This CL was reviewed here: https://p4-swarm.epicgames.net/reviews/26051575 but needs to be merged into //Fortnite/Release-26.00, not //Fortnite/Main
#jira UE-183457
#rb ryan.schmidt, nathan.mitchell
[CL 26180612 by matija kecman in 5.3 branch]
Add DynamicMeshSelector::UpdateAfterGeometryEdit API. StaticMeshSelector implementation updates static mesh after an Edit instead of emitting MeshChange on temporary DynamicMesh.
Delete and Retriangulate Commands now use this API instead of directly emitting transaction, so now these commands work properly on Static Meshes.
FStaticMeshComponentSelectorFactory::CanBuildForTarget now only allows UStaticMeshComponent specifically, filtering out subclasses. This is not ideal but I don't know what else we can do for now, there are many subclasses like ISMC, SplineMeshComponent, etc, that will not work w/ the Selection system. Also now filtering out Engine assets and cooked assets.
ModelingToolsEditorMode now listens for blueprint pre-compiles, and when this occurs, clears the active selection and selection targets. This is necessary because if the selection Component was part of a BP, on recompile it is re-instanced and the old pointer goes stale. Possibly can handle this better or at a more granular level, but clearing the selection is safest. This currently results in things not being undoable because the FChange transactions are on the "old" UDynamicMesh that no longer exists.
UModelingToolsEditorMode::UpdateSelectionManagerOnEditorSelectionChange now does a more thorough job of inspecting the current Actor/Component selection to find Components that could work w/ the selection system.
#rb lonnie.li
[CL 26133442 by ryan schmidt in 5.3 branch]
- Factor out "extra corner" finding code from PolyEd and add support for it in subdivide tool.
- Add support for rounded corners for mesh boundaries.
- Override subdivision scheme during tool usage rather than just at tool start, to allow extra corners to fix some issues.
- Add some clarifying comments about schemes.
#rb Jimmy.Andrews
#jira UE-185416
[CL 26036654 by semion piskarev in 5.3 branch]
#rb Jimmy.Andrews
#preflight 63fe5fa6dd78dd50f61b619a
#tests Local testing with UEFN build 24438442.
#ushell-cherrypick of 23533564 by nathan.mitchell
[CL 24508032 by jimmy andrews in ue5-main branch]
Add an edge simplification operation to the PolyEdit tool
#rb semion.piskarev
#preflight 63ee9a0f3c1eb56f055442ac
[CL 24276322 by jimmy andrews in ue5-main branch]
+ Update the plane cut logic to allow it to use the simplify function
#rb david.hill
#preflight 63e516ea1d3284fefe72c97a
[CL 24107250 by jimmy andrews in ue5-main branch]
Add UGeometrySelectionManager::GetActiveSelectionInfo, returns info about current selection w/o having to copy selection
Override UEditMeshPolygonsActionModeToolBuilder::CanBuildTool, use this new function to do specific per-action filtering to limit to supported input selection types
UEditMeshPolygonsSelectionModeToolBuilder::InitializeNewTool() now filters UI panels for current input selection if available, update Selection-palette PolyEd button to use this builder instead
#jira UE-176168
#preflight 63e2c886c2257e56f413b805
#rb david.hill
[CL 24068438 by ryan schmidt in ue5-main branch]
- Added FTransformGizmoDataBinder which allows for gizmos to be bound to vectors such that the vectors are updated when the gizmo changes, and the gizmo is updated from vectors when asked. This should make it easy-ish to create displays of gizmos.
- Used the data binder in STransformGizmoNumericalUIOverlay, an overlay containing a draggable numerical UI panel for gizmos. Note that currently all changes, including typing, intentionally go down a gizmo drag path, meaning that they trigger the begin/end transform edit sequence calls, to make the tools treat them as a gizmo drag (in part because some tools might otherwise assume that a gizmo update is from an undo transaction or some other path that is special-cased).
