#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]
#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]
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]
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]
- 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]
This allows you to align your view in the editor, select an actor in the
world outliner or in scene, right-click and select "Snap Actor to
Camera". Actor will then set its location and rotation to match the
view. This is super handy for quickly finding an awesome camera view in
the editor and then making your CameraActors match that view.
[CL 2501200 by Matt Kuhlenschmidt in Main branch]
https://github.com/EpicGames/UnrealEngine/pull/946
I have gone through these changes and verified that whatever behavior change they cause could only be an improvement (generally they just prevent possible access to nullptrs, but there are also some style corrections). A separate changelist is being prepared that includes changes that could unintentionally caues behavior change for the worse.
[CL 2486801 by Dan Oconnor in Main branch]
[UE-8712] - Right-clicking a component in the world brings up a context menu with basic options
- Fixed issue where duplicated components retained incorrect AttachChildren
[CL 2447004 by Matthew Griffin in Main branch]
Actor pilots are now initiated from the actor's context menu, rather than an unrelated menu on the viewport. Similarly, pilots can be stopped via the context menu for the actor, or from the viewport toolbar that is visible when a pilot is active.
This addresses UE-1091 - Allow actors to be piloted with the camera in UE4.
[CL 2446881 by Andrew Rodham in Main branch]
Editor: Remove "Customize Scripting Behavior" context menu option that went down the anonymous blueprint route; create a named Blueprint via the details panel instead [UE-9013]
[CL 2437798 by Matthew Griffin in Main branch]
- Right-clicking a selected actor will open the context menu, not select the component
- Clicking the selected actor will not select a component if the click also focused the level viewport
- Right-clicking a selected component opens a 1-option context menu to select the owning actor
[CL 2402541 by Dan Hertzka in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2401019 by Jamie Dale in Main branch]
This change includes a large rework of the scene outliner to make it more expandable and flexible with what data it supports.
Tree items now support visitation to allow for external logic on custom columns etc without having to type check and cast.
Sorting has been overhauled to be more flexible and efficient. It now supports correct lexical comparison for numbers.
[CL 2354514 by Andrew Rodham in Main branch]