 by Marc.Audy Additional CIS fixes Change 3283179 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283197 on 2017/02/02 by Jurre.deBaare Fix for issues importing Fornite geometry cache assets #fix Use actual import number of frames instead of total number of frames in the Alembic Cache Change 3283201 on 2017/02/02 by Marc.Audy Keep fixing CIS Change 3283270 on 2017/02/02 by James.Golding Merging CL 3276013 to Dev-Framework - fix issue with additive pose preview applying twice Change 3283499 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283543 on 2017/02/02 by Jon.Nabozny Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation. Change 3283663 on 2017/02/02 by Ori.Cohen Fix potential null dereference in ragdoll node Change 3283757 on 2017/02/02 by Marc.Audy May fix remaining CIS issues Change 3283984 on 2017/02/02 by Marc.Audy Fix linux CIS Change 3284039 on 2017/02/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913 Change 3284067 on 2017/02/02 by Marc.Audy Fixup mistakes in converting redirects Change 3284187 on 2017/02/02 by Ori.Cohen Immediate mode works with radial force (not just radial impulse) Change 3284358 on 2017/02/02 by Ori.Cohen Update arcblade phys asset for immediate mode Change 3284667 on 2017/02/02 by Marc.Audy Arguments is an array not a string now. Fixing commented out code. Change 3284684 on 2017/02/02 by Marc.Audy Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro. Change 3284707 on 2017/02/02 by Marc.Audy Fix AVIWriter module compilation on Mac Change 3285012 on 2017/02/03 by Benn.Gallagher Fixes for Dx NvCloth shader warnings Change 3285016 on 2017/02/03 by Marc.Audy Fix missing include Change 3285048 on 2017/02/03 by Benn.Gallagher Fixed Persona needing a restart when changing number of clothing assets (import/delete) #jira UE-41323 Change 3285325 on 2017/02/03 by Marc.Audy Properly implement AVIWriter module Change 3285538 on 2017/02/03 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499 Change 3285735 on 2017/02/03 by Jon.Nabozny Add IsInAir method to UVehicleWheel. #jira UE-38369 Change 3285862 on 2017/02/03 by Aaron.McLeran UE-41435 Fixing PIE audio - Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE. Change 3285914 on 2017/02/03 by danny.bouimad RecomputeTangents Test Assets Change 3286246 on 2017/02/03 by Mieszko.Zielinski Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4 #jira UE-41527 #jira UE-41518 Change 3286308 on 2017/02/03 by Ori.Cohen Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin. #JIRA UE-41529 Change 3286396 on 2017/02/03 by Ori.Cohen Fix CIS Change 3286479 on 2017/02/03 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3287421 on 2017/02/06 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819 Change 3287427 on 2017/02/06 by James.Golding Fix PoseBlendNode to 'pass through' if no poses are activated Change 3287430 on 2017/02/06 by James.Golding - Add support to PoseDriver for evaluating source bone in the space of a different bone - Fix driven bone adding a scale of 1 - Fix posedriver values 'sticking' (reset all weights to zero each frame) - Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor) - Tranlsation targets now draw larger when selected - 'Copy from pose asset' now also auto-sets radius for you - Remove spammy warnings for missing poses/curves - Add UPoseAsset::GetNumTracks and ::GetFullPose - Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose - Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0) Change 3287496 on 2017/02/06 by Chad.Garyet fixing busted quotes around defaultvalues Change 3287569 on 2017/02/06 by Mieszko.Zielinski Orion BP fixed after deprecating NavigationSystem's BP API #Orion Change 3287595 on 2017/02/06 by Benn.Gallagher BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs. Built for new NvCloth upgrade Change 3287598 on 2017/02/06 by Benn.Gallagher NvCloth Upgrade to 21604115 Added Linux+Mac support Change 3287710 on 2017/02/06 by Lukasz.Furman added option to disable navlink polys at the end of generated paths #ue4 Change 3287857 on 2017/02/06 by Benn.Gallagher Fixed NvCloth module files to correctly set up linux and mac hopefully Change 3287894 on 2017/02/06 by Benn.Gallagher Another fix to NvCloth build files, didn't get picked up in VS for some reason. Change 3287917 on 2017/02/06 by Lina.Halper Copy from CharacterRigging to Dev-Framework #code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham Change 3287938 on 2017/02/06 by Thomas.Sarkanen Fix crash opening a media sound wave #jira UE-41582 - Editor crashes when running Automation test Change 3287942 on 2017/02/06 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682 Change 3288035 on 2017/02/06 by James.Golding Remove C++ GameMode and pawn classes (replace with floating BP instead) Resave anims to remove Orion refs Add simple AnimBP and map for Mambo testing Change 3288036 on 2017/02/06 by Benn.Gallagher Fix to BuildPhysX task to trigger Mac and Linux builds properly Change 3288125 on 2017/02/06 by Ori.Cohen Change PhysXCommon back to dylib Change 3288127 on 2017/02/06 by Benn.Gallagher Fixed project file identification not working for NvCloth under XCode Change 3288156 on 2017/02/06 by Benn.Gallagher Disable "expansion-to-defined" warning in Linux NvCloth builds Change 3288159 on 2017/02/06 by Lina.Halper potential compile fix for Ocean Editor #code review:Thomas.Sarkanen Change 3288190 on 2017/02/06 by Ori.Cohen Link against static PhysXCommon for mac Change 3288200 on 2017/02/06 by Marc.Audy Fix CIS Change 3288270 on 2017/02/06 by Lina.Halper fix compile error #code review:Thomas.Sarkanen, Marc.Audy Change 3288302 on 2017/02/06 by Thomas.Sarkanen Fixed ensure when deselecting bones in anim BP editor #jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint Change 3288348 on 2017/02/06 by Lina.Halper - Enabled control rig - Changed plugin name to be Control Rig Change 3288490 on 2017/02/06 by Benn.Gallagher Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running. Change 3288511 on 2017/02/06 by Lina.Halper compile fix Change 3288513 on 2017/02/06 by Lina.Halper Check in content to work with Change 3288615 on 2017/02/06 by Ori.Cohen Fix skeletal mesh not simulating when using an aggregate. #JIRA UE-41593 Change 3288791 on 2017/02/06 by thomas.sarkanen Exposed transforms to cinematics so they can be animated Change3288795on 2017/02/06 by Ori.Cohen Fix lock warnings for physx #JIRA UE-41591 Change 3288817 on 2017/02/06 by Charles.Anderson GDC Arcblade setup tests. Change 3288825 on 2017/02/06 by Lina.Halper Fix build issue of shadow variable Change 3289058 on 2017/02/06 by Ori.Cohen Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution. #JIRA UE-41026 Change 3289348 on 2017/02/06 by Lina.Halper fix compile issue Change 3289369 on 2017/02/06 by Lina.Halper Renamed leg control to limb control and will be used for arm/feet. - changed vars. - has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman. #code review:Thomas.Sakanen Change 3289422 on 2017/02/06 by Lina.Halper Fixed IK sinking issue - or moving #code review:Thomas.Sarkanen Change 3289433 on 2017/02/06 by Lina.Halper Fixed real shadow error Change 3289485 on 2017/02/06 by Lina.Halper fixed build issue Change 3289657 on 2017/02/07 by thomas.sarkanen Added rig bone mapping to Ice's skeletal mesh Change 3289658 on 2017/02/07 by thomas.sarkanen Added ControlRig map with Ice setup to pose Change 3289662 on 2017/02/07 by Thomas.Sarkanen Fixed up static analysis warning Change 3289663 on 2017/02/07 by Thomas.Sarkanen Fixed crash when attempting to bind to skeletal mesh with already-set anim BP Anim instance may not have actually been created when binding, so dont dereference it Change 3289717 on 2017/02/07 by Benn.Gallagher Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory Change 3289718 on 2017/02/07 by Benn.Gallagher BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs. Change 3289744 on 2017/02/07 by Benn.Gallagher Fixed missing masses causing crash initialising clothing actors #jira UE-41599 Change 3289746 on 2017/02/07 by Danny.Bouimad Adding Some Content for JamesG he wanted some nicer looking Pose driver test files. Change 3289756 on 2017/02/07 by danny.bouimad Changing the asset for JamesG. Change 3289785 on 2017/02/07 by James.Golding Replace old PoseDrive test with Danny's new one Change 3289858 on 2017/02/07 by Lina.Halper fixed issue with undo transaction buffer Change 3289860 on 2017/02/07 by Benn.Gallagher Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg #jira UE-41655 Change3289912on 2017/02/07 by Thomas.Sarkanen Merging using Raven_To_Dev-Framework Originally from CLs 3249471, 3258522, 3260271, 3273791: Sequencer: More work supporting array properties more generically + fixes Change 3289962 on 2017/02/07 by James.Golding Add thickness option to DrawWireDiamond Change 3289963 on 2017/02/07 by James.Golding Add spin option to VectorInputBox Change 3289966 on 2017/02/07 by James.Golding Add weight bar chart to PoseDriver details Stop drawing pose weight text in viewport Fix position targets not drawing larger when selected Change 3290094 on 2017/02/07 by Thomas.Sarkanen Fixed typo in filename (fallout from search and replace) Change 3290119 on 2017/02/07 by Thomas.Sarkanen Manipulators can now have their IK/FK space set on them They are not drawn when the space for the chain that they control is not the same as their setting Also fixed a crash with invalid objects when reloading maps. Change 3290145 on 2017/02/07 by Thomas.Sarkanen CIS fix for fallout from Raven changes #jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors Change 3290319 on 2017/02/07 by Marc.Audy Make sound player nodes hard reference the assets unless they are in a chain below a quality node. Change 3290484 on 2017/02/07 by Richard.Hinckley Fixing grammar in popup messages. Change 3290533 on 2017/02/07 by Marc.Audy Make GetAIController BlueprintPure #jira UE-41654 Change 3290624 on 2017/02/07 by Marc.Audy Reorder header to avoid include tool warnings Change 3290697 on 2017/02/07 by Lina.Halper - support FK manipulator being in local space - fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum #code review: Thomas.Sarkanen Change 3290748 on 2017/02/07 by Ori.Cohen Touch immediate mode file to force physx re-link Change 3290807 on 2017/02/07 by Richard.Hinckley #jira UE-39891 Updates to assist in automatic documentation generation. Change 3290946 on 2017/02/07 by Lina.Halper Fix issue of notify looping. #jira: UE-31463 #Code review:Martin.Wilson Change 3291553 on 2017/02/07 by Lina.Halper Rename/move file(s) - modified mesh mapping controller window to be Control Rig Change 3291571 on 2017/02/07 by Lina.Halper added set up spine option #code review:Thomas.Sarkanen Change 3291581 on 2017/02/07 by Ori.Cohen Temporarily turn off phat immediate mode preview which crashes. Change 3291949 on 2017/02/08 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819 Change 3291966 on 2017/02/08 by Lina.Halper Fix issue with notify looping bug #jira: UE-31463 Change 3292247 on 2017/02/08 by Marc.Audy Clean up bad merge caused by Fortnite integration to main Change 3292326 on 2017/02/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313 Change 3292409 on 2017/02/08 by Marc.Audy Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong. Change 3292481 on 2017/02/08 by Ori.Cohen Fix for convex hull cooking (from Josh.S) #JIRA UE-41656 Change 3292492 on 2017/02/08 by Mieszko.Zielinski Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite Change 3292778 on 2017/02/08 by Ori.Cohen Touch physx DDC key for new cooking. #JIRA UE-41656 [CL3293329by Marc Audy in Main branch]
