- Fix ParentActor->IsSelected() not being valid anymore (Use OutPastedActors.Contains instead)
- Avoid Teleport if Offset is Zero
#jira none
#rb jamie.dale
#preflight 6273c93b64121bbd68a874b9
[CL 20056812 by Patrick Enfedaque in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Added the FScriptTypedElementHandle. These handles are disarmed when the element they pointing to is destroyed instead of crashing the engine. They do have a performance overhead so using these should be restricted to exposing stuff to blueprint/python.
Reworked the TypedElementList to be a template so that we have both a FTypedElementList and a FScriptTypedElementList from the same source code.
Changed the api of the interfaces so that can now accept and use the scripted version of the handle and list instead of the native ones.
#jira UE-133667
#rb Brooke.Hubert
#preflight 61f89bfaf657e25a5908db48
#ROBOMERGE-AUTHOR: julien.stjean
#ROBOMERGE-SOURCE: CL 18816318 in //UE5/Release-5.0/... via CL 18816336 via CL 18822818
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824371 by julien stjean in ue5-main branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Storing typed elements in UObjects can easily lead to reference leaks if the elements aren't cleared prior to the UObject being left pending GC. This actually made UTypedElementList tricky to use, as you had to remember to manually empty it when you'd finished with it to avoid reference leaks, and we've had several cases now where that was done incorrectly.
To address this issue, we've moved element lists back to being a normal C++ class, FTypedElementList. However, unlike the original version of FTypedElementList (which was itself a UStruct), this version is always heap-allocated and referenced via a TSharedPtr/TSharedRef.
This gives us a nice middle-ground of a well defined lifetime (ie, no lingering references prior to GC) while still being efficient to pass around, including for scripting APIs via FTypedElementListProxy (which just wraps the TSharedPtr in a UStruct).
The downside of this approach is that we need to wrap the FTypedElementList functions that we want to expose to the scripting API (see UTypedElementListLibrary), however that is a far more reasonable burden than requring every user of the typed element framework to know and understand that UTypedElementList had to be manually cleared to avoid potentially hard to find reference leaks (especially if via leaked via scripting APIs).
The core of this change is to TypedElementList.h/.cpp, with TypedElementListFwd.h existing to forward declare the pointer types, and TypedElementListProxy.h and TypedElementListLibrary.h existing to declare the proxy type and wrapped functions used for scripting APIs. TypedElementSelectionInterface.h (and its implementations) provide an example of using FTypedElementListProxy within a scripting API, and the rest of the change is mostly just fallout to transform const UTypedElementList* to FTypedElementListConstRef and UTypedElementList* to FTypedElementListRef.
#rb Brooke.Hubert
#preflight 60d2720c634cd100016c804b
#ROBOMERGE-SOURCE: CL 16776547 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16776582 by jamie dale in ue5-release-engine-test branch]
Previously we relied on element implementations to know what their parent or child elements might be, and to deal with them correctly in the following cases:
1) When "normalising" a selection to be safe for operations like a move or delete, eg) removing elements that are children of other selected elements.
2) When deleting an element, also ensuring that any implicitly destroyed child elements were deselected, eg) deleting an ISM component that has selected static mesh instances.
This approach hurts the modularity of the elements themselves, as it requires that the element implementations have intrinsic knowledge of any other child (or parent) element types that may exist, and to deal with them accordingly when needed. As a concrete example, an ISM component may have child elements in the form of static mesh instance elements, however the generic component element type does not (and should not) directly know that static mesh instance elements exist.
To address this issue, we've added a new interface, UTypedElementHierarchyInterface, which can be used to provide information about the logical parent<->child hierarchy information of elements. This is implemented as follows for our current element types:
- Actor:
- GetParentElement returns an invalid element handle.
- GetChildElements returns the element handles of any components on the actor.
- Component:
- GetParentElement returns its owner actor element handle.
- GetChildElements returns nothing by default, but UActorComponent::GetComponentChildElements may be overridden to control this behavior.
- eg) UInstancedStaticMeshComponent overrides it to return its static mesh instance element handles.
- SMInstance:
- GetParentElement returns its owner ISM component element handle.
- GetChildElements returns nothing.
Now the problems listed above can be solved by using this interface instead of relying on the element implementations:
1) Selection normalization is now handled by UTypedElementSelectionSet, replacing the previous duplicate implementations of UTypedElementCommonActions and UTypedElementViewportInteraction.
2) UTypedElementSelectionSet will now walk and also update the selection state of child elements, when asked to via the FTypedElementSelectionOptions.
Breaking Changes:
- UTypedElementCommonActions::GetElementsForAction and UTypedElementViewportInteraction::GetSelectedElementsToMove have been removed, in favor of using the selection normalization functions of UTypedElementSelectionSet.
- Note: You may still favor using FLevelEditorViewportClient::GetElementsToManipulate, as it will have removed normalized elements that also cannot be moved by a gizmo.
- UTypedElementCommonActions::DeleteElements and UTypedElementCommonActions::DuplicateElements have been removed, as these functions operated on an unnormalized selection and could be unsafe. UTypedElementCommonActions::DeleteNormalizedElements and UTypedElementCommonActions::DuplicateNormalizedElements should be used instead.
- AGroupActor::ForEachActorInGroup and AGroupActor::ForEachMovableActorInGroup now take a second AGroupActor* argument in their callback.
#rb Brooke.Hubert
#preflight 60ca33a678c3b00001e8f5df
#ROBOMERGE-SOURCE: CL 16705229 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16705233 by jamie dale in ue5-release-engine-test 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]
This involved splitting and converting several UUnrealEdEngine functions to no longer operate on or manipulate the current selection set:
- edactCopySelected:
- Split into CopyComponents and CopyActors, which take an array of components and actors to copy rather than use the selection state.
- Breaking: If a DestinationData is provided, it is now used *instead of* the clipboard rather than *as well as* the clipboard.
- In practice nothing seemed to rely on this old method, and in fact some places stashed and restored the clipboard data to workaround it!
- edactPasteSelected:
- Split into PasteComponents and PasteActors, which now returns an array of components or actors that were pasted rather than make them the active selection.
- Note: PasteActors does still update the selection via FactoryCreateText, but we restore it again afterwards.
- edactDuplicateSelected:
- Split into DuplicateComponents and DuplicateActors, which take an array of components or actors to duplicate, and also returns an array of components or actors that were created.
The "edact" versions still use and update the selection state when calling into the internal functions, but the typed element layer does not, and handles duplication via UEngineElementsLibrary::DuplicateElements and UTypedElementWorldInterface, with the level editor viewport handling updating the selection state afterwards.
#rb Brooke.Hubert, Chris.Gagnon
[CL 14838341 by Jamie Dale in ue5-main branch]
USelection can now operate on two different backends; FObjectSelectionStore (which is the old, object-array implementation), or FElementSelectionStore (which is the newer element list based implementation).
Breaking changes:
- USelection::MarkBatchDirty is now USelection::ForceBatchDirty.
- USelection::Initialize is now private. Use one of USelection::CreateObjectSelection, USelection::CreateActorSelection, or USelection::CreateComponentSelection to create your USelection instance instead.
- USelection::SelectionChangedEvent and USelection::SelectObjectEvent are now events, and should not have their Broadcast called externally (use USelection::NoteSelectionChanged or USelection::NoteUnknownSelectionChanged if you must manually notify).
Note: The element list implementation is currently disabled (via UE_USE_ELEMENT_LIST_SELECTION) until actor and component element support is submitted.
#rb Chris.Gagnon
[CL 14126915 by Jamie Dale in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]