This is just a skeleton to have something to extend. Further work is needed to flesh out the menu.
#jira UE-212299
#rb ross.smith2
[CL 34352609 by sebastian arleryd in ue5-main branch]
The new alignment support layers on top of the existing insertion-order support. Sections are added to the toolbar in groups where we first add all Left-aligned sections according to their insertion order, then all First-aligned sections, and then the Middle and Last-aligned sections. Note that this can break the specified insertion order if the user mixed alignments, but otherwise it's maintained.
The First and Default alignments are grouped together, with First-aligned sections appearing before Default-aligned sections. The result is a toolbar with visual empty space between the First-Default group, Middle group, and the Last group. A caveat here is that the Middle group won't necessarily appear perfectly centered on the toolbar because it's position depends on the sizes of the First-Default and Last groups.
#jira UE-212286
#rb brooke.hubert, ross.smith2
[CL 34230831 by sebastian arleryd in ue5-main branch]
The "View Modes" menu's "Visualizers" entry is an example of one that needs this.
#jira UE-212284
[CL 34060535 by sebastian arleryd in ue5-main branch]
This moves the a few things into the new menu and also adds the "Engine Scalability" and "Screen Percentage" submenus which previously didn't exist in the new viewport toolbar.
#jira UE-212285
#rb ross.smith2
[CL 34027724 by sebastian arleryd in ue5-main branch]
* Add buttons to the new section to toggle realtime rendering, maximize/restore the viewport, and toggle immersive mode.
* Add a context to the "LevelEditor.ViewportToolbar" when a widget is generated for it. This context carries the SLevelViewport so the maximize/restore button can act on the correct viewport (the same button is drawn in all level editor viewports).
* Resubmit change: Use ::SLevelViewport in LevelEditorViewportToolbarSections.cpp to resolve ambiguity between class SLevelViewport and namespace UE::SLevelViewport.
#jira UE-212284
#rb brooke.hubert
[CL 33227832 by sebastian arleryd in ue5-main branch]
[FYI] sebastian.arleryd
Original CL Desc
-----------------------------------------------------------------
Add "Settings" section to UToolMenu "LevelEditor.ViewportToolbar"
* Add buttons to the new section to toggle realtime rendering, maximize/restore the viewport, and toggle immersive mode.
* Add a context to the "LevelEditor.ViewportToolbar" when a widget is generated for it. This context carries the SLevelViewport so the maximize/restore button can act on the correct viewport (the same button is drawn in all level editor viewports).
#jira UE-212284
#rb brooke.hubert
[CL 33220319 by keaton stewart in ue5-main branch]
* Add buttons to the new section to toggle realtime rendering, maximize/restore the viewport, and toggle immersive mode.
* Add a context to the "LevelEditor.ViewportToolbar" when a widget is generated for it. This context carries the SLevelViewport so the maximize/restore button can act on the correct viewport (the same button is drawn in all level editor viewports).
#jira UE-212284
#rb brooke.hubert
[CL 33201434 by sebastian arleryd in ue5-main branch]
This can prevent crashes if the viewport widget hasn't yet been set.
#rb brooke.hubert, ross.smith2
[CL 33200121 by sebastian arleryd in ue5-main branch]
* Changes to LevelEditor.ToolMenusViewportToolbar now reflect immediately.
* CVAR value is stored in a file-private variable.
#jira UE-212283
#rb brooke.hubert
[CL 33162682 by sebastian arleryd in ue5-main branch]
Updated them to the UToolMenu representation to emulate what the level editor toolbar is doing.
#jira UE-203689
#rb aditya.ravichandran
[CL 33052888 by brooke hubert in ue5-main branch]
- We currently save the viewport camera infos on map change and map teardown.
- With this change, we will also save the camera infos when closing the editor, as it's equivalent to a map teardown.
#rb brooke.hubert, logan.buchy
#jira UE-197718
[CL 28683638 by jeanmichel dignard in ue5-main branch]