55 Commits

Author SHA1 Message Date
francis hurteau
0a395d69e1 Truncation warnings fixes for AssetTools
#rb Devin.Doucette
#jira UE-166274

[CL 26759447 by francis hurteau in ue5-main branch]
2023-08-01 18:48:02 -04:00
bryan sefcik
d205101cc8 Removed unnecessary private include modules.
#preflight 645da640cf788a25581110bb

[CL 25451545 by bryan sefcik in ue5-main branch]
2023-05-12 12:13:52 -04:00
bryan sefcik
91c57d395e Removed redundant module includes.
#preflight 645d4bf3aa3c584c0b5b3a67

[CL 25435653 by bryan sefcik in ue5-main branch]
2023-05-11 16:48:21 -04:00
bryan sefcik
5798c36ed1 Added a missing circular dependency with AssetTools and UnrealEd.
Updated AssetTypeActivationOpenedMethod.h to include the generated.h.
#preflight 63d2beb85354589b5c70adb5

[CL 23871556 by bryan sefcik in ue5-main branch]
2023-01-26 13:19:09 -05:00
Mike Zyracki
ec7b0acc45 Sequencer: Curve Editor: Improve curve editor playback speed by using an UMG SRetainerWidget that caches to a render target. We then tie the new caching of our lines/keys so that if our cache updates we just then need to manually RequestRender on the RetainerWidget. This gives us nearly no performance decrease now when rendering curves. In AssetTools it uses the CurveEditorView module causing a cycle, but it's not actually needed since it loads and uses the module directly and uses privateincludedepency instead. Currently we need to include UMG but this will probably change as Daren get's time to move the RetainerWidget code to a different module.
#jira UE-157989
#preflight 638fc71cc0652bbec29c5cfd
#rb daren.cheng, matt.hoffman

[CL 23432453 by Mike Zyracki in ue5-main branch]
2022-12-07 14:21:16 -05:00
nick darnell
9e765542af Editor - Fixing an ASan bug in the category paths, need to declare them statically so that the compiler doesn't free the list too early.
Editor - Upgrading the Texture AssetTypeActions to be AssetDefinitions.

#jira UE-169989
#jira UE-165574

[CL 23121796 by nick darnell in ue5-main branch]
2022-11-14 13:18:14 -05:00
nick darnell
e85b0cd48c AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
bob tellez
635e0d776e [Backout] - CL23068129 and 23069638
[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions.  IAssetTypeActions is woefully inadiquit now.  It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class.  We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset.  We could introduce a replacement in the class, but that would just get inherited, causing other issues.  So instead the parallel UObject based AssetDefinition now exists.  In large part it will probably be very similar to the other one, but several things in it probably need to chnage.  For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.

Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23072024 by bob tellez in ue5-main branch]
2022-11-10 01:18:44 -05:00
nick darnell
fd6f4a29b1 AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]

[CL 23072002 by nick darnell in ue5-main branch]
2022-11-10 01:17:07 -05:00
julien stjean
3991bcb36d Reworked the migration tool so that it support moving assets inside of a plugin.
Added a global event for when some package are migrated. This can be used for hotfixes and as extension point for systems to react or add stuff to the migration.

Other changes that were required for the new migration:
Level streaming is now aware that the world might be part of a instanced package. When it validate that file for the streamed world exist it will use the path from the package linker of the world package.
The level postload function now prefer to use the Instancing Context package remapping from its linker to determine where it should load some of its external UActorFolder.
The StringTableEditorModule was modified to be able to properly react to the migration.

This change will still require some change in a future release to reduce its memory usage.

#rb Francis.Hurteau
#jira UE-162943, UE-161367, UE-161364, UE-161359, UE-161357, UE-161355, UE-161354, UE-145342
#preflight 6358419f2e6690262abbce83
#lockdown jeanmichel.dignard

[CL 22798574 by julien stjean in ue5-main branch]
2022-10-26 19:11:52 -04:00
bryan sefcik
a3dddc6630 Pass 1 on Developer include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e281694758d0bf2ea1399

[CL 21960082 by bryan sefcik in ue5-main branch]
2022-09-11 18:32:18 -04:00
bryan sefcik
f58e75e476 Pass 2 on cleaning up build.cs files.
#jira
#preflight 631b7a79304480f8f8b48580

[CL 21931324 by bryan sefcik in ue5-main branch]
2022-09-09 19:41:38 -04:00
jason stasik
54e2ea3049 Additional menu filtering for BP-based factories
#rb david.hibbitts,rex.hill
#preflight 62fabf17086f90bbc4069ec9

#ROBOMERGE-AUTHOR: jason.stasik
#ROBOMERGE-SOURCE: CL 21398192 via CL 21401380 via CL 21401443 via CL 21401480
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)

[CL 21406926 by jason stasik in ue5-main branch]
2022-08-16 12:29:41 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Alexis Matte
cb5d41fc7e Allow Physics asset to be a developper module with no dependencecies on any editor module.
#jira UETOOL-3603
#rb richard.talbotwatkin
#preflight 60d1e95f78c3b000010f6005

[CL 16743468 by Alexis Matte in ue5-main branch]
2021-06-22 11:12:23 -04:00
justin hare
5f1caca88c Fixed issue where renaming certain assets causes soft reference issues, with special handling for GameMapsSettings: ensure redirectors are created for assets that are soft-referenced by CDOs when they are renamed. Enhanced warning message at time of renaming if any GameMapsSettings are affected. Added error at cook time if any of the GameMapsSettings maps/modes are still pointing to redirectors, as they will fail to load at runtime.
#jira UE-80948

[CL 15475421 by justin hare in ue5-main branch]
2021-02-19 16:15:20 -04:00
Alexis Matte
f44af03ab0 Split InterchangeCore module and add an InterchangeEngine module to make dependencies more easy to manage. The out of process worker cannot compile with Engine and do not need the interchangemanager.
#jira none
#rb jeanmichel.dignard

[CL 14395980 by Alexis Matte in ue5-main branch]
2020-09-25 10:45:38 -04:00
brooke hubert
9fa4bf0f27 Move FEditorModeInfo and shared mode defines to EditorFramework module.
#rnx
#Jira UE-96448
#review-14071452
#rb jamie.dale lauren.barnes

[CL 14084099 by brooke hubert in ue5-main branch]
2020-08-11 16:46:17 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Alexis Matte
78fa2d6e35 Interchange framework initial commit. This is an experimental feature that is off by default
#jira none
#rb jeanmichel.dignard, jeanluc.corenthin, johan.duparc, danny.couture

[CL 13935912 by Alexis Matte in ue5-main branch]
2020-07-23 14:33:55 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
dave belanger
30609f64ac Moved the core functionality of the Plugin Browser for creating and mounting a new plugin into a new PluginUtils plugin.
#rb Rex.Hill

#ROBOMERGE-SOURCE: CL 13032255 via CL 13032257 via CL 13032260
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v683-13008971)

[CL 13032261 by dave belanger in Main branch]
2020-04-24 08:21:09 -04:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
Chris Gagnon
2e87118a18 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) Interim 4.24.
#rb none

[CL 8614014 by Chris Gagnon in Main branch]
2019-09-10 11:35:20 -04:00
Rolando Caloca
aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00