Commit Graph

123 Commits

Author SHA1 Message Date
Alexis Matte
3e85a65238 jira UE-10126
#codereview matt.kuhlenschmidt
Integrate github pull request #832
- I did not convert geometry, ai path and lighting build to use the generic system. But users will be able to add custom build step using the public interface.

[CL 2682404 by Alexis Matte in Main branch]
2015-09-07 07:48:34 -04:00
Jurre deBaare
cb98512916 Changed behaviour of forced HLOD level slider (more use-friendly now)
Added console command for enabling/disabling the HLOD system
Changed/removed HLOD behaviour from build menu
Removed context menu from HLOD level treeview item
Double clicking a (build) LODActor or StaticMeshActor item in the HLOD outliner will now move the editor camera to the actor (just like the scene outliner)

[CL 2678787 by Jurre deBaare in Main branch]
2015-09-03 12:05:29 -04:00
Justin Sargent
a6eee8bf87 Integrated the application portal service into the level editor open marketplace button.
Merging using UE4-To-UE4-LauncherDev

[CL 2669832 by Justin Sargent in Main branch]
2015-08-26 16:05:28 -04:00
Jeff Farris
817259f133 - Utilized animation recorder to enable recording a skeletal mesh's animation from live gameplay into a baked anim that can be played back/exported/etc.
- moved animation recorder from Persona to UnrealEd module

(merged from branch)

[CL 2660043 by Jeff Farris in Main branch]
2015-08-18 17:21:34 -04:00
Jurre DeBaare
32a3a1fd98 HLODOutliner changes
[CL 2649256 by Jurre DeBaare in Main branch]
2015-08-10 06:18:37 -04:00
Justin Sargent
a76b7cc9dc Updated code that checks for the launcher's existence, opens it and issues navigation commands to use Uri's.
#platformnotify Josh.Adams

[CL 2643701 by Justin Sargent in Main branch]
2015-08-04 14:03:25 -04:00
Richard TalbotWatkin
92f0161292 Fixes to pivot offset feature. Changed operation of "Center on Selection" to calculate the center of a Brush according to its vertices' positions.
#jira UE-18728 - There is no way to center the pivot on a BSP brush
#jira UE-18932 - After updating an actor transform via the details panel, the transform widget in the scene doesn't move

[CL 2634053 by Richard TalbotWatkin in Main branch]
2015-07-27 12:47:07 -04:00
Richard TalbotWatkin
023e3e85eb Changes to spawning/duplicating actors in SIE. Now actors are always spawned non-permanently into the SIE world. Fixed issues with duplicating actors with inner objects in SIE.
#jira UE-16901 - Crash when duplicating a blueprint while simulating

[CL 2625726 by Richard TalbotWatkin in Main branch]
2015-07-20 09:02:32 -04:00
Richard TalbotWatkin
d1cb16a7da Removed the SaveBrushAsCollision command and its bindings.
#jira UE-18353 - SaveBrushAsCollison keybind makes no sense because the builder brush is no longer a user-facing concept

[CL 2619945 by Richard TalbotWatkin in Main branch]
2015-07-14 07:33:53 -04:00
Jurre DeBaare
af4f3fd838 ADDED HierarchicalLodVolume, this volume defines a single cluster containing X num of actors for manual usage
ADDED UE-14356 HLOD: Print user friendly message if you try build and meshes don't have have LODs
ADDED MergeStaticMeshComponets to MeshUtilities needed for next CHANGE
ADDED HLOD preview build step for maps, this only builds the clusters for previewing the settings
ADDED SphereComponent now takes into account min and max drawing distances
ADDED Global forward declares and removed local ones from HierarchicalLOD.h
ADDED Visualization to LODActor class, uses USphereComponent to render its bounds
ADDED IsPreviewActor flag to LODActor class, if true during cluster generation DrawSphereComponents bounds will be used instead of LODActor's
ADDED vertex duplication removal on import
ADDED vertex/index buffer cache optimization on import
CHANGED World.h now forward declares HierarchicalLODBuilder to minimize (re)compile time
CHANGED While building/merging actors HLOD system now takes the orginal staticmesh from previously merged LODActors, this to enable retrieving the correct LOD per mesh (related to UE-15398)
CHANGED HLOD Cluster generation process, now takes into account HierarchicalLODVolumes to exclude actors from cluster generation
CHANGED Renamed CalculateRawMeshTangents to ExtractMeshDataForGeometryCache
FIXED Crash where a nullptr actor was added to actors list for > LOD0 clusters
FIXED Bound creation for actor within a cluster used FVector.Size(), now used FVector.AbsMax()
MOVED FLODCLuster structure into seperate header and cpp file

[CL 2617884 by Jurre DeBaare in Main branch]
2015-07-13 05:27:21 -04:00
Richard TalbotWatkin
6f55d19959 Deprecated BrushComponent PrePivot. Replacement is a generic pivot offset property on AActor which is used when positioning the pivot for selected actors in the editor. Improved viewport click handling.
#jira UE-16419 - If you right click on a vert to snap a pivot of a brush to that location, it will automatically reset the pivot back to the origin after your next mouse click.
#reviewedby Matt.Kuhlenschmidt

