NOTE: Old tutorials not deprecated (yet), but widget highlights in old tutorials will stop working with this change!
Added new Blueprintable UEditorTutorial object.
Added suite of widgets and details customizations to display tutorials.
New system is available on command line switch -NewTutorials.
Slate changes:
Tag names are now stored in SWidgets, rather than simply being discarded.
Removed STutorialWrapper in favour of using Tags.
Added Tags to more multibox widgets, so virtually all can now be picked.
Added SWindow::HasOverlay so we dont attempt to add overlays to widows that cannot have them.
[CL 2244216 by Thomas Sarkanen in Main branch]
#TTP 340962 - LIVE: RENDERING: Font Sample Parameter Behavior in MIC
Created sub struct for UDEditorFontParameterValue to contain the font parameter fields.
Removed font specific widget construction as it can now use the generic CreateParameterValueWidget function to build the UI.
[CL 2238120 by Allan Bentham in Main branch]
#ttp 342489: CRITICAL: EDITOR: CRASH: FArchive does not support FAssetPtr serialization message when opening 3ColorBlend material function
#ttp 342497: CRITICAL: Regression: EDITOR: CRASH: Opening Material Function
[CL 2234985 by Robert Manuszewski in Main branch]
#ttp 337106 - material editor: new instances of the dynamic parameter node do not automatically gather the existing channel names
#branch UE4
#add Added new function to scan through other dynamic parameters to copy their settings from and modified existing code to reduce dup code.
reviewed by Thomas.Sarkanen
[CL 2225367 by Andrew Brown 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]
Made sure preview material is compiled when opening editor.
Made sure CodeView is cleared and not regenerated if live preview is off until the material has been recompiled.
[CL 2175874 by Simon Tovey in Main branch]
Toggles the compilation of the preview material everytime an edit is made.
#ttp 333463 - LIVE: RENDERING: Shaders compile automatically even when Live Nodes and Live Updates are Deselected
The Live Update, Live Nodes (and now Live Preview) toggles clearly aren't universally understood. I've added the live preview toggle to do what this user wanted. It may be an idea to have some UI guys see if extra clarity can be had from tootips/docs/icons etc.
#reviewedby Graeme.Thornton
[CL 2130403 by Simon Tovey in Main branch]
- Add ENGINE_API on several classes that are desirable to derive from
- Started to decouple graph node renaming from being a parameter (added CanRenameNode, GetEditableName, and SetEditableName)
(Integration of CL# 2124083 from 4.3 to main)
[CL 2124126 by Michael Noland in Main branch]
This not only eliminates the issue of spamming jobs with Undos or undo/redo, it should also help speed up iteration times.
TTP 338558 - Editor: Material Shaders: Pressing Ctrl+Z repeatedly will increase the numbers of shaders compiling infinitely
[CL 2117907 by Simon Tovey 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]
Changed last remaining instances I could find of material layout code that generated materials with flipped expression positions - SpeedTree, Fbx, dragging textures onto meshes and when placing rotate about axis nodes.
[CL 2095816 by Matthew Griffin in Main branch]