Commit Graph

115 Commits

Author SHA1 Message Date
henrik karlsson
9a1d5b1ad4 [Engine/Plugins]
* Ran IWYU on ~170 plugins to remove includes not needed. Public api still keep old includes inside #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2

#preflight 63d09351574ab9cae4670216
#rb none

[CL 23844750 by henrik karlsson in ue5-main branch]
2023-01-25 02:42:36 -05:00
nick darnell
ae774ca1eb AssetDefinition - Upgrading the Data/Curve tables to use the new AssetDefinition.
AssetDefinition - Changing how getting the SourceFiles works a bit, wanted it to be easier to just get the real data and not have to wrap it myself, and also to not need to needlessly put it into a container if it's not needed.

#jira UE-165574

[CL 23686064 by nick darnell in ue5-main branch]
2023-01-13 16:11:10 -05:00
henrik karlsson
3c9aacb1ad [Engine/Plugins]
* Updated public headers for ~170 engine plugins using iwyu to remove includes not needed. Removed includes are still available behind UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2

#preflight 63c08f4a2a6acaf1622bcc73
#rb none

[CL 23674775 by henrik karlsson in ue5-main branch]
2023-01-13 01:54:01 -05:00
daren cheng
5d8250f0ec Add support for multiple thumbnail render frequencies.
Preparation changing default thumbnail render frequency.

#jira UE-169079
#preflight 63c08bc902024f93d8c1a650
#rb lauren.barnes, patrick.boutot, brooke.hubert

[CL 23673011 by daren cheng in ue5-main branch]
2023-01-12 20:50:24 -05:00
henrik karlsson
2f78497e67 [Engine/Plugins]
* Updated private files with IWYU for all plugins which had 3 or less changes made in ue5 main since last integration to fn

#preflight 63bf8d8b577437afe607dc72
#rb none

[CL 23659643 by henrik karlsson in ue5-main branch]
2023-01-12 01:48:34 -05:00
nick darnell
b81efdcf63 AssetDefinition - Upgrading several sound asset actions.
AssetDefinition - Fixing a regression where we needed to load assets on right click to check a 'can we create a blueprint from this asset' option.
AssetDefinition - Making the dynamic entries for GetAssetActions nameless so that they don't stomp eachother on accident.
AssetDefinition -

#jira UE-165574

[CL 23632575 by nick darnell in ue5-main branch]
2023-01-10 15:49:07 -05:00
sebastien lussier
39868eecb4 Fixed crash introduced by CL 23288342
Rather than skipping it's initialization, avoid creation of the UContentBrowserAssetDataSource when running from a commandlet
#rb richard.malo
[FYI] dan.engelbrecht

[CL 23631845 by sebastien lussier in ue5-main branch]
2023-01-10 15:24:34 -05:00
henrik karlsson
6c0988b13c [Engine/Plugins/Editor]
* Ran IWYU on all private code in the plugins under this folder.

#preflight 63bbb322c45a2c81e0673a9c
#rb chris.waters

[CL 23631839 by henrik karlsson in ue5-main branch]
2023-01-10 15:24:20 -05:00
nick darnell
f8bd93f6b1 AssetDefinition - Converting the Haptic AssetTypeActions to AssetDefinitions.
The copying localization ID is now an option stated as such instead of a right click showing the ID you click.  In order to show the ID the asset has to be loaded, so instead it's now a copy operation that then loads the asset before copying the ID.

Fixing a regression that stopped showing export options for unloaded assets.  The code was using FastGetAsset, which won't load the asset if unloaded.  The new code just looks at the package flags from the FAssetData, no need to attempt to load the asset.

#jira UE-165574
#jira UE-173203

[CL 23588044 by nick darnell in ue5-main branch]
2023-01-05 10:47:04 -05:00
scott nelson
92da116445 Add ability to filter CB folders for Editability + Fix AliasDataType usage of Public/Private assets
#rb Rex.Hill
#preflight 63b5d081ab0e99a2bed56c2d

[CL 23581927 by scott nelson in ue5-main branch]
2023-01-04 17:07:54 -05:00
bob tellez
4fb9e2412c #UE Do not load assets when opening the Asset Actions submenu. I had to remove CanExecuteShowAssetMetaData since there was not a good way to check this on unloaded assets. The user will get a notification for any assets that did not have metadata when they execute the command.
[CL 23542239 by bob tellez in ue5-main branch]
2022-12-16 17:25:07 -05:00
christopher waters
e886ebc3cd Adding includes that code depended on implicitly. This is preperation for upcoming header dependency improvements.
#preflight 6397418acb2317695e1f3b2b

[CL 23480135 by christopher waters in ue5-main branch]
2022-12-12 13:40:46 -05:00
bryan sefcik
f6c79d0200 Cached which folders have been visited.
Before: 3s 272ms
After: 1s 577ms

#jira
#rb rex.hill
#preflight 6387949ef213a116ebb07fe7

[CL 23338132 by bryan sefcik in ue5-main branch]
2022-11-30 14:29:23 -05:00
dan engelbrecht
e014ea4cce Remove registration of AssetRegistry notification in content browser when running as commandlet.
I noticed a fair amount of notifications and processing in response to those notifications from the AssetRegistry when running a cook command without the editor UI.

