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[DevOps] add "Categories" for FAB release
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13 files changed

+55
-57
lines changed

13 files changed

+55
-57
lines changed

Source/UnrealHelperEditor/Public/Development/UHESettings.h

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -11,9 +11,9 @@ struct UNREALHELPEREDITOR_API FUHECustomClassIconDescription
1111
{
1212
GENERATED_BODY()
1313

14-
UPROPERTY(EditAnywhere, BlueprintReadWrite)
14+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="CustomClassIconDescription")
1515
TSoftObjectPtr<UTexture2D> Texture2D;
16-
UPROPERTY(EditAnywhere, BlueprintReadWrite)
16+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="CustomClassIconDescription")
1717
TSubclassOf<UObject> Class;
1818
};
1919

@@ -26,6 +26,6 @@ class UNREALHELPEREDITOR_API UUHESettings : public UDeveloperSettingsBackedByCVa
2626
GENERATED_BODY()
2727

2828
public:
29-
UPROPERTY(config, EditAnywhere, meta=(FullyExpand))
29+
UPROPERTY(config, EditAnywhere, Category="Custom Class Icons", meta=(FullyExpand))
3030
TArray<FUHECustomClassIconDescription> CustomClassIcons;
3131
};

Source/UnrealHelperLibrary/Public/AI/Decorators/BTD_LoopRandomCount.h

Lines changed: 2 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -18,12 +18,11 @@ class UNREALHELPERLIBRARY_API UBTD_LoopRandomCount : public UBTDecorator_Loop
1818
UBTD_LoopRandomCount(const FObjectInitializer& ObjectInitializer);
1919

2020
/** number of executions */
21-
UPROPERTY(EditAnywhere, meta=(EditCondition="!bInfiniteLoop", ClampMin="1", ClampMax="255"))
21+
UPROPERTY(EditAnywhere, Category="LoopRandomCount", meta=(EditCondition="!bInfiniteLoop", ClampMin="1", ClampMax="255"))
2222
FInt32Interval Range = FInt32Interval(2, 4);
2323

24-
virtual FString GetStaticDescription() const override;
25-
2624
protected:
2725
virtual void OnNodeActivation(FBehaviorTreeSearchData& SearchData) override;
26+
virtual FString GetStaticDescription() const override;
2827

2928
};

Source/UnrealHelperLibrary/Public/AI/Tasks/BTT_TurnTo.h

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -42,20 +42,20 @@ class UNREALHELPERLIBRARY_API UBTT_TurnTo : public UBTTask_BlackboardBase
4242
protected:
4343
// TODO IMO can't be 0.0f, enemy wont turn such precisely clamp to 0.1f at least?
4444
/** Success condition precision in degrees */
45-
UPROPERTY(config, Category = Node, EditAnywhere, meta = (ClampMin = "0.0", Units="Degrees"))
45+
UPROPERTY(config, Category="TurnTo", EditAnywhere, meta = (ClampMin = "0.0", Units="Degrees"))
4646
float Precision = 1.0f;
4747

48-
UPROPERTY(EditAnywhere)
48+
UPROPERTY(EditAnywhere, Category="TurnTo")
4949
bool bUseTurnAnimations = true;
50-
UPROPERTY(EditAnywhere, meta=(EditCondition="bUseTurnAnimations", EditConditionHides))
50+
UPROPERTY(EditAnywhere, Category="TurnTo", meta=(EditCondition="bUseTurnAnimations", EditConditionHides))
5151
EUHLSettingsSource SettingsSource = EUHLSettingsSource::Actor;
5252

53-
UPROPERTY(EditAnywhere, meta=(EditCondition="bUseTurnAnimations && SettingsSource==EUHLSettingsSource::Node", EditConditionHides))
53+
UPROPERTY(EditAnywhere, Category="TurnTo", meta=(EditCondition="bUseTurnAnimations && SettingsSource==EUHLSettingsSource::Node", EditConditionHides))
5454
FTurnSettings TurnSettings;
55-
UPROPERTY(EditAnywhere, meta=(EditCondition="bUseTurnAnimations && SettingsSource==EUHLSettingsSource::DataAsset", EditConditionHides))
55+
UPROPERTY(EditAnywhere, Category="TurnTo", meta=(EditCondition="bUseTurnAnimations && SettingsSource==EUHLSettingsSource::DataAsset", EditConditionHides))
5656
UTurnSettingsDataAsset* RotateToAnimationsDataAsset;
5757

58-
UPROPERTY(EditAnywhere)
58+
UPROPERTY(EditAnywhere, Category="TurnTo")
5959
bool bDebug = false;
6060

6161
// Prefers to rotate 180deg if relative angle >115deg, suits for all medium mobs(human size)

