A few tweaks for the latest engine version

This commit is contained in:
2026-05-08 14:16:52 -04:00
parent 1aa888ac82
commit b00ec49e91
3 changed files with 21 additions and 21 deletions

View File

@@ -1,5 +1,5 @@
--- Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/Private/VisualStudioCodeSourceCodeAccessor.cpp.orig 2026-04-12 22:58:34.075320964 -0400
+++ Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/Private/VisualStudioCodeSourceCodeAccessor.cpp 2026-04-12 23:03:40.139226303 -0400
--- Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/Private/VisualStudioCodeSourceCodeAccessor.cpp.orig 2026-05-08 14:11:02.262757499 -0400
+++ Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/Private/VisualStudioCodeSourceCodeAccessor.cpp 2026-05-05 15:36:35.232152395 -0400
@@ -149,7 +149,7 @@
FString SolutionDir = GetSolutionPath();
TArray<FString> Args;
@@ -9,9 +9,9 @@
return Launch(Args);
}
--- Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp.orig 2026-04-12 22:58:34.169323705 -0400
+++ Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp 2026-04-12 23:04:02.208867909 -0400
@@ -463,7 +463,7 @@
--- Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp.orig 2026-05-08 14:11:02.370759731 -0400
+++ Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp 2026-05-05 15:36:35.232353795 -0400
@@ -557,7 +557,7 @@
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
ISourceCodeAccessor& SourceCodeAccessor = SourceCodeAccessModule.GetAccessor();
@@ -20,7 +20,7 @@
FString SourceFileName;
uint32 SourceLineNumber = 1;
uint32 SourceColumnNumber = 0;
@@ -622,8 +622,8 @@
@@ -716,8 +716,8 @@
}
UE_LOG(LogSelectionDetails, Warning, TEXT("NavigateToFunctionSource: Unable to look up symbol: %s in module:%s"), *FunctionSymbolName, *FunctionModuleName);
@@ -31,11 +31,11 @@
}
--- Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp.orig 2026-04-12 22:58:34.254326184 -0400
+++ Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp 2025-11-10 23:34:18.481701126 -0500
@@ -299,6 +299,9 @@
--- Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp.orig 2026-05-08 14:11:02.477761942 -0400
+++ Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp 2026-05-05 15:36:35.232635087 -0400
@@ -317,6 +317,9 @@
// Furthermore SDL hides the mouse which we prevent by setting SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE, "1"); // When relative mouse mode is active, don't hide cursor.
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "0"); // Don't warp the cursor to the center in relative mouse mode.
+ // Unreal does its own dynamic capturing, we don't need SDL to do it.
+ SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
@@ -43,8 +43,8 @@
// If we're rendering offscreen, use the "dummy" SDL video driver
if (FParse::Param(FCommandLine::Get(), TEXT("RenderOffScreen")) && !getenv("SDL_VIDEODRIVER"))
{
--- Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp.orig 2026-04-12 22:58:34.349328955 -0400
+++ Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp 2026-04-12 23:05:56.395187515 -0400
--- Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp.orig 2026-05-08 14:11:02.584764153 -0400
+++ Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp 2026-05-05 15:36:35.232750204 -0400
@@ -15,6 +15,7 @@
#include "HAL/ExceptionHandling.h"
#include "HAL/PlatformProcess.h"
@@ -53,7 +53,7 @@
#include "AutoRTFM.h"
#include <link.h>
@@ -1060,3 +1061,69 @@
@@ -1063,3 +1064,69 @@
}
ReportLock.Unlock();
}
@@ -123,8 +123,8 @@
+
+ return false;
+}
--- Engine/Source/Runtime/Core/Public/Unix/UnixPlatformStackWalk.h.orig 2026-04-12 22:58:34.451331930 -0400
+++ Engine/Source/Runtime/Core/Public/Unix/UnixPlatformStackWalk.h 2026-04-12 23:06:10.273590986 -0400
--- Engine/Source/Runtime/Core/Public/Unix/UnixPlatformStackWalk.h.orig 2026-05-08 14:11:02.692766385 -0400
+++ Engine/Source/Runtime/Core/Public/Unix/UnixPlatformStackWalk.h 2026-05-05 15:36:35.232861435 -0400
@@ -24,6 +24,8 @@
static CORE_API void ThreadStackWalkAndDump(ANSICHAR* HumanReadableString, SIZE_T HumanReadableStringSize, int32 IgnoreCount, uint32 ThreadId);
static CORE_API int32 GetProcessModuleCount();
@@ -134,8 +134,8 @@
};
typedef FUnixPlatformStackWalk FPlatformStackWalk;
--- Engine/Source/Runtime/ApplicationCore/Public/Linux/LinuxApplication.h.orig 2026-05-05 21:15:20.644087179 -0400
+++ Engine/Source/Runtime/ApplicationCore/Public/Linux/LinuxApplication.h 2026-05-05 21:15:38.654613091 -0400
--- Engine/Source/Runtime/ApplicationCore/Public/Linux/LinuxApplication.h.orig 2026-05-08 14:11:02.802768658 -0400
+++ Engine/Source/Runtime/ApplicationCore/Public/Linux/LinuxApplication.h 2026-05-08 14:09:14.778161399 -0400
@@ -265,6 +265,12 @@
/** The input device Id of the controller that can be used to find the matching ULocalPlayer */
FInputDeviceId DeviceId;
@@ -149,8 +149,8 @@
/** Store axis values from events here to be handled once per frame. */
TMap<FGamepadKeyNames::Type, float> AxisEvents;
--- Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp.orig 2026-05-05 21:15:20.646317814 -0400
+++ Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp 2026-05-05 23:13:59.528028910 -0400
--- Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp.orig 2026-05-08 14:11:02.910770890 -0400
+++ Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp 2026-05-08 14:09:14.778345206 -0400
@@ -13,6 +13,13 @@
#include "IHapticDevice.h"
#include "GenericPlatform/GenericPlatformInputDeviceMapper.h"

View File

@@ -103,7 +103,7 @@ UEdGraphNode* FWingGraphAction::Execute(const FVector2D &Location) const
}
else
{
return Action->PerformAction(Graph, nullptr, Location, /*bSelectNewNode=*/false);
return Action->PerformAction(Graph, nullptr, UE::Slate::CastToVector2f(Location), /*bSelectNewNode=*/false);
}
}

View File

@@ -1,7 +1,7 @@
#pragma once
#include "CoreMinimal.h"
#include "MaterialTypes.h"
#include "Materials/MaterialParameters.h"
#include "WingBasics.h"
#include "WingParameterEditor.generated.h"