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v1.1.25

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@db-lyon db-lyon released this 19 Jul 15:12

v1.1.25

Struct assets are now fully authorable from the bridge, and editor.capture_screenshot gains a pixel-true whole-window mode.

Server

  • asset(create_user_defined_struct) - create a UserDefinedStruct, optionally pre-populated with typed fields ([{name, type}], type via the shared MakePinType resolver: bool/int/float/string/name/text/byte, structs, enums, object refs).
  • asset(list_struct_fields) - enumerate a struct's members with index, internal name, friendly name, GUID, and a type label.
  • asset(edit_user_defined_struct) - op=add_field / rename_field / set_field_type / remove_field. rename_field rewrites only the friendly name, so the member GUID is preserved and existing Blueprint pins and DataTable rows keyed off it survive (#735).
  • asset(rename_struct_field) - convenience wrapper over rename_field; resolve the field by fieldGuid or fieldName.
  • editor(capture_screenshot) target=window - synchronous FSlateApplication::TakeScreenshot of the whole active Slate window. Pixel-true for all painted Slate/UMG UI, returns only after the PNG is on disk, and works while the window is unfocused or off-screen. Reliable mode for agent visual QA of game UI (#734).

Internals

  • FBlueprintHandlers::MakePinType promoted to a public shared type-string resolver, now reused by the struct-authoring surface.
  • New AssetHandlers_Struct.cpp translation-unit partition wrapping FStructureEditorUtils.
  • ImageWrapper added to the plugin module dependencies for in-process PNG encode.