Commit Graph

901 Commits

Author SHA1 Message Date
sebastian nordgren
dc47ccd9c0 Added 4 pixels of padding to the top of the name area in the actor details panel.
Removed 2 pixels of padding from and the down arrow from SEditorHeaderButtons.

Added 2 pixels of padding to the right of Blueprint add parameter button.

#rb trivial

[CL 15207710 by sebastian nordgren in ue5-main branch]
2021-01-26 10:56:06 -04:00
Louise Rasmussen
f376e3dd09 Fixes PlaceActors Icon in the PlaceActors Menu
#rb trivial

[CL 15168719 by Louise Rasmussen in ue5-main branch]
2021-01-22 20:01:03 -04:00
Louise Rasmussen
c89584e7cb Place Actors (aka Placement Mode) Quick Toolbar Menu
#JIRA UETOOL-2864

#rb Lauren.Barnes

[CL 15168528 by Louise Rasmussen in ue5-main branch]
2021-01-22 19:32:07 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
sebastian nordgren
804314d964 Fixed typo in "Rough(t) Convex Blocking Volume From Mesh" command name.
#rb trivial

[CL 15144368 by sebastian nordgren in ue5-main branch]
2021-01-20 10:00:43 -04:00
Patrick Enfedaque
a682927966 LevelEditorSubsystem: Expose Request End Play and IsPlayInEditor
#rb patrick.boutot
#fyi sjoerd.dejong

[CL 15136700 by Patrick Enfedaque in ue5-main branch]
2021-01-19 12:29:58 -04:00
JeanFrancois Dube
637a061766 Allow opening data layers/world partition editors even when the world doesn't support it by making sure they disable their dialogs.
That way, we can have the editors open at editor startup and avoid having to reopen them when needed.

#rb richard.malo

[CL 15132491 by JeanFrancois Dube in ue5-main branch]
2021-01-18 16:31:39 -04:00
JeanFrancois Dube
775899a3f9 Fixed typo in SLevelEditor::CanSpawnWorldPartitionBrowser.
#rb none

[CL 15131382 by JeanFrancois Dube in ue5-main branch]
2021-01-18 14:26:51 -04:00
JeanFrancois Dube
b93a328d13 Don't allow spawning the level editor when the world is partitioned.
#rb patrick.enfedaque
#fyi simon.tourangeau

[CL 15131290 by JeanFrancois Dube in ue5-main branch]
2021-01-18 14:07:53 -04:00
Patrick Enfedaque
30a2180574 WorldPartition: Avoid Conversion Prompt on New map
#rb jeanfrancois.dube

[CL 15130455 by Patrick Enfedaque in ue5-main branch]
2021-01-18 11:30:39 -04:00
Louise Rasmussen
f813bbd15d Background Color and Border Style updates
#rb trivial

[CL 15077268 by Louise Rasmussen in ue5-main branch]
2021-01-13 21:04:21 -04:00
Lauren Barnes
9ada43a4f2 Adding includes for nonunity compile fixes
#rb trivial

[CL 15067631 by Lauren Barnes in ue5-main branch]
2021-01-13 11:55:06 -04:00
Lauren Barnes
7f000b5261 Adding forward declaration to fix non-unity compiles
#rb trivial

[CL 15049126 by Lauren Barnes in ue5-main branch]
2021-01-12 11:27:57 -04:00
Jamie Dale
3f3e0e7a67 Updated actor property editing to be typed element based
SActorDetails now operates on a given UTypedElementSelectionSet (removing its dependence on the global selection), and also operates based on the list of selected top-level elements rather than the selected actors.

UTypedElementDetailsInterface provides the interface needed for an element to be used with the details panel, with ITypedElementDetailsObject being the underlying glue object.
The ITypedElementDetailsObject instance will exist as long as the details panel is using it, so gives a lifetime to potentially synthesized UObject instances that are created purely for editing (eg, on instances).

