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Quality of Life: Feature layer Refactor and updates #129
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Good to see that bp was removed from this sample, this is one of the things I want to improve on our sample repo. I see surface placement is also used. Great.
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In order to make them not over lap whatsoever, the pin mesh scale would be so incredibly small it would be difficult to see without the camera being super close. With this specific data set (trees), they are clustered together which makes it hard to not have any overlapping. This is pretty similar to how the unity one looked. |
It might be triggering the wrong portion of the If Statement that runs a forloop for Last Value - 1, I will have to look into it. But you are right, you should see 7. |
Shift + Click on a pin. The properties panel will only show up after you click on a pin and it will auto-hide the outfield drop down. Additionally, if you want to see the outfield drop-down while the properties panel is active, it will hide the properties panel. |
Aw ok, I see. I can see that based on what outfield you select, it shows different kind of properties which works very well. Based on this I noticed: Other comments I have are:
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Unfortunately that is expected behavior :/ The issue I was running into is that if we want it to show up when the outfields drop down is up, it needs to be bound to opposite of the book value for that toggle. I could probably check if "selected feature" != nullptr before toggling it. |
I don't think we can zoom to a point based on the inspector. That functionality only works when not in play mode and it's the same for both engines. It would be really complicated to write and we'd need to do it in the viewport which would take up a lot of space. I think it would be a nice to have but not super important for the sample. Maybe a toolkit idea? |
I can agree on that, I encountered this issue when I'm doing samples too. |
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//check for errors that could result in a crash or null return | ||
bool AFeatureLayer::ErrorCheck() |
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Naming should be improved here to indicate what bool result means. Something like AFeatureLayer::HasErrors()
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if (WebLink.Link.EndsWith("outfields=*")) | ||
{ | ||
bButtonActive = true; | ||
} | ||
else | ||
{ | ||
bButtonActive = false; | ||
} |
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if (WebLink.Link.EndsWith("outfields=*")) | |
{ | |
bButtonActive = true; | |
} | |
else | |
{ | |
bButtonActive = false; | |
} | |
bButtonActive = WebLink.Link.EndsWith("outfields=*"); |
if (!mapComponent) | ||
{ | ||
return; | ||
} |
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if (!mapComponent) | |
{ | |
return; | |
} |
This has already been verified on line 140.
return; | ||
} | ||
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item->Index = StartValue; |
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A lot of repeat code here with the block starting in 453. Any reason the for loop on line 437 doesn't cover this case?
Behavior of the sample worked correctly for me. Pins could use more adjustment, there is more overlapping here than the Unity implementation. |
The UI look great overall, nice work!! just a few suggestions:
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Sample
Checklist
keyword: Short description of change
Blueprints
Feature Layer WBP: https://blueprintue.com/blueprint/939quqzf/
ArcGIS Maps SDK Version
Maps SDK 1.7 w/UE 5.3