982 lines
32 KiB
C++
982 lines
32 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "UObject/UnrealType.h"
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#include "PropertyPath.h"
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#include "IDetailTreeNode.h"
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class FComplexPropertyNode;
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class FNotifyHook;
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class FObjectPropertyNode;
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class FPropertyItemValueDataTrackerSlate;
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class FPropertyNode;
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class FStructurePropertyNode;
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DECLARE_LOG_CATEGORY_EXTERN(LogPropertyNode, Log, All);
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namespace EPropertyNodeFlags
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{
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typedef uint32 Type;
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const Type IsSeen = 1 << 0; /** true if this node can be seen based on current parent expansion. Does not take into account clipping*/
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const Type IsSeenDueToFiltering = 1 << 1; /** true if this node has been accepted by the filter*/
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const Type IsSeenDueToChildFiltering = 1 << 2; /** true if this node or one of it's children is seen due to filtering. It will then be forced on as well.*/
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const Type IsParentSeenDueToFiltering = 1 << 3; /** True if the parent was visible due to filtering*/
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const Type IsSeenDueToChildFavorite = 1 << 4; /** True if this node is seen to it having a favorite as a child */
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const Type Expanded = 1 << 5; /** true if this node should display its children*/
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const Type CanBeExpanded = 1 << 6; /** true if this node is able to be expanded */
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const Type EditInlineNew = 1 << 7; /** true if the property can be expanded into the property window. */
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const Type SingleSelectOnly = 1 << 8; /** true if only a single object is selected. */
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const Type ShowCategories = 1 << 9; /** true if this node should show categories. Different*/
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const Type HasEverBeenExpanded = 1 << 10; /** true if expand has ever been called on this node */
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const Type IsBeingFiltered = 1 << 11; /** true if the node is being filtered. If this is true, seen flags should be checked for visibility. If this is false the node has no filter and is visible */
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const Type IsFavorite = 1 << 12; /** true if this item has been dubbed a favorite by the user */
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const Type NoChildrenDueToCircularReference= 1 << 13; /** true if this node has no children (but normally would) due to circular referencing */
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const Type AutoExpanded = 1 << 14; /** true if this node was autoexpanded due to being filtered */
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const Type ShouldShowHiddenProperties = 1 << 15; /** true if this node should all properties not just those with the correct flag(s) to be shown in the editor */
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const Type IsAdvanced = 1 << 16; /** true if the property node is advanced (i.e it only shows up in advanced sections) */
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const Type IsCustomized = 1 << 17; /** true if this node's visual representation has been customized by the editor */
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const Type RequiresValidation = 1 << 18; /** true if this node could unexpectedly change (array changes, editinlinenew changes) */
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const Type ShouldShowDisableEditOnInstance = 1 << 19; /** true if this node should show child properties marked CPF_DisableEditOnInstance */
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const Type IsReadOnly = 1 << 20; /** true if this node is overridden to appear as read-only */
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const Type SkipChildValidation = 1 << 21; /** true if this node should skip child validation */
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const Type ShowInnerObjectProperties = 1 << 22;
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const Type NoFlags = 0;
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};
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namespace FPropertyNodeConstants
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{
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const int32 NoDepthRestrictions = -1;
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/** Character used to deliminate sub-categories in category path names */
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const TCHAR CategoryDelimiterChar = TCHAR( '|' );
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};
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class FPropertySettings
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{
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public:
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static FPropertySettings& Get();
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bool ShowFriendlyPropertyNames() const { return bShowFriendlyPropertyNames; }
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bool ShowHiddenProperties() const { return bShowHiddenProperties; }
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bool ExpandDistributions() const { return bExpandDistributions; }
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private:
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FPropertySettings();
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private:
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bool bShowFriendlyPropertyNames;
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bool bExpandDistributions;
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bool bShowHiddenProperties;
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};
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class FPropertyItemValueDataTrackerSlate;
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class FPropertyNode;
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struct FAddressPair
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{
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FAddressPair(const UObject* InObject, uint8* Address, bool bInIsStruct)
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: Object( InObject)
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, ReadAddress( Address )
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, bIsStruct(bInIsStruct)
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{}
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TWeakObjectPtr<const UObject> Object;
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uint8* ReadAddress;
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bool bIsStruct;
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};
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template<> struct TIsPODType<FAddressPair> { enum { Value = true }; };
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struct FReadAddressListData
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{
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public:
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FReadAddressListData()
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: bAllValuesTheSame( false )
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, bRequiresCache( true )
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{
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}
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void Add(const UObject* Object, uint8* Address, bool bIsStruct = false)
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{
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ReadAddresses.Add(FAddressPair(Object, Address, bIsStruct));
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}
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int32 Num() const
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{
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return ReadAddresses.Num();
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}
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uint8* GetAddress( int32 Index )
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{
