lonnie li
4afd669dcb
ModelingTools: Clear TargetWorld member during Shutdown of SingleSelectionMeshEditingTool and MultiSelectionMeshEditingTool
...
#rb ryan.schmidt michael.balzer
#rnx
#jira none
#preflight 61f435dd74510448a6865d14
#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 18777332 in //UE5/Release-5.0/... via CL 18780413 via CL 18780555
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18780558 by lonnie li in ue5-main branch]
2022-01-28 18:40:54 -05:00
lonnie li
d041f2273b
ModelingTools: Fix crash when reloading levels during an AutoLOD compute
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#rb ryan.schmidt
#rnx
#jira UE-139485
#preflight 61f38478da54035207ecae9b
#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 18771194 in //UE5/Release-5.0/... via CL 18771204 via CL 18771302
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18771314 by lonnie li in ue5-main branch]
2022-01-28 10:18:10 -05:00
lonnie li
6584198283
InteractiveToolsFramework: Remove unnecessary target interface functions from MultiSelectionTool.
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ModelingTools: Add UMultiSelectionMeshEditingTool to hold common interface requirements and functions that pertain to modeling mode MultiSelectionTools.
#rb semion.piskarev
#rnx
#jira none
#preflight 619c66d5c3287aab27e12c73
#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 18269697 in //UE5/Release-5.0/... via CL 18269713
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18269717 by lonnie li in ue5-release-engine-test branch]
2021-11-23 09:42:40 -05:00
michael balzer
b8a1c9b6cf
GeometryCore: Remove ExplicitUseGeometryMathTypes.h
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#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 18227685 in //UE5/Release-5.0/... via CL 18229350
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 18231457 by michael balzer in ue5-release-engine-test branch]
2021-11-17 19:02:44 -05:00
ryan schmidt
a0c50c5a96
ModelingTools: improve naming of new Actors. Use AActor::GetActorNameOrLabel() instead of raw UObject name as string for new Actors if available. Use FActorLabelUtilities::SetActorLabelUnique() to set names so that they get auto-incremented unique numeric suffixes. Do all deletes before new-object creation in UConvertMeshesTool::Shutdown() so that new objects get the same name as old objects. Modify UE::Modeling::GetComponentAssetBaseName() to return Actor label if it makes sense and there is no Asset name, this improves naming in many mesh-creation Tools (possibly want this behavior even if a StaticMesh asset is available, leaving that for a future CL)
...
#rb tyson.brochu
#rnx
#jira none
#preflight 611adfdb2c1f1c00019ed71d
#ROBOMERGE-SOURCE: CL 17191194 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17191200 by ryan schmidt in ue5-release-engine-test branch]
2021-08-17 09:50:06 -04:00
michael balzer
82ab317af0
MeshModelingToolset: Split plugin into non-experimental and experimental
...
#jira UETOOL-3823
#rb ryan.schmidt
#preflight 6101fb4b2b002800014f7007
#ROBOMERGE-SOURCE: CL 17003092 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 17003151 by michael balzer in ue5-release-engine-test branch]
2021-07-29 20:08:48 -04:00