- Added some slate things to ModelingEditorUI to support the numerical UI, in particular a viewport draggable box, and a widget that emits a tick delegate.
- Added some delegates to gizmo context object and combined transform gizmos to allow things to bind/unbind to/from them appropriately.
#rb Ryan.Schmidt
#preflight 63ce97ebf2318350a2f3a6c4
[CL 23815889 by semion piskarev in ue5-main branch]
Add support for Tools to provide an "output" selection. Add UGeometrySelectionManager::SetSelectionForComponent() which can set an explicit externally-provided selection. FBaseDynamicMeshSelector::UpdateSelectionFromSelection() now supports selection conversion when available and requested (is used to implement SetSelectionForComponent). New GeometrySelectionUtil functions InitializeSelectionFromTriangles() and ConvertSelection() are used to implement this (note: only Triangles->other conversion is currently supported). Add HaveAvailableGeometrySelection() and SetToolOutputGeometrySelectionForTarget() in StoredMeshSelectionUtil.h, this is the top-level function that Tools can use to set an Output selection.
ExtrudeMeshSelectionTool now emits output selection.
Update EditMeshPolygonsTool to use new Selection system and allow individual operations to be utilized as standalone Tools. Convert EditMeshPolygonsTool to be a USingleTargetWithSelectionTool, use FGeometrySelection to initialize selection. Add bTerminateOnPendingActionComplete flag, which is set when Tool is directly initialized to a specific operation, and forces tool to shut down when operation completes. This allows it to be used to more cleanly implement multiple action buttons in Modeling UI. When in this mode, selection panels are not shown. On Shutdown, now emits an "output" selection which GeometrySelectionManager can use to provide new selection to user. Update UPolygonSelectionMechanic Set/Get selection APIs to use FGeometrySelection instead of UPersistentMeshSelection.
port UVProjectionTool to derive from USingleTargetWithSelectionTool, use FGeometrySelection to initialize target ROI
deprecate UPersistentMeshSelection and related functions in StoredMeshSelectionUtil.h. Deprecate Tool Input Selection APIs in USingleSelectionMeshEditingTool and Builder.
Repurpose old ModelingMode-level PolyModel tab operations for new Selection Tools UI, now support Inset, Outset, Cut Faces, Insert Edge Loop, PushPull, and Bevel.
#rb none
#preflight 63c84fa2b065224750b9831f
[CL 23766643 by ryan schmidt in ue5-main branch]
Add UInteractiveCommandResult, UInteractiveCommand::ExecuteCommand() now optionally can return a result subclass
Add UGeometrySelectionEditCommandResult, UGeometrySelectionEditCommand now can optionally return an "output" selection via this type
UGeometrySelectionManager::ExecuteSelectionCommand optionally can restore a selection after a command, via UGeometrySelectionEditCommandResult
Add UDisconnectGeometrySelectionCommand, implements disconnection of selected triangles (ie separates but not into a new mesh)
Add UModifyGeometrySelectionCommand, implements various selection edits (select all, expand to connected, invert, invert connected, expand, contract)
Add IGeometrySelector::InitializeSelectionFromPredicate() and ::UpdateSelectionFromSelection(), implement in UDynamicMeshSelector, used to implement selection edit commands
Add UI to enable new commands in Modeling Mode
#rb none
#preflight 63c047f4305002c64170f6a2
[CL 23667880 by ryan schmidt in ue5-main branch]
Added UI/Clamp meta tags where appropriate to implicitly remove the exponential behavior and added Delta/LinearDeltaSensitivity tags when values shouldn't be bounded but don't necessarily depend on the scale of the working mesh.
In the case of values that shouldn't be bounded and do change depending on the mesh scale, the exponential behavior remains.
#jira none
#rb ryan.schmidt
#preflight 639a3cc3776b61ba3bbf0f9f
[CL 23538292 by Nickolas Drake in ue5-main branch]