Customize derived tools to exclude the collision from subtracted shapes.
#jira UE-182340
#rb lonnie.li
[CL 30359256 by jimmy andrews in ue5-main branch]
Added more error handling inFQuadGridPatch::InitializeFromQuadPatch. Fixed property invalidating in PolyEdit bevel activity.
[CL 30356938 by ryan schmidt in ue5-main branch]
Add a comment noting that this is intentional, despite looking broken since the function calls PostAction(CancelCurrent)
#rb semion.piskarev
#jira UE-193338
[CL 30054469 by jimmy andrews in ue5-main branch]
This CL was reviewed here: https://p4-swarm.epicgames.net/reviews/26051575 but needs to be merged into //Fortnite/Release-26.00, not //Fortnite/Main
#jira UE-183457
#rb ryan.schmidt, nathan.mitchell
[CL 26180658 by matija kecman in ue5-main branch]
Add DynamicMeshSelector::UpdateAfterGeometryEdit API. StaticMeshSelector implementation updates static mesh after an Edit instead of emitting MeshChange on temporary DynamicMesh.
Delete and Retriangulate Commands now use this API instead of directly emitting transaction, so now these commands work properly on Static Meshes.
FStaticMeshComponentSelectorFactory::CanBuildForTarget now only allows UStaticMeshComponent specifically, filtering out subclasses. This is not ideal but I don't know what else we can do for now, there are many subclasses like ISMC, SplineMeshComponent, etc, that will not work w/ the Selection system. Also now filtering out Engine assets and cooked assets.
ModelingToolsEditorMode now listens for blueprint pre-compiles, and when this occurs, clears the active selection and selection targets. This is necessary because if the selection Component was part of a BP, on recompile it is re-instanced and the old pointer goes stale. Possibly can handle this better or at a more granular level, but clearing the selection is safest. This currently results in things not being undoable because the FChange transactions are on the "old" UDynamicMesh that no longer exists.
UModelingToolsEditorMode::UpdateSelectionManagerOnEditorSelectionChange now does a more thorough job of inspecting the current Actor/Component selection to find Components that could work w/ the selection system.
#rb lonnie.li
[CL 26133067 by ryan schmidt in ue5-main branch]
- Factor out "extra corner" finding code from PolyEd and add support for it in subdivide tool.
- Add support for rounded corners for mesh boundaries.
- Override subdivision scheme during tool usage rather than just at tool start, to allow extra corners to fix some issues.
- Add some clarifying comments about schemes.
#rb Jimmy.Andrews
#jira UE-185416
[CL 26011610 by semion piskarev in ue5-main branch]
#rb Jimmy.Andrews
#preflight 63fe5fa6dd78dd50f61b619a
#tests Local testing with UEFN build 24438442.
#ushell-cherrypick of 23533564 by nathan.mitchell
[CL 24508032 by jimmy andrews in ue5-main branch]
Add an edge simplification operation to the PolyEdit tool
#rb semion.piskarev
#preflight 63ee9a0f3c1eb56f055442ac
[CL 24276322 by jimmy andrews in ue5-main branch]
+ Update the plane cut logic to allow it to use the simplify function
#rb david.hill
#preflight 63e516ea1d3284fefe72c97a
[CL 24107250 by jimmy andrews in ue5-main branch]
Add UGeometrySelectionManager::GetActiveSelectionInfo, returns info about current selection w/o having to copy selection
Override UEditMeshPolygonsActionModeToolBuilder::CanBuildTool, use this new function to do specific per-action filtering to limit to supported input selection types
UEditMeshPolygonsSelectionModeToolBuilder::InitializeNewTool() now filters UI panels for current input selection if available, update Selection-palette PolyEd button to use this builder instead
#jira UE-176168
#preflight 63e2c886c2257e56f413b805
#rb david.hill
[CL 24068438 by ryan schmidt in ue5-main branch]