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const FAddressPair& Pair = ReadAddresses[Index];
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return (Pair.Object.IsValid() || Pair.bIsStruct) ? Pair.ReadAddress : 0;
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}
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bool IsValidIndex( int32 Index ) const
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{
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return ReadAddresses.IsValidIndex(Index);
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}
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void Reset()
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{
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ReadAddresses.Reset();
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bAllValuesTheSame = false;
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bRequiresCache = true;
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}
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bool bAllValuesTheSame;
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bool bRequiresCache;
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private:
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TArray<FAddressPair> ReadAddresses;
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};
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/**
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* A list of read addresses for a property node which contains the address for the nodes UProperty on each object
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*/
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class FReadAddressList
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{
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friend class FPropertyNode;
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public:
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FReadAddressList()
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: ReadAddressListData(nullptr)
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{}
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int32 Num() const
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{
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return (ReadAddressListData != nullptr) ? ReadAddressListData->Num() : 0;
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}
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uint8* GetAddress( int32 Index )
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{
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return ReadAddressListData->GetAddress( Index );
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}
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bool IsValidIndex( int32 Index ) const
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{
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return ReadAddressListData->IsValidIndex( Index );
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}
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void Reset()
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{
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if (ReadAddressListData != nullptr)
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{
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ReadAddressListData->Reset();
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}
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}
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private:
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FReadAddressListData* ReadAddressListData;
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};
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/**
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* Parameters for initializing a property node
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*/
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struct FPropertyNodeInitParams
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{
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/** The parent of the property node */
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TSharedPtr<FPropertyNode> ParentNode;
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/** The property that the node observes and modifies*/
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UProperty* Property;
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/** Offset to the property data within either a fixed array or a dynamic array */
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int32 ArrayOffset;
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/** Index of the property in its array parent */
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int32 ArrayIndex;
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/** Whether or not to create any children */
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bool bAllowChildren;
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/** Whether or not to allow hidden properties (ones without CPF_Edit) to be visible */
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bool bForceHiddenPropertyVisibility;
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/** Whether or not to create category nodes (note: this setting is only valid for the root node of a property tree. The setting will propagate to children) */
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bool bCreateCategoryNodes;
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/** Whether or not to create nodes for properties marked CPF_DisableEditOnInstance */
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bool bCreateDisableEditOnInstanceNodes;
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FPropertyNodeInitParams()
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: ParentNode(nullptr)
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, Property(nullptr)
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, ArrayOffset(0)
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, ArrayIndex( INDEX_NONE )
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, bAllowChildren( true )
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, bForceHiddenPropertyVisibility( false )
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, bCreateCategoryNodes( true )
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, bCreateDisableEditOnInstanceNodes( true )
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{}
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};
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/** Describes in which way an array property change has happend. This is used
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for propagation of array property changes to the instances of archetype objects. */
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struct EPropertyArrayChangeType
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{
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enum Type
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{
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/** A value was added to the array */
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Add,
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/** The array was cleared */
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Clear,
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/** A new item has been inserted. */
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Insert,
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/** An item has been deleted */
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Delete,
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/** An item has been duplicated */
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Duplicate,
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/** Two items have been swapped */
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Swap,
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};
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};
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class FComplexPropertyNode;
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enum EPropertyDataValidationResult : uint8
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{
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/** The object(s) being viewed are now invalid */
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ObjectInvalid,
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/** Non dynamic array property nodes were added or removed that would require a refresh */
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PropertiesChanged,
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/** An edit inline new value changed, In the tree this rebuilds the nodes, in the details view we don't need to do this */
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EditInlineNewValueChanged,
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/** The size of an array changed (delete,insert,add) */
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ArraySizeChanged,
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/** All data is valid */
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DataValid,
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};
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/**
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* The base class for all property nodes
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*/
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class FPropertyNode : public TSharedFromThis<FPropertyNode>
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{
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public:
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FPropertyNode(void);
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virtual ~FPropertyNode(void);
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/**
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* Init Tree Node internally (used only derived classes to pass through variables that are common to all nodes
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* @param InitParams Parameters for how the node should be initialized
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*/
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void InitNode(const FPropertyNodeInitParams& InitParams);
