Commit Graph

603 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
97417204f2 Prevent creating assets from creating a new content browser when there is an open content browser drawer.
[CL 14821608 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-30 13:28:01 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Cody Albert
1ea4bf5913 Introduction of TextFilterKeyValueHandler
- Added a text filter key value handler class that can custom handle the key and value for the text filter in the content browser
- Handlers can be added from other modules/plugins and specified in the editor config file with a corresponding key and its class
- Added a class to query the configurable settings for each handler to find the correct handler based on key text

#rb Chris.Gagnon

[CL 14799515 by Cody Albert in ue5-main branch]
2020-11-20 15:22:08 -04:00
geoff evans
3576e505bf Add asset file path length to content browser tooltip
Upcoming cooker changes remove the path length limitations for cooked file paths. This change forks and specializes/simplifies the path computation for source asset file paths, and adds the file path length (and maximum allowed) to the tooltip so users can still peek about any prohibitively long file paths in their project on disk.

#jira UE-102547

[CL 14791106 by geoff evans in ue5-main branch]
2020-11-19 17:21:15 -04:00
brooke hubert
1d722fa530 Fix cook assert when blutility module loads content browser module.
#rnx
#Jira UE-103012
#rb @matt.peters

[CL 14736774 by brooke hubert in ue5-main branch]
2020-11-12 15:08:11 -04:00
brooke hubert
6b43ed1986 Add a drop down menu to the Content shortcut in the level editor, to which plugins can add additional shortcuts.
#Jira UE-101076
#rb chris.gagnon

[CL 14728018 by brooke hubert in ue5-main branch]
2020-11-11 19:29:13 -04:00
Matt Kuhlenschmidt
9c79924297 Fix content browser folder tree clipping
#fyi lauren.barnes

[CL 14707961 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-10 15:53:43 -04:00
danny couture
c23f6884fe Async Static Mesh Compilation / Loading
- Add protection against async property accessed during async build and postload.
   - Split PostLoad into 3 steps with the most part now being made async.
   - Make Build/BatchBuild API async when the feature is activated.
   - Add a new StaticMesh compilation manager. (This will be refactory later to reduce duplicated code with texture compiler).
   - Skip RenderState creation for any static mesh component still being built so they only show up when ready.
   - Fixed DistanceField and MeshCard computation that might trigger too soon if fixups are required to RenderData during PostLoad.
   - Dynamic priorisation for building and updating static meshes nearest to the viewport.
   - Implement different PIE modes, current default is to stall only for mesh that might affect nagivation/collision for players/bots.
   - Add a new generic interface for assets being built (still a WIP).
   - Add ability in FrontEnd filters to skip serialization of asset being async compiled and refresh when compilation finishes.
   - Prevent auto-save while textures and static meshes are being built (same as shaders)
   - Logic has been reordered in some Fortnite Building Component to avoid unnecessarily touching static mesh properties.

General Optimizations
   - Use cached thumbnails until shaders/textures/static meshes are ready to improve performance and avoid rendering incomplete thumbnails.

DEBUGGING
 - Can be forcibly enabled/disabled through command-line via -asyncstaticmeshcompilation=[off, on, paused]
 - Can pause staticmesh compilation using Editor.AsyncStaticMeshCompilation = 2 or -asyncstaticmeshcompilation=paused
 - Can manually resume a specified amount of paused compilation using Editor.AsyncStaticMeshCompilationResume [Num]
 - Can forcibly wait on all compilation using Editor.AsyncStaticMeshCompilationFlushAll

BENCHMARKS
 - 2m19s to 17.9s for Loading FortGPUTestbed's LumenTest with an empty local only DDC
 - 2h45m to 5mxxs for Loading Reverb's P_World with an empty local only DDC
 - 17m29 to 10m27s for Loading Apollo_Terrain_Edit with an empty local only DDC

TESTS
 - Loading maps from Reverb, Fortnite, ShooterGame, QAGame, FortGPUTestbed
 - Content browser interactions while still under heavy compilation
 - Importing with Datasmith / Dataprep
 - Working with the new Mesh Modeling Tool
 - Shutting down the editor while loading
 - Most of EngineTest Test Suite

REFERENCES
 - Design https://docs.google.com/document/d/1O4GI1G9AtQN6l0SaGFfXw0DyNhlLunLoEqne5INvxIQ
 - Documentation https://docs.google.com/document/d/1KCdFEMhhcsGwfgOisTVwlOwtsmEd7qbB0V6Tc39Gb10

#rb Francis.Hurteau

[CL 14688146 by danny couture in ue5-main branch]
2020-11-09 07:50:34 -04:00
geoff evans
bde28af943 Redefine Content Browser's "RealTime Thumbnails" to be only the item the cursor is hovering over instead of every thumbnail in an SAssetView.
This change removes the use of boolean attribute AreRealTimeThumbnailsAllowed. This attribute is less than ideal, design-wise, since it uses the thumbnail pool to drive the behavior of the thumbnails. Instead we build in default hover behavior to the thumbnail slate widgets, and implement plumbing for custom pathways to enable/disable real time behavior per thumbnail.

