This widget will host warnings or messages with the ability to automate actions for the user.
Current actionable messages:
* Invalid Landscape grassmaps, with associated rebuild action
* Invalid Landscape physical materials, with associated rebuild action
* Invalid Landscape nanite meshes with associated rebuild action
* Invalid grassmaps, physical materials, nanite meshes will be agregated to only one message if multiple rebuild are necessary
* Landscape proxy packages needs to be updated, with associated mark dirty action
#jira UE-204527
#rb Jonathan.Bard
[CL 32498626 by luc eygasier in 5.4 branch]
This widget will host warnings or messages with the ability to automate actions for the user.
Current actionable messages:
* Invalid Landscape grassmaps, with associated rebuild action
* Invalid Landscape physical materials, with associated rebuild action
* Invalid Landscape nanite meshes with associated rebuild action
* Invalid grassmaps, physical materials, nanite meshes will be agregated to only one message if multiple rebuild are necessary
* Landscape proxy packages needs to be updated, with associated mark dirty action
#jira UE-204527
#rb chris.tchou, jonathan.bard
[CL 32498281 by luc eygasier in 5.4 branch]
- CVar ContentBrowser.ShowPluginFolderIcon to control visibility, disabled in UEFN restricted mode
- Child folders in plugins use normal icon to reduce visual noise
#ushell-cherrypick of 31731424 by robert.millar
[CL 32496330 by robert millar in 5.4 branch]
- ContentBrowserUtils::ShouldShowCustomVirtualFolderIcon and cvar ContentBrowser.ShowCustomVirtualFolderIcon so it can be disabled in UEFN
- Attribute ContentBrowserItemAttributes::ItemIsCustomVirtualFolder for categorization
- Built-in folders like All, Game, Engine, Plugins are not marked with the above attribute
- Set ContentBrowser.ShowCustomVirtualFolderIcon to 0 when entering UEFN restricted mode
#rb Rex.Hill
[CL 32492600 by robert millar in 5.4 branch]
Move icons into an editor folder so they don't get cooked
Change the override combo button to match the desired behavior
#jira UE-192063, UE-204831, UE-205036
#rb logan.buchy
[CL 32475269 by aditya ravichandran in 5.4 branch]
Skeletons are no longer dirtied when adding notifies and sync markers from animation timelines.
Skeletons can still hold sync markers and notifies, but they are not mandatory and they can all be held in animation assets if required.
'Find References' for notifies and sync markers now launches the find/replace dialog when selected from the animation timeline.
Removing notifies and sync markers from the skeleton now does only that. To remove from animations, use the find/replace tab.
Updated BP node spawning for anim notifies to use a custom spawner, correctly use the asset registry, apply filtering and context sensitivity and move some of the code out of BlueprintGraph.
Added icons to distinguish sync markers/notifies in the editing tab.
Updated notify editing tab filtering to allow users to filter items from 'this' skeleton, compatible skeletons or other assets.
Additionally fixed up icons for some Persona tabs that were incorrect.
#jira UE-204872
#rb jaime.cifuentes, Phillip.Kavan
[CL 31168386 by thomas sarkanen in 5.4 branch]
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL
[CL 31011245 by richard malo in 5.4 branch]
This change represents the final round of improvements to the Sequencer outliner UI per UX team's mockups. The notable changes are:
- All widgets on the outliner are now properly aligned and maintained through a rich and extensible column management API. All columns can be toggled on and off as desired.
- Previous/Add/Next key navigation buttons have updated icons and spacing and are consistent with the pin/lock/mute/solo icons
- Labels and edit widgets will now forcibly overflow other, less important, widgets on hover if they are occluded because of a narrow overal outliner width
- All rows now have a separator line
- Track rows are now uniform heights
- Lock camera button is now more prominent
#rb Max.Chen
#jira UE-200166
[CL 30976306 by andrew rodham in 5.4 branch]
- TableRowStyle for Sequencer which is a combination of the alternative row style and the show parent style - Alternating rows have different tints, parents have different tints.
- Make sure top level rows also report as a parent row
- Rows that have keys or sections selected also report as highlighted
#rb Andrew.Rodham
#jira UE-200166
[CL 30187311 by max chen in ue5-main branch]
- Change text "+Track" to "+Add"
- Move current frame widgets to playback controls, remove orange text on the current frame, frame counter is now in the tooltip
- Move clear in the status bar to the far left so it's easier to hit when you hover over the status bar
- Status bar changes - visible on hover of the info button, fades away/hides automatically on unhover after 2 seconds
- Add status bar and current frame to the curve editor playback controls
#jira UE-200158
#jira UE-200160
#jira UE-197844
#jira UE-201190
#rb andrew.rodham
[CL 30130942 by max chen in ue5-main branch]