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/**
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* Indicates that children of this node should be rebuilt next tick. Some topology changes will require this
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*/
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void RequestRebuildChildren() { bRebuildChildrenRequested = true; }
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/**
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* Used for rebuilding this nodes children
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*/
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void RebuildChildren();
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/**
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* For derived windows to be able to add their nodes to the child array
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*/
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void AddChildNode(TSharedPtr<FPropertyNode> InNode);
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/**
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* Clears cached read address data
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*/
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void ClearCachedReadAddresses(bool bRecursive = true);
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/**
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* Interface function to get at the dervied FObjectPropertyNodeWx class
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*/
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virtual class FObjectPropertyNode* AsObjectNode() { return nullptr; }
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virtual const FObjectPropertyNode* AsObjectNode() const { return nullptr; }
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virtual FComplexPropertyNode* AsComplexNode() { return nullptr; }
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virtual const FComplexPropertyNode* AsComplexNode() const { return nullptr; }
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/**
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* Interface function to get at the dervied FCategoryPropertyNodeWx class
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*/
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virtual class FCategoryPropertyNode* AsCategoryNode() { return nullptr; }
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/**
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* Interface function to get at the dervied FItemPropertyNodeWx class
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*/
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virtual class FItemPropertyNode* AsItemPropertyNode() { return nullptr; }
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/**
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* Follows the chain of items upwards until it finds the object window that houses this item.
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*/
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class FComplexPropertyNode* FindComplexParent();
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const class FComplexPropertyNode* FindComplexParent() const;
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class FObjectPropertyNode* FindObjectItemParent();
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const class FObjectPropertyNode* FindObjectItemParent() const;
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/**
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* Follows the top-most object window that contains this property window item.
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*/
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class FObjectPropertyNode* FindRootObjectItemParent();
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/**
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* Used to see if any data has been destroyed from under the property tree. Should only be called during Tick
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*/
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EPropertyDataValidationResult EnsureDataIsValid();
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//////////////////////////////////////////////////////////////////////////
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//Flags
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uint32 HasNodeFlags(const EPropertyNodeFlags::Type InTestFlags) const { return PropertyNodeFlags & InTestFlags; }
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/**
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* Sets the flags used by the window and the root node
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* @param InFlags - flags to turn on or off
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* @param InOnOff - whether to toggle the bits on or off
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*/
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void SetNodeFlags(const EPropertyNodeFlags::Type InFlags, const bool InOnOff);
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/**
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* Finds a child of this property node
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*
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* @param InPropertyName The name of the property to find
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* @param bRecurse true if we should recurse into children's children and so on.
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*/
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TSharedPtr<FPropertyNode> FindChildPropertyNode(const FName InPropertyName, bool bRecurse = false);
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/**
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* Returns the parent node in the hierarchy
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*/
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FPropertyNode* GetParentNode() { return ParentNodeWeakPtr.IsValid() ? ParentNodeWeakPtr.Pin().Get() : nullptr; }
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const FPropertyNode* GetParentNode() const { return ParentNodeWeakPtr.IsValid() ? ParentNodeWeakPtr.Pin().Get() : nullptr; }
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TSharedPtr<FPropertyNode> GetParentNodeSharedPtr() { return ParentNodeWeakPtr.Pin(); }
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/**
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* Returns the Property this Node represents
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*/
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UProperty* GetProperty() { return Property.Get(); }
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const UProperty* GetProperty() const { return Property.Get(); }
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/**
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* Accessor functions for internals
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*/
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const int32 GetArrayOffset() const { return ArrayOffset; }
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const int32 GetArrayIndex() const { return ArrayIndex; }
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/**
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* Return number of children that survived being filtered
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*/
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int32 GetNumChildNodes() const { return ChildNodes.Num(); }
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/**
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* Returns the matching Child node
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*/
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TSharedPtr<FPropertyNode>& GetChildNode(const int32 ChildIndex)
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{
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check(ChildNodes[ChildIndex].IsValid());
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return ChildNodes[ChildIndex];
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}
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/**
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* Returns the matching Child node
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*/
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const TSharedPtr<FPropertyNode>& GetChildNode(const int32 ChildIndex) const
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{
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check(ChildNodes[ChildIndex].IsValid());
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return ChildNodes[ChildIndex];
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}
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/**
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* Returns the Child node whose ArrayIndex matches the supplied ChildIndex
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*/
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bool GetChildNode(const int32 ChildArrayIndex, TSharedPtr<FPropertyNode>& OutChildNode);
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|
/**
|
|
* Returns the Child node whose ArrayIndex matches the supplied ChildIndex
|
|
*/
|
|
bool GetChildNode(const int32 ChildArrayIndex, TSharedPtr<FPropertyNode>& OutChildNode) const;
|
|
|
|
/** @return whether this window's property is constant (can't be edited by the user) */
|
|
bool IsEditConst() const;
|
|
|
|
/**
|
|
* Gets the full name of this node
|
|
* @param PathPlusIndex - return value with full path of node
|
|
* @param bWithArrayIndex - If True, adds an array index (where appropriate)
|
|
* @param StopParent - Stop at this parent (if any). Does NOT include it in the path
|
|
* @param bIgnoreCategories - Skip over categories
|
|
*/
|
|
virtual bool GetQualifiedName(FString& PathPlusIndex, const bool bWithArrayIndex, const FPropertyNode* StopParent = nullptr, bool bIgnoreCategories = false) const;
|
|
|
|
// The bArrayPropertiesCanDifferInSize flag is an override for array properties which want to display
|
|
// e.g. the "Clear" and "Empty" buttons, even though the array properties may differ in the number of elements.
