Commit Graph

56 Commits

Author SHA1 Message Date
emil kirichev
c8164bed52 VariantManager: Align UI with new UE5 template
#jira UETOOL-4739
#preflight 62947c42380652524eb23d8f
#rb JeanLuc.Corenthin

[CL 20429399 by emil kirichev in ue5-main branch]
2022-05-30 05:32:58 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Matt Peters
d64cf41728 AssetRegistry includes (Engine Plugins): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270563191629533ec2b6f6e

[CL 20017756 by Matt Peters in ue5-main branch]
2022-05-02 18:59:38 -04:00
emil kirichev
8640e80eb6 Variant Manager: Fix obvious broken UI/UX
#jira UETOOL-4738
#rb JeanLuc.Corenthin
#preflight n/a

#ROBOMERGE-AUTHOR: emil.kirichev
#ROBOMERGE-SOURCE: CL 18617640 in //UE5/Release-5.0/... via CL 18617652 via CL 18617674
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18617686 by emil kirichev in ue5-main branch]
2022-01-14 10:16:45 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
andriy tylychko
6bf3101dcd deprecated FTicker and family and replaced by thread-safe FTSTicker
#jira UE-120090
#rb francis.hurteau


#ROBOMERGE-SOURCE: CL 17176325 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17176374 by andriy tylychko in ue5-release-engine-test branch]
2021-08-16 11:09:22 -04:00
aurel cordonnier
25a11deeac Merge from Release-Engine-Staging @ 16579919
This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576

[CL 16581170 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-07 20:09:45 -04:00
Patrick Boutot
568f3f8b74 Slate: Deprecate SSpliter's slot public variable.
#jira UE-109145
#preflight 60b4d992928b1d0001ea46e3

[CL 16509074 by Patrick Boutot in ue5-main branch]
2021-05-31 10:10:28 -04:00
Sebastien Hillaire
baed13200f AtmosphericFog component removal from UE5.
Clean up atmospheric fog and have it instaciate a sky atmosphere by default instead
AtmosphericFog now inherits from SkyAtmosphere and looks vaguely similar. Serialisation is handled with a serialisation enum + ue5 version.
"ClassRedirects" could not be used because parameters are not compatible and also due to different serialisation on both component.

So instead Skyamtosphere now has a bool bIsAtmosphericFog (false by default).
AtmosphericFog component now inheriting from Skyatmosphere is setting that to true so that serialisation can be properly handled for both cases : pure Skyatmosphere or SkyAtmosphere replacing a AtmosphericFog with loading/saving. This also supports StaticLightingGUID once converted, see USkyAtmosphereComponent::Serialize.

SkyAtmosphere aerial perspective is now properly gated behind the base pass vertex shader designed for that using BASEPASS_SKYATMOSPHERE_AERIALPERSPECTIVE.

Removed all AtmosphericFog related render code.
Renamed a bunch of shader permutation.

UActorFactoryAtmosphericFog is removed so that the actor is no longer visible and instanciable from menu (existing actors in levels are still created correctly)
UAtmosphericFogComponent is made notplaceable.

ShooterGame compiled and ran succesfuly.
Colton Daniels (QA) will upate reference screneshot in a later CL.

#rb Charles.derousiers, Marc.Audy, Kevin.Ortegren

[CL 16455741 by Sebastien Hillaire in ue5-main branch]
2021-05-25 16:33:27 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Tim Smith
a2237e050d LiveCoding Re-instancing
LIMITATIONS:

1) Re-instancing will only update UClass instance data.
2) Adding and removing properties should only be done towards the end of a class or structure and can not be followed by complex data types.
3) Adding and removing properties from a base class should not be done if a derived class contains complex data types.

KNOWN ISSUES:

1) Changes to enumerations and structures will not be reflected in existing blueprints.  However, adding new nodes to the blueprint will show the updated enumeration or structure.
2) If a class contains an enumeration or structure as a member, the class will not be re-instanced if enumeration or structure is changed.

CHANGES:

1) LiveCodingServer
1a) Modified to always execute certain static instances during load.
1b) Modified to exclude the _Statics static structures to avoid patching to old copies.

