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 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]
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]
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4
#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.
[CL 2066905 by Graeme Thornton in Main branch]
#ttp 332908 - Material editor: shortcut for component mask
#branch UE4
#proj Editor.MaterialEditor
#add Added new material editor action for CreateComponentMaskNode.
#add Created callback for creating a component mask node at the cursor.
#reviewedby Chris.Wood
[CL 2066775 by Richard TalbotWatkin in Main branch]
I've altered the preview material directly to compile with release shaders so that this incurs no overhead.
Refactored the empty material stuff to be neater and to report the base cost of the shader.
Reduced the shaders compiled for this empty stats material to the bare minimum. Typically 3-5, adding a near insignificat cost.
[CL 2054645 by Simon Tovey in Main branch]
#ttp 316874 - EDITOR: ME2: Space out the nodes in the new editor
#proj UE4.Engine
#change Added version number for permanent flip and added static function to material that can flip coords of materials and functions. Also scale the position of all expressions by roughly the size difference of the new nodes so that they are hopefully less tightly packed together.
[CL 2054296 by Matthew Griffin in Main branch]