|
|
bool GetReadAddress(
|
|
bool InRequiresSingleSelection,
|
|
FReadAddressList& OutAddresses,
|
|
bool bComparePropertyContents = true,
|
|
bool bObjectForceCompare = false,
|
|
bool bArrayPropertiesCanDifferInSize = false);
|
|
|
|
/**
|
|
* fills in the OutAddresses array with the addresses of all of the available objects.
|
|
* @param OutAddresses Storage array for all of the objects' addresses.
|
|
*/
|
|
bool GetReadAddress(FReadAddressList& OutAddresses);
|
|
|
|
/**
|
|
* Gets read addresses without accessing cached data. Is less efficient but gets the must up to date data
|
|
*/
|
|
virtual bool GetReadAddressUncached(FPropertyNode& InNode, bool InRequiresSingleSelection, FReadAddressListData* OutAddresses, bool bComparePropertyContents = true, bool bObjectForceCompare = false, bool bArrayPropertiesCanDifferInSize = false) const;
|
|
virtual bool GetReadAddressUncached(FPropertyNode& InNode, FReadAddressListData& OutAddresses) const;
|
|
|
|
/**
|
|
* Calculates the memory address for the data associated with this item's property. This is typically the value of a UProperty or a UObject address.
|
|
*
|
|
* @param StartAddress the location to use as the starting point for the calculation; typically the address of the object that contains this property.
|
|
*
|
|
* @return a pointer to a UProperty value or UObject. (For dynamic arrays, you'd cast this value to an FArray*)
|
|
*/
|
|
virtual uint8* GetValueBaseAddress(uint8* Base);
|
|
|
|
/**
|
|
* Calculates the memory address for the data associated with this item's value. For most properties, identical to GetValueBaseAddress. For items corresponding
|
|
* to dynamic array elements, the pointer returned will be the location for that element's data.
|
|
*
|
|
* @return a pointer to a UProperty value or UObject. (For dynamic arrays, you'd cast this value to whatever type is the Inner for the dynamic array)
|
|
*/
|
|
virtual uint8* GetValueAddress(uint8* Base);
|
|
|
|
/**
|
|
* Sets the display name override to use instead of the display name
|
|
*/
|
|
virtual void SetDisplayNameOverride(const FText& InDisplayNameOverride) {}
|
|
|
|
/**
|
|
* @return true if the property is mark as a favorite
|
|
*/
|
|
virtual void SetFavorite(bool FavoriteValue) {}
|
|
|
|
/**
|
|
* @return true if the property is mark as a favorite
|
|
*/
|
|
virtual bool IsFavorite() const { return false; }
|
|
|
|
/**
|
|
* Set the permission to display the favorite icon
|
|
*/
|
|
virtual void SetCanDisplayFavorite(bool CanDisplayFavoriteIcon) {}
|
|
|
|
/**
|
|
* Set the permission to display the favorite icon
|
|
*/
|
|
virtual bool CanDisplayFavorite() const { return false; }
|
|
|
|
/**
|
|
* @return The formatted display name for the property in this node
|
|
*/
|
|
virtual FText GetDisplayName() const { return FText::GetEmpty(); }
|
|
|
|
/**
|
|
* Sets the tooltip override to use instead of the property tooltip
|
|
*/
|
|
virtual void SetToolTipOverride(const FText& InToolTipOverride) {}
|
|
|
|
/**
|
|
* @return The tooltip for the property in this node
|
|
*/
|
|
virtual FText GetToolTipText() const { return FText::GetEmpty(); }
|
|
|
|
/**
|
|
* If there is a property, sees if it matches. Otherwise sees if the entire parent structure matches
|
|
*/
|
|
bool GetDiffersFromDefault();
|
|
|
|
/**
|
|
* @return The label for displaying a reset to default value
|
|
*/
|
|
FText GetResetToDefaultLabel();
|
|
|
|
/**
|
|
* If there is a property, resets it to default. Otherwise resets the entire parent structure
|
|
*/
|
|
void ResetToDefault(FNotifyHook* InNotifyHook);
|
|
|
|
/**Walks up the hierarchy and return true if any parent node is a favorite*/
|
|
bool IsChildOfFavorite(void) const;
|
|
|
|
void NotifyPreChange(UProperty* PropertyAboutToChange, class FNotifyHook* InNotifyHook);
|
|
|
|
void NotifyPostChange(FPropertyChangedEvent& InPropertyChangedEvent, class FNotifyHook* InNotifyHook);
|
|
|
|
void SetOnRebuildChildren(FSimpleDelegate InOnRebuildChildren);
|
|
|
|
/**
|
|
* Propagates the property change to all instances of an archetype
|
|
*
|
|
* @param ModifiedObject Object which property has been modified
|
|
* @param NewValue New value of the property
|
|
* @param PreviousValue Value of the property before the modification
|
|
*/
|
|
void PropagatePropertyChange(UObject* ModifiedObject, const TCHAR* NewValue, const FString& PreviousValue);
|
|
|
|
/**
|
|
* Propagates the property change of a container property to all instances of an archetype
|
|
*
|
|
* @param ModifiedObject Object which property has been modified
|
|
* @param OriginalContainerContent Original content of the container before the modification ( as returned by ExportText_Direct )
|
|
* @param ChangeType In which way was the container modified
|
|
* @param Index Index of the modified item
|
|
*/
|
|
void PropagateContainerPropertyChange(UObject* ModifiedObject, const FString& OriginalContainerContent,
|
|
EPropertyArrayChangeType::Type ChangeType, int32 Index);
|
|
|
|
static void AdditionalInitializationUDS(UProperty* Property, uint8* RawPtr);
|
|
|
|
/** Broadcasts when a property value changes */
|
|
DECLARE_EVENT(FPropertyNode, FPropertyValueChangedEvent);
|
