The editor viewport would previously skip the GizmoManipulationStopped call if nothing had actually moved, but this causes an imbalance in the APIs which call NotifyMovementStarted and NotifyMovementEnded.
GizmoManipulationStopped is now always called, but with an extra argument saying if anything actually moved.
#rb Brooke.Hubert
#preflight 60aeb2de1db8a70001cbe077
[CL 16537833 by Jamie Dale in ue5-main branch]
This was to optimize selecting groups, but we've handled this case elsewhere by just skipping the group logic if the group is already in the list of things that we've processed. This applies that approach to getting the elements to move.
#rb Brooke.Hubert
#ROBOMERGE-SOURCE: CL 15890607 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15890762 by jamie dale in ue5-main branch]
- Adjusting the Editor handling of preview platforms to not assume SM5 is the running feature level.
- Adding "bPreviewFeatureLevelIsMax" to user settings to signal if the last saved Preview Feature Level was the maximum supported by the RHI, aka the default. If this is true on load, we set the Preview Feature Level to the max supported. This is to allow situations were we go from DX12+SM6 to DX11+SM5 and back without forcing the user to change the Preview Feature Level.
- Preventing unsupported feature levels from being previewed.
- Fixing the preview button being enabled for the default feature level.
#jira none
#rb arciel.rekman, simon.tovey, josh.adams
[CL 15729038 by christopher waters in ue5-main branch]
Currently only delete and delta transform are enabled/available
#rb Brooke.Hubert
#ROBOMERGE-SOURCE: CL 15631470 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)
[CL 15631487 by jamie dale in ue5-main branch]
GetViewports, GetActiveViewport, SetAllowsCinematicControl, GetAllowsCinematicControl.
PilotLevelActor, EjectPilotLevelActor, EditorSetGameView, EditorGetGameView now take an optional config key to indicate which viewport should be set/get. Default is none, which acts on the active viewport (no change in existing behavior)
#jira UE-108941
#rb brooke.hubert
[CL 15522119 by Max Chen in ue5-main branch]
Each group actor is now only enumerated once at the end, rather than once for each selected actor within a group
#jira UE-108343
#rb Brooke.Hubert
#ROBOMERGE-SOURCE: CL 15475127 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15475131 by jamie dale in ue5-main branch]
SActorDetails now operates on a given UTypedElementSelectionSet (removing its dependence on the global selection), and also operates based on the list of selected top-level elements rather than the selected actors.
UTypedElementDetailsInterface provides the interface needed for an element to be used with the details panel, with ITypedElementDetailsObject being the underlying glue object.
The ITypedElementDetailsObject instance will exist as long as the details panel is using it, so gives a lifetime to potentially synthesized UObject instances that are created purely for editing (eg, on instances).
This change removes almost all direct use of UpdateFloatingPropertyWindowsFromActorList, with only a single use-case in the reference viewer remaining.
Most code was already using UpdateFloatingPropertyWindows anyway, which now emits an extra OnElementSelectionChanged event in addition to its previous OnActorSelectionChanged event.
UpdateFloatingPropertyWindowsFromActorList now only emits an OnOverridePropertyEditorSelection event and no longer emits an OnActorSelectionChanged event.
SActorDetails is updated from both OnElementSelectionChanged and OnOverridePropertyEditorSelection, with the OnActorSelectionChanged event remaining for backwards compatability with existing code.
#jira
#rb Chris.Gagnon, Brooke.Hubert
[CL 15037524 by Jamie Dale in ue5-main branch]
I'm going to narrow the scope of the fix for UE-54964 instead in an additional CL to follow.
#rnx
#rb Chris.Gagnon
#jira UE-54964, UE-104342
[CL 14942194 by Phillip Kavan in ue5-main branch]
These changes allow a Blueprint class that is based on an abstract native parent class to dynamically add new sprite categories inherited from the native parent when a level is loaded with one or more instances of the Blueprint class. Previously, this could crash the editor due to a global mapping table that was not being updated to include new sprite category visibility commands created in that case.
#jira UE-54964
#rb Chris.Gagnon
[CL 14886456 by Phillip Kavan in ue5-main branch]
The following options from the actor viewport menu are now elemenent based:
- Snap/Align (excluding layers)
- Delta Transform
- Mirror X/Y/Z
#rb Brooke.Hubert
[CL 14830849 by Jamie Dale in ue5-main branch]