Commit Graph

137 Commits

Author SHA1 Message Date
aditya ravichandran
a94abf2d1c UToolMenus: Add API to support Menu Profiles, a menu profile is a lightweight version of a menu customization - but you can have multiple menu profiles and activate/deactivate them at runtime per menu instance using a new menu context.
Read Only Asset Editors: Automatically hide any custom menu and toolbar items in read only mode, with an opt in permission list for specific asset editors to selectively allow entries that are valid in read only mode

#jira UE-195628
#rb Rex.Hill

[CL 29809442 by aditya ravichandran in ue5-main branch]
2023-11-17 11:26:45 -05:00
jimmy andrews
534a32db46 Add level set visualization to static mesh editor's simple collision visualization + editing system
#jira UE-197439
#rb tyson.brochu

[CL 29795455 by jimmy andrews in ue5-main branch]
2023-11-16 18:40:46 -05:00
aditya ravichandran
a90d73d766 Asset Editors: Add support for opening cooked assets in a new "Read Only" mode for asset editors, starting with the Static Mesh Editor and Texture Editor.
#jira UE-187048
#rb jason.stasik

[CL 27595048 by aditya ravichandran in ue5-main branch]
2023-09-05 10:01:26 -04:00
aditya ravichandran
31830290ab Asset Editors: Deprecate OnClose and RequestClose in favor of similar functions that take in a close reason
Fix a crash in some asset editors when you force deleted an asset with pending changes and hit "cancel" on the save dialog

#jira UE-107248
#preflight 64517c880e33f2d51d6e3adb

[CL 25321878 by aditya ravichandran in ue5-main branch]
2023-05-03 14:45:26 -04:00
alexis matte
fe35eb697a Interchange:
- Skeletal mesh is now import using the skeletalmesh compile system to make sure all properties are locked and will stall another thread trying to access them.
---- This fix multiple crash if a viewer display the skeletal mesh and use some properties.
- Remove animation pipeline ensure(no skeleton) if we import with force static mesh and there is some translated animation node
- Fix crash when importing static mesh and the get mesh payload return an empty mesh description
- Reimport of skeletalmesh is not calling anymore postedit change if we reimport with interchange, interchange will call it in a post edit step.
---- This fix multiple crash if a viewer display the bones of the re-import skeletal mesh.
General:
- Reimport handler now have a reimport async version so the caller can control if a reimport is done asynchronously or synchronously

#jira UE-166986
#rb danny.couture , jeanluc.corenthin
#rnx
#lockdown jeanmichel.dignard
#preflight 634f61fdec03b54e9cdfe0bf

[CL 22634973 by alexis matte in ue5-main branch]
2022-10-19 15:15:54 -04:00
lauren barnes
0c5307c440 Set the ParentTab for StaticMeshEditorViewport on spawning that tab, and also check SEditorViewport::IsVisible for StaticMeshEditorViewport visibility, as it takes into consideration last time on screen.
#rb JeanMichel.Dignard
[FYI] Derek.Ehrman

[CL 22412715 by lauren barnes in ue5-main branch]
2022-10-07 19:43:21 -04:00
david hill
58dd5cd3d4 StaticMeshEditor: fix implicit cast warnings
#preflight 633479a39768d784d9cfa72d
#rb jimmy.andrews

[CL 22262806 by david hill in ue5-main branch]
2022-09-29 23:43:57 -04:00
bryan sefcik
b93a6cf7ed Pass 1 on editor include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e283bec5b0c765fc0ffdb

[CL 21960084 by bryan sefcik in ue5-main branch]
2022-09-11 18:33:06 -04:00
bryan sefcik
435d89dea4 Manually updated a few files in Engine/Source/Editor/... to include some headers that were found to be missing after running IWYU.
#preflight 62cdac5084556536d0e57c64

[CL 21058996 by bryan sefcik in ue5-main branch]
2022-07-12 13:45:01 -04:00
steven barnett
dd1f657e9a This change adds a UBodySetup from-text factory called FBodySetupObjectTextFactory, which is used in PHAT and the Static Mesh editor to enable cross-copy/pasting of shapes from physics setups.
In FN, the workflow for creating physics assets for vehicles often involves importing at least one static mesh and copying collision shapes from it. It's currently really challenging to copy individual shapes between static and skeletal mesh body setups. With the added shape copy/paste commands, we get a lot more flexibility out of SM editor and PHAT, and a somewhat simpler workflow.

If we have physics assets A and B and we want to add one shape (or a specific subset of shapes) from a body in A to a body in B, this change is needed to do that. Since I'm trying to do this all the time while editing physics assets for vehicles, I use this shelf locally.