|
FPropertyValueChangedEvent& OnPropertyValueChanged() { return PropertyValueChangedEvent; }
|
|
|
|
/** Broadcasts when a child of this property changes */
|
|
FPropertyValueChangedEvent& OnChildPropertyValueChanged() { return ChildPropertyValueChangedEvent; }
|
|
|
|
/**
|
|
* Marks window's seem due to filtering flags
|
|
* @param InFilterStrings - List of strings that must be in the property name in order to display
|
|
* Empty InFilterStrings means display as normal
|
|
* All strings must match in order to be accepted by the filter
|
|
* @param bParentAllowsVisible - is NOT true for an expander that is NOT expanded
|
|
*/
|
|
void FilterNodes(const TArray<FString>& InFilterStrings, const bool bParentSeenDueToFiltering = false);
|
|
|
|
/**
|
|
* Marks windows as visible based on the filter strings or standard visibility
|
|
*
|
|
* @param bParentAllowsVisible - is NOT true for an expander that is NOT expanded
|
|
*/
|
|
void ProcessSeenFlags(const bool bParentAllowsVisible);
|
|
|
|
/**
|
|
* Marks windows as visible based their favorites status
|
|
*/
|
|
void ProcessSeenFlagsForFavorites(void);
|
|
|
|
/**
|
|
* @return true if this node should be visible in a tree
|
|
*/
|
|
bool IsVisible() const { return HasNodeFlags(EPropertyNodeFlags::IsBeingFiltered) == 0 || HasNodeFlags(EPropertyNodeFlags::IsSeen) || HasNodeFlags(EPropertyNodeFlags::IsSeenDueToChildFiltering); };
|
|
|
|
static TSharedRef< FPropertyPath > CreatePropertyPath(const TSharedRef< FPropertyNode >& PropertyNode)
|
|
{
|
|
TArray< FPropertyInfo > Properties;
|
|
FPropertyNode* CurrentNode = &PropertyNode.Get();
|
|
|
|
if (CurrentNode != nullptr && CurrentNode->AsCategoryNode() != nullptr)
|
|
{
|
|
TSharedRef< FPropertyPath > NewPath = MakeShareable(new FPropertyPath());
|
|
return NewPath;
|
|
}
|
|
|
|
while (CurrentNode != nullptr)
|
|
{
|
|
if (CurrentNode->AsItemPropertyNode() != nullptr)
|
|
{
|
|
FPropertyInfo NewPropInfo;
|
|
NewPropInfo.Property = CurrentNode->GetProperty();
|
|
NewPropInfo.ArrayIndex = CurrentNode->GetArrayIndex();
|
|
|
|
Properties.Add(NewPropInfo);
|
|
}
|
|
|
|
CurrentNode = CurrentNode->GetParentNode();
|
|
}
|
|
|
|
TSharedRef< FPropertyPath > NewPath = MakeShareable(new FPropertyPath());
|
|
|
|
for (int PropertyIndex = Properties.Num() - 1; PropertyIndex >= 0; --PropertyIndex)
|
|
{
|
|
NewPath->AddProperty(Properties[PropertyIndex]);
|
|
}
|
|
|
|
return NewPath;
|
|
}
|
|
|
|
static TSharedPtr< FPropertyNode > FindPropertyNodeByPath(const TSharedPtr< FPropertyPath > Path, const TSharedRef< FPropertyNode >& StartingNode)
|
|
{
|
|
if (!Path.IsValid() || Path->GetNumProperties() == 0)
|
|
{
|
|
return StartingNode;
|
|
}
|
|
|
|
bool FailedToFindProperty = false;
|
|
TSharedPtr< FPropertyNode > PropertyNode = StartingNode;
|
|
for (int PropertyIndex = 0; PropertyIndex < Path->GetNumProperties() && !FailedToFindProperty; PropertyIndex++)
|
|
{
|
|
FailedToFindProperty = true;
|
|
const FPropertyInfo& PropInfo = Path->GetPropertyInfo(PropertyIndex);
|
|
|
|
TArray< TSharedRef< FPropertyNode > > ChildrenStack;
|
|
ChildrenStack.Push(PropertyNode.ToSharedRef());
|
|
while (ChildrenStack.Num() > 0)
|
|
{
|
|
const TSharedRef< FPropertyNode > CurrentNode = ChildrenStack.Pop();
|
|
|
|
for (int32 ChildIndex = 0; ChildIndex < CurrentNode->GetNumChildNodes(); ++ChildIndex)
|
|
{
|
|
const TSharedPtr< FPropertyNode > ChildNode = CurrentNode->GetChildNode(ChildIndex);
|
|
|
|
if (ChildNode->AsItemPropertyNode() == nullptr)
|
|
{
|
|
ChildrenStack.Add(ChildNode.ToSharedRef());
|
|
}
|
|
else if (ChildNode.IsValid() &&
|
|
ChildNode->GetProperty() == PropInfo.Property.Get() &&
|
|
ChildNode->GetArrayIndex() == PropInfo.ArrayIndex)
|
|
{
|
|
PropertyNode = ChildNode;
|
|
FailedToFindProperty = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FailedToFindProperty)
|
|
{
|
|
PropertyNode = nullptr;
|
|
}
|
|
|
|
return PropertyNode;
|
|
}
|
|
|
|
|
|
static TArray< FPropertyInfo > GetPossibleExtensionsForPath(const TSharedPtr< FPropertyPath > Path, const TSharedRef< FPropertyNode >& StartingNode)
|
|
{
|
|
TArray< FPropertyInfo > PossibleExtensions;
|
|
TSharedPtr< FPropertyNode > PropertyNode = FindPropertyNodeByPath(Path, StartingNode);
|
|
|
|
if (!PropertyNode.IsValid())
|
|
{
|
|
return PossibleExtensions;
|
|
}
|
|
|
|
for (int32 ChildIndex = 0; ChildIndex < PropertyNode->GetNumChildNodes(); ++ChildIndex)
|
|
{
|
|
TSharedPtr< FPropertyNode > CurrentNode = PropertyNode->GetChildNode(ChildIndex);
|
|
|
|
if (CurrentNode.IsValid() && CurrentNode->AsItemPropertyNode() != nullptr)
|
|
{
|
|
FPropertyInfo NewPropInfo;
|
|
NewPropInfo.Property = CurrentNode->GetProperty();
|
|
NewPropInfo.ArrayIndex = CurrentNode->GetArrayIndex();
|
|
|
|
bool AlreadyExists = false;
|
|
for (auto ExtensionIter = PossibleExtensions.CreateConstIterator(); ExtensionIter; ++ExtensionIter)
|
|
{
|
|
if (*ExtensionIter == NewPropInfo)
|
|
{
|
|
AlreadyExists = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!AlreadyExists)
|
|
{
|
|
PossibleExtensions.Add(NewPropInfo);
|
|
}
|
|
}
|
|
}
|
|
|
|
return PossibleExtensions;
|
|
}
|
|
|
|
/**
|
|
* Adds a restriction to the possible values for this property.
