v1.1.25
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 - synchronousFSlateApplication::TakeScreenshotof 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::MakePinTypepromoted to a public shared type-string resolver, now reused by the struct-authoring surface.- New
AssetHandlers_Struct.cpptranslation-unit partition wrappingFStructureEditorUtils. ImageWrapperadded to the plugin module dependencies for in-process PNG encode.