-> Add default OnMouseEnter/OnMouseLeave events on SAssetThumbnail for default hover behavior (over the actual thumbnail image), which supports detail panel, customizations, and things like FoliageEditor and Niagara Stack Overview thumbnail strip.
-> Add thumbnail initialize pathway support for disabling default hover behavior for use cases where the logical asset is more than just the thumbnail image (border elements, text elements with the asset name, etc).
-> Add custom OnMouseEnter/OnMouseLeave handlers on SAssetTileItem, SAssetListItem to perform real time behavior on entire logical asset item in Content Browser and Asset Picker.

#rb francis.hurteau
#fyi matt.kuhlenschmidt
#jira UETOOL-2363

[CL 14673948 by geoff evans in ue5-main branch]
2020-11-05 21:41:33 -04:00
Mike Zyracki
aae5f97323 Content Browser: Control Rig: Expose CustomBlackListFolder to PathPickerConfig so we can only see one root and not every folder for the Pose Library.
#jira UE-102478
#rb rex.hill

[CL 14668229 by Mike Zyracki in ue5-main branch]
2020-11-05 15:23:04 -04:00
Simon Therriault
cb15353ebb - Fixing empty filter entry in Media category
#rb chris.gagnon
#jira UE-35277

[CL 14578778 by Simon Therriault in ue5-main branch]
2020-10-26 13:44:32 -04:00
Jamie Dale
156e6ac0de Clear asset selection on shutdown
Any lingering references just used to become null, but they now need to be cleared to avoid leaking typed element references.

#fyi Braeden.Shosa
#rnx

[CL 14568555 by Jamie Dale in ue5-main branch]
2020-10-24 10:58:05 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
JeanFrancois Dube
cab5d7ce2f Content Browser: don't try to remove items folders when adding new items that don't pass the required filters.
Saves over a minute when loading Apollo_Terain converted to World Partition.

#rb jamie.dale

[CL 14528556 by JeanFrancois Dube in ue5-main branch]
2020-10-20 16:11:36 -04:00
Matt Kuhlenschmidt
156b9c1ec7 Content browser drawer improvements
- Always focus search field even when clicking drawer button
- Drawer is now summoned if there is no content browser when clicking the browse button in the details panel or asset editor.
- Creation of the content browser drawer is now handled by the content browser singleton.

[CL 14513618 by Matt Kuhlenschmidt in ue5-main branch]
2020-10-19 09:18:57 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00
geoff evans
0fad8a1a6d Batch up dispatch of files and folders to Explorer/Finder/File Manager into groups of 10
Unify ContentBrowser "Explore" / "Show in Explorer" logic across several user endpoints

#jira UETOOL-2325
#rb brandon.schaefer,francis.hurteau

[CL 14423933 by geoff evans in ue5-main branch]
2020-10-05 16:10:14 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Matt Kuhlenschmidt
a8970c67a8 More fixes to splitters and separators after the style flattening
[CL 14248196 by Matt Kuhlenschmidt in ue5-main branch]
2020-09-02 17:06:51 -04:00
Matt Kuhlenschmidt
f6dceb1423 Replace some usage of recessed color with background color to flatten things up a bit
[CL 14234731 by Matt Kuhlenschmidt in ue5-main branch]
2020-09-01 14:39:53 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Matt Kuhlenschmidt
e0cdd5ebb9 Fix Add Collection not working in the content browser of the collections area is collapsed
#jira UE-97335

[CL 14188445 by Matt Kuhlenschmidt in ue5-main branch]
2020-08-26 10:49:15 -04:00
Jamie Dale
b8f60355dc Fixed SPathView sometimes switching to "All Assets" during asset discovery
#rb none
#rnx

[CL 14184079 by Jamie Dale in ue5-main branch]
2020-08-25 17:49:45 -04:00
brooke hubert
48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00
Matt Kuhlenschmidt
0d3c28f946 Fix up save layout dialog. Updated styles and cut off buttons
[CL 14110182 by Matt Kuhlenschmidt in ue5-main branch]
2020-08-13 21:18:57 -04:00