diff --git a/Source/FlowEditor/Private/Asset/FlowAssetFactory.cpp b/Source/FlowEditor/Private/Asset/FlowAssetFactory.cpp index 7514374b..310dc1d6 100644 --- a/Source/FlowEditor/Private/Asset/FlowAssetFactory.cpp +++ b/Source/FlowEditor/Private/Asset/FlowAssetFactory.cpp @@ -76,7 +76,7 @@ bool UFlowAssetFactory::ConfigureProperties() bool UFlowAssetFactory::ConfigurePropertiesInternal(const FText& TitleText) { - AssetClass = GetDefault()->DefaultFlowAssetClass; + AssetClass = GetDefault()->DefaultFlowAssetClass.LoadSynchronous(); if (AssetClass) // Class was set in settings { return true; diff --git a/Source/FlowEditor/Private/Utils/SLevelEditorFlow.cpp b/Source/FlowEditor/Private/Utils/SLevelEditorFlow.cpp index 7eb8d66d..fff985be 100644 --- a/Source/FlowEditor/Private/Utils/SLevelEditorFlow.cpp +++ b/Source/FlowEditor/Private/Utils/SLevelEditorFlow.cpp @@ -40,7 +40,7 @@ void SLevelEditorFlow::CreateFlowWidget() .AutoWidth() [ SNew(SObjectPropertyEntryBox) - .AllowedClass(GetDefault()->WorldAssetClass) + .AllowedClass(GetDefault()->WorldAssetClass.LoadSynchronous()) .DisplayThumbnail(false) .OnObjectChanged(this, &SLevelEditorFlow::OnFlowChanged) .ObjectPath(this, &SLevelEditorFlow::GetFlowAssetPath) // needs function to automatically refresh view upon data change diff --git a/Source/FlowEditor/Public/Graph/FlowGraphSettings.h b/Source/FlowEditor/Public/Graph/FlowGraphSettings.h index 439d8fb2..1c264284 100644 --- a/Source/FlowEditor/Public/Graph/FlowGraphSettings.h +++ b/Source/FlowEditor/Public/Graph/FlowGraphSettings.h @@ -85,16 +85,16 @@ class FLOWEDITOR_API UFlowGraphSettings : public UDeveloperSettings /* Use this class to create new assets. Class picker will show up if None. */ UPROPERTY(EditAnywhere, config, Category = "Default UI") - TSubclassOf DefaultFlowAssetClass; + TSoftClassPtr DefaultFlowAssetClass; /* Flow Asset class allowed to be assigned via Level Editor toolbar. */ UPROPERTY(EditAnywhere, config, Category = "Default UI", meta = (EditCondition = "bShowAssetToolbarAboveLevelEditor")) - TSubclassOf WorldAssetClass; + TSoftClassPtr WorldAssetClass; /* Hide specific nodes from the Flow Palette without changing the source code. * Requires restart after making a change. */ UPROPERTY(EditAnywhere, config, Category = "Nodes", meta = (ConfigRestartRequired = true)) - TArray> NodesHiddenFromPalette; + TArray> NodesHiddenFromPalette; /* Configurable map of FlowAsset subclasses to the FlowAssetNodePolicy for that subclass. */ UPROPERTY(EditAnywhere, Config, Category = "Nodes", meta = (ConfigRestartRequired = true, AllowedClasses = "/Script/Flow.FlowAsset")) @@ -102,7 +102,7 @@ class FLOWEDITOR_API UFlowGraphSettings : public UDeveloperSettings /* Allows anyone to override Flow Palette category for specific nodes without modifying source code. */ UPROPERTY(EditAnywhere, config, Category = "Nodes") - TMap, FString> OverridenNodeCategories; + TMap, FString> OverridenNodeCategories; /* Hide default pin names on simple nodes, reduces UI clutter. */ UPROPERTY(EditAnywhere, config, Category = "Nodes") @@ -114,7 +114,7 @@ class FLOWEDITOR_API UFlowGraphSettings : public UDeveloperSettings TArray NodePrefixesToRemove; /* Display Styles for nodes, keyed by Gameplay Tag. */ - UPROPERTY(EditAnywhere, config, Category = "Nodes", meta = (TitleProperty = "{Tag}}")) + UPROPERTY(EditAnywhere, config, Category = "Nodes", meta = (TitleProperty = "{Tag}")) TArray NodeDisplayStyles; #if WITH_EDITORONLY_DATA @@ -131,7 +131,7 @@ class FLOWEDITOR_API UFlowGraphSettings : public UDeveloperSettings TMap NodeTitleColors; UPROPERTY(Config, EditAnywhere, Category = "Nodes") - TMap, FLinearColor> NodeSpecificColors; + TMap, FLinearColor> NodeSpecificColors; UPROPERTY(EditAnywhere, config, Category = "Nodes") FLinearColor ExecPinColorModifier;