Commit Graph

7 Commits

Author SHA1 Message Date
Simon Tovey
74868c39f8 Live preview material editor button
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]
2014-07-03 09:13:33 -04:00
James Golding
507c402a4e Remove Material Expression headers from Engine.h and only include where needed
#codereview nick.penwarden

[CL 2082041 by James Golding in Main branch]
2014-05-22 11:33:54 -04:00
Richard TalbotWatkin
adc520c0cd Added shortcut for component mask on Shift+C.
#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]
2014-05-08 05:29:54 -04:00
Simon Tovey
8693d7f362 Altered material editor stats to optionally use relase shaders and to display a "built-in" shader cost.
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]
2014-04-23 20:20:58 -04:00
Matthew Griffin
5bc027a1a0 #ttp 315757 - EDITOR: ME2: Add Find results window similar to the Blueprint Editor
#proj UE4.Engine

#summary Added Find Results tab to Material Editor

#add Added SFindInMaterial class to search and display results from materials, similar to the Blueprint version but didn't seem like there was an obvious method of splitting it up into a base class that could be used by both. Made sure to use the search functions from Material Expressions as well to ensure that the results will be the same or better than they were previously.

#change Added new function to UMaterialExpression to get a one line description of it. Most of the time this is just all of the expressions captions combined into one line using spaces, though there were exceptions for constants, textures and function calls so that better information is shown in the results window. Also added a JumpToNode function to FMaterialEditor so that the find results can show the nodes when clicked on.

#extra This is only for searching the current material at present, adding support for searching all assets would be a lot more work as we would need to store meta data allowing materials to be searched before they are loaded.