UVEditor: add ability to split bowtie verts. Fix some edge splits occasionally creating a bowtie vert on adjacent non-selected edge. Also fix some undo/redo issues especially regarding sew edges preview. Made all undo/redo selection change events broadcast for now.

#rb Nathan.Mitchell, Jimmy.Andrews
#rnx
#jira UE-133108
#preflight 61a8e8b3e01f3610f5307b4e

#ROBOMERGE-AUTHOR: semion.piskarev
#ROBOMERGE-SOURCE: CL 18355648 in //UE5/Release-5.0/... via CL 18355681
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18355709 by semion piskarev in ue5-release-engine-test branch]
This commit is contained in:
semion piskarev
2021-12-02 14:42:09 -05:00
parent 4e4d4da008
commit 40a7e56ec1
9 changed files with 296 additions and 207 deletions
@@ -116,12 +116,11 @@ public:
/**
* Function to use for emitting selection change events. If not set, Setup() will attach a version that
* uses EmitObjectChange() on the tool manager to emit a change that operates on this mechanic.
* @param bBroadcastOnSelectionChanged Indicates whether the SetSelection call that asked to issue the
* transaction was also requested to broadcast the OnSelectionChanged delegate. If so, the transaction
* should probably do the same on revert/apply.
* TODO: User should probably be able to specify whether the emitted transaction should broadcast
* OnSelectionChanged on redo, undo, or both, to allow selection change events to be used as bookends
* around topology changes.
*/
TUniqueFunction<void(const FDynamicMeshSelection& OldSelection, const FDynamicMeshSelection& NewSelection,
bool bBroadcastOnSelectionChanged)> EmitSelectionChange;
TUniqueFunction<void(const FDynamicMeshSelection& OldSelection, const FDynamicMeshSelection& NewSelection)> EmitSelectionChange;
protected: