Slate TPanelChildren, TSlotlessChildren are no longer full-fledged arrays; removed any unused Array API.
Fixed up a lot of improper use cases.
This better encapsulates the action of adding/removing Slate Widgets from the runtime tree as a Slate Core concern.
Alows us to add parent pointers in the future with significantly less effort.
#codereview Wes.Hunt
#codereview Nick.Darnell
#codereview Matt.Kuhlendschmidt
#codereview Justin.Sargent
[CL 2234301 by Nick Atamas in Main branch]
* For several preview components (cascade + a couple of animation previews), don't create a separate FXSystem for the preview world. Just use the one created internally by the world
* Several bug fixes and improvements to dynamic feature level switch
* Continued conversion of code that references to global feature level.
#codereview Nick.Penwarden
[CL 2229679 by Graeme Thornton in Main branch]
- Material editor preview nodes now work when the editor is in es2 mode
- Make editor primitives work in ES2 mode
- Fix slate font rendering in ES2 mode
- Remove ES2 shader de-gamma when in the editor
- Add a new linear sampler type for linear textures
- Various fixes for dynamic feature level switching
- When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
- Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
- ParticleVertexFactoryPool is now creates feature level specific vertex factories.
[CL 2187558 by Graeme Thornton in Main branch]
#ttp 338945 - Editor: Quick Settings: Hide Viewport UI checkbox is not hiding Viewport UI
#branch UE4
#proj Editor.LevelEditor, Editor.UnrealEd
#add Added extra checks into SLevelViewport::GetCurrentLevelTextVisibility and SLevelViewport::GetToolBarVisibility so they take into account the state of the Hide Viewport UI flag.
#add FEditorViewportClient::Draw only draws the axes if the Hide Viewport UI flag is clear.
#reviewedby Chris.Wood
[CL 2114884 by Richard TalbotWatkin in Main branch]
I've made a few changes here to make the code more consistent for the various ways of using a viewport to view an actor's position:
* Camera properties are now taken off any UCameraComponent, not specifically limited to ACameraActors.
* Calling FLevelEditorViewportClient::SetActorLock will now lock the viewport to the specified actor. If the actor has a camera component the viewport will inherit this camera's properties. The locked actor will also move with the viewport position if in perspective mode (as before).
* ControllingActor and PostProcessingActor have been removed from FLevelEditorViewportClient. Both were used for PIP camera previews which now work by locking a viewport to their desired camera.
* The inheriting of camera properties is controlled by the viewport "Camera View" setting shown on the quick settings viewport toolbar under the "Lock Viewport to Actor sub-menu.
This addresses TTP#337559 - feature request - improve viewport functionality for locking to camera
Reviewed by Chris Wood, Matt Kuhlenschmidt
[CL 2113995 by Andrew Rodham in Main branch]
This addresses TTP#322790 - EDITOR: Viewport: Feature Request: When double clicking on a pinned camera actor in viewport, have its preview window flash
Reviewed by Andrew Brown, Matt Kuhlenschmidt
[CL 2110332 by Andrew Rodham in Main branch]
Breaking changes include:
* Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
* Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
* Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
* Added ability to specify an FEditorModeTools when creating an FEditorViewport
Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.
This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept
Reviewed by Michael Noland, Matt Kuhlenschmidt
[CL 2109245 by Andrew Rodham in Main branch]
Using AddSP to bind onto a multicast delegate that's removed in a class's destructor is dangerous because the weak pointer used to compare against the 'this' pointer passed to .RemoveAll() will be invalid by the time it is compared. This causes "HasSameObject" to fail as the object cannot be pinned. I've have changed these to be raw bindings so that the ownership is explicit and thus force the call to RemoveAll to succeed correctly without leaving behind a null delegate instance. Previously, with a null delegate instance still in the list when the module is reloaded, that memory becomes invalid causing a crash when the event attempts to purge invalid delegate instances from its invocation list.
Also fixed one place where OnTakeHighResScreenShots was being bound but never removed (this looked like a copy paste error)
This addresses TTP#337596 - CRASH: EDITOR: Reload after Recompile causes crash
#codereview Max.Preussner
[CL 2108007 by Andrew Rodham in Main branch]
#ttp 336555 - CRASH: Minimizing/maximizing two viewports at the same time crashes the editor
#branch UE4
#proj Editor.LevelEditor
#add Added a FCanExecuteAction to ToggleMaximize, and hid the toggle maximize icon during a transition, so it's no longer possible to set off a new maximize animation while one is already occurring.
#reviewedby Chris.Wood
[CL 2106630 by Richard TalbotWatkin in Main branch]
#ttp 334902 - EDITOR: Level Browser: Allowed to add bsp geometry brushes to locked levels
#branch UE4
#proj Editor.LevelEditor, Editor.UnrealEd
#add Added checks for whether the current level is locked in SLevelViewport::OnDrop (creating a Slate notification if so, instead of placing the object). Doing this here also eliminates the multiple identical notifications which otherwise occur when dragging Actors into a locked level.
#add Had to make a special case of FBrushBuilderDragDropOp::OnDrop which is responsible for adding a dragged brush. The notification will already have occurred from the change above. This just inhibits the actual creation of the brush.
#reviewedby Chris.Wood
[CL 2079297 by Richard TalbotWatkin in Main branch]
#ttp 306334 - ROCKET: TASK: PUNTABLE: Stats: FN: Make diagnostic stats discoverable and available in the UI (don't require console to toggle)
#branch UE4
[CL 2058689 by Andrew Brown in Main branch]
#ttp 306334 - ROCKET: TASK: PUNTABLE: Stats: FN: Make diagnostic stats discoverable and available in the UI (don't require console to toggle)
#branch UE4
#change
DECLARE_STATS_GROUP û Added additional param GroupCategory, for subfolder use in the UI. Fixedup all Stats Group usage so the category is now propagated through where it needs to be.
Currently all Group stats have the Category æAdvancedÆ, and all engine stats have the Category æSimpleÆ û this is just to differentiate them for now, better categories will come along in future.
Modified FindOrAddMetaData as it now broadcasts a delegate (via a TaskGraph) whenever a new stat meta data is added û this was needed as not all the stat groups are æregisteredÆ when the level viewports are created (they are drip loaded), so the viewports need to listen for any additions thereafter...
GroupDescription is displayed as a tooltip in the UI for the stat entry and we may want to localize these.
RenderStats & RenderGroupedWithHierarchy: Modified so that it now takes the viewport that it should render to as a param (which is also used to determine if each stat should be visible).
Removed StatsEnabled delegate in favour of StatCheckEnabled, StatEnabled, StatDisabled, StatDisableAll for more finite usage and feedback when toggling them.
Modified FHUDGroupManager HandleCommand It now uses the new delegates to work out whether it needs to enable or disable for the current viewport, so itÆs more involved than a simple toggle, itÆs more ôis the stat enabled for the current viewport, and is it enabled for any viewportö delegate querying so it can react accordingly.
Added struct FSimpleStatFuncs: Which contains info on each æSimple StatÆ such as; name, category, description, renderfunc, togglefunc and the side of the viewport it should be rendered to
ExecSimpleStat û Calls Exec for a registered Simple Stat, ensuring the correct viewport is set
IsSimpleStat û Checks to see if a stat is a registered Simple Stat or not
SetSimpleStat û Sets the state of a specified Simple Stats
SetSimpleStats - Sets the state of the specified Simple Stats
RenderSimpleStats û Renders the Simple Stats if they are enabled, and have Render functions assigned.
Each Exec function had the code it executes which itÆs toggled and rendered into functions
Added FStatUnitData & FStatHitchesData: Moved all the globals/static variables used when enabling Stat Unit/Hitches into a struct as itÆs now used by multiple viewports and they needed their own copies. Also moved their draw functions here too.
FSceneViewport:
SwapStatCommands û Exchanges the enabled stats between two viewports, this is so when PIEing the stats which were enabled on the Level Viewport (if playing in active viewport only) get transposed to the Game Viewport, and then restored when PIE ends.
SEditorViewport:
ToggleStatCommand û Called when a stat is enabled/disabled from the UI
IsStatCommandVisible û Checks to see if a stat command should appear as visible in the UI
SEditorViewportViewMenu:
GenerateViewMenuContent û Made protected and virtual so it could be called externally.
FLevelViewportCommands: Added the code needed to generate commands for each of the Stat menu entries, however because not all stats are registered when this happens, it also creates some delegates to listen out for others that are registered later
Destructor û Needed to reset delegates
HandleNewGroupStat û Creates the new group stat commands
HandleNewStat û Creates the new stat command
FindStatIndex û Looks for where a stat should be inserted in the menu in order to maintain alphabetical order
SLevelViewport:
Modified the code so that the states of all the SimpleStats are saved so they can be restored next time the editor is ran (previously just handled FPS).
OnFloatingButtonClicked û Called whenever any of the level viewports floating buttons are clicked in order to correctly set the ælastÆ viewport global
OnToggleAllStatCommands û Called when the user selects æHide AllÆ from the viewport.
ToggleStatCommand û Called when the user selects any other stat option from the viewport.
BindStatCommand û Used to bind the menu action to the command name (used by delegate)
Added SLevelEditorViewportViewMenu (extends SEditorViewportViewMenu), and overrode GenerateViewMenuContent so that OnFloatingButtonClicked can be called whenever the menu is clicked on. This is also called during GenerateOptionsMenu, GenerateCameraMenu, GenerateShowMenu & OnToggleMaximize
Added global ptr GStatProcessingViewportClient (sim to Current, Last) used to keep track of which viewport the stat should be applied too (only valid within the scope of the Exec call).
