ToolsFramework:
add UInteractiveCommand and UInteractiveCommandArguments types, base classes for 'interactive commands' which are intended to be used for atomic actions, ie stateless, no user interaction, etc
ModelingComponents:
add UGeometrySelectionEditCommand/Arguments, this is a UInteractiveCommand that uses a FGeometrySelection as an argument
add UGeometrySelectionManager::CanExecuteSelectionCommand() and ExecuteSelectionCommand()
MeshModelingTools:
add UDeleteGeometrySelectionCommand, deletes selected mesh geometry by converting input selection to list of triangles
ModelingToolsEditorMode:
add Delete command to ModelingMode and UI. ModelingToolsEditorMode currently is keeping active command set alive via new UModelingToolsEditorMode::ModelingModeCommands member.
#rb none
#preflight 62d195b9a66919b6701d89a8
[CL 21113757 by Ryan Schmidt in ue5-main branch]
New UModelingSelectionInteraction provides click-to-select and gizmo interactions for current set of mesh objects that support selection, by manipulating the active UGeometrySelectionManager.
ModelingMode now creates a UGeometrySelectionManager and UModelingSelectionInteraction on mode startup, if 'persistent selections' are enabled in the project settings. This replaces the previous persistent selection system/manager, which is no longer created/registered.
UModelingToolsEditorMode::ShouldDrawWidget() and ::ComputeBoundingBoxForViewportFocus() updated to support active Selection.
Functions ::OnToolsContextRender(), ::OnToolPostBuild(), ::GetGeometrySelectionChangesAllowed(), ::TestForEditorGizmoHit(), ::UpdateSelectionManagerOnEditorSelectionChange() added to support selection system.
FModelingToolsEditorModeToolkit will add buttons for selection control if Persistent Selections are enabled. Dynamic updates to Palette based on active selection are initiated by EdMode. Currently the selection-actions palette is empty.
#rb none
#preflight 62c5f20c3c5171c81715f5f4
[CL 20973334 by Ryan Schmidt in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
#preflight 627af0bc0a5817c9d9185b95
#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 20132710 via CL 20143958 via CL 20145136 via CL 20145973
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20149270 by michael balzer in ue5-main branch]
#preflight skip
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 20105771 via CL 20110402 via CL 20111442 via CL 20111713
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20114333 by andrew grant in ue5-main branch]
#preflight 61f87e13a6632a34f35f9604
#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 18802939 in //UE5/Release-5.0/... via CL 18802947 via CL 18821568
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821648 by michael balzer in ue5-main branch]