- Move UCreateMeshObjectTypeProperties to ModelingComponents and update all include sites
- Added Editor Modeling Mode settings to Enable/Disable showing DynamicMeshActor creation options, and select default mesh object type. Removed CVarEnableDynamicMeshActors.
- Added optional 'Auto' output mesh type to UCreateMeshObjectTypeProperties. This can be used in Tools that have input objects and want to allow optional conversion, but default to 'just use input mesh object type'.
- Added ConvertMeshesTool, this does in-place conversion between Mesh Object types for a set of selected objects (Duplicate tool can also do this, but only for a single object, and functionality is expected to further diverge)
- Added SplitMeshesTool, decomposes a mesh into parts and creates a new output object for each part
- CombineMeshesTool now supports variable output object type. Cleaned up internals.
#rb none
#rnx
#jira none
#preflight 60d3bc76b4bb42000195eccf
[CL 16768010 by Ryan Schmidt in ue5-main branch]
- ADynamicMeshActor type has a UDynamicMeshComponent subobject (similar to StaticMeshActor)
- Add IPersistentDynamicMeshSource, a ToolTarget Interface for accessing a UDynamicMesh
- Add UDynamicMeshComponentToolTarget, a UToolTarget implementing the above as well as various standard interfaces, to allow Tools to operate on an external DynamicMeshComponent
- Update UE::ToolTarget:: helper functions that get/commit via DynamicMesh to handle IPersistentDynamicMeshSource directly, instead of going via existing MeshDescription/DynamicMesh interfaces. Add UE::ToolTarget::SetSourceObjectVisible() helper function.
- Add support for creating DynamicMeshActors in UCreateMeshObjectTypeProperties and UEditorModelingObjectsCreationAPI
- register UDynamicMeshComponentToolTargetFactory in ModelingToolsEditorMode
- Rename existing internal ADynamicMeshActor to AOldDynamicMeshActor. Does not appear to be in use and will be removed in a future CL.
#rb lonnie.li
#rnx
#jira none
#preflight 60d0effc367e6700014c2e89
[CL 16735093 by Ryan Schmidt in ue5-main branch]
- Refactor recompute-UVs-for-groups/islands out of ParameterizeMeshOp/Tool into RecomputeUVsOp/Tool. RecomputeUVsTool supports selection of active PolygroupLayer when applicable. Add support for auto-repacking.
- Clean up ParameterizeMeshOp/Tool, remove functionality related to recomputation that was moved to Recompute tool, add separate property sets for UVAtlas and XAtlas
- Add FDynamicMeshUVEditor::QuickPack() function to compute UV layout
- Add support for Polygroup Layer selection in SetCollisionGeometryTool, if only one source object is in use
#rb none
#rnx
#jira none
#preflight 60ced4b0be81e800012cc135
[CL 16724375 by Ryan Schmidt in ue5-main branch]
- Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module
- move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module
- Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options
- Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs
- Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget
- Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation
- Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate().
- Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets
- Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high).
- DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop
#rb none
#rnx
#jira none
#preflight 60ba50632c42ea0001cb54c5
[CL 16561742 by Ryan Schmidt in ue5-main branch]
- add new UModelingObjectsCreationAPI and associated data structures, provides abstract API for creating mesh and texture objects from Tools that is not specifically tied to StaticMesh Actors/Assets
- new helper functions in UE::Modeling:: namespace to simplify usage of an implementation of this API registered in a ContextObjectStore
- add new UEditorModelingObjectsCreationAPI implementation of above, supports hooks for higher level to provide custom paths
- add ModelingModeAssetUtils.h, provides several functions in UE::Modeling:: namespace to be used to implement those hooks (various existing path-determination code is moved here)
- ModelingToolsEditorMode now registers an instance of UEditorModelingObjectsCreationAPI in ContextObjectStore and connects up callbacks to these path functions
- AssetGenerationUtil functions and ModelingModeAssetAPI deleted
- All Tools that previously used IToolsContextAssetAPI updated to use this new system
#rb jimmy.andrews
#rnx
#jira none
#preflight 60b7c2ddae46a1000162729b
[CL 16538450 by Ryan Schmidt in ue5-main branch]
IntervalGizmo is now just registered and unregistered as needed by the MeshSpaceDeformerTool, as this is the only place it is currently used.
Previous implementation in InteractiveGizmoManager is left intact as there are a few uses outside of MeshModelingTools that need to be cleaned up before it can be deleted.
UTransformGizmo now requires it's Builder to tell it which sub-gizmo identifier strings to pass to the GizmoManager to create axis/plane/rotation sub-gizmos (and the code that registers the Builder must then provide these strings). This cleans up previous explicit references to UInteractiveGizmoManager static strings from UTransformGizmo.
#rb Christina.TempelaarL, david.hill
#rnx
#jira none
[CL 16409673 by Ryan Schmidt in ue5-main branch]
- New UInteractiveToolCameraFocusAPI UInterface defines functions a Tool can implement to publish its ability to provide a focus-box and focus-point
- ModelingMode uses this API to customize behavior. Box-focus (f hotkey) will now always focus on Tool-provided focus-box if available. Point-focus (c hotkey) will focus on nearer of world-hit and Tool focus-point.
- Default implementations for PrimitiveComponentToolTarget in SingleSelectionTool and MultiSelectionTool
- Custom focus-box implementations for PolyEdit-derived and TriSelect-derived tools, to focus on active selection if available
- Custom focus-point implementations for MeshSurfacePointTool
#rnx
#jira none
[CL 16246252 by Ryan Schmidt in ue5-main branch]
EStaticMeshEditingLOD enum moved to ComponentSourceInterfaces.h to make it more widely available.
Add ToolBuilderUtil::EnumerateComponents() and ToolTargetManager::EnumerateSelectedAndTargetableComponents(), this allows ToolBuilders to do additional checks on the valid Targets without having to make local arrays/etc. Fix SetCollisionGeometryTool to not build ToolTargets every frame just to check if one is a StaticMeshComponent.
#rb lonnie.li
#rnx
#jira none
#preflight 6092e932242f6600012445b0
[CL 16213180 by Ryan Schmidt in ue5-main branch]
Move potentially duplicated work (like bracket draws) to the mode manager. Input and drawing of mode specifics should be handled going forward by ITF tools and gizmos in the modes.
#rnx
#preflight 605c1a397f873d0001c5c66a
#Jira UE-103651
#rb lauren.barnes
[CL 15851576 by brooke hubert in ue5-main branch]