Mateo Egey
962260012b
- Added bool attribute to SDropTarget to stop AllowDrop function call from executing every frame for overlay visibility.
...
This results in the drop target overlay visibility only appearing when actually hovering the drop target when set to true.
This is useful for drop targets that are used in conjunction with other widgets with heavy drag & drop usage such as tree views.
Defaults to false to maintain previous behavior.
- Added OnDragEnter & OnDragLeave events to allow proper handling of tooltips (i.e. setting a tooltip description when hovering a drop target, and resetting it when leaving again)
AllowDrop could not be used for this since it was executed every frame for overlay visibility checks.
#jira UE-169774
#rb lauren.barnes
#preflight skip
#ushell-cherrypick of 23078698 by swarm
[CL 23098392 by Mateo Egey in ue5-main branch]
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AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
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AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
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