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Copying //UE4/Dev-Sequencer to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2875025 on 2016/02/20 by Andrew.Rodham Sequencer: Cinematic viewport improvements - Added optional letterbox overlay (defaults to 2.35:1) - Added ability to change safe frame colors - Added selected tracks' keys to the transport range - Added buttons for jumping between selected tracks' keyframes on the transport controls - Removed black padding around the viewport where possible - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently - Added playback range to the viewport frame numbers - All frame numbers are now spin boxes #jira UE-26429 Change 2875026 on 2016/02/20 by Thomas.Sarkanen Added console commands for recording sequences Changed plugin to a developer plugin so we can load it when the editor is in -game mode. Added Exec commands. Added some more logging to help diagnose problems when using commands. Added loading/saving of config for recorder settings (stored in Editor.ini). Also disabled controls in recorder window when recording. Added auto-saving of assets when in non-editor modes. Moved animation settings from UnrealEd to Engine module. Change 2875036 on 2016/02/20 by Max.Chen Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors. #jira UE-26960 Change 2875046 on 2016/02/20 by Max.Preussner Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene. #jira UE-26249 Change 2875047 on 2016/02/20 by Max.Chen Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors Change 2877138 on 2016/02/23 by Max.Chen Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes. Change 2877143 on 2016/02/23 by Thomas.Sarkanen Added new math function: WindRelativeAnglesDegrees Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips. Good for winding rotations previously expressed as quaternions into a euler-angle representation. Change 2877147 on 2016/02/23 by Thomas.Sarkanen Added the ability to import sequencer transforms from the root node of an animation sequence Intended for use after re-importing animations from DCC tools. Available in the right-click menu for transform tracks. Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks. Change 2877163 on 2016/02/23 by Max.Chen Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false. Change 2877165 on 2016/02/23 by Max.Preussner Sequencer: Drawing vertical position lines when dragging keys Change 2878748 on 2016/02/23 by Max.Chen Curve Editor: Switch curve type to user when flatting or straightening tangents. #jira UE-27277 Change 2878799 on 2016/02/23 by Frank.Fella Sequencer - Add folders support to the outliner. Change 2880769 on 2016/02/24 by Andrew.Rodham Sequencer: Added ability to override runtime spawnable ownership in sequencer - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)" - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range #jira UE-27205 Change 2880770 on 2016/02/24 by Thomas.Sarkanen Sequencer: Added countdown and recording indicator display when recording Also fixed extra popups added post-PIE when animation recordings auto shutdown. Change 2880782 on 2016/02/24 by Max.Chen Sequencer: Snapping now also uses the current time as a possible snap time. #jira UE-26306 Change 2880793 on 2016/02/24 by Max.Chen Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button. Change 2880812 on 2016/02/24 by Max.Chen Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time. #jira UE-26306 Change 2881624 on 2016/02/25 by Andrew.Rodham Changing shader version GUID to fix corrupt shaders in ddc Change 2882408 on 2016/02/25 by Thomas.Sarkanen Asset/actors stored in TLazyObjectPtrs can now reference game content from engine This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain. Change 2882409 on 2016/02/25 by Thomas.Sarkanen [CL 2899785 by Max Chen in Main branch]
This commit is contained in:
committed by
Max.Chen@epicgames.com
parent
9c8b57b891
commit
4cde9c20a0
@@ -9,7 +9,31 @@
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#include "LevelEditor.h"
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#include "LevelViewportActions.h"
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class ILevelEditor;
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class SLevelViewport;
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class FLevelViewportLayout;
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/** Arguments for constructing a viewport */
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struct FViewportConstructionArgs
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{
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FViewportConstructionArgs()
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: ViewportType(LVT_Perspective)
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, bRealtime(false)
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{}
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/** The viewport's parent layout */
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TSharedPtr<FLevelViewportLayout> ParentLayout;
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/** The viewport's parent level editor */
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TWeakPtr<ILevelEditor> ParentLevelEditor;
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/** The viewport's desired type */
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ELevelViewportType ViewportType;
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/** Whether the viewport should default to realtime */
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bool bRealtime;
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/** A config key for loading/saving settings for the viewport */
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FString ConfigKey;
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/** Widget enabled attribute */
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TAttribute<bool> IsEnabled;
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};
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/** Interface that defines an entity within a viewport layout */
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class IViewportLayoutEntity : public TSharedFromThis<IViewportLayoutEntity>
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@@ -24,6 +48,9 @@ public:
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/** Optionally return this entity as an SLevelViewport. Legacy function for interop with code that used to deal directly with SLevelViewports */
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virtual TSharedPtr<SLevelViewport> AsLevelViewport() const { return nullptr; }
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/** Get this viewport's level editor viewport client */
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virtual FLevelEditorViewportClient& GetLevelViewportClient() const = 0;
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/** Check if this entity has an active play in editor viewport */
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virtual bool IsPlayInEditorViewportActive() const = 0;
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@@ -38,26 +65,9 @@ public:
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/** Called to save this item's settings in the specified config section */
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virtual void SaveConfig(const FString& ConfigSection) = 0;
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};
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class LEVELEDITOR_API FLevelViewportLayoutEntity : public IViewportLayoutEntity
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{
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public:
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FLevelViewportLayoutEntity(TSharedRef<SLevelViewport> InLevelViewport);
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virtual TSharedRef<SWidget> AsWidget() const override;
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virtual TSharedPtr<SLevelViewport> AsLevelViewport() const override;
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bool IsPlayInEditorViewportActive() const;
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void RegisterGameViewportIfPIE();
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void SetKeyboardFocus();
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void OnLayoutDestroyed();
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void SaveConfig(const FString& ConfigSection);
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protected:
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/** This entity's level viewport */
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TSharedRef<SLevelViewport> LevelViewport;
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/** Get the type of this viewport as a name */
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virtual FName GetType() const = 0;
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};
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/**
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@@ -85,7 +95,7 @@ public:
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* @param LayoutString The layout string loaded from file to custom build the layout with
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* @param InParentLevelEditor Optional level editor parent to use for new viewports
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*/
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TSharedRef<SWidget> BuildViewportLayout( TSharedPtr<SDockTab> InParentDockTab, TSharedPtr<class FLevelViewportTabContent> InParentTab, const FString& LayoutString, TWeakPtr<class SLevelEditor> InParentLevelEditor = NULL );
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TSharedRef<SWidget> BuildViewportLayout( TSharedPtr<SDockTab> InParentDockTab, TSharedPtr<class FLevelViewportTabContent> InParentTab, const FString& LayoutString, TWeakPtr<ILevelEditor> InParentLevelEditor = NULL );
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/**
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* Makes a request to maximize a specific viewport and hide the others in this layout
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@@ -258,7 +268,7 @@ protected:
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TWeakPtr< class FLevelViewportTabContent > ParentTabContent;
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/** The optional parent level editor for this layout */
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TWeakPtr< class SLevelEditor > ParentLevelEditor;
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TWeakPtr< ILevelEditor > ParentLevelEditor;
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/** The current maximized viewport if any */
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FName MaximizedViewport;
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