Source/UnrealHelperLibrary/Public/AbilitySystem/UHLAbilitySet.h

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -93,7 +93,6 @@ struct FUHLAbilitySet_GrantedHandles
9393
GENERATED_BODY()
9494

9595
public:
96-
9796
FGameplayTagContainer GetAbilitySetTags() const { return AbilitySetTags; }
9897
void SetAbilitySetTags(const FGameplayTagContainer& AbilitySetTagContainer);
9998

@@ -145,7 +144,7 @@ class UUHLAbilitySet : public UPrimaryDataAsset
145144

146145
protected:
147146
// AbilitySetTag to associate with and can be removed "RemoveAbilitySetByTag"
148-
UPROPERTY(EditDefaultsOnly, meta=(TitleProperty=Ability))
147+
UPROPERTY(EditDefaultsOnly, Category = "AbilitySet Tags", meta=(TitleProperty=Ability))
149148
FGameplayTagContainer AbilitySetTags;
150149

151150
// Gameplay abilities to grant when this ability set is granted.

Source/UnrealHelperLibrary/Public/AbilitySystem/UHLAbilitySystemConfig.h

Lines changed: 16 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -19,45 +19,45 @@ struct FUHLAbilitySystemSettings
1919
GENERATED_BODY()
2020

2121
public:
22-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(InlineEditConditionToggle))
22+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AbilitySystemSettings", meta=(InlineEditConditionToggle))
2323
bool bInitializeGameplayAttributes = true;
24-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(ForceInlineRow, EditCondition="bInitializeGameplayAttributes"))
24+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AbilitySystemSettings", meta=(ForceInlineRow, EditCondition="bInitializeGameplayAttributes"))
2525
TMap<FGameplayAttribute, float> InitialAttributes = {};
2626

27-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(InlineEditConditionToggle))
27+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AbilitySystemSettings", meta=(InlineEditConditionToggle))
2828
bool bGiveAbilitiesOnStart = true;
29-
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(EditCondition="bGiveAbilitiesOnStart"))
29+
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="AbilitySystemSettings", meta=(EditCondition="bGiveAbilitiesOnStart"))
3030
TArray<TSubclassOf<UGameplayAbility>> Abilities = {};
3131

32-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(InlineEditConditionToggle))
32+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AbilitySystemSettings", meta=(InlineEditConditionToggle))
3333
bool bGiveAttributesSetsOnStart = true;
34-
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(EditCondition="bGiveAttributesSetsOnStart"))
34+
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="AbilitySystemSettings", meta=(EditCondition="bGiveAttributesSetsOnStart"))
3535
TArray<TSubclassOf<UAttributeSet>> AttributeSets = {};
3636

3737
// TODO replace by "EUHLAbilityActivationPolicy::OnSpawn"
38-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(InlineEditConditionToggle))
38+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AbilitySystemSettings", meta=(InlineEditConditionToggle))
3939
bool bActivateAbilitiesOnStart = true;
40-
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(EditCondition="bActivateAbilitiesOnStart"))
40+
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="AbilitySystemSettings", meta=(EditCondition="bActivateAbilitiesOnStart"))
4141
TArray<FGameplayTagContainer> ActiveAbilitiesOnStart = {};
4242

4343
// TODO initial GameplayEffects?
44-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(InlineEditConditionToggle))
44+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AbilitySystemSettings", meta=(InlineEditConditionToggle))
4545
bool bGiveInitialGameplayTags = true;
46-
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(EditCondition="bGiveInitialGameplayTags"))
46+
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="AbilitySystemSettings", meta=(EditCondition="bGiveInitialGameplayTags"))
4747
FGameplayTagContainer InitialGameplayTags;
4848

49-
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay, meta=(InlineEditConditionToggle))
49+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AbilitySystemSettings", AdvancedDisplay, meta=(InlineEditConditionToggle))
5050
bool bGiveAbilitySetsOnStart = true;
51-
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, AdvancedDisplay, meta=(EditCondition="bGiveAbilitySetsOnStart"))
51+
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="AbilitySystemSettings", AdvancedDisplay, meta=(EditCondition="bGiveAbilitySetsOnStart"))
5252
TArray<UUHLAbilitySet*> AbilitySets = {};
5353

54-
UPROPERTY(EditAnywhere, Transient, BlueprintReadWrite, AdvancedDisplay, meta=(InlineEditConditionToggle))
54+
UPROPERTY(EditAnywhere, Transient, BlueprintReadWrite, Category="AbilitySystemSettings", AdvancedDisplay, meta=(InlineEditConditionToggle))
5555
bool bPreviewAllAbilities = true;
56-
UPROPERTY(VisibleDefaultsOnly, Transient, AdvancedDisplay, meta=(EditCondition="bPreviewAllAbilities", MultiLine=true))
56+
UPROPERTY(VisibleDefaultsOnly, Transient, Category="AbilitySystemSettings", AdvancedDisplay, meta=(EditCondition="bPreviewAllAbilities", MultiLine=true))
5757
TMap<FString, FString> DebugPreviewAbilitiesFromAbilitySets = {};
5858

