small fixes for deprecations in 5.1
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97c5d9ed57
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4f72859cd0
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@ -298,4 +298,8 @@ ManualIPAddress=
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[URL]
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GameName=LyraStarterGame
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[/Script/NavigationSystem.RecastNavMesh]
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bDrawPolyEdges=True
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[CoreRedirects]
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+ClassRedirects=(OldName="/Script/ShooterCore.InputTriggerComboAction", NewName="/Script/ShooterCore.LyraInputTriggerComboAction")
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@ -4,7 +4,7 @@
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#include "EnhancedPlayerInput.h"
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#include "Engine/World.h"
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ETriggerState UInputTriggerComboAction::UpdateState_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue ModifiedValue, float DeltaTime)
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ETriggerState ULyraInputTriggerComboAction::UpdateState_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue ModifiedValue, float DeltaTime)
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{
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const UWorld* World = PlayerInput->GetWorld();
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if (!World || !ComboStep.DependentAction)
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@ -35,7 +35,7 @@ ETriggerState UInputTriggerComboAction::UpdateState_Implementation(const UEnhanc
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return ETriggerState::None;
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}
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FString UInputTriggerComboAction::GetDebugState() const
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FString ULyraInputTriggerComboAction::GetDebugState() const
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{
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return FString::Printf(TEXT("Last Activation:%.2f"), LastActivationTime);
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}
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@ -1,4 +1,5 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "InputTriggers.h"
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@ -34,7 +35,7 @@ public:
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* This will be triggered when all dependent actions have been triggered in order.
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*/
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UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Combo Action", NotInputConfigurable = "true"))
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class UInputTriggerComboAction final : public UInputTrigger
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class ULyraInputTriggerComboAction final : public UInputTrigger
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{
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GENERATED_BODY()
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@ -11,9 +11,9 @@
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#include "UObject/UObjectIterator.h"
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#include "UObject/UObjectHash.h"
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#include "UObject/Package.h"
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#include "AssetData.h"
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#include "AssetRegistryModule.h"
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#include "ARFilter.h"
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#include "AssetRegistry/AssetData.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/ARFilter.h"
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#include "SourceControlHelpers.h"
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#include "ISourceControlModule.h"
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#include "ISourceControlState.h"
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@ -343,7 +343,7 @@ void UContentValidationCommandlet::GetAllPackagesOfType(const FString& OfTypeStr
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for (const FString& Type : Types)
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{
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Filter.ClassNames.Add(FName(*Type));
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Filter.ClassPaths.Add(FTopLevelAssetPath(Type));
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}
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TArray<FAssetData> AssetsOfType;
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@ -152,7 +152,7 @@ static void RegisterGameEditorMenus()
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FOnGetContent::CreateStatic(&AddLocalPlayer),
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LOCTEXT("GameOptions_Label", "Game Options"),
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LOCTEXT("GameOptions_ToolTip", "Game Options"),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.OpenLevelBlueprint")
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FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.OpenLevelBlueprint")
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);
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BlueprintEntry.StyleNameOverride = "CalloutToolbar";
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Section.AddEntry(BlueprintEntry);
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@ -2,7 +2,7 @@
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#include "LyraEditor.h"
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#include "AssetRegistryModule.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "HAL/IConsoleManager.h"
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#include "Engine/StaticMesh.h"
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@ -2,7 +2,7 @@
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#include "LyraEditor.h"
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#include "AssetRegistryModule.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "CollectionManagerTypes.h"
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#include "ICollectionManager.h"
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@ -2,7 +2,7 @@
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#include "LyraEditor.h"
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#include "AssetRegistryModule.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "CollectionManagerTypes.h"
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#include "ICollectionManager.h"
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@ -1,8 +1,8 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditorValidator.h"
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#include "AssetData.h"
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#include "AssetRegistryModule.h"
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#include "AssetRegistry/AssetData.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "Logging/MessageLog.h"
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#include "MessageLogModule.h"
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#include "Misc/ConfigCacheIni.h"
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@ -435,16 +435,16 @@ void UEditorValidator::GetChangedAssetsForCode(IAssetRegistry& AssetRegistry, co
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if (UClass* ModifiedClass = ModifiedClassPtr.Get())
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{
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// This finds all native derived blueprints, both direct subclasses, or subclasses of subclasses.