FViewportClient:
Moved global ESoundShowFlags enum list into this class.
FCommonViewportClient:
Destructor û Needed to reset GStatProcessingViewportClient
FLevelEditorViewportClient
SetCurrentViewport û moved code responsible for setting the global æcurrentÆ viewport ptr into a func
SetLastKeyViewport û moved the code responsible for settings the global ælastÆ viewport ptr into a func
UGameViewportClient:
Destructor û Needed to cleanup delegate usage.
FViewportClient & FLevelEditorViewportClient & UGameViewportClient*
GetStatUnitData û The viewports copy of the variables needed when running the Stat Unit Exec
GetStatHitchesData û The viewports copy of the variables needed when running the Stat Hitches Exec
GetEnabledStats û Gets a list of all the stats which are enabled for the viewport
SetEnabledStats û Sets a list of all the stats which should be enabled for the viewport
IsStatEnabled û Checks to see if a specific stat is enabled for the viewport
SetStatEnabled û Sets a specifics stats state to enabled or disabled
GetSoundShowFlags û Gets which flags are enabled for the Stat Sounds Exec
SetSoundShowFlags û Sets which flags are enabled for the Stat Sounds Exec
HandleViewportStatCheckEnabled (delegate) û checks to see if a specific stat is enabled on this viewport
HandleViewportStatEnabled (delegate) û enables a specific stat for the viewport
HandleViewportStatDisabled (delegate) û disables a specific stat for the viewport
HandleViewportStatDisableAll (delegate) û disables all stats for the viewport
*FViewportClient has dummy virtual funcs and LevelEditor/Game both have the same implementations, the only differences is the GameViewports member variables are static so that the stat info persists between runs.
FLevelEditorViewportInstanceSettings deprecated bShowFPS in favour of an EnabledStats array (so we can track the state of all stats, not just FPS).
Added new config var bSaveSimpleStats: if enabled, restores previously enabled level viewport simple stats the next time the editor runs (defaults to false).
Modified FillShowFlagMenu so that thereÆs just one func and you specify where (if any) youÆd like a separator to occur.
Added FillShowStatsSubMenus so that menus can be generated which have submenus
Added the Stats sub menu to the View menu
Modified Execs so that the GStatProcessingViewportClient is set to the correct default viewport (if it wasnÆt specified), and clears again after itÆs been processed
HandleStatCommand now takes World and ViewportClient as params too û needed when Execs enabled other Execs so the world/viewport persists.
SetAverageUnitTimes û Added as a Setter func for GetAverageUnitTimes (moved code out of Stat Unit renderer and modified so that it only updates once per frame).
Stripped out all unneeded globals
[CL 2058522 by Andrew Brown in Main branch]
#branch UE4
#proj Editor.LevelEditor
#summary Added 1x1 viewport layout and tidied the margins in the layout menu
#add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button.
#add LevelViewportConfigurationNames::OnePane - new named layout config.
#add FLevelViewportCommands::ViewportConfig_OnePane - new layout command.
#change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false.
#change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false.
#change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it.
#add SlateEditorStyle - added brushes for one pane option in the viewport layout menu.
#add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it.
#change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label.
#add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration().
#change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported.
#add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane.
#add New icon image for one pane button in the menu - ViewportLayout_OnePane.png
#add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters.
reviewedby Thomas.Sarkanen, Max.Preussner
[CL 2048729 by Chris Wood in Main branch]
#branch UE4
#proj Editor.LevelEditor
#summary Undo behaviour corrected in "Create camera here" action - now works as an undoable transaction.
#add Added an undo transaction in SLevelViewport::OnCreateCameraActor.
#reviewedby Chris.Wood
[CL 2048082 by Richard TalbotWatkin in Main branch]
#summary Replaced instances of DragDrop::IsTypeMatch with FDragDropEvent::GetOperationAs()
#note Please change any instances of DragDrop::IsTypeMatch for the templated FDragDropEvent::GetOperationAs<>() or FDragDropOperation::IsOfType<>() where necessary
#proj Editor
#branch UE4
#reviewedby Nick.Atamas
[CL 2042222 by Andrew Rodham in Main branch]
We now support applying the material to only to the submesh that you drag the material onto. If you are holding down the [Shift] key we'll apply the material to every slot (the old behavior).
[CL 2041711 by Nick Darnell in Main branch]
#branch UE4
#proj Editor
#summary Removed position based menu actions from the scene outliner context menu
#change FLevelViewportContextMenu has been renamed to FLevelEditorContextMenu as it is not actually specific to viewports (it has been used in the scene outliner for some time now)
#change Added an enum to specify a broad context for the level editor context menu (whether it should show position based menu actions or not)
#reviewedby Matt.Kuhlenschmidt
[CL 2041433 by Andrew Rodham in Main branch]