It should always show the subobject editor when an actor is selected (this state only exists for the main window as far as I know, but it still shold be honored if it is possible)
When a core entity\prefab is selected
It should show the subobject editor when the CVar CoreEntity.UI.ForceShowComponentEditor = true, and this is the default behavior
It should hide the subobject editor when the CVar CoreEntity.UI.ForceShowComponentEditor = false
It should not have a search bar in the subobject editor
Note that there will be some differences, like the prefabs editor will not have a blueprints button, and currently the main editor has a label of the number of components\objects that I think has to be taken off, so that won't be there. See screen cap for new behavior.
#jira UE-195346
#rb brooke.hubert
[CL 27903205 by karen jirak in ue5-main branch]
- Added support for up to 32 samplers to the D3D12 RHI.
- Added 'MaxSamplers' to ShaderPlatform in DataDrivenPlatformInfo, this is defaulted to 16 for all shader platforms and can be modified the the DDPI ini files. This value will set the shader compiler define 'PLATFORM_MAX_SAMPLERS'.
- Added a 'RequiredSamplersSwitch' material editor node to branch based on a given shader platform's maximum sampler count.
- To support more than 16 samplers on feature level SM5 platforms Dxc and sm6.0 are used to compile the shader. On platforms that don't support Dxc and sm6.0 the preivew menu item will be disabled.
#jira UE-191404
#rb florin.pascu
[CL 27850133 by michael wanderson in ue5-main branch]
The categories on the components for core entities now have an action menu. It has many things in it that will log.
#jira UE-194008
#rb Brooke.Hubert
[CL 27717413 by karen jirak in ue5-main branch]
There is project information text on the right side of the title bar which uses a darker background color than the title bar background. This change fixes that by using the "Colors.Title" color as the background.
#jira UE-186873
[REVIEW] [at]editor-ux
#rnx
[CL 27598455 by sebastian arleryd in ue5-main branch]
This enables the card layout upon renewal of selected items in UE. I added the CVar DetailsPanel.Style.EnableCardLayout. When true throughout UE Card layout will be used, else the Classic details panel layout will be used. Also made it so the hiding\showing of the component editor is independant of the details style, by adding a ShouldHideComponentEditor to the DetailsVieiwObjectFilter, which is checked in SActorDetails.cpp to see if the Component Editor should be shown. SDetailsView has been updated to return the Card layout as the primary style key if DetailsPanel.Style.EnableCardLayout is true.
#jira UE-194197
#rb Ronald.Koppers
[CL 27475943 by karen jirak in ue5-main branch]
Updated CoreEntityDetailsFilter to introduce the following CVars:
If true, enables the card layout, else core entities will use Classic details panel:
CoreEntity.DetailsPanel.DetailsPanelEnableCardLayout
If in Card layout and true, shows the component editor:
CoreEntity.UI.ForceShowComponentEditor
Also updated SActorDetails.cpp to use CoreEntity.UI.ForceShowComponentEditor to show and hide the component editor.
#jira UE-194008
#rb brooke.hubert
[CL 27420238 by karen jirak in ue5-main branch]
* The details panel must be enhanced to show Components as cards
* This new Card style should be applicable to any details panel
* Subobject editor had to be hidden upon selection of entity
Scene graph ~ fix the linker errors caused by having to initialize a reference from importing the SDetailsView code
#jira UE-193821, UE-192032
#rb aditya.ravichandran
[CL 27395322 by karen jirak in ue5-main branch]
#rnx
[FYI] Karen.Jirak
Original CL Desc
-----------------------------------------------------------------
Feature:
* The details panel must be enhanced to show Components as cards
* This new Card style should be applicable to any details panel
* Subobject editor had to be hidden upon selection of entity
Scene graph ~ fix the linker errors caused by having to initialize a reference from importing the SDetailsView code
#jira UE-193821, UE-192032
#rb Brooke.Hubert
[CL 27366485 by hilda cruz in ue5-main branch]
* The details panel must be enhanced to show Components as cards
* This new Card style should be applicable to any details panel
* Subobject editor had to be hidden upon selection of entity
Scene graph ~ fix the linker errors caused by having to initialize a reference from importing the SDetailsView code
#jira UE-193821, UE-192032
#rb Brooke.Hubert
[CL 27366356 by karen jirak in ue5-main branch]
* The details panel must be enhanced to show Components as cards
* This new Card style should be applicable to any details panel
* Subobject editor had to be hidden upon selection of entity
#jira UE-192032
#rb Brooke.Hubert
[CL 27297832 by karen jirak in ue5-main branch]
"Mode Widgets" is by default disabled in game mode. The expected behavior in this case, according to feedback from content producers, should be as follows: "Mode Widgets" should be enabled by default, but the selection outline and transform widgets should be hidden. They should reappear once the user selects an actor.
Cause:
"EngineShowFlags.SetModeWidgets(false);" when entering game mode
Fix:
When entering game mode, temporarily set LevelViewportClient->bShowWidget to false while keeping the showflag "Mode Widgets" set to true. Transform widget is hidden in this manner when entering game mode, and selecting any actor will make it visible again because of the modification in SLevelViewport::OnActorSelectionChanged. The modification to SLevelViewport::ToggleGameView() makes sure that after leaving game mode, LevelViewportClient->bShowWidget is properly reset to true.
#jira UE-191508
#rb @logan.buchy
[CL 26893130 by han chu in ue5-main branch]
* This change addesses an issue which causes the LevelEditorViewportClient to render while PIE is active on the LevelEditorViewport. This results in a frame which is never displayed and therefore reduced rendering performance.
* The issue's root cuase is due to behaviour where the GameViewportClient and EditorViewportClient swap their stat flags when PIE is started on a selected LevelEditor sceneviewport - see FSceneViewport::SwapStatCommands. When stat flags are present on the GameViewportClient before PIE is started, the EditorViewportClient will inherit the stat flags. However, this has the side-effect of pushing a 'true' RealTime override onto ViewportClient. This causes ViewportClient->IsRealtime() to return true.
* UEditorEngine::UpdateSingleViewportClient() is called by the UEditorEngine::Tick() each frame, finds the EditorViewportClient->IsRealtime() to be true and triggers LevelEditorViewportClient->Viewport->Draw() even though there is no SceneViewport to display the render.
* The fix pushes a realtime override to disable realtime mode for the LevelEditorViewportClient when a PIE session is started that takes over the LevelEditorViewport and subsequently removes the override when PIE ends.
#jira UE-168061
#rb ronald.koppers
[CL 26621251 by logan buchy in ue5-main branch]