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Fix Unhide/Hide all selected commands with Parent actor selection
#jira UE-115563 #rb richard.malo #preflight 61a62b810f18b154417c0cdb #ROBOMERGE-AUTHOR: patrick.enfedaque #ROBOMERGE-SOURCE: CL 18324257 in //UE5/Release-5.0/... via CL 18324277 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18324299 by patrick enfedaque in ue5-release-engine-test branch]
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@@ -1497,7 +1497,7 @@ void UUnrealEdEngine::edactHideUnselected( UWorld* InWorld )
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for( FActorIterator It(InWorld); It; ++It )
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{
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AActor* Actor = *It;
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if( !FActorEditorUtils::IsABuilderBrush(Actor) && !Actor->IsSelected() && !Actor->IsHiddenEd() )
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if( !FActorEditorUtils::IsABuilderBrush(Actor) && !Actor->IsActorOrSelectionParentSelected() && !Actor->IsHiddenEd() )
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{
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// Save the actor to the transaction buffer to support undo/redo, but do
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// not call Modify, as we do not want to dirty the actor's package and
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@@ -1598,7 +1598,7 @@ void UUnrealEdEngine::edactHideSelectedStartup( UWorld* InWorld )
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FBspSurf& CurSurface = *SurfaceIterator;
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// Set the BSP surface to hide at editor startup, if it's not already set that way
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const bool bSelected = CurSurface.Actor->IsSelected() || (CurSurface.PolyFlags & PF_Selected);
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const bool bSelected = CurSurface.Actor->IsActorOrSelectionParentSelected() || (CurSurface.PolyFlags & PF_Selected);
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if (bSelected && !CurSurface.IsHiddenEdAtStartup() && !CurSurface.IsHiddenEd())
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{
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CurLevelModel.Modify();
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@@ -1689,7 +1689,7 @@ void UUnrealEdEngine::edactUnHideSelectedStartup( UWorld* InWorld )
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FBspSurf& CurSurface = *SurfaceIterator;
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// Mark the selected BSP surface as showing at editor startup if it was currently set to be hidden
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const bool bSelected = CurSurface.Actor->IsSelected() || (CurSurface.PolyFlags & PF_Selected);
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const bool bSelected = CurSurface.Actor->IsActorOrSelectionParentSelected() || (CurSurface.PolyFlags & PF_Selected);
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if (bSelected && CurSurface.IsHiddenEdAtStartup())
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{
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CurLevelModel.Modify();
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@@ -1714,7 +1714,7 @@ void UUnrealEdEngine::edactUnhideSelected( UWorld* InWorld )
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checkSlow( Actor->IsA(AActor::StaticClass()) );
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// Don't consider already visible actors or the builder brush
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if ( !FActorEditorUtils::IsABuilderBrush(Actor) && Actor->IsHiddenEd() )
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if ( !FActorEditorUtils::IsABuilderBrush(Actor) && Actor->IsActorOrSelectionParentSelected() && Actor->IsHiddenEd() )
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{
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ActorsToShow.Add( Actor );
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}
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