Our approach to deleting actors was apparently not sufficient to notify various editor systems of the deletion. This CL replaces AActor::Destroy with calls to UUnrealEdEngine::DeleteActors and UWorld::DeleteActor (depending on the context)
#rb lonnie.li
#jira UE-204240
[CL 31304400 by nickolas drake in ue5-main branch]
(will add in a different stream)
[FYI] Jimmy.Andrews
Original CL Desc
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add support for instance colors in scene component -> dynamic mesh geometry script conversion function
#rb David.Hill
[CL 31124528 by jimmy andrews in ue5-main branch]
Two behaviors now exist. When selecting from the Level Editor viewport, relative transforms between all selected objects are preserved in the subsequent UVEditor's viewport. When selecting from the Content Browser, or other sources that don't wrap the selected objects in a Component, the UVEditor will provide an automatic layout based on the object's bounding spheres.
Further, there are two new CVARs:
modeling.UVEditor.EnableLivePreviewArrangement - Enables or Disables the auto arrangement feature when selecting from the Content Browser. This exists to support legacy behavior where users might want the object's baked in transform to position objects in the UVEditor.
modeling.UVEditor.LivePreviewArrangementMode - Selects the mode of the auto arrangement. 0 indicates a line formation. 1 indicates an adaptive circular arrangement.
#rb lonnie.li
#jira UE-202730
[CL 30944612 by nathan mitchell in ue5-main branch]
This was mistakenly included as I thought the SubmitTool had finished its work and I started messing around and it picked up my change
[FYI] lonnie.li
[CL 30861865 by nickolas drake in ue5-main branch]
When we have a valid topology type (Triangle or Poly, not None), we render selectable mesh elements.
Added AccumulateElementsFromPredicate to the GeometrySelector interface which allows a predicate function to filter which geometry elements ought to be included in the provided FGeometrySelectionElements. The predicate is aware of the type of element (vert, edge, tri) and the selected element ID (which is a single value encoding the topology ID and the element ID). The predicate returns true for elements to include and false for elements to exclude. Internally, this function builds transient vert, edge, and tri selections with this predicate and then accumulates all selection elements into the provided FGeometrySelectionElements.
#rb lonnie.li
#jira UE-202674
[CL 30860867 by nickolas drake in ue5-main branch]
Customize derived tools to exclude the collision from subtracted shapes.
#jira UE-182340
#rb lonnie.li
[CL 30359256 by jimmy andrews in ue5-main branch]
- on drag: handles the rectangle change directly
- on tick: stores a pending selection function when dragging and calls it when ticking
- on realease: stores a pending selection function when dragging and calls it on release
#jira UE-201729
#rb semion.piskarev
[CL 30315792 by benoit gadreau in ue5-main branch]
also do some cleanup / generalization of the utility functions and change geometry script's append simple collision function to use them.
#rb David.Hill
[CL 29763193 by jimmy andrews in ue5-main branch]