- Generated Preview Jsons will be saved in <Project>\Saved\PreviewJsonDevices\Android
- Preview menu will have a list of Preview Json options. The Jsons will be gathered from <Project>\Saved\PreviewJsonDevices\Android and <Project>\Content\Editor\PreviewJsons
- Preview menu will also allow the ability to import Jsons from other locations
- Disable Preview button moved at the top of the menu
- Cleaned up Preview menu, added separators for Shader Format
#jira UE-138858
#rb Allan.Bentham
[CL 36032718 by florin pascu in ue5-main branch]
- New menu options for preview platforms to generate/preview devices from json files
- Currently only enabled for Android preview platform
#jira UE-138858
#rb Jack.Porter
[CL 35531710 by florin pascu in ue5-main branch]
This makes Ctrl/Cmd+O available when the level editor doesn't have focus, such as after clicking on a tab (Mac and Windows) or on the title bar (Mac only).
This also changes FLevelEditorCommands to avoid deprecation warnings in auto-generated methods.
#jira UE-207561
#rb brooke.hubert
[CL 33097546 by sebastian arleryd in ue5-main branch]
[FYI] sebastian.arleryd
Original CL Desc
-----------------------------------------------------------------
Move Ctrl+O to global commands
This makes Ctrl/Cmd+O available when the level editor doesn't have focus, such as after clicking on a tab (Mac and Windows) or on the title bar (Mac only).
#jira UE-207561
#rb brooke.hubert
[CL 32944920 by sebastian arleryd in ue5-main branch]
This makes Ctrl/Cmd+O available when the level editor doesn't have focus, such as after clicking on a tab (Mac and Windows) or on the title bar (Mac only).
#jira UE-207561
#rb brooke.hubert
[CL 32930066 by sebastian arleryd in ue5-main 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 31453001 by christopher waters 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]
There is project information text on the right side of the title bar which uses a darker background color than the title bar background. This change fixes that by using the "Colors.Title" color as the background.
#jira UE-186873
[REVIEW] [at]editor-ux
#rnx
[CL 27598455 by sebastian arleryd in ue5-main branch]
#rb aditya.ravichandran
#preflight 644a98819c50ddcc0bbd69ae
#ushell-cherrypick of 25215039 by kristof.morva1
[CL 25216467 by KristofMorva in ue5-main branch]
Added LLM tags for many allocations in Editor Framework components. Used best judgement for use of existing tags.
Added EngineMisc/MessageLog tag to capture allocations that the logger does since it is a well defined core system that all other modules tend to use. This will pull the disparate allocations within the logger attributed to a lot of other tags into it's own bespoke tag.
Added a LevelEditor tag since it is also a fairly large component. There isn't a generic 'Editor' tag, though I think this might be worthwhile to explore as there are other editors in UEd (PropertyEditor for example).
#jira UE-153282
#preflight 63d9872cba4fadeef0acc846
#rb booke.hubert ronald.koppers
[CL 23938402 by logan buchy in ue5-main branch]
- When true, all components that are part of the selection set will draw their vizualizers.
- When false, only the selected components and the selected actors root components will draw their vizualizers.
- Defaults to true.
#jira UE-171442
#rb lauren.barnes
#preflight 63cab8b76446bf36f2d1dc66
[CL 23791220 by JeanMichel Dignard in ue5-main branch]
Add a filter and column to show Unsaved Assets.
Add a filter and modify the source control column to show uncontrolled assets
#jira UE-168231
#rb patrick.laflamme
#preflight 6361417a397c7af8966cec38
[CL 22890180 by aditya ravichandran in ue5-main branch]