Commit Graph

25872 Commits

Author SHA1 Message Date
ludovic chabant
2bfde28816 Fix hover state of key navigation buttons
We were passing the first top-level channel to the widget but that was incorrect because it's not hoverable, and even if it was, it wouldn't be the thing that is hovered when the mouse cursor is on the widget. The widget is on the track item, so that's what should be passed.

Also, when clicking on the "add key" button and next/previous key buttons, we're not supposed to only look at the first top-level channel. If there are multiple top-level channels, we should key all of them (as applicable) if we click the "add key" button, and we should take into account all of their keys to navigate to the next/previous ones.

#jira none
#rb andrew.rodham
#preflight 62ab7bf0ae3f2bad9adcb0f2

[CL 20692273 by ludovic chabant in ue5-main branch]
2022-06-16 15:16:02 -04:00
JeanFrancois Dube
ccf0755809 Change icon to Icons.X from previous CL 20689520.
#rb none
#fyi lauren.barnes
#preflight none

[CL 20691333 by JeanFrancois Dube in ue5-main branch]
2022-06-16 14:32:43 -04:00
Patrick Boutot
6f74b07697 Create Camera Here now show the DisplayName instead of the top level asset path.
#jira UE-156806
#rnx
#rb jamie.dale, jason.stasik
#preflight 62ab6696ea213dadf0d5a1f3

[CL 20690227 by Patrick Boutot in ue5-main branch]
2022-06-16 13:39:43 -04:00
JeanFrancois Dube
d4b06db91c Editor Context: replace revert icon in viewport editor context widget when an active folder is set with close.
#jira UE-156869
#rb richard.malo
#preflight none
#rnx

[CL 20689520 by JeanFrancois Dube in ue5-main branch]
2022-06-16 13:01:40 -04:00
Andriy Tylychko
fcd1cecbbe reduced mem usage for DispatchCanvasRenderCommands task by capturing only required data instead of entire canvas
#preflight 62ab5b465c69124c4088a31b
#rb zachary.bethel

[CL 20689498 by Andriy Tylychko in ue5-main branch]
2022-06-16 13:01:08 -04:00
JeanFrancois Dube
410d0a83e4 Actor Folders: don't allow option to make current folder as current.
#jira UE-156863
#rb richard.malo
#preflight none
#rnx

[CL 20689407 by JeanFrancois Dube in ue5-main branch]
2022-06-16 12:57:24 -04:00
Max Chen
22d73eff41 Curve Editor: On PostUndo(), clear the selection serial number so that the edit box can refresh and then reset the selection serial number so that time doesn't sync to selection since selection didn't really change
#jira UE-156557
#rb matt.hoffman
#preflight 62ab5adfe9031caf98aeb3e2
#robomerge enginemerge

[CL 20689244 by Max Chen in ue5-main branch]
2022-06-16 12:48:35 -04:00
lucas dower
7cb595019f Fix for pin type colors only appearing white in state machines
#jira UE-151054
#rb keith.yerex
#preflight 62ab52f3e9031caf98acd78a

[CL 20688783 by lucas dower in ue5-main branch]
2022-06-16 12:26:16 -04:00
lucas dower
76ea7529c8 Fix for assertion hit when orbiting a bone that no longer exists
#jira UE-156797
#rb thomas.sarkanen
#preflight 62ab4b61e9031caf98ac2d64

[CL 20688239 by lucas dower in ue5-main branch]
2022-06-16 11:48:47 -04:00
luc eygasier
efd8bdbe68 Removes landscape blueprint tools from UEFN since blueprint support is not enabled.
#preflight 62aa1ebcea213dadf07c6b7c
#rb Jonathan.Bard

#ROBOMERGE-AUTHOR: luc.eygasier
#ROBOMERGE-SOURCE: CL 20685888 via CL 20685935 via CL 20685948 via CL 20685952
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v968-20684695)

[CL 20687616 by luc eygasier in ue5-main branch]
2022-06-16 11:11:10 -04:00
Matt Peters
8dafd35fa0 Cooker: Add feedback for why a requested package was requested when reporting that the package can not be found.
#robomerge EngineMerge
#rnx
#jira UE-145050
#rb PJ.Kack
#preflight 62ab45254039d7853666f3b9

[CL 20687471 by Matt Peters in ue5-main branch]
2022-06-16 11:03:26 -04:00
Andrew Rodham
8d5d254f97 Sequencer: Fixed mutation during iteration
#preflight 62ab36d55c69124c40822347
#jira none
#rb none
#robomerge enginemerge

[CL 20687050 by Andrew Rodham in ue5-main branch]
2022-06-16 10:29:10 -04:00
ryan bickell
dd51ba8757 SceneOutliner: Hide empty folders option.
#rb jeanfrancois.dube
#jira none
#preflight 62ab03fdda0af39a47843da0

[CL 20686047 by ryan bickell in ue5-main branch]
2022-06-16 09:17:55 -04:00
Josie Yang
6b15506e58 Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart
#preflight 62aafc9ada0af39a4783930a

[CL 20686007 by Josie Yang in ue5-main branch]
2022-06-16 09:14:04 -04:00
Patrick Enfedaque
66c3748dd6 - Save Current Level / Ctrl+S: Allow skipping the checkout dialog and save only the writable files.
- Fix issue when Level was being saved and it had some non writable dirty external packages
- Fix reentrance issue between FEditorFileUtils::PromptForCheckoutAndSave and FEditorFileUtils::PromptToCheckoutPackages

