Commit Graph

347 Commits

Author SHA1 Message Date
Ben Zeigler
3f7149bdb0 Merging using UE4-Fortnite-To-UE4 Up to Changelist #2080066
[CL 2082174 by Ben Zeigler in Main branch]
2014-05-22 14:14:52 -04:00
Maciej Mroz
e8f8bcef69 BP, UDS: Arrays in UDS can have default value
#codereview Nick.Whiting

[CL 2082141 by Maciej Mroz in Main branch]
2014-05-22 13:49:30 -04:00
James Golding
507c402a4e Remove Material Expression headers from Engine.h and only include where needed
#codereview nick.penwarden

[CL 2082041 by James Golding in Main branch]
2014-05-22 11:33:54 -04:00
James Golding
753d288d01 Move FAnimControlTrackKey forward declaration out of UnFbx namespace
[CL 2081988 by James Golding in Main branch]
2014-05-22 10:43:37 -04:00
Gareth Martin
6d0092c3b4 Remove more foliage headers from Engine.h and include only where needed
[CL 2081983 by Gareth Martin in Main branch]
2014-05-22 10:38:37 -04:00
Nick Darnell
9098e2422d UMG - Can now dynamically create widget bp's at runtime. Successfully able to create a main menu. Workflow improvements to wrap existing UI elements. Delete fixed.
[CL 2081911 by Nick Darnell in Main branch]
2014-05-22 09:13:35 -04:00
Peter Sauerbrei
aa5a1232f1 Merging
//depot/UE4-TappyChicken/Engine/Source/...

to //depot/UE4/Engine/Source/...

[CL 2081906 by Peter Sauerbrei in Main branch]
2014-05-22 09:13:12 -04:00
James Golding
270b05209d Move forward declaration of UInterpTrackMoveAxis out of UnFbx namespace
[CL 2081873 by James Golding in Main branch]
2014-05-22 08:22:52 -04:00
Gareth Martin
cc096d560f Remove landscape/foliage headers from Engine.h and include only where needed
[CL 2081860 by Gareth Martin in Main branch]
2014-05-22 07:52:43 -04:00
James Golding
131420beb5 Remove Matinee related headers from Engine.h, and add only where needed
#codereview matt.kuhlenschmidt

[CL 2081832 by James Golding in Main branch]
2014-05-22 06:52:28 -04:00
Wes Fudala
217580d0ac Change error to warning when entries in a Portable Object file are not found in the corresponding localization files on import.
[CL 2080613 by Wes Fudala in Main branch]
2014-05-21 13:06:46 -04:00
Matt Kuhlenschmidt
d115f9364d Temp fix incorrect skinning on some fbx imports.
Back out revision 137 from //depot/UE4/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSkeletalMeshImport.cpp

#codereview lina.halper

[CL 2080595 by Matt Kuhlenschmidt in Main branch]
2014-05-21 12:56:46 -04:00
Max Preussner
331984d20c Settings: moved level browser settings into LevelBrowser module
[CL 2080434 by Max Preussner in Main branch]
2014-05-21 11:16:12 -04:00
Wes Fudala
fceb4602d3 Fix for the import path used during .po file import
[CL 2080416 by Wes Fudala in Main branch]
2014-05-21 11:06:07 -04:00
Ori Cohen
5112164a3b Remove deferred release of clothing apex.
We can't defer this because apex uses unique names. The defer is not needed anyway because we're authoring so assumes threading is safe.

TTP#336184

[CL 2080399 by Ori Cohen in Main branch]
2014-05-21 11:01:05 -04:00
James Golding
a0cbafe73a First pass removing several headers from Engine.h
[CL 2080322 by James Golding in Main branch]
2014-05-21 10:00:58 -04:00
Andrew Rodham
363d491596 Scene outliner folder expansion states are now stored per-user
The expansion states are stored in temporary files under Game/Saved/Config/WorldState. For now the file name is derived from the package path as we don't have anything more persistant at the moment. The absence of a json file will caused default behaviour of fully expanded.

This addresses TTP#334483 - Scene Outliner: Remember expansion state of folders between sessions (save with map?)

Reviewed by Tom Sarkanen, Matt.Kuhlenschmidt

[CL 2080293 by Andrew Rodham in Main branch]
2014-05-21 09:35:52 -04:00
Maciej Mroz
10cfc89044 Ensure that before BP regeneration all used MetaData are loaded. It wasn't ensured after cl#2056251.
#codereview Nick.Whiting, Robert.Manuszewski

[CL 2080292 by Maciej Mroz in Main branch]
2014-05-21 09:35:41 -04:00
James Golding
88aeef02dd Fix editor non-unity
[CL 2080238 by James Golding in Main branch]
2014-05-21 07:55:08 -04:00
Gareth Martin
2cad9b6b17 Landscape Gizmo actor can no longer be attached to other actors
[CL 2080183 by Gareth Martin in Main branch]
2014-05-21 06:24:43 -04:00
James Golding
fd492f4939 Another attempt to fix CIS
[CL 2080132 by James Golding in Main branch]
2014-05-21 04:59:12 -04:00
Dmitriy Dyomin
e553e6f5db Fixed material nodes positions inside generated material during exporting
[CL 2080072 by Dmitriy Dyomin in Main branch]
2014-05-21 03:58:58 -04:00
Max Preussner
5c45cb198b Settings: moved viewport related enumeration types into viewport settings class
[CL 2079717 by Max Preussner in Main branch]
2014-05-20 19:10:56 -04:00
Max Preussner
8fec9bafc3 Settings: moved graph editor settings into GraphEditor module; added 'Graph Editor' settings section to Settings UI
Settings specific to Anim, Blueprint and Material Editor should probably be broken out into their own settings classes in the respective modules at some point. It feels a little strange that the GraphEditor needs to be aware of specific pin and node title types. At this time I did not want to refactor the existing graph editors though, and since many of the properties are currently being shared, pulling these settings out of UEditorUserSettings is at least a good first step. In the future I would like to see settings sections for specific graph based editors instead of having a generic 'Graph Editor' section that is shared by some or all editors.

I exposed various color settings in the UI as many users seem to be quite excited about customizing their Editor. If you think that some settings should be added or removed, please feel free to make any desired changes or let me know. Thanks!

#CodeReview: nick.whiting

[CL 2079703 by Max Preussner in Main branch]
2014-05-20 19:00:53 -04:00
Richard TalbotWatkin
96915d342b Put guard in place to prevent brushes from being dragged into locked levels.
#ttp 334902 - EDITOR: Level Browser: Allowed to add bsp geometry brushes to locked levels
#branch UE4
#proj Editor.LevelEditor, Editor.UnrealEd
#add Added checks for whether the current level is locked in SLevelViewport::OnDrop (creating a Slate notification if so, instead of placing the object).  Doing this here also eliminates the multiple identical notifications which otherwise occur when dragging Actors into a locked level.
#add Had to make a special case of FBrushBuilderDragDropOp::OnDrop which is responsible for adding a dragged brush.  The notification will already have occurred from the change above.  This just inhibits the actual creation of the brush.
#reviewedby Chris.Wood

[CL 2079297 by Richard TalbotWatkin in Main branch]
2014-05-20 15:15:36 -04:00