5959
// binding inputs to tags check Readme.MD on how to setup it
60-
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="UHL InputConfig")
60+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="UHL InputConfig")
6161
bool bUseInputConfig = false;
6262
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="UHL InputConfig", meta=(EditCondition="bUseInputConfig"))
6363
UUHLInputConfig* InputConfig = nullptr;
@@ -80,6 +80,6 @@ class UNREALHELPERLIBRARY_API UUHLAbilitySystemConfig : public UPrimaryDataAsset
8080
public:
8181
UUHLAbilitySystemConfig();
8282

83-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(ShowOnlyInnerProperties))
83+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AbilitySystemConfig", meta=(ShowOnlyInnerProperties))
8484
FUHLAbilitySystemSettings Settings;
8585
};

Source/UnrealHelperLibrary/Public/Animation/Notifies/ANS_CheckAbilityInputCache.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -17,7 +17,7 @@ class UNREALHELPERLIBRARY_API UANS_CheckAbilityInputCache : public UAnimNotifySt
1717
GENERATED_BODY()
1818

1919
public:
20-
UPROPERTY(EditAnywhere, BlueprintReadWrite)
20+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="CheckAbilityInputCache")
2121
bool bClearCacheOnEnd = true;
2222

2323
#if WITH_EDITOR

Source/UnrealHelperLibrary/Public/Development/UHLSettings.h

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -16,9 +16,9 @@ class UNREALHELPERLIBRARY_API UUHLSettings : public UDeveloperSettings
1616
GENERATED_BODY()
1717

1818
public:
19-
UPROPERTY(config, EditAnywhere)
19+
UPROPERTY(config, EditAnywhere, Category="Ability System Defaults")
2020
FUHLAbilitySystemSettings AbilitySystemConfigDefaults = {};
21-
UPROPERTY(config, EditAnywhere)
21+
UPROPERTY(config, EditAnywhere, Category="Ability System Defaults")
2222
bool bUseAbilitySystemConfigDefaultsInASC = true;
2323

2424
protected:

Source/UnrealHelperLibrary/Public/Input/AbilityInputCache.h

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -17,7 +17,7 @@ class UAbilityInputCachePayload : public UObject
1717
GENERATED_BODY()
1818

1919
public:
20-
UPROPERTY(EditAnywhere, BlueprintReadWrite)
20+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Payload")
2121
FGameplayTag AbilityGameplayTagToCache;
2222
};
2323

@@ -33,15 +33,15 @@ class UNREALHELPERLIBRARY_API UAbilityInputCache : public UObject
3333
UFUNCTION()
3434
void SetUp(UUHLAbilitySystemComponent* ASC_In);
3535

36-
UFUNCTION(BlueprintCallable)
36+
UFUNCTION(BlueprintCallable, Category = "AbilityInputCache")
3737
bool AddTagToCache(FGameplayTag AbilityTag_In);
38-
UFUNCTION(BlueprintCallable)
38+
UFUNCTION(BlueprintCallable, Category = "AbilityInputCache")
3939
bool AddTagsToCache(TArray<FGameplayTag> AbilityTags_In, bool bReverse = false);
40-
UFUNCTION(BlueprintCallable)
40+
UFUNCTION(BlueprintCallable, Category = "AbilityInputCache")
4141
void CheckCache();
42-
UFUNCTION(BlueprintCallable)
42+
UFUNCTION(BlueprintCallable, Category = "AbilityInputCache")
4343
void ClearCache();
44-
UFUNCTION(BlueprintCallable)
44+
UFUNCTION(BlueprintCallable, Category = "AbilityInputCache")
4545
TArray<FGameplayTag> GetAbilityInputCache() const { return AbilityInputCache; };
4646
// TODO: remove tags from cache explicitly (probably bad practice, dont give option to do so?)
4747
// UFUNCTION(BlueprintCallable)

Source/UnrealHelperLibrary/Public/Input/UHLInputConfig.h

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -27,9 +27,9 @@ struct FUHLInputAction
2727

2828
public:
2929

30-
UPROPERTY(EditDefaultsOnly)
30+
UPROPERTY(EditDefaultsOnly, Category="InputAction")
3131
const UInputAction* InputAction = nullptr;
32-
UPROPERTY(EditDefaultsOnly, Meta = (Categories = "InputTag"))
32+
UPROPERTY(EditDefaultsOnly, Category="InputAction", Meta = (Categories = "InputTag"))
3333
FGameplayTag InputTag;
3434
};
3535

