This is the new parent class of UVREditorMode, and subsumes a small subset of its functionality (currently just the HMD stereo viewport rendering setup). IVREditorModule and FVREditorModeManager now use pointers to the base class type. Some deprecation annotations were added, but are commented out and will be enabled in a subsequent changelist due to the large number of external files that require accompanying fixups.
Other changes:
- The analytics events have been moved from UVREditorMode into FVREditorModeManager (we always want these).
- The use of UViewportWorldInteraction has been moved from FVREditorModeManager into UVREditorMode (this was really an implementation detail of UVREditorMode).
- Support for the "Entering VR Mode - Experimental" warning, which was only used by UVREditorMode, was removed.
- The UVREditorModeBase now has the UWorld as an outer, which makes it eligible for selection in the blueprint debugger.
#jira UE-167701
#rb jason.walter
#preflight 6351cc170313c24974e8f3ad
[CL 22695140 by zach brockway in ue5-main branch]
so that we can set standard new properites values for new texures and leave old values on legacy textures
also update oodle sdk version to latest on reimport
#preflight 6351969bae33b04ec1afd308
#jira UE-161926,UE-167478
#rb dan.thompson
[CL 22688250 by charles bloom in ue5-main branch]
This regressed from CL# 22635797 as STransformViewportToolBar would now auto-width rather than shrink. To workaround this while keeping "LevelViewportToolBar.MiddleExtension" we now calculate a max width for the slot containing STransformViewportToolBar that allows it to shrink when the toolbar is wider than the current viewport.
#preflight 6351d255e6096564af2a171d
#rb Rex.Hill, Scott.Nelson
#rnx
[CL 22683648 by jamie dale in ue5-main branch]
This fixes an issue where having the Day Sequence Editor and Level Sequence Editor both active at the same time would have shared the EntitySystemLinker. That led to a spawnable being removed from the registry with the id entry from the day sequence instead of the id entry from the level sequence. Subsequently, that spawnable wouldn't be spawned again after an autosave/restore state because it was still found in the registry.
#rb andrew.rodham
#preflight 6350199bac48fa11ed416ecc
[CL 22660758 by max chen in ue5-main branch]
This fixes an issue where having the Day Sequence Editor and Level Sequence Editor both active at the same time would have shared the EntitySystemLinker. That led to a spawnable being removed from the registry with the id entry from the day sequence instead of the id entry from the level sequence. Subsequently, that spawnable wouldn't be spawned again after an autosave/restore state because it was still found in the registry.
#rb andrew.rodham
#preflight 6350199bac48fa11ed416ecc
[CL 22660743 by max chen in ue5-main branch]
* Only nodes which have been setup to have drawable elements should be drawn when pose watched, such as 'RigidBody'.
* Anim nodes with custom edit modes should only draw their widgets when explicitly selected or override IAnimNodeEditMode::SupportsPoseWatch
#jira 165766
#rb thomas.sarkanen
#preflight 63514130047f3570adddd035
[CL 22655755 by lucas dower in ue5-main branch]
[FYI] Max.Chen
Original CL Desc
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Sequencer: Override ConstructEntitySystemLinker so that it is unique.
This fixes an issue where having the Day Sequence Editor and Level Sequence Editor both active at the same time would have shared the EntitySystemLinker. That led to a spawnable being removed from the registry with the id entry from the day sequence instead of the id entry from the level sequence. Subsequently, that spawnable wouldn't be spawned again after an autosave/restore state because it was still found in the registry.
#rb andrew.rodham
#preflight 6350199bac48fa11ed416ecc
[CL 22647544 by bob tellez in ue5-main branch]