From 32b79b52c6e355f8c6cd80a7eeffb8baac957ba4 Mon Sep 17 00:00:00 2001 From: LordYorth <83911465+LordYorth@users.noreply.github.com> Date: Mon, 29 May 2023 13:46:37 -0400 Subject: [PATCH 1/3] Update ImGuiImplementation.cpp --- Source/ImGui/Private/ImGuiImplementation.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/Source/ImGui/Private/ImGuiImplementation.cpp b/Source/ImGui/Private/ImGuiImplementation.cpp index 62610029..dc7caba3 100644 --- a/Source/ImGui/Private/ImGuiImplementation.cpp +++ b/Source/ImGui/Private/ImGuiImplementation.cpp @@ -7,6 +7,11 @@ // For convenience and easy access to the ImGui source code, we build it as part of this module. // We don't need to define IMGUI_API manually because it is already done for this module. +// UE 5.1 stopped defining PLATFORM_XBOXONE, so be safe if not defined +#if !defined(PLATFORM_XBOXONE) + #define PLATFORM_XBOXONE 0 +#endif + #if PLATFORM_XBOXONE // Disable Win32 functions used in ImGui and not supported on XBox. #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS From 4b3f4d7081002a06933c61e8a917c1e1311f64fb Mon Sep 17 00:00:00 2001 From: LordYorth <83911465+LordYorth@users.noreply.github.com> Date: Mon, 29 May 2023 13:47:43 -0400 Subject: [PATCH 2/3] Update ImGuiModuleSettings.h --- Source/ImGui/Private/ImGuiModuleSettings.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/ImGui/Private/ImGuiModuleSettings.h b/Source/ImGui/Private/ImGuiModuleSettings.h index e685b2e9..369f0767 100644 --- a/Source/ImGui/Private/ImGuiModuleSettings.h +++ b/Source/ImGui/Private/ImGuiModuleSettings.h @@ -175,7 +175,7 @@ class UImGuiSettings : public UObject // Path to own implementation of ImGui Input Handler allowing to customize handling of keyboard and gamepad input. // If not set then default handler is used. - UPROPERTY(EditAnywhere, config, Category = "Extensions", meta = (MetaClass = "ImGuiInputHandler")) + UPROPERTY(EditAnywhere, config, Category = "Extensions", meta = (MetaClass = "/Script/ImGui.ImGuiInputHandler")) FSoftClassPath ImGuiInputHandlerClass; // Whether ImGui should share keyboard input with game. From 7bf95fa99e02f857acb8495a37525b1dd082c883 Mon Sep 17 00:00:00 2001 From: LordYorth <83911465+LordYorth@users.noreply.github.com> Date: Mon, 29 May 2023 13:50:09 -0400 Subject: [PATCH 3/3] Update SImGuiCanvasControl.cpp --- Source/ImGui/Private/Widgets/SImGuiCanvasControl.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Source/ImGui/Private/Widgets/SImGuiCanvasControl.cpp b/Source/ImGui/Private/Widgets/SImGuiCanvasControl.cpp index cfdbec38..0335b784 100644 --- a/Source/ImGui/Private/Widgets/SImGuiCanvasControl.cpp +++ b/Source/ImGui/Private/Widgets/SImGuiCanvasControl.cpp @@ -4,6 +4,8 @@ #include "VersionCompatibility.h" + #include "Math/Vector2D.h" + #include #include @@ -176,7 +178,7 @@ FReply SImGuiCanvasControl::OnDragOver(const FGeometry& MyGeometry, const FDragD if (Operation.IsValid()) { const FSlateRenderTransform ScreenToWidget = MyGeometry.GetAccumulatedRenderTransform().Inverse(); - const FVector2D DragDelta = ScreenToWidget.TransformVector(DragDropEvent.GetScreenSpacePosition() - Operation->StartPosition); + const FVector2D DragDelta = static_cast(ScreenToWidget.TransformVector(DragDropEvent.GetScreenSpacePosition() - Operation->StartPosition)); if (Operation->DragType == EDragType::Content) {