This change removes almost all direct use of UpdateFloatingPropertyWindowsFromActorList, with only a single use-case in the reference viewer remaining.
Most code was already using UpdateFloatingPropertyWindows anyway, which now emits an extra OnElementSelectionChanged event in addition to its previous OnActorSelectionChanged event.
UpdateFloatingPropertyWindowsFromActorList now only emits an OnOverridePropertyEditorSelection event and no longer emits an OnActorSelectionChanged event.
SActorDetails is updated from both OnElementSelectionChanged and OnOverridePropertyEditorSelection, with the OnActorSelectionChanged event remaining for backwards compatability with existing code.

#jira
#rb Chris.Gagnon, Brooke.Hubert

[CL 15037524 by Jamie Dale in ue5-main branch]
2021-01-11 11:14:52 -04:00
Lauren Barnes
94aa16c5ac Adding command handling for FToolUIActions. There is now an in-viewport property menu that can be enabled by Editor.EnableInViewportMenu in the console, and then pressing Tab when a supported actor (currently any light actor) is selected.
#rb Rex.Hill
#jira UETOOL-2698

[CL 15036864 by Lauren Barnes in ue5-main branch]
2021-01-11 09:19:43 -04:00
Matt Kuhlenschmidt
f0de6f9234 Move play and platform buttons to the center of the level editor toolbar
[CL 15021425 by Matt Kuhlenschmidt in ue5-main branch]
2021-01-08 14:09:07 -04:00
julien lheureux
7a2733d861 - Adapted the MergeActors dialog to the new UX style.
- Refactored the MergeActors different panels to reuse the same code.
- Adapted quick merge actions (required some refactoring)
- Fixed some issues with the "replace source actors" feature vs. actual selection
- Fixed crash when using the instancing mode with "replace source actors" enabled.

#rb sebastien.lussier
#jira UETOOL-2808

[CL 15019677 by julien lheureux in ue5-main branch]
2021-01-08 11:22:39 -04:00
Louise Rasmussen
e96422024e Updated Style Colors - replaced "Background" Color with "Panel" Color and updated "Background" Color to be dark base
#rb matt.kuhlenschmidt

[CL 15013052 by Louise Rasmussen in ue5-main branch]
2021-01-07 14:20:25 -04:00
Matt Kuhlenschmidt
56146efb44 Fix padding on level editor toolbar
[CL 15009993 by Matt Kuhlenschmidt in ue5-main branch]
2021-01-07 10:52:45 -04:00
Louise Rasmussen
ad56194ae2 Viewport Toolbar Updates
#rb matt.kuhlenschmidt

[CL 15005160 by Louise Rasmussen in ue5-main branch]
2021-01-06 19:40:28 -04:00
Matt Kuhlenschmidt
6973e6a61e Toolbars can now support a hybrid mode where they include no text unless a specific toolbar entry is called out using the "calloutstyle" for the toolbar entry. This allows toolbars to reduce their width significantly. The level editor now uses this by default but a few other asset editors have been set up for this
[CL 14994802 by Matt Kuhlenschmidt in ue5-main branch]
2021-01-05 16:38:18 -04:00
Phillip Kavan
b574ab56cb Narrowed fix to avoid an editor crash when a new sprite category is introduced by a Blueprint asset on editor load.
#rb None
#jira UE-54964

[CL 14942521 by Phillip Kavan in ue5-main branch]
2020-12-16 17:48:08 -04:00
Phillip Kavan
073b8b2164 Rolling back CL 14886456 for M4 as it introduced new regressions with sprite visibility.
I'm going to narrow the scope of the fix for UE-54964 instead in an additional CL to follow.

#rnx
#rb Chris.Gagnon
#jira UE-54964, UE-104342

[CL 14942194 by Phillip Kavan in ue5-main branch]
2020-12-16 17:08:51 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Phillip Kavan
4173dacee7 Ensure that dynamic viewport commands are registered/updated prior to constructing a new level viewport client.
Fixes the potential for encountering a regression crash in the editor that was introduced with CL 14886456.

#rnx
#rb None
#jira UE-54964
#fyi Tyson.Brochu, Semion.Piskarev, Jonathan.Bard

[CL 14890965 by Phillip Kavan in ue5-main branch]
2020-12-09 15:38:19 -04:00