- Level Coloration show flag is now replaced by the generic Actor Coloration show flag, and is now hidden in the show flags menu.
- Added a dropdown Actor Coloration menu that is dynamically populated with the current registered Actor Coloration handlers.
- Color handlers can now return different colors for the same actor, but different primitive components.
This way, if a plugin registers a new Actor Coloration mode, the menu will be automatically populated with that option until the plugin is unregistered.
#rb Sebastien.Lussier
[CL 30349047 by jeanfrancois dube in ue5-main branch]
* Pad around the SProjectBadge text by using the margin attribute of its SText instead of wrapping the SText in an SBorder. This is needed because the SBorder doesn't override SWidget::GetWindowZoneOverride, and therefore the window cannot be dragged on top of that SBorder.
* Add a WindowZoneOverride attribute to SExtensionPanel. This attribute's value controls the return value of SExtensionPanel::GetWindowZoneOverride.
* Set the WindowZoneOverride to EWindowZone::TitleBar for the SExtensionPanel in SProjectBadge. This allows the window to be dragged on the project badge.
* Stop using "ProjectBadgeBackgroundColor" from GEditorPerProjectIni because that was only used by the removed SBorder.
* Stop using "SProjectBadge.BadgeShape" from SlateEditorStyle and StarshipStyle because that was only used by the removed SBorder.
#jira UE-179910
#rb aditya.ravichandran
[CL 30055750 by sebastian arleryd in ue5-main branch]
[FYI] aditya.ravichandran
Original CL Desc
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PR #10115: Call OpenEditorForAsset instead of LoadMap when opening a map using the "File" menu to match how the CB opens levels
#jira UE-177003
#rb aditya.ravichandran
[CL 29998921 by projectgheist in ue5-main branch]
- Can specify multiple DPs and FriendlyNames now in the PreviewPlaform sections of a DDPI.ini file (separated by comma)
- Use the FriendlyName from the DDPI.ini directly in the platform preview menus, instead of counting on the friendly name of a ShaderPlatform
- IOS DDPI.ini as an example, with 3 DPs, generic IOS (what we had before), iPhone6S and iPadPro6
#rb michael.wanderson
[CL 29753922 by josh adams in ue5-main branch]
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29541562 by sebastien lussier in ue5-main branch]
[FYI] Sebastien.Lussier
Original CL Desc
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World Partition - HLOD in Editor
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29528240 by justin peterson in ue5-main branch]
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294
[CL 29527011 by sebastien lussier in ue5-main branch]
(Note same logic exists in CanSelectActorElement)
This fixes a bug when entering PIE and clearing selection, which attempts to clear selection on a spawnable that has been destroyed.
#jira UE-199045
#rb logan.buchy
#rb aditya.ravichadran
[CL 29321696 by max chen in ue5-main branch]
In this case the value of FScene::EarlyZPassMode was not updated to the new value.
#rb Dmitriy.Dyomin, Florin.Pascu
[CL 29089143 by florian penzkofer in ue5-main branch]
Applies to Actor selection and allows selecting a rooted actor if it implements SupportsSubRootSelection() and returns true
Will be used in next CL for Level Instance sub selection in Outliner
#rb brooke.hubert, aditya.ravichadran
#rnx
[CL 28879460 by patrick enfedaque in ue5-main branch]
This paves the way for a flickering fix of the main menus when widgets are shared between widgets where I will move the responsibility for creating widgets into the tab manager. In the tab manager, the main menu widgets will be created per window behind the scenes. Therefore, we cannot return a widget from these methods because there might be more than one and they haven't been created yet.
* Private API changes: Change the return type from TSharedRef/Ptr<SWidget> to void on various private API MakeMainMenu methods (of FLevelEditorMenu, FMainFrameModule, FMainMenu, and SStandaloneAssetEditorToolkitHost).
* Public API change: Add new method void IMainFrameModule::MakeMainMenuNoWidget.
* Public API change: Deprecate the method TSharedRef<SWidget> IMainFrameModule::MakeMainMenu and provide a default implementation for the time being that calls MakeMainMenuNoWidget.
#jira UE-183373
#rb brooke.hubert
[CL 28710510 by sebastian arleryd in ue5-main branch]
- We currently save the viewport camera infos on map change and map teardown.
- With this change, we will also save the camera infos when closing the editor, as it's equivalent to a map teardown.
#rb brooke.hubert, logan.buchy
#jira UE-197718
[CL 28683638 by jeanmichel dignard in ue5-main branch]
- Adapted existing code to propertly support external package on object not directly outered to the level.
- Generalized handling of external objects when renaming a world, resetting package loaders in ULevelStreamingLevelInstance, handling dirty external packages
- Implemented FExternalPackageHelper::CopyObjectsExternalPackageFilePathToClipboard
- Added optional PrimaryAssetDisplayName asset registry tag to allow for systems to use a display name (generalized version of ActorLabel tag)
#rb jeanfrancois.dube, patrick.enfedaque
#jira UE-197314
[CL 28537555 by richard malo in ue5-main branch]