Commit Graph

870 Commits

Author SHA1 Message Date
Jamie Dale
ca08dfb897 Removed GLevelEditorModeTools use from typed element interface implementations
#rb Brooke.Hubert
#rnx

[CL 14828542 by Jamie Dale in ue5-main branch]
2020-12-01 12:05:35 -04:00
Matt Kuhlenschmidt
34fcd78a3e Fix style of current level picker in the viewport bottom right corner
#jira UETOOL-2711

[CL 14820653 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-30 11:22:20 -04:00
Jamie Dale
5e11829221 Fixed incorrect interface signature
#rb none
#rnx

[CL 14818390 by Jamie Dale in ue5-main branch]
2020-11-28 14:50:45 -04:00
Jamie Dale
2c17ac1408 Cleaned-up internal element data access
This avoids interfaces needing to know the direct structure of the element data, in case it were to change in the future. It also provides utils for accessing data from arrays of element handles.

#rb none
#rnx

[CL 14818377 by Jamie Dale in ue5-main branch]
2020-11-28 14:16:25 -04:00
rajesh chilagani
ffad41575d Refactor Landscape UpdateBakedTexture to not automatically dirty levels/actors and instead display a message so that the user can build them through the Build menu (like Grass)
#jira UE-102677
#rb patrick.enfedaque

[CL 14816208 by rajesh chilagani in ue5-main branch]
2020-11-26 14:22:44 -04:00
Jamie Dale
cf9fcc3e71 Implemented initial support for element based viewport interaction
There are two parts to this:
 - UTypedElementWorldInterface, which provides the lower-level access to things like element transforms.
 - UTypedElementViewportInteraction, which provides the higher-level access for things like gizmo manipulation.
   - The default implementation is implemented purely in terms of get/set transform via UTypedElementWorldInterface.
   - The level editor overrides this to continue to go through the current code path for gizmo manipulation.

#rb Brooke.Hubert

[CL 14813510 by Jamie Dale in ue5-main branch]
2020-11-25 14:31:59 -04:00
Alexis Matte
73d83c6a38 To protect the skeletalmesh when using async operations like build or re-import we deprecate all public member variables of USkeletalMesh class and create the necessary getter and setter. Those member will stay public but will be move to private in a future release.
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.

#rb danny.couture
#jira UEENT-3936
#rnx

[CL 14812920 by Alexis Matte in ue5-main branch]
2020-11-25 11:17:08 -04:00
Matt Peters
32145b4bf2 Fix assertion when creating a new partitioned level without having first opened the world browser.
#rb Richard.Malo
#rnx

[CL 14809822 by Matt Peters in ue5-main branch]
2020-11-24 11:54:59 -04:00
Patrick Boutot
32bad4cd65 Reduce size of SWidget by 14% by moving data that is not used often to MetaData. Deprecate SWidget::Cursor, you should now use SetCursor or GetCursor.
#jira none
#rb matt.kuhlenschmidt

[CL 14803645 by Patrick Boutot in ue5-main branch]
2020-11-21 06:26:26 -04:00
Matt Kuhlenschmidt
d2368b5d98 Consolidating icons.
Moved property editing icons to the generic icon set.

[CL 14753068 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-16 09:57:56 -04:00
sebastian nordgren
c678b96a4b FDetailsViewArgs 8 parameter defaulted constructor deprecated and all usages fixed.
#rb lauren.barnes

[CL 14750682 by sebastian nordgren in ue5-main branch]
2020-11-16 08:16:15 -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
cd26fdd0cf Tab drawer improvements
- activating an editor mode that was already active but in an drawer, opens that drawer
- dock tabs can now register for drawer opening/closing callbacks so that they can do stuff when the drawer opens or closes. For example, now the placement browser focuses its search field when the drawer opens

[CL 14723696 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-11 16:21:17 -04:00
Jamie Dale
3c9e003354 Allow pending kill actors to be re-selected during an undo/redo
They may still be pending kill as the transaction is replayed, and restoring the selection state never used to re-test whether an actor could be selected, so this restores the old behavior.

#jira UE-102334
#rb Rex.Hill
#rnx

[CL 14707360 by Jamie Dale in ue5-main branch]
2020-11-10 15:34:39 -04:00
Jamie Dale
6dc9d4f940 Formalized the process for creating higher-level element interfaces that can be customized by specific asset editors
This takes the framework used for UTypedElementSelectionSet and moves to it a utility base class that other higher-level interfaces can also make use of.

This also changes the interface implementations for these systems to be non-UObject types, as the script exposure is handled by the owner object, and this can solve some cyclic parsing issues with UHT (eg, between UnrealEd and LevelEditor).

#rb Chris.Gagnon, Brooke.Hubert
#rnx

[CL 14704895 by Jamie Dale in ue5-main branch]
2020-11-10 14:12:52 -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
Matt Kuhlenschmidt
aed44ee4e6 Unify lock icons
[CL 14634675 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-02 15:56:00 -04:00
Matt Kuhlenschmidt
bd1dea6248 Reskin numeric entry boxes and related details customizations (vectors, rotators, transforms)
[CL 14629610 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-02 13:49:16 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
danny couture
0b151ec30f Deprecate some directly accessible fields in UStaticMesh
#rb Francis.Hurteau

[CL 14606505 by danny couture in ue5-main branch]
2020-10-28 22:08:44 -04:00
Richard Malo
a961c2338b Added DataLayer browser & editing.
#rb jeanfrancois.dube, patrick.enfedaque

[CL 14597717 by Richard Malo in ue5-main branch]
2020-10-28 06:51:40 -04:00
Jamie Dale
ff7d47fbf4 Made typed element includes more consistent
- Moved all the "framework" code under "Elements/Framework".
 - Moved all the "interface" code under "Elements/Interfaces".

This lets the code be split over multiple modules (including the Engine and Editor) while retaining consistent include paths with things like "Elements/Actor", "Elements/Component", etc, as well as letting new interfaces and frameworky things be added outside of the core typed element modules while still maintaining a coherent include scheme.

#fyi Brooke.Hubert
#rb Chris.Gagnon

[CL 14585700 by Jamie Dale in ue5-main branch]
2020-10-27 07:00:04 -04:00
Jamie Dale
db7459f98e Migrated undo/redo support from USelection to UTypedElementSelectionSet
This adds some new functions to UTypedElementSelectionInterface to deal with writing the underlying data needed by an element (WriteTransactedElement) to factory it again later (ReadTransactedElement) when restoring a prior selection state.

#rb Chris.Gagnon

[CL 14585511 by Jamie Dale in ue5-main branch]
2020-10-27 05:49:47 -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
b2705c0338 Add support for creating a new world using external actors and world partition in the editor.
#rb patrick.enfedaque

[CL 14546842 by JeanFrancois Dube in ue5-main branch]
2020-10-22 13:13:20 -04:00