|
|
* @param Restriction The restriction being added to this property.
|
|
*/
|
|
virtual void AddRestriction(TSharedRef<const class FPropertyRestriction> Restriction);
|
|
|
|
/**
|
|
* Tests if a value is hidden for this property
|
|
* @param Value The value to test for being hidden.
|
|
* @return True if this value is hidden.
|
|
*/
|
|
bool IsHidden(const FString& Value) const
|
|
{
|
|
return IsHidden(Value, nullptr);
|
|
}
|
|
|
|
/**
|
|
* Tests if a value is disabled for this property
|
|
* @param Value The value to test for being disabled.
|
|
* @return True if this value is disabled.
|
|
*/
|
|
bool IsDisabled(const FString& Value) const
|
|
{
|
|
return IsDisabled(Value, nullptr);
|
|
}
|
|
|
|
bool IsRestricted(const FString& Value) const
|
|
{
|
|
return IsHidden(Value) || IsDisabled(Value);
|
|
}
|
|
|
|
/**
|
|
* Tests if a value is hidden for this property.
|
|
* @param Value The value to test for being hidden.
|
|
* @param OutReasons If hidden, the reasons why.
|
|
* @return True if this value is hidden.
|
|
*/
|
|
virtual bool IsHidden(const FString& Value, TArray<FText>* OutReasons) const;
|
|
|
|
/**
|
|
* Tests if a value is disabled for this property.
|
|
* @param Value The value to test for being disabled.
|
|
* @param OutReasons If disabled, the reasons why.
|
|
* @return True if this value is disabled.
|
|
*/
|
|
virtual bool IsDisabled(const FString& Value, TArray<FText>* OutReasons) const;
|
|
|
|
/**
|
|
* Tests if a value is restricted for this property.
|
|
* @param Value The value to test for being restricted.
|
|
* @param OutReasons If restricted, the reasons why.
|
|
* @return True if this value is restricted.
|
|
*/
|
|
bool IsRestricted(const FString& Value, TArray<FText>& OutReasons) const;
|
|
|
|
/**
|
|
* Generates a consistent tooltip describing this restriction for use in the editor.
|
|
* @param Value The value to test for restriction and generate the tooltip from.
|
|
* @param OutTooltip The tooltip describing why this value is restricted.
|
|
* @return True if this value is restricted.
|
|
*/
|
|
virtual bool GenerateRestrictionToolTip(const FString& Value, FText& OutTooltip)const;
|
|
|
|
const TArray<TSharedRef<const class FPropertyRestriction>>& GetRestrictions() const
|
|
{
|
|
return Restrictions;
|
|
}
|
|
|
|
FPropertyChangedEvent& FixPropertiesInEvent(FPropertyChangedEvent& Event);
|
|
|
|
/** Set metadata value for 'Key' to 'Value' on this property instance (as opposed to the class) */
|
|
void SetInstanceMetaData(const FName& Key, const FString& Value);
|
|
|
|
/**
|
|
* Get metadata value for 'Key' for this property instance (as opposed to the class)
|
|
*
|
|
* @return Pointer to metadata value; nullptr if Key not found
|
|
*/
|
|
const FString* GetInstanceMetaData(const FName& Key) const;
|
|
|
|
bool ParentOrSelfHasMetaData(const FName& MetaDataKey) const;
|
|
|
|
/**
|
|
* Invalidates the cached state of this node in all children;
|
|
*/
|
|
void InvalidateCachedState();
|
|
|
|
static void SetupKeyValueNodePair( TSharedPtr<FPropertyNode>& KeyNode, TSharedPtr<FPropertyNode>& ValueNode )
|
|
{
|
|
check( KeyNode.IsValid() && ValueNode.IsValid() );
|
|
check( !KeyNode->PropertyKeyNode.IsValid() && !ValueNode->PropertyKeyNode.IsValid() );
|
|
|
|
ValueNode->PropertyKeyNode = KeyNode;
|
|
}
|
|
|
|
TSharedPtr<FPropertyNode>& GetPropertyKeyNode() { return PropertyKeyNode; }
|
|
|
|
const TSharedPtr<FPropertyNode>& GetPropertyKeyNode() const { return PropertyKeyNode; }
|
|
|
|
protected:
|
|
|
|
TSharedRef<FEditPropertyChain> BuildPropertyChain( UProperty* PropertyAboutToChange );
|
|
|
|
/**
|
|
* Destroys all node within the hierarchy
|
|
*/
|
|
void DestroyTree(const bool bInDestroySelf=true);
|
|
|
|
/**
|
|
* Interface function for Custom Setup of Node (priot to node flags being set)
|
|
*/
|
|
virtual void InitBeforeNodeFlags () {};
|
|
|
|
/**
|
|
* Interface function for Custom expansion Flags. Default is objects and categories which always expand
|
|
*/
|
|
virtual void InitExpansionFlags (){ SetNodeFlags(EPropertyNodeFlags::CanBeExpanded, true); };
|
|
|
|
/**
|
|
* Interface function for Creating Child Nodes
|
|
*/
|
|
virtual void InitChildNodes() = 0;
|
|
|
|
/**
|
|
* Does the string compares to ensure this Name is acceptable to the filter that is passed in
|
|
*/
|
|
bool IsFilterAcceptable(const TArray<FString>& InAcceptableNames, const TArray<FString>& InFilterStrings);
|
|
/**
|
|
* Make sure that parent nodes are expanded
|
|
*/
|
|
void ExpandParent( bool bInRecursive );
|
|
|
|
/** @return The property stored at this node, to be passed to Pre/PostEditChange. */
|
|
UProperty* GetStoredProperty() { return nullptr; }
|
|
|
|
bool GetDiffersFromDefaultForObject( FPropertyItemValueDataTrackerSlate& ValueTracker, UProperty* InProperty );
|
|
|
|
FString GetDefaultValueAsStringForObject( FPropertyItemValueDataTrackerSlate& ValueTracker, UObject* InObject, UProperty* InProperty );
|
|
|
|
/**
|
|
* Gets the default value of the property as string.
