- Implement a private one in LevelInstanceEditorModule which acts as an array of ISCSEditorUICustomization
- First ISCSEditorUICustomization to return non default values is used for GetChildActorVisualizationMode() / GetComponentTypeFilter() (Sorted registration could be added later to prioritize a customization over others)
- Hide methods will return true if any of the Customizations returns true
- Convert existing code to new API
- Deprecate Hide methods for a new version taking a UObject arrayview context
- Deprecate Setter
- Remove Selection listening code in existing Customizations and use the context (fixes Locked details panel bugs)
#rb logan.buchy
#rnx
[CL 32789706 by patrick enfedaque 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]
- Get rid of todo and move specific code to proper class overrides (ABrush / AWorldSettings)
#rb Richard.Malo
#rnx
[CL 32664445 by patrick enfedaque 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]
This allows utilities to disable realtime for better performance during intenstive tasks
#jira UE-208143
#tests Ran function to enable / disable realtime via EUW.
#rb aditya.ravichandran
[CL 31808189 by daren cheng in ue5-main branch]
Since the main menu moved into the editor window on the Mac, we can support custom Slate widgets in the menus. This change removes a special case where asset tiles were disabled on the Mac in certain menus, for example under the "RECENTLY PLACED" section in "Actor > PlaceActor" in the level editor main menu.
#rb aditya.ravichandran
[CL 31761308 by sebastian arleryd in ue5-main branch]
- Certain "SM5" platforms had FL SM6 requirements when being previewed.
- Adding a "PreviewFeatureLevel" to shader PreviewPlatform's to override the preview's feature level requirement.
- When changing between shader previews of the same feature level, the scene and all associated work should be reset just like when we change to a preview with a different feature level.
- During scene destruction, the VSM cache shouldn't need to process invalidations, especially since the preview shader platform has already been changed.
- Removing code that prevented switching between preview platforms that had different VSM settings.
#jira UE-200492
#rb jeannoe.morissette
[CL 31453001 by christopher waters in ue5-main branch]
[FYI] Yoan.StAmant
Original CL Desc
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Removed some headers dependencies on 'FHitResult' and 'FOverlapResult'
#rb Mieszko.Zielinski
[CL 31440421 by alex kahn 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]