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]
The toolbar context used when extending the toolbar now has a weak pointer to the actual viewport the toolbar extension is being added to.
This provides additional information for CreateExtensionWidget in the FPanelExtensionFactory.
#rb lonnie.li
[CL 32484058 by stuart hill in 5.4 branch]
[FYI] Yoan.StAmant
Original CL Desc
-----------------------------------------------------------------
Removed some headers dependencies on 'FHitResult' and 'FOverlapResult'
#rb Mieszko.Zielinski
[CL 32477731 by alex kahn in 5.4 branch]
- Certain "SM5" platforms had FL SM6 requirements when being previewed.
- Adding a "PreviewFeatureLevel" to shader PreviewPlatform's to override the preview's feature level requirement.
- When changing between shader previews of the same feature level, the scene and all associated work should be reset just like when we change to a preview with a different feature level.
- During scene destruction, the VSM cache shouldn't need to process invalidations, especially since the preview shader platform has already been changed.
- Removing code that prevented switching between preview platforms that had different VSM settings.
#jira UE-200492
#rb jeannoe.morissette
[CL 31450187 by christopher waters in 5.4 branch]
- Level Coloration show flag is now replaced by the generic Actor Coloration show flag, and is now hidden in the show flags menu.
- Added a dropdown Actor Coloration menu that is dynamically populated with the current registered Actor Coloration handlers.
- Color handlers can now return different colors for the same actor, but different primitive components.
This way, if a plugin registers a new Actor Coloration mode, the menu will be automatically populated with that option until the plugin is unregistered.
#rb Sebastien.Lussier
[CL 30349047 by jeanfrancois dube in ue5-main branch]
* Pad around the SProjectBadge text by using the margin attribute of its SText instead of wrapping the SText in an SBorder. This is needed because the SBorder doesn't override SWidget::GetWindowZoneOverride, and therefore the window cannot be dragged on top of that SBorder.
* Add a WindowZoneOverride attribute to SExtensionPanel. This attribute's value controls the return value of SExtensionPanel::GetWindowZoneOverride.
* Set the WindowZoneOverride to EWindowZone::TitleBar for the SExtensionPanel in SProjectBadge. This allows the window to be dragged on the project badge.
* Stop using "ProjectBadgeBackgroundColor" from GEditorPerProjectIni because that was only used by the removed SBorder.
* Stop using "SProjectBadge.BadgeShape" from SlateEditorStyle and StarshipStyle because that was only used by the removed SBorder.
#jira UE-179910
#rb aditya.ravichandran
[CL 30055750 by sebastian arleryd in ue5-main branch]
[FYI] aditya.ravichandran
Original CL Desc
-----------------------------------------------------------------
PR #10115: Call OpenEditorForAsset instead of LoadMap when opening a map using the "File" menu to match how the CB opens levels
#jira UE-177003
#rb aditya.ravichandran
[CL 29998921 by projectgheist in ue5-main branch]
- Can specify multiple DPs and FriendlyNames now in the PreviewPlaform sections of a DDPI.ini file (separated by comma)
- Use the FriendlyName from the DDPI.ini directly in the platform preview menus, instead of counting on the friendly name of a ShaderPlatform
- IOS DDPI.ini as an example, with 3 DPs, generic IOS (what we had before), iPhone6S and iPadPro6
#rb michael.wanderson
[CL 29753922 by josh adams in ue5-main branch]
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29541562 by sebastien lussier in ue5-main branch]
[FYI] Sebastien.Lussier
Original CL Desc
-----------------------------------------------------------------
World Partition - HLOD in Editor
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29528240 by justin peterson in ue5-main branch]
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29527011 by sebastien lussier in ue5-main branch]