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July 17, 2022 02:00
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UE5 local fix
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From 0873075aea3fe169805b6518f3546023c1497938 Mon Sep 17 00:00:00 2001 | |
From: Toru Hisai <[email protected]> | |
Date: Tue, 7 Sep 2021 13:46:36 +0900 | |
Subject: [PATCH 1/2] fix for Blueprint generated C++ Class handling | |
--- | |
.../Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp | 4 ++-- | |
1 file changed, 2 insertions(+), 2 deletions(-) | |
diff --git a/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp b/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp | |
index 456ac90aa..ec19196a9 100644 | |
--- a/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp | |
+++ b/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp | |
@@ -1547,7 +1547,7 @@ bool UBlueprintGeneratedClass::NeedsLoadForServer() const | |
// to remove UBlueprint::NeedsLoadForEditorGame, after that it would be nice if we could just implement | |
// UBlueprint::NeedsLoadForEditorGame here, but we can't because then our CDO doesn't get loaded. We *could* | |
// fix that behavior, but instead I'm just abusing IsRunningCommandlet() so that this logic only runs during cook: | |
- if (IsRunningCommandlet() && !HasAnyFlags(RF_ClassDefaultObject)) | |
+ if (IsRunningCommandlet() && !HasAnyFlags(RF_ClassDefaultObject | RF_Transient)) | |
{ | |
if (ensure(GetSuperClass()) && !GetSuperClass()->NeedsLoadForServer()) | |
{ | |
@@ -1568,7 +1568,7 @@ bool UBlueprintGeneratedClass::NeedsLoadForClient() const | |
// to remove UBlueprint::NeedsLoadForEditorGame, after that it would be nice if we could just implement | |
// UBlueprint::NeedsLoadForEditorGame here, but we can't because then our CDO doesn't get loaded. We *could* | |
// fix that behavior, but instead I'm just abusing IsRunningCommandlet() so that this logic only runs during cook: | |
- if (IsRunningCommandlet() && !HasAnyFlags(RF_ClassDefaultObject)) | |
+ if (IsRunningCommandlet() && !HasAnyFlags(RF_ClassDefaultObject | RF_Transient)) | |
{ | |
if (ensure(GetSuperClass()) && !GetSuperClass()->NeedsLoadForClient()) | |
{ | |
-- | |
2.27.0.windows.1 | |
From 84e3c8e89c336f85b5a6d528d40cebee7c209dd9 Mon Sep 17 00:00:00 2001 | |
From: Toru Hisai <[email protected]> | |
Date: Sun, 17 Jul 2022 10:50:04 +0900 | |
Subject: [PATCH 2/2] add default value to the dialog for the unattended mode. | |
--- | |
Engine/Source/Developer/AssetTools/Private/AssetTools.cpp | 1 + | |
Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp | 2 +- | |
2 files changed, 2 insertions(+), 1 deletion(-) | |
diff --git a/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp b/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp | |
index 293236139..2ea2c554b 100644 | |
--- a/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp | |
+++ b/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp | |
@@ -2149,6 +2149,7 @@ TArray<UObject*> UAssetToolsImpl::ImportAssetsInternal(const TArray<FString>& Fi | |
{ | |
UserResponse = FMessageDialog::Open( | |
EAppMsgType::YesNoYesAllNoAll, | |
+ EAppReturnType::Yes, | |
FText::Format(LOCTEXT("ImportObjectAlreadyExists_SameClass", "Do you want to overwrite the existing asset?\n\nAn asset already exists at the import location: {0}"), FText::FromString(PackageName))); | |
bOverwriteAll = UserResponse == EAppReturnType::YesAll; | |
diff --git a/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp b/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp | |
index 90c0af63a..cfe5f8fed 100644 | |
--- a/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp | |
+++ b/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp | |
@@ -354,7 +354,7 @@ void UFactory::DisplayOverwriteOptionsDialog(const FText& Message) | |
} | |
else if (OverwriteYesOrNoToAllState != EAppReturnType::YesAll && OverwriteYesOrNoToAllState != EAppReturnType::NoAll) | |
{ | |
- OverwriteYesOrNoToAllState = FMessageDialog::Open(EAppMsgType::YesNoYesAllNoAllCancel, FText::Format( | |
+ OverwriteYesOrNoToAllState = FMessageDialog::Open(EAppMsgType::YesNoYesAllNoAllCancel, EAppReturnType::Yes, FText::Format( | |
NSLOCTEXT("UnrealEd", "ImportedAssetAlreadyExists", "{0} Would you like to overwrite the existing settings?\n\nYes or Yes to All: Overwrite the existing settings.\nNo or No to All: Preserve the existing settings.\nCancel: Abort the operation."), | |
Message)); | |
} | |
-- | |
2.27.0.windows.1 |
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UE5 のローカル修正 - Torus Solutions 改