- added ECoordSystem::COORD_Parent
- the mode manager's GetCustomDrawingCoordinateSystem overrides calculates the parent space transformation if required.
For the moment, there's no need to add anything at the ITF level, as everything is redirected to the VPC/Mode Manager thru the UEditorTransformProxy.
If the UTransformGizmo were to manage it locally, we'd probably have to add something similar to UCombinedTransformGizmo::bUseContextCoordinateSystem to make the TransformProxy responsible for managing the "local/parent" coordinate system.
#jira UE-197757
#rb brooke.hubert
[CL 28836838 by benoit gadreau in ue5-main branch]
Turns out "StandaloneToolkit" is a placeholder that shouldn't even be in the menus. Fixing this by, at tab-spawner registration, disabling the generation of a main-menu entry.
[CL 27101114 by sebastian arleryd in ue5-main branch]
* The same functionality is provided by the GizmoManipulationStarted and GizmoManipulationStopped.
* This simplifies the interface and removes the bespoke parameter added to branch between when manipulation starts and when it is ongoing to avoid expensive rendering invalidations
* There are some clients of TypedElementViewportInteractionGizmoManipulation::ApplyDeltaToActor, this CL does not address usage of this function. Doing so will require further adoption of TypedElements among those systems
#jira UE-187188
#rb Brooke.Hubert
[CL 25964466 by logan buchy in ue5-main branch]
With this fix, on my machine, the cost of moving a blueprint with 1000 items drops from 45 ms to 7 ms. Baseline tick is 8 ms (120 fps) when idling, so the results while moving improve from 19 fps to 65 fps. The remaining time is mostly split between physics and navigation update. Invalidating the static lighting cache is so costly because it both invalidates the render state of every item, and notifies packages of the change.
#jira UE-147154
#rnx
#rb jamie.dale
#preflight 63ff4748e32cdb7d9aacab16
[CL 25050136 by jason hoerner in ue5-main branch]
Also expand usage of placement system to ensure these factories are used in more places
#rb brooke.hubert
#preflight 642cad951d19c0312aec3e7a
[CL 24938100 by zach rammell in ue5-main branch]
- Removing MaterialAttributeDefinitionMap and MaterialRenderProxy from MaterialShared.h
- Removing MaterialShared from Material.h
#preflight 639cbb35776b61ba3b82f03e
[CL 23541603 by christopher waters in ue5-main branch]
This change completely removes Matinee from the codebase. The data types and runtime evaluation code are gone. The "InterpEdit" editor mode, asset factories, and other editor support for Matinee is gone. CameraAnims and their sequencer tracks are gone. FBX import/export for Matinee assets is gone.
#preflight 62d0591e562520a394bca1d1
#preflight 62d194f63c3df323904679c1
#jira UE-105313
#rb none
#ROBOMERGE-OWNER: max.chen
#ROBOMERGE-AUTHOR: ludovic.chabant
#ROBOMERGE-SOURCE: CL 21116312 via CL 21116339 via CL 21118051
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21142481 by max chen in ue5-main branch]
The issue was that weren't using the same pivot and the same quaternion math for the rotation.
#jira UE-130496
#brooke.hubert
#preflight 61a83b83ad6629a51eac6537
#ROBOMERGE-AUTHOR: julien.stjean
#ROBOMERGE-SOURCE: CL 18349318 in //UE5/Release-5.0/... via CL 18349329
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18350076 by julien stjean in ue5-release-engine-test branch]