#rb benn.gallagher, nick.brett, satchit.subramanian

#ROBOMERGE-AUTHOR: steven.barnett
#ROBOMERGE-SOURCE: CL 20861874 via CL 20861887 via CL 20861898
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20876607 by steven barnett in ue5-main branch]
2022-06-29 12:17:25 -04:00
lauren barnes
5f7006fb53 Fixing EditorStyle->AppStyle merge errors
#rb trivial

#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20073150 via CL 20073151
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20105751 by lauren barnes in ue5-main branch]
2022-05-09 13:31:58 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Matt Peters
7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
Rex Hill
bbac7dc341 Convert static mesh editor to use tool menus
#preflight 6201a311e85c7a08bbc6e310
#rb louise.rasmussen

[CL 18905627 by Rex Hill in ue5-main branch]
2022-02-08 13:29:56 -05:00
tyson brochu
e33f9f308e Static Mesh Editor: prompt user to Accept/Cancel current modeling tool (if any) when shutting down SME
#jira UE-137979
#rnx
#preflight 61e06ba3797757aace83aeec

#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 18600116 in //UE5/Release-5.0/... via CL 18600130 via CL 18600156
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18600178 by tyson brochu in ue5-main branch]
2022-01-13 13:39:41 -05:00
daren cheng
659dba68de Fix Static mesh editor crashes if opening after closing mesh preview.
#jira UE-137086
#robomerge 5.0
#rb tyson.brochu

[CL 18427000 by daren cheng in ue5-main branch]
2021-12-09 18:46:39 -05:00
tyson brochu
34f0b5bd58 Increment Standalone_StaticMeshEditor_Layout version number
#jira none
#rnx
#rb lauren.barnes
#preflight 619bda690141b3c6da2b4fdd

#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 18262361 in //UE5/Release-5.0/... via CL 18262406
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18262425 by tyson brochu in ue5-release-engine-test branch]
2021-11-22 15:40:02 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
tyson brochu
666b2c262d Adding AutoLOD tools to the static mesh editor.
Static Mesh Editor changes:
- Share ownership of StaticMeshViewportClient's ModeTools via the EditorModeManager member
- Set up the EditorModeManager's preview scene and selected components when it's copied
- Add a set of FStaticMeshEditorToolbarExtender delegates to the module (similar to FSkeletalMeshEditorToolbarExtender)
- Allow adding an overlay widget to the viewport
- Add a ModeUILayer member to handle mode toolkit hosting

StaticMeshEditorModeling (new module):
- Create a mode and toolkit with AutoLOD and LODManager tools
- Add a button to the StaticMeshEditor's toolbar to toggle UMeshLODPluginEditMode

#rb brooke.hubert semion.piskarev
#jira UETOOL-3663
#preflight 61435ce14778fa00016a0b28
#preflight 614370e8b5a4fa00016459a0

#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 17541979 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17541987 by tyson brochu in ue5-release-engine-test branch]
2021-09-16 13:57:09 -04:00
richard talbotwatkin
2cfb317099 LWC-related fix for convex hull decomposition. Assume that all input points will always have float precision.
Also remove unnecessary allocations by allowing the async task to assume ownership of the vertex and index arrays passed to it.
#rb Andy.Davidson, Cedric.Caillaud
#jira UE-125187

#ROBOMERGE-AUTHOR: richard.talbotwatkin
#ROBOMERGE-SOURCE: CL 17448234 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17448242 by richard talbotwatkin in ue5-release-engine-test branch]
2021-09-07 14:54:16 -04:00
steven dao
b646643263 Remove asset editor toolbar tab from layouts that still reference it (the toolbar is provided by default now and doesn't have a separate tab)
#jira UETOOL-3862
#rb lauren.barnes
#preflight 61158861b2dc4b00018a6d4d

#ROBOMERGE-SOURCE: CL 17159829 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17159840 by steven dao in ue5-release-engine-test branch]
2021-08-12 18:07:36 -04:00
lauren barnes
1cbffc6e13 Change how the lambda captures the asset editor toolkit name.
#jira UE-116859
#rb Brooke.Hubert

#ROBOMERGE-SOURCE: CL 16968014 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16968021 by lauren barnes in ue5-release-engine-test branch]
2021-07-27 09:27:32 -04:00
alexis matte
888f708d3b Allow Physics asset to be a developper module with no dependencecies on any editor module.
#jira UETOOL-3603
#rb richard.talbotwatkin
#preflight 60d1e95f78c3b000010f6005

#ROBOMERGE-SOURCE: CL 16743468 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16743480 by alexis matte in ue5-release-engine-test branch]
2021-06-22 11:13:19 -04:00
Lauren Barnes
39f1923ed0 Deprecating .Icon() as a slate attribute on SDockTab. By default, tab icons fall back to using the one for the tab spawner's menu item. SetTabIcon can be used in the edge cases where an icon needs to be set that doesn't match the default. Updating all found cases of .Icon() usage on SDockTab.
#jira UETOOL-3429
#preflight 60996a2bdd2e00000126ff25
#rb Matt.Kuhlenschmidt

[CL 16251489 by Lauren Barnes in ue5-main branch]
2021-05-10 14:19:15 -04:00