[CL 2612043 by Richard TalbotWatkin in Main branch]
2015-07-07 03:41:52 -04:00
Ben Marsh
b4e25c6613 Fix hot reload not working correctly with UnrealGameSync; having a build changelist does not necessarily mean that the build is promoted any more. Renamed FEngineVersionBase::IsPromotedBuild() to FEngineVersionBase::HasChangelist(), and use FApp::GetEngineIsPromotedBuild() instead.
#codereview Robert.Manuszewski, Bob.Tellez

[CL 2602096 by Ben Marsh in Main branch]
2015-06-26 09:25:56 -04:00
Richard TalbotWatkin
d197407b42 Major optimizations to the BSP building process, and BSP Undo.
#jira UE-16405 - Hitch occurs when undoing BSP manipulations

Summary of changes:
- Added 'fuzzy map' for quick look up of nearly equal FVectors, improving the BSP rebuild algorithm from O(n^4) to O(n*m) where m is much smaller than n.
- Added 'fuzzy map' for quick look up of nearly equal FPlanes, improving plane merging from O(n^2) to O(n).
- Changed TTransArrays in UModel to regular arrays, to remove a lot of transaction modifies during BSP rebuild.
- UModel array allocations are now allocated upfront where possible, instead of constant dynamic resizing.
- Optimized algorithm used by UModelComponent::GenerateElements to reduce allocations and simplify map lookups.
- Removed call to ULevel::CommitModelSurfaces in UModelComponent::PostEditUndo, which was causing an enormous amount of unnecessary work on each undo operation.  It is now done, as ever, by UWorld::Tick.

#reviewedby Matt.Kuhlenschmidt

[CL 2600444 by Richard TalbotWatkin in Main branch]
2015-06-25 09:42:17 -04:00
Chris Wood
8a112d6140 PushMenu() now respects QueryPopupMethod(). All menus now support reusing windows.
UE-14641 - Fix PushMenu() to use QueryPopupMethod()

Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API

#codereview Nick.Atamas

[CL 2579277 by Chris Wood in Main branch]
2015-06-05 20:19:33 -04:00
Timothy Reynolds
312809f542 Updated help button tooltips, including forums, wiki, documentation, and answer hub.
UE-16486, UE-16487

#codereview Matt.Kuhlenschmidt

[CL 2577167 by Timothy Reynolds in Main branch]
2015-06-04 12:31:03 -04:00
Michael Noland
b46436509a Editor: Allowed shifting snap layers to still work even if at the top/bottom layer, functioning as a shortcut for just snapping the selection to the current layer
[CL 2554420 by Michael Noland in Main branch]
2015-05-17 22:13:39 -04:00
Michael Noland
5f6f328a5c Editor: Various 2D snap layer improvements
Added several additional layer action commands:
- Move selection up a layer (Ctrl+PageUp, also changes active layer)
- Move selection down a layer (Ctrl+PageDown, also changes active layer)
- Move selection to top layer (Shift+Ctrl+PageUp, also changes active layer)
- Move selection to bottom layer (Shift+Ctrl+PageDown, also changes active layer)
- Cycle active snap layer forwards (Alt+PageUp)
- Cycle active snap layer backwards (Alt+PageDown)

Changed the snap layer viewport toolbar button to be a reasonable minimum width, reducing horizontal bounciness when switching layers

Snap layers in the project settings are now automatically sorted by depth when they are edited

[CL 2554371 by Michael Noland in Main branch]
2015-05-17 21:09:40 -04:00
Steve Robb
b74c3a8fdb Major refactor of actor iterators to support ranges.
New FActorRange, TActorRange and FSelectedActorRange.
Some example usage of the new range types.
FNetRelevantActorIterator removed, as it's not used.
FTickableLevelFilter removed.
Actor iterators' operator bool made explicit.

#codereview robert.manuszewski

[CL 2553370 by Steve Robb in Main branch]
2015-05-15 14:49:07 -04:00
Dmitriy Dyomin
6470b47750 Fixed: Build button does not generate HLOD assets
UE-15399

[CL 2546765 by Dmitriy Dyomin in Main branch]
2015-05-12 03:08:06 -04:00
Michael Noland
bc2cbc0b70 Editor: Switched styling on 'snap to layer' menu command to match normal menu items, made it bindable, and gave it a default key binding of Ctrl+Space
[CL 2546684 by Michael Noland in Main branch]
2015-05-12 01:32:04 -04:00
Richard TalbotWatkin
be3f0d1d94 Refactored mesh merging dialogs into a non-modal panel in a separate Editor module. Moved actor merging out of 'experimental' classification.
#jira UE-769 - EDITOR: Refactor mesh merging dialog boxes into a non-modal panel

[CL 2533251 by Richard TalbotWatkin in Main branch]
2015-05-01 03:43:37 -04:00
Daniel Wright
3e185d944f Removed defunct LightingTools menu
[CL 2521737 by Daniel Wright in Main branch]
2015-04-22 16:52:06 -04:00
Mike Fricker
403a84fcfa Asset Size Mapper tool
- New "Size Map" feature that shows the resource size for selected assets in Content Browser
- Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets
- Select actors and press Alt+Shift+M to show sizes of assets used by those actors
- Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets
- Also added a new "Tree Map" general purpose Slate widget (STreeMap)

[CL 2521609 by Mike Fricker in Main branch]
2015-04-22 15:58:21 -04:00
Matt Kuhlenschmidt
8f3aa2c7c7 Safeguard against unreproducible crash on mac opening the favorites menu
[CL 2519644 by Matt Kuhlenschmidt in Main branch]
2015-04-21 14:25:43 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00