- Keep a reference to the data layers actor in the level to ensure initial loading.
- Always create a data layers actor when creating a new partitioned world.
#rb richard.malo
[CL 16183601 by JeanFrancois Dube in ue5-main branch]
- Keep a reference to the data layers actor in the level to ensure initial loading.
- Always create a data layers actor when creating a new partitioned world.
#rb richard.malo
#preflight 608c0838a0d23c000116164c
[CL 16168385 by JeanFrancois Dube in ue5-main branch]
These existed as an optimization for USelection to quickly know if an object was selected, without having to test its array. UTypedElementList has that optimization embedded, so at this point the selection annotations are just extra state to keep in-sync, and failure to do so has already lead to bugs.
This change removes them in the simplest way possible, by using a function pointer to callback into editor code from core/engine code (as core/engine cannot directly access the global selection state), though longer-term we probably want to remove IsSelected/IsSelectedInEditor from UObject and let specific systems provide that functionality if they need it (eg, AActor/UActorComponent could provide it by getting the selection set from the owner world, rather than the global state).
#rb Brooke.Hubert
#preflight 607de942e7a5ac0001a6b7d6
[CL 16075785 by Jamie Dale in ue5-main branch]
Content browser now hidden by default, opening tip is displayed showing you how to access it from the drawer. It can be permanently docked into the layout from there. Opening tip is never shown again
Placement browser is now closed by default
A UE4 classic layout has been added for those who want the placement browser and content browser docked by default
#jira UETOOL-2669
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 15918688 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf
[CL 15921147 by matt kuhlenschmidt in ue5-main branch]
This was to optimize selecting groups, but we've handled this case elsewhere by just skipping the group logic if the group is already in the list of things that we've processed. This applies that approach to getting the elements to move.
#rb Brooke.Hubert
#ROBOMERGE-SOURCE: CL 15890607 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15890762 by jamie dale in ue5-main branch]
This avoids repeatedly processing each actor in a group during a select/deselect operation, as once the group itself has been selected/deselected, we have by proxy processed its grouped actors too. The only caveat to that is if a selection was previously performed with SetAllowGroups set to false (not the default), but that's advanced usage and could be resolved by toggling the group selection again.
#jira UE-110998
#rb Brooke.Hubert
#ROBOMERGE-SOURCE: CL 15813372 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
[CL 15814438 by jamie dale in ue5-main branch]
- Moved the logic for managing the offset when pasting/duplicating out of the internal Paste/DuplicateActors implementation, and instead pass the desired offset into the duplicate functions.
- Made the function for getting the list of elements to operate on for a common action more generic, and added helper functions to delete and duplicate the current selection set.
- Added a CanDuplicateElements function to UTypedElementWorldInterface.
- Implemented duplication offset for static mesh instances.
#rb Brooke.Hubert
#ROBOMERGE-SOURCE: CL 15750144 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15753927 by jamie dale in ue5-main branch]