@@ -44,11 +44,11 @@ struct FUHLInputActionAbilities
4444
GENERATED_BODY()
4545

4646
public:
47-
UPROPERTY(EditDefaultsOnly)
47+
UPROPERTY(EditDefaultsOnly, Category="InputActionAbilities")
4848
bool bEnabled = true;
49-
UPROPERTY(EditDefaultsOnly)
49+
UPROPERTY(EditDefaultsOnly, Category="InputActionAbilities")
5050
const UInputAction* InputAction = nullptr;
51-
UPROPERTY(EditDefaultsOnly)
51+
UPROPERTY(EditDefaultsOnly, Category="InputActionAbilities")
5252
TArray<FGameplayTag> AbilitiesToActivate;
5353
};
5454

@@ -82,6 +82,6 @@ class UNREALHELPERLIBRARY_API UUHLInputConfig : public UDataAsset
8282
FUHLInputAction NativeInputAction_Interact;
8383

8484
// List of input actions used by the owner. These input actions are mapped to a gameplay tag and are automatically bound to abilities with matching input tags.
85-
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
85+
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="AbilityInputActions", Meta = (TitleProperty = "InputAction"))
8686
TArray<FUHLInputActionAbilities> AbilityInputActions;
8787
};

Source/UnrealHelperLibrary/Public/Subsystems/DebugSubsystem/UHLDebugCategory.h

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -19,24 +19,24 @@ struct FUHLDebugCategory
1919
// UPROPERTY(EditAnywhere, BlueprintReadWrite)
2020
// bool bActive = true;
2121

22-
UPROPERTY(EditAnywhere, BlueprintReadWrite)
22+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UHLDebugCategory")
2323
FString Name = "";
2424

2525
// if DebugCategory requires PlayerController it can't be enabled before "SetUpCategoriesThatRequiresPlayerController" being called
2626
// Mostly you want to add "SetUpCategoriesThatRequiresPlayerController" in your "PlayerController.BeginPlay"
27-
UPROPERTY(EditAnywhere, BlueprintReadWrite)
27+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UHLDebugCategory")
2828
bool bRequiresPlayerControllerToEnable = true;
2929

3030
// Tags associated with this debug category, like GameplayAbilities category can be activated/deactivated by tag
3131
// WARNING - for better experience tags are filtered add child to "UHL.DebugCategory" or "DebugCategory"
3232
// WARNING 2 - NATIVE tags are not supported due to "plugin/module" restrictions, use FGameplayTag::RequestGameplayTag
3333
// and gameplay tags ini files
34-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(Categories = "UHL.DebugCategory,DebugCategory"))
34+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UHLDebugCategory", meta=(Categories = "UHL.DebugCategory,DebugCategory"))
3535
FGameplayTagContainer Tags = {};
3636

3737
// What DebugCategories this DebugCategory blocks. On enabling this DebugCategory it will disable other debug categories that match "Blocks" tags
3838
// WARNING for better experience tags are filtered add child to "UHL.DebugCategory" or "DebugCategory"
39-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(Categories = "UHL.DebugCategory,DebugCategory"))
39+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UHLDebugCategory", meta=(Categories = "UHL.DebugCategory,DebugCategory"))
4040
FGameplayTagContainer Blocks = {}; // blocks other debug categories activation with specified tags
4141
// TODO BlockedBy - what categories blocks it
4242
// UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(Categories = "UHL.DebugCategory"))
@@ -46,17 +46,17 @@ struct FUHLDebugCategory
4646
Example - I want component that enables AbilitySystem debug, I write DebugCategoryComponent(C++/BP) and add it here,
4747
so when DebugCategory enables that simple component "activates", when DebugCategory
4848
disabled component "deactivates", such simple **/
49-
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(ForceShowPluginContent))
49+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UHLDebugCategory", meta=(ForceShowPluginContent))
5050
TArray<TSubclassOf<UUHLDebugCategoryComponent>> Components = {};
5151
// for UI, background color and so on
52-
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
52+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UHLDebugCategory", AdvancedDisplay)
5353
FLinearColor Color = FLinearColor::MakeRandomColor();
5454
UPROPERTY()
5555
bool bIsDefaultUHLDebugCategory = false;
5656

5757
// "Editor" will mean that its will be enabled in "EnabledDebugCategories" by default for all devs on EditorStartup
5858
// Others means that DebugCategory will be enabled on start
59-
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
59+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UHLDebugCategory", AdvancedDisplay)
6060
TArray<EUHLBuildType> ByDefaultEnabledInBuildTypes = {};
6161

6262
bool TryEnable(UObject* ContextObj);

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