Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e283bec5b0c765fc0ffdb
[CL 21960084 by bryan sefcik in ue5-main branch]
* Mininmap - World must be partitioned
* HLOD/Spline meshes - World must be partitioned & streaming must be enabled
#rb jeanfrancois.dube
#preflight 63122219ec45fbf3d760633f
[CL 21767630 by sebastien lussier in ue5-main branch]
Core - Added support for assigning a TObjectPtr<T> to a TScriptInterface just like you'd expect from a raw Object*.
Actor - Making a version of GetComponents that will work for TObjectPtr collections. Additionally fixed several places in the engine where we're forcing the template parameter instead of allowing it to be determined automatically - which forced me to leave one of the GetComponent implementations, but I think we aught to remove it. e.g.
Don't Do
TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents<UPrimitiveComponent>(PrimComponents);
Do
TArray<UPrimitiveComponent*> PrimComponents;
Actor->GetComponents(PrimComponents);
Slate - Introducing support for collections of TObjectPtr<T>'s being used as source lists for the STableView.
#preflight 630f7af8e54ec9d581b03d65
[REVIEW] [at]Marc.Audy, [at]Steve.Robb, [at]Zousar.Shaker
[CL 21727328 by nick darnell in ue5-main branch]
- When builder is used, ALandscape actor is marked with a flag. This flag is then used to automatically mark hidden in game (for PIE) and strip from cooked builds the source components.
- Added new ALandscapeSplineMeshesActor (partitioned actor) that serves as a container for extracted landscape spline meshes and control point meshes.
#rb sebatien.lussier, jeanfrancois.dube, patrick.enfedaque
#preflight 630d3157660db81edb7a197f
[CL 21698778 by richard malo in ue5-main branch]
- When the editor checks for enhanced tooltip content, it now looks in the Documentation/Source folder within the project folder and all enabled plugin folders.
- If the enhanced tooltip content contains a variable named ToolTipOverride, the content of that variable is used to override the default content for the initial simple tooltip.
- Documentation links can now use custom base URLs instead of always having the page ID appended to DocumentationURL in BaseEditor.ini.
- New base URLs can be defined in BaseEditor.ini or in DefaultEditor.ini within the project folder, as follows:
[/Script/Documentation.DocumentationSettings]
+DocumentationBaseUrls=(Id="ID",Url="http://myBaseUrl/{PAGEID}")
- They can also be added programmatically by calling IDocumentation::RegisterBaseUrl(), so plugins can add their own.
- The base URL can be specified anywhere a doc link is used. For links in code, the IDocumentation methods now accept an optional base URL parameter. For links taken from enhanced tooltip files, the ID of the base URL can now be specified at the file level in the BaseUrl metadata, or at the excerpt level in the [VAR:BaseUrl] variable.
- We now use {PAGEID} as a placeholder for where the doc link should go within the base URL.
#jira UE-139773
#rb jamie.dale
#preflight 62b08abdde510ae06e51f1dd
[CL 20936555 by Robb Surridge in ue5-main branch]
- Actors that output to RVT now have a ActorDesc property so they can be loaded before updating the RVT
- Fix a typo
- Fix minimap build calling hlod build in Build All
#rb richard.malo, jeanfrancois.dube
#preflight 62a0ab6ae07732d52dca901c
#ROBOMERGE-AUTHOR: patrick.enfedaque
#ROBOMERGE-SOURCE: CL 20556419 via CL 20556559 via CL 20556576
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)
[CL 20559680 by patrick enfedaque in ue5-main branch]
Port ActorBrowsingMode over to the new Editor Config system to have separate settings for each outliner
Enable Stacked Hierarchy Headers by default
Add the ability to disable framing selection
Add the ability to get the most recently used outliner from the level editor
Fix a bug where renaming an item on one outliner would sometimes execute the rename on a different outliner
#rb richard.malo
#jira UETOOL-5014
#preflight 627aa9811e74993343331221
[CL 20126651 by aditya ravichandran in ue5-main branch]
#jira UE-149173 - No feedback when attempting to build the minimap when World Partition is not enabled
#rb jeanfrancois.dube sebastien.lussier
#preflight skip
#rnx
[CL 20007598 by vincent beauchemin in ue5-main branch]
Build HLODs / Minimap in editor
* Added the necessary code to be able these builds from inside the editor, using the "Build" menu
* The HLOD build will show a dialog where you can select a few options (setup, build, forcebuild, delete), then start the build
* The minimap build has no options, will start right away
* Build is actually done through an external process, so the editor will ask to save any changes that's been made, and unload the current map before starting a commandlet
* Progress is updated by parsing the commandlet log during it's execution
* Once the build is complete, will force an asset registry scan and reload the map
* Also disabled the "HLOD Outliner" tool when in a partitionned level, as it is not working and may be confusing.
#preflight 6226e29f671c913c0502a807
#rb jeanfrancois.dube, patrick.enfedaque
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 19302772 in //UE5/Release-5.0/... via CL 19303919
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19346855 by sebastien lussier in ue5-main branch]
#rb Rex.Hill
#preflight 6202c1f2e85c7a08bbf3987b
#ROBOMERGE-OWNER: dave.belanger
#ROBOMERGE-AUTHOR: dave.belanger
#ROBOMERGE-SOURCE: CL 18918552 via CL 18918618 via CL 18918624 via CL 18918631 via CL 18922663 via CL 18923570
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18923679 by dave belanger in ue5-main branch]