#rb lauren.barnes, jeanfrancois.dube, lauren.barnes
#preflight 62aa2a524a335ad67cbd6524
#robomerge EngineMerge

[CL 20685693 by Patrick Enfedaque in ue5-main branch]
2022-06-16 08:31:41 -04:00
thomas sarkanen
67bac2adc8 Fixes for new anim BP re-instancing path
Marked a number of node-internal properties as 'compiler generated defaults'.
Made sure that CPFUO skips 'compiler generated defaults' when re-instancing objects (previously it only did this in one of the reinstancing calls, not the main one).
Tweaked/added custom reinstancing logic for linked layers & graphs to ensure that linked instances get correctly hooked back up. This now only gets called on the already-reinstanced UAnimInstance rather than all of them

#rb Jurre.deBaare,Phillip.Kavan
#preflight 62a9ce4c943e7bb2560dbfd4

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 20684626 via CL 20684630 via CL 20684635
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v968-20684695)

[CL 20684974 by thomas sarkanen in ue5-main branch]
2022-06-16 05:53:13 -04:00
Marc Audy
2666d80819 Non-unity and Static analysis fixes
#rnx
#preflight

[CL 20680993 by Marc Audy in ue5-main branch]
2022-06-16 00:49:39 -04:00
aditya ravichandran
f89d4ca73e SFilterBar: Fix issue with uninitialized bools in FCustomTextFilterState
#rb trivial
#preflight skip

#ROBOMERGE-AUTHOR: aditya.ravichandran
#ROBOMERGE-SOURCE: CL 20677832 via CL 20679222 via CL 20679241 via CL 20679251
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20679864 by aditya ravichandran in ue5-main branch]
2022-06-15 21:14:33 -04:00
scott nelson
bd24608a0f Add Filtering mechanism to MainFrame's MRUFavoritesList and LevelEditorMenu's 'Open Recent Level'
#rb Rex.Hill, Lauren.Barnes
#preflight 62aa17769c7b849bb57f5727

#ROBOMERGE-AUTHOR: scott.nelson
#ROBOMERGE-SOURCE: CL 20677473 via CL 20677506 via CL 20678503 via CL 20678648
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20679826 by scott nelson in ue5-main branch]
2022-06-15 21:13:31 -04:00
jamie dale
dedc393e44 Allow you to filter based on the types you can view, rather than the types you can create
#rb Jason.Stasik
#rnx

#ROBOMERGE-AUTHOR: jamie.dale
#ROBOMERGE-SOURCE: CL 20674346 via CL 20674371 via CL 20675622 via CL 20675762
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20679001 by jamie dale in ue5-main branch]
2022-06-15 19:31:25 -04:00
alexander suvorov
a4faae7e8c Enable mipmap preview for cubemaps.
#rb none
#fyi charles.bloom
#preflight none

[CL 20678263 by alexander suvorov in ue5-main branch]
2022-06-15 18:44:21 -04:00
Marc Audy
de2c3cb8e0 [Backout] - CL20593017, 20594056, 20625634, 20645670, 20649179, 20649223, 20649380, 20658535
Add new custom version to specify a certain window of AnimSequences are not loadable
#fyi Jurre.deBaare
#robomerge EngineMerge
Original CL Desc
-----------------------------------------------------------------
**New**
- Engine
	- IAnimationDataModel interface
- AnimationData plugin
	- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
	- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally

**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
	- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)

**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h

#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Mike.Zyracki
#jira UE-131296
#preflight 62a308a8b0150a87f9d6891b

[CL 20677979 by Marc Audy in ue5-main branch]
2022-06-15 18:24:46 -04:00
Christina TempelaarL
6933668de3 Add view alignment mode PointScreen to gizmo element base class.
#jira UE-156708
#rb zach.rammell
#preflight 62aa4324db3f89d316292b1d

[CL 20676866 by Christina TempelaarL in ue5-main branch]
2022-06-15 16:55:53 -04:00
alexander suvorov
7eae635d64 Add support for previewing individual slices of a cubemap in the texture editor.
#rb charles.bloom
#preflight none

[CL 20676841 by alexander suvorov in ue5-main branch]
2022-06-15 16:53:29 -04:00
Ryan Schmidt
422c289493 GeometryFramework: add support for configuring color and normal overrides on BaseDynamicMeshComponent & DynamicMeshComponent. This allows the user to configure a DynamicMeshComponent to display vertex colors, group colors, or a (configurable) custom color, as well as facet normals, in the Actor properties.
A new lit vertex color material is added and used if the ModelingComponents module is loaded (to avoid adding a new engine material, if only GeometryFramework is loaded, then the engine-default vertex color material is used). This class-wide vertex color material can be overridden via UBaseDynamicMeshComponent::SetDefaultVertexColorMaterial()

Facet Normals / Flat Shading is now separately configurable, this overrides the normals at the vertexbuffer setup level, so it works independently of material.

Support also added for configuring the wireframe material used for BaseDynamicMeshComponent, and also for setting the wireframe color.

#preflight 62aa2330a40a4dc3a04052c6
#rb tyson.brochu

[CL 20676782 by Ryan Schmidt in ue5-main branch]
2022-06-15 16:49:13 -04:00