By doing this, we can create the menu from the new viewport toolbar to support backward compatibility without breaking the old viewport toolbar. Without this change, creating the old menu for the sake of backward compatiblity will make the current code not build the menu, because it's already registered, so the old viewport toolbar's "Show" menu will be empty.
#jira UE-212285
#rb aditya.ravichandran, logan.buchy
[CL 34509783 by sebastian arleryd in ue5-main branch]
Also rename UE::UnrealEd::FillViewMenu to UE::UnrealEd::PopulateViewModesMenu to make it match the new UE::LevelEditor::PopulateViewModesMenu.
#jira UE-212284
#rb ross.smith2
[CL 34087919 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]
Note that this top-level state doesn't react properly when unrelated code changes the top-level state. This will improve in the future when no other unrelated UI toggles the realtime state (right now it's easy to change in via the old viewport toolbar).
#jira UE-212284
#rb ross.smith2
[CL 33996201 by sebastian arleryd in ue5-main branch]
#jira UE-210866, played with many different sizes, both with default viewport and cinematic viewport.
#rb daren.cheng
#tests Repro from the jira
[CL 32726332 by yohann dossantos in ue5-main branch]
This widget will host warnings or messages with the ability to automate actions for the user.
Current actionable messages:
* Invalid Landscape grassmaps, with associated rebuild action
* Invalid Landscape physical materials, with associated rebuild action
* Invalid Landscape nanite meshes with associated rebuild action
* Invalid grassmaps, physical materials, nanite meshes will be agregated to only one message if multiple rebuild are necessary
* Landscape proxy packages needs to be updated, with associated mark dirty action
#jira UE-204527
#rb Jonathan.Bard
[CL 32224398 by luc eygasier in ue5-main branch]
This widget will host warnings or messages with the ability to automate actions for the user.
Current actionable messages:
* Invalid Landscape grassmaps, with associated rebuild action
* Invalid Landscape physical materials, with associated rebuild action
* Invalid Landscape nanite meshes with associated rebuild action
* Invalid grassmaps, physical materials, nanite meshes will be agregated to only one message if multiple rebuild are necessary
* Landscape proxy packages needs to be updated, with associated mark dirty action
#jira UE-204527
#rb chris.tchou, jonathan.bard
[CL 32190792 by luc eygasier in ue5-main branch]
The toolbar context used when extending the toolbar now has a weak pointer to the actual viewport the toolbar extension is being added to.
This provides additional information for CreateExtensionWidget in the FPanelExtensionFactory.
#rb lonnie.li
[CL 31185638 by stuart hill in ue5-main branch]
- Level Coloration show flag is now replaced by the generic Actor Coloration show flag, and is now hidden in the show flags menu.
- Added a dropdown Actor Coloration menu that is dynamically populated with the current registered Actor Coloration handlers.
- Color handlers can now return different colors for the same actor, but different primitive components.
This way, if a plugin registers a new Actor Coloration mode, the menu will be automatically populated with that option until the plugin is unregistered.
#rb Sebastien.Lussier
[CL 30349047 by jeanfrancois dube in ue5-main branch]
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29541562 by sebastien lussier in ue5-main branch]
[FYI] Sebastien.Lussier
Original CL Desc
-----------------------------------------------------------------
World Partition - HLOD in Editor
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29528240 by justin peterson in ue5-main branch]
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29527011 by sebastien lussier in ue5-main branch]