Commit Graph

87 Commits

Author SHA1 Message Date
Martin Mittring
97ee86291e UE-19859 Remove debug/show rendering features on shipping
I did the first part, lock some showflags to be 0 or 1 in SHIPPING
If this causes problems for some applications (e.g. using showflag as scalability which they shouldn't) the user needs to update the code.
or we remove the lock from that showflag.
For editor or non shipping features it's fine to use the SetSHOWFLAGNAME() calls, they become NOPS in SHIPPING.

This is a performance optimization (when  used in inner loop) and prepares for removing more

[CL 2673126 by Martin Mittring in Main branch]
2015-08-28 17:18:26 -04:00
Max Preussner
79e16ab8ea Editor: Changing EMapChangeType to enum class, so that it can be forward-declared
[CL 2626953 by Max Preussner in Main branch]
2015-07-20 21:54:58 -04:00
Dmitriy Dyomin
f9bd6900f4 Visibility of each foliage type can be switched on/off per editor viewport UE-5238
[CL 2625492 by Dmitriy Dyomin in Main branch]
2015-07-19 22:56:38 -04:00
Matt Kuhlenschmidt
86a50e061a Fixed camera roll being applied to level viewport cameras after ejecting from the player in a play in viewport
[CL 2622364 by Matt Kuhlenschmidt in Main branch]
2015-07-15 16:35:39 -04:00
Nick Darnell
932aae5866 UMG - Drag/Drop for UMG now properly maps the cursor to a user widget and no longer shows the native cursor in addition to the custom cursor if any. Also fixed a crash issue on mobile where the platform doesn't have a cursor object, be we still attempted to interact with it on drag/drop operations.
[CL 2606315 by Nick Darnell in Main branch]
2015-06-30 15:45:41 -04:00
Matt Kuhlenschmidt
11dcdec78c Renamed AllowMatineePreview to AllowCinematicPreview since it will be used for Sequencer and Matinee for the time being.
[CL 2603841 by Matt Kuhlenschmidt in Main branch]
2015-06-29 09:24:16 -04:00
Matt Kuhlenschmidt
85cba6dd2c Far View Plane for level editor viewports is now saved between sessions
[CL 2600830 by Matt Kuhlenschmidt in Main branch]
2015-06-25 13:23:26 -04:00
Chris Wood
8a112d6140 PushMenu() now respects QueryPopupMethod(). All menus now support reusing windows.
UE-14641 - Fix PushMenu() to use QueryPopupMethod()

Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API

#codereview Nick.Atamas

[CL 2579277 by Chris Wood in Main branch]
2015-06-05 20:19:33 -04:00
Matt Kuhlenschmidt
a483137720 Added placed cameras to the camera type dropdown menu in the level editor viewport
[CL 2527174 by Matt Kuhlenschmidt in Main branch]
2015-04-27 13:40:02 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Matt Kuhlenschmidt
fc35810c0b No longer focus the level viewport when PIE ends. It causes annoyances when PIE is ended from other editors such as blueprints are umg.
[CL 2505960 by Matt Kuhlenschmidt in Main branch]
2015-04-08 17:33:53 -04:00
Richard TalbotWatkin
7243396c44 Editor sessions now remember the view modes set for perspective / ortho viewports.
#jira UE-12526 - Editor: ortho vieport views do not save the visualization settings you choose

[CL 2497153 by Richard TalbotWatkin in Main branch]
2015-03-31 09:52:20 -04:00
Marc Audy
a425eba9ed Unify Slate's FInputGesture and Engine's FInputChord as FInputChord defined in Slate
[CL 2481648 by Marc Audy in Main branch]
2015-03-17 11:36:28 -04:00
Nick Darnell
c5e38430eb UMG - Adding support for split screen to UMG and Slate. There is now a framework at the game viewport client level that allows content to be placed into a canvas slot that is kept in the sub-rect for the player. The new framework also provides a tooltip provider so that new windows are not created for games if a tool tip pops up.
#codereview Nick.Atamas matt.kuhlenschmidt

[CL 2478769 by Nick Darnell in Main branch]
2015-03-13 13:28:17 -04:00
Michael Noland
09ca02a2cd PR #874: Copy current camera FOV when using "Create Camera Here" command (contributed by KazumasaOhashi)
[CL 2473244 by Michael Noland in Main branch]
2015-03-09 20:50:21 -04:00
Marc Audy
7effd7ebec Shadow variable fixes
[CL 2469447 by Marc Audy in Main branch]
2015-03-04 17:45:56 -05:00
Maciej Mroz
721fd3ff9c UE-10298 Creating an exposed variable does not always update correctly to the bp's Details panel
When a selected actor is reinstanced, a details view (displaying details of the actor) needs to be refreshed.

An alternative solution: don't check SDetailsView::ShouldSetNewObjects (refresh always )
OR store an object's hash in SDetailsView (and compare it in the ShouldSetNewObjects)

#codereview Matt.Kuhlenschmidt, Nick.Whiting

[CL 2455053 by Maciej Mroz in Main branch]
2015-02-21 17:44:56 -05:00
Andrew Rodham
fb39a20762 Renamed Actor Locking editor functionality to Actor Pilot
Actor pilots are now initiated from the actor's context menu, rather than an unrelated menu on the viewport. Similarly, pilots can be stopped via the context menu for the actor, or from the viewport toolbar that is visible when a pilot is active.

This addresses UE-1091 - Allow actors to be piloted with the camera in UE4.

[CL 2446881 by Andrew Rodham in Main branch]
2015-02-16 07:13:08 -05:00
Matthew Griffin
4d8ce7c19d [INTEGRATE] Change 2432514 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/02/04 17:22:50
Editor selection outline now uniquely identifies selected components.  When a component is selected directly the rest of the actor gets a subdued selection color and the selected compoent(s) get the normal selection color.  When the actor is selected directly all components get the normal selection color.

[CL 2438255 by Matthew Griffin in Main branch]
2015-02-09 11:52:11 -05:00
Dan Oconnor
5fccb94243 Fix for crash caused by unprotected call to CancelDragDrop in SFortHUDWidget::ToggleCursorMode, plenty of ways to fix this, but fixing it down hear because 2433332 was the recent change that caused everything to fall apart.
[CL 2436256 by Dan Oconnor in Main branch]
2015-02-06 18:04:56 -05:00
Nick Darnell
f87bb41501 Editor - Adjusting the mouse capture tip to only ever be collapsed or hit test invisible. It was previously blocking clicks because the border was visible.
#codereview Dan.Hertzka

[CL 2434799 by Nick Darnell in Main branch]
2015-02-06 00:02:43 -05:00
Matthew Griffin
7e3e21ff99 [INTEGRATE] Change 2425683 by Nick.Darnell@Nick.Darnell_Dev on 2015/01/30 09:50:26
Editor - Fixing a bug where decorators dragged over the viewport that don't create something in the world (materials) are not properly restored when dragged out of the viewport.

[CL 2433332 by Matthew Griffin in Main branch]
2015-02-05 05:53:56 -05:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Ben Marsh
63ea7b24bb [INTEGRATE] Change 2420726 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/27 13:34:50
Improved the validation when drag-and-dropping a class into the level viewport

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	It now prevents the placement of non-placeable classes that have come from an asset or class drag (Content Browser or Class Viewer).

[CL 2425767 by Ben Marsh in Main branch]
2015-01-30 10:27:36 -05:00
Matt Kuhlenschmidt
c4083c2b63 Fix the level name appearing in viewports during PIE sessions
[CL 2399945 by Matt Kuhlenschmidt in Main branch]
2015-01-07 12:12:33 -05:00