- create a new MeshTopologySelector base class. The existing GroupTopologySelector class now inherits from it, as does a new BoundarySelector class
- likewise, create a new MeshTopologySelectionMehchanic base class and have (existing) PolygonSelectionMechanic and (new) BoundarySelectionMechanic inherit from it
- the new Boundary classes use FMeshBoundary loops to define selectable loops rather than FGroupTopology
HoleFillTool:
- change to using BoundarySelectionMechanic instead of GroupTopologySelector
Misc:
- allow FMeshBoundaryLoops to fail untangling a loop with bowties but still continue processing other loops
#jira UE-144821
#rb jimmy.andrews
#preflight 63222176e93a80888cb7d3df
[CL 22013854 by tyson brochu in ue5-main branch]
(+ for code that was passing false then manually applying the same logic, remove the extra reverse orientation logic)
#rb david.hill
#preflight 630d245fe352708d44f9e007
[CL 21706500 by Jimmy Andrews in ue5-main branch]
GeometryScript: add CopyCollisionMeshesFromObject function, extracts meshed collision shapes or complex collision from various object types as a UDynamicMesh
#rb none
#preflight 62ffc256c85b7fef22f671cc
[CL 21460263 by Ryan Schmidt in ue5-main branch]
This fixes a problem that occurs in both the Render Capture Baking tool and the Approximate Actors tool
#rb arciel.rekman,ryan.schmidt
#rnx
#jira UE-146097
#preflight 62fa24791e61d1ba0e294d83
[CL 21408934 by matija kecman in ue5-main branch]
- Made the tool Accept/Cancel.
- Added the ability to set block size at current power.
- Added ability to initialize the grid from a given actor, initialized to current target.
- Added the option for the grid sizes to follow the default editor grid (1, 5, 10, 50, 100, etc).
- Allowed global mode for gizmo manipulation, to allow editor grid snapping to work.
- Removed the non-useful selection plane tolerance setting
#rb Jimmy.Andrews
#jira UE-153345, UE-152029
#preflight 62f163f9185da2495f83831e
[CL 21274412 by semion piskarev in ue5-main branch]
Also removed artefacts that became visible after the ones fixible with a depth test were resolved. These were related to linearly interpolating data on the photosets, this was fixed since the baking framework is where texture filtering should take place
#rnx
#rb lonnie.li, ryan.schmidt
#jira none
#preflight 62d473b0dc4397d384a06bc8
[CL 21148985 by matija kecman in ue5-main branch]
ToolsFramework:
add UInteractiveCommand and UInteractiveCommandArguments types, base classes for 'interactive commands' which are intended to be used for atomic actions, ie stateless, no user interaction, etc
ModelingComponents:
add UGeometrySelectionEditCommand/Arguments, this is a UInteractiveCommand that uses a FGeometrySelection as an argument
add UGeometrySelectionManager::CanExecuteSelectionCommand() and ExecuteSelectionCommand()
MeshModelingTools:
add UDeleteGeometrySelectionCommand, deletes selected mesh geometry by converting input selection to list of triangles
ModelingToolsEditorMode:
add Delete command to ModelingMode and UI. ModelingToolsEditorMode currently is keeping active command set alive via new UModelingToolsEditorMode::ModelingModeCommands member.
#rb none
#preflight 62d195b9a66919b6701d89a8
[CL 21113757 by Ryan Schmidt in ue5-main branch]
New UModelingSelectionInteraction provides click-to-select and gizmo interactions for current set of mesh objects that support selection, by manipulating the active UGeometrySelectionManager.
ModelingMode now creates a UGeometrySelectionManager and UModelingSelectionInteraction on mode startup, if 'persistent selections' are enabled in the project settings. This replaces the previous persistent selection system/manager, which is no longer created/registered.
UModelingToolsEditorMode::ShouldDrawWidget() and ::ComputeBoundingBoxForViewportFocus() updated to support active Selection.
Functions ::OnToolsContextRender(), ::OnToolPostBuild(), ::GetGeometrySelectionChangesAllowed(), ::TestForEditorGizmoHit(), ::UpdateSelectionManagerOnEditorSelectionChange() added to support selection system.
FModelingToolsEditorModeToolkit will add buttons for selection control if Persistent Selections are enabled. Dynamic updates to Palette based on active selection are initiated by EdMode. Currently the selection-actions palette is empty.
#rb none
#preflight 62c5f20c3c5171c81715f5f4
[CL 20973334 by Ryan Schmidt in ue5-main branch]