Push metadata changes to skeleton class as well as generated class#12
Push metadata changes to skeleton class as well as generated class#12MagForceSeven wants to merge 4 commits intoDoubleDeez:mainfrom
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Hey @MagForceSeven thanks for the PR. |
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I don't have one from the Engine. The plugin that I'm working on should be pushed soon. However I was working on a node very similar to/based on What I noticed (and discussed with Dylan) was that editing the metadata didn't seem to invalidate my delegate node until after the blueprint was compiled. I wanted/expected/hoped it would invalidate as as soon as the metadata change was committed. Thanks for taking a look. |
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Thanks for the explanation. |
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I just pushed it out yesterday! https://github.com/MagForceSeven/Starfire/tree/main/StarfireMessenger While it's hard to be 100% sure, but given the narrowness of the change I'd have high hopes that it would be pretty safe. It's possible that without the change, the dropdown for a blueprint instanced struct member might contain the wrong classes right after you edit it. I know that to show the metadata editor initially, you've got to compile the blueprint. But after that I'm not sure if the details panel is pulling from the generated or skeleton classes. If it's pulling from the skeleton, then this change would cause the dropdown to be correctly filtered after editing and before recompiling. |
While working on custom blueprint nodes that leveraged the metadata information, I found that only the generated class was being modified. It is also very useful to immediately update the skeleton class with the same information so that it can be immediately reflected my blueprint nodes without having to recompile (assuming the property already has the metadata field available after a first compile).