|
|
*/
|
|
FString GetDefaultValueAsString();
|
|
|
|
/**
|
|
* Helper function to obtain the display name for an enum property
|
|
* @param InEnum The enum whose metadata to pull from
|
|
* @param DisplayName The name of the enum value to adjust
|
|
*
|
|
* @return true if the DisplayName has been changed
|
|
*/
|
|
bool AdjustEnumPropDisplayName( UEnum *InEnum, FString& DisplayName ) const;
|
|
|
|
/**
|
|
* Helper function for derived members to be able to
|
|
* broadcast property changed notifications
|
|
*/
|
|
void BroadcastPropertyChangedDelegates();
|
|
|
|
/**
|
|
* Gets a value tracker for the default of this property in the passed in object
|
|
*
|
|
* @param Object The object to get the value for
|
|
* @param ObjIndex The index of the object in the parent property node's object array (for caching)
|
|
*/
|
|
TSharedPtr< FPropertyItemValueDataTrackerSlate > GetValueTracker( UObject* Object, uint32 ObjIndex );
|
|
|
|
/**
|
|
* Updates and caches the current edit const state of this property
|
|
*/
|
|
void UpdateEditConstState();
|
|
|
|
/**
|
|
* Checks to see if the supplied property of a child node requires validation
|
|
* @param InChildProp The property of the child node
|
|
* @return True if the property requires validation, false otherwise
|
|
*/
|
|
static bool DoesChildPropertyRequireValidation(UProperty* InChildProp);
|
|
|
|
protected:
|
|
/**
|
|
* The node that is the parent of this node or nullptr for the root
|
|
*/
|
|
TWeakPtr<FPropertyNode> ParentNodeWeakPtr;
|
|
//@todo consolidate with ParentNodeWeakPtr, ParentNode is legacy
|
|
FPropertyNode* ParentNode;
|
|
|
|
/** The property node, if any, that serves as the key value for this node */
|
|
TSharedPtr<FPropertyNode> PropertyKeyNode;
|
|
|
|
/** Cached read addresses for this property node */
|
|
FReadAddressListData CachedReadAddresses;
|
|
|
|
/** List of per object default value trackers associated with this property node */
|
|
TArray< TSharedPtr<FPropertyItemValueDataTrackerSlate> > ObjectDefaultValueTrackers;
|
|
|
|
/** List of all child nodes this node is responsible for */
|
|
TArray< TSharedPtr<FPropertyNode> > ChildNodes;
|
|
|
|
/** Called when this node's children are rebuilt */
|
|
FSimpleDelegate OnRebuildChildren;
|
|
|
|
/** Called when this node's property value has changed (called during NotifyPostChange) */
|
|
FPropertyValueChangedEvent PropertyValueChangedEvent;
|
|
|
|
/** Called when a child's property value has changed */
|
|
FPropertyValueChangedEvent ChildPropertyValueChangedEvent;
|
|
|
|
/** The property being displayed/edited. */
|
|
TWeakObjectPtr<UProperty> Property;
|
|
|
|
/** Offset to the property data within either a fixed array or a dynamic array */
|
|
int32 ArrayOffset;
|
|
|
|
/** The index of the property if it is inside an array, set, or map (internally, we'll use set/map helpers that store element indices in an array) */
|
|
int32 ArrayIndex;
|
|
|
|
/** Safety Value representing Depth in the property tree used to stop diabolical topology cases
|
|
* -1 = No limit on children
|
|
* 0 = No more children are allowed. Do not process child nodes
|
|
* >0 = A limit has been set by the property and will tick down for successive children
|
|
*/
|
|
int32 MaxChildDepthAllowed;
|
|
|
|
/**
|
|
* Used for flags to determine if the node is seen (if not seen and never been created, don't create it on display)
|
|
*/
|
|
EPropertyNodeFlags::Type PropertyNodeFlags;
|
|
|
|
/** If true, children of this node will be rebuilt next tick. */
|
|
bool bRebuildChildrenRequested;
|
|
|
|
/** An array of restrictions limiting this property's potential values in property editors.*/
|
|
TArray<TSharedRef<const class FPropertyRestriction>> Restrictions;
|
|
|
|
/** Optional reference to a tree node that is displaying this property */
|
|
TWeakPtr< class IDetailTreeNode > TreeNode;
|
|
|
|
/**
|
|
* Stores metadata for this instasnce of the property (in contrast
|
|
* to regular metadata, which is stored per-class)
|
|
*/
|
|
TMap<FName, FString> InstanceMetaData;
|
|
|
|
/**
|
|
* The property path for this property
|
|
*/
|
|
FString PropertyPath;
|
|
|
|
/**
|
|
* Cached state of flags that are expensive to update
|
|
* These update when values are changed in the details panel
|
|
*/
|
|
mutable bool bIsEditConst;
|
|
mutable bool bUpdateEditConstState;
|
|
mutable bool bDiffersFromDefault;
|
|
mutable bool bUpdateDiffersFromDefault;
|
|
};
|
|
|
|
class FComplexPropertyNode : public FPropertyNode
|
|
{
|
|
public:
|
|
|
|
enum EPropertyType
|
|
{
|
|
EPT_Object,
|
|
EPT_StandaloneStructure,
|
|
};
|
|
|
|
FComplexPropertyNode() : FPropertyNode() {}
|
|
virtual ~FComplexPropertyNode() {}
|
|
|
|
virtual FComplexPropertyNode* AsComplexNode() override{ return this; }
|
|
virtual const FComplexPropertyNode* AsComplexNode() const override{ return this; }
|
|
|
|
virtual class FStructurePropertyNode* AsStructureNode() { return nullptr; }
|
|
virtual const FStructurePropertyNode* AsStructureNode() const { return nullptr; }
|
|
|
|
virtual UStruct* GetBaseStructure() = 0;
|
|
virtual const UStruct* GetBaseStructure() const = 0;
|
|
|
|
virtual int32 GetInstancesNum() const = 0;
|
|
virtual uint8* GetMemoryOfInstance(int32 Index) = 0;
|
|
virtual TWeakObjectPtr<UObject> GetInstanceAsUObject(int32 Index) = 0;
|
|
virtual EPropertyType GetPropertyType() const = 0;
|
|
|
|
virtual void Disconnect() = 0;
|
|
};
|