This CL removes registration of callbacks if we are running a commandlet such as cooking.

#rb francis.hurteau pj.kack
#preflight 6384c037fa053c489aebd02d

[CL 23288342 by dan engelbrecht in ue5-main branch]
2022-11-28 09:29:29 -05:00
jamie dale
7322caf220 Fixed Content Browser class permission list filtering always being recursive
#rb Jason.Stasik, Rex.Hill

[CL 23104540 by jamie dale in ue5-main branch]
2022-11-11 15:55:42 -05:00
nick darnell
e85b0cd48c AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
bob tellez
635e0d776e [Backout] - CL23068129 and 23069638
[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions.  IAssetTypeActions is woefully inadiquit now.  It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class.  We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset.  We could introduce a replacement in the class, but that would just get inherited, causing other issues.  So instead the parallel UObject based AssetDefinition now exists.  In large part it will probably be very similar to the other one, but several things in it probably need to chnage.  For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.

Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23072024 by bob tellez in ue5-main branch]
2022-11-10 01:18:44 -05:00
nick darnell
fd6f4a29b1 AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]

[CL 23072002 by nick darnell in ue5-main branch]
2022-11-10 01:17:07 -05:00
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
bob tellez
16c1bd5d9a #Ue Fix when right clicking an asset that cannot be loaded
[FYI] Nick.Darnell

[CL 22918074 by bob tellez in ue5-main branch]
2022-11-02 11:49:35 -04:00
christian savoie
b92d3d41e3 Fix compile error, missing headers and forward declares
[CL 22918051 by christian savoie in ue5-main branch]
2022-11-02 11:48:44 -04:00
christian savoie
adba372f50 Move Source control menu bindings into AssetManagerEditor so they appear on all menus that operate on assets (i.e. Asset menu in editors).
* Force uncached status update if any items in selected aren't up-to-date
* Removed Refresh option since it's done every time the menu is opened
* Make Source control menu update state asynchronously so menu doesn't stall
* Update Checkout to Sync and Checkout so it can all be done at once
* Add Partial Checkout state when files are selected and show users locking files in tooltip
* Add options to Make Writeable and Revert Writeable
* Add error state if source control is unavailable
* Hide options, like checkout, that are not available for the current SCC provider
* Always show all options so users can learn bettern muscle memory
* Add Warning when doing any source control option on selections larger than 25 (currently hardcoded)
* There's still some slight difference in behavior between file and folder selection. If only files are selected the async update will not show any options availabe until the full scan is done and there are some additional features like partial checkout. If there are any folders then options become available the moment one asset is available for an action.

#tests Tested all button scenarios, tested small and large sets of folders, assets and a mix.

[CL 22918013 by christian savoie in ue5-main branch]
2022-11-02 11:47:25 -04:00
jared cotton
db9180da10 Re-submission of 'view' method for AssetEditing (aware of merge issues that will arise in 23.00 and ready to resolve. Also ready with fix for issue that will arise when CL hits /Fortnite-Main in GLTFProxyAssetActions.h)
#rb Stanley.Hayes
#rb Jamie.Dale
#rb Jason.Stasik
#rb Yiliang.Siew
#preflight 635205e49e14ee3c7969c9bf

Iteration on Jason Stasiks CL 17314610. This is a minimal version of CL 17314610 which adds a 'view' method to AssetTypeActions which is now attempted whenever an activated item's 'edit' attempt fails.

The matching CL for the restricted FAssetTypeActions_VerseClass changes is 22472079.

[CL 22823595 by jared cotton in ue5-main branch]
2022-10-28 00:33:58 -04:00
dave belanger
6480013ab3 FResultMessage cleanup
#rb Scott.Nelson
#preflight 635aa14e4710dd6af8575766

[CL 22823551 by dave belanger in ue5-main branch]
2022-10-28 00:30:20 -04:00
nick darnell
8b48634e45 Editor - Fixing a Context Menu regression. The old code did not in fact load everything always, there was a carveout for WP levels, to prevent them from loading by using AssetViewUtils::LoadAssetsIfNeeded, which prevented loading those assets in particular. So I've corrected the fallback code to no longer load everything before returning the selected assets they now return the results of AssetViewUtils::LoadAssetsIfNeeded as was previously the case. There are also now overloads for loading assets that take load tags on the context menu context.
[REVIEW] [at]Patrick.Enfedaque

[CL 22810706 by nick darnell in ue5-main branch]
2022-10-27 11:20:49 -04:00