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TSet<FName> DerivedClassNames;
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TArray<FName> ClassNames;
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ClassNames.Add(ModifiedClass->GetFName());
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AssetRegistry.GetDerivedClassNames(ClassNames, TSet<FName>(), DerivedClassNames);
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TSet<FTopLevelAssetPath> DerivedClassNames;
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TArray<FTopLevelAssetPath> ClassNames;
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ClassNames.Add(ModifiedClass->GetClassPathName());
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AssetRegistry.GetDerivedClassNames(ClassNames, TSet<FTopLevelAssetPath>(), DerivedClassNames);
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UE_LOG(LogLyraEditor, Display, TEXT("Validating Subclasses of %s in %s + %s"), *ModifiedClass->GetName(), *ChangedHeaderModule, *ChangedHeaderReleativeToModule);
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FARFilter Filter;
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Filter.bRecursiveClasses = true;
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Filter.ClassNames.Add(UBlueprintCore::StaticClass()->GetFName());
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Filter.ClassPaths.Add(UBlueprintCore::StaticClass()->GetClassPathName());
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// We enumerate all assets to find any blueprints who inherit from native classes directly - or
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// from other blueprints.
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@ -460,7 +460,7 @@ void UEditorValidator::GetChangedAssetsForCode(IAssetRegistry& AssetRegistry, co
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{
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const FString ClassObjectPath = FPackageName::ExportTextPathToObjectPath(ClassFromData);
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const FString ClassName = FPackageName::ObjectPathToObjectName(ClassObjectPath);
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if (DerivedClassNames.Contains(FName(*ClassName)))
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if (DerivedClassNames.Contains(FTopLevelAssetPath(ClassName)))
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{
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UE_LOG(LogLyraEditor, Display, TEXT("\tAdding %s To Validate"), *PackageName);
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@ -4,7 +4,7 @@
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#include "Engine/Blueprint.h"
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#include "Blueprint/BlueprintSupport.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "AssetRegistryModule.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "Validation/EditorValidator_Load.h"
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#include "LyraEditor.h"
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@ -3,7 +3,7 @@
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#include "EditorValidator_MaterialFunctions.h"
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#include "Materials/MaterialFunction.h"
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#include "Materials/Material.h"
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#include "AssetRegistryModule.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "Validation/EditorValidator_Load.h"
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#include "LyraEditor.h"
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@ -71,7 +71,7 @@ EDataValidationResult UEditorValidator_MaterialFunctions::ValidateLoadedAsset_Im
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AssetRegistry.GetAssetsByPackageName(HardReferencer, ReferencerAssets, true);
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for (const FAssetData& ReferencerAssetData : ReferencerAssets)
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{
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if (ReferencerAssetData.AssetClass == UMaterial::StaticClass()->GetFName())
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if (ReferencerAssetData.AssetClassPath == UMaterial::StaticClass()->GetClassPathName())
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{
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UE_LOG(LogLyraEditor, Display, TEXT(" Loading referencing material %s"), *HardReferencerStr);
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@ -1,8 +1,8 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditorValidator_SourceControl.h"
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#include "AssetData.h"
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#include "AssetRegistryModule.h"
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#include "AssetRegistry/AssetData.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "SourceControlOperations.h"
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#include "ISourceControlProvider.h"
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#include "ISourceControlModule.h"
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@ -100,7 +100,7 @@ void ULyraGameplayAbility_Interact::TriggerInteraction()
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// Grab the target actor off the payload we're going to use it as the 'avatar' for the interaction, and the
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// source InteractableTarget actor as the owner actor.
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AActor* TargetActor = const_cast<AActor*>(Payload.Target);
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AActor* TargetActor = const_cast<AActor*>(Payload.Target.Get());
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// The actor info needed for the interaction.
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FGameplayAbilityActorInfo ActorInfo;
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@ -131,7 +131,7 @@ void UAbilityTask_WaitForInteractableTargets::UpdateInteractableOptions(const FI
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if (InteractionAbilitySpec)
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{
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// update the option
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Option.TargetAbilitySystem = AbilitySystemComponent;
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Option.TargetAbilitySystem = AbilitySystemComponent.Get();
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Option.TargetInteractionAbilityHandle = InteractionAbilitySpec->Handle;
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}
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}
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@ -3,7 +3,7 @@
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#include "LyraDevelopmentStatics.h"
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#include "Development/LyraDeveloperSettings.h"
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#include "Engine/Engine.h"
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#include "AssetRegistryModule.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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bool ULyraDevelopmentStatics::ShouldSkipDirectlyToGameplay()
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{
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@ -86,7 +86,7 @@ TArray<FAssetData> ULyraDevelopmentStatics::GetAllBlueprints()
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TArray<FAssetData> BlueprintList;
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FARFilter Filter;
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Filter.ClassNames.Add(UBlueprint::StaticClass()->GetFName());
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Filter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName());
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Filter.bRecursivePaths = true;
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AssetRegistryModule.Get().GetAssets(Filter, BlueprintList);
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