2) Added support for LiveCoding reinstancing
2a) Refactored deferred registration system for UClass, UEnum, and UScriptStruct to use a common system that works for normal game, hot reload and live coding.
2b) Type specific version check data is possible (i.e. enum doesn't have a size)
2c) Single registration static for UClass
2d) Single registration class for all types that is just a blind forward to API.
2e) Static and dynamic registrations use different API entry points to avoid having overloaded argument lists that just apply to one or the other.
2f) Shims for older API

3) New common "Reload" system to avoid using HotReload code.
3a) Support common delegates regardless of who is reloading/reinstancing.
3b) Re-instancing code moved from HotReload to Kismet2 (where the bulk of the re-instance code already existed).
3c) Modified PyWrapper to use new helper class instead of depending on HotRelaod
3d) Added WITH_RELOAD which is defined if HotReload or LiveCoding is enabled.
3e) Modifed existing code to use new #define and delegates.

Robert did the review on the changes covered by Part 2.  Remaining changes are all straightforward.

#rb robert.manuszewski
#jira UE-74493

[CL 15736777 by Tim Smith in ue5-main branch]
2021-03-18 08:13:59 -04:00
daniel coelho
f087e1a381 VariantManager: Update some of the UI to UE5 style;
Use the Layers icon for VariantManager temporarily;
Realign variant and variant set thumbnails;
Fix font size for struct property value editors;
Fix autocapture icon not showing up;
Update USD stage editor icon to the USD icon;

#jira UE-109289
#rb JeanLuc.Corenthin

#ROBOMERGE-SOURCE: CL 15558907 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15558915 by daniel coelho in ue5-main branch]
2021-03-01 13:13:34 -04:00
Matt Kuhlenschmidt
24fd139385 Fixed up locations making one off thumbnail pools and converted them to use the shared thumbnail pool.
[CL 15211295 by Matt Kuhlenschmidt in ue5-main branch]
2021-01-26 17:21:08 -04:00
Matt Kuhlenschmidt
3a0f9723c1 Fix up deprecated code VariantManager color properties
[CL 14870356 by Matt Kuhlenschmidt in ue5-main branch]
2020-12-07 11:50:52 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marcus Wassmer
4bca924297 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
Files that needed resolving
#rb none

[CL 14384912 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:44:11 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
sebastian nordgren
e690469b65 Fixed compilation issues caused by CL14375859 in plugins that I accidentally wasn't compiling.
[CL 14376324 by sebastian nordgren in ue5-main branch]
2020-09-23 09:35:43 -04:00
sebastian nordgren
5050b88330 Details view reskin phase 1.
The details view now displays gridlines between rows, and now has 4 columns - edit condition, name, value, and reset/extensions.

Edit condition widgets are now created in SDetailSingleItemRow and are placed in their own fixed column on the left of the details view. FEditConditionParser is now in FPropertyNode rather FPropertyEditor, which allows access to it more broadly - notably in SDetailSingleItemRow.

The Reset to Default SWidget can no longer be replaced - the logic for it being visible and a handler for when it is pressed is still customizable. SPropertyEditorAsset no longer has a special slot for the reset to default widget.

All extension widgets are now placed in a resizable column on the right of the panel, including the Keyframe button.

FDetailColumnSizeData is now publicly exposed by IDetailsView, and is no longer passed around as much.

#rb matt.kuhlenschmidt

[CL 14375859 by sebastian nordgren in ue5-main branch]
2020-09-23 08:16:20 -04:00
Lauren Barnes
a447fb8d56 Moving FDetailColumnSizeData to PropertyCustomizationHelpers to allow access by other modules. Removed duplicated versions of the struct.
#rb Matt.Kuhlenschmidt
#jira none

[CL 14273909 by Lauren Barnes in ue5-main branch]
2020-09-08 16:00:10 -04:00
brooke hubert
48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
roey borsteinas
1e01ab4a12 Removed SceneOutliner namespace
#rb none
#jira none

[CL 13954396 by roey borsteinas in ue5-main branch]
2020-07-28 09:25:56 -04:00
roey borsteinas
cce829bfd4 SceneOutliner refactor
Scene Outliner refactored to remove all actor-specific code.
Now uses modular modes and hierarchies to allow representation of any data model.

#rb patrick.enfedaque matt.kuhlenschmidt
#jira none
#fyi tim.gautier

[CL 13922848 by roey borsteinas in ue5-main branch]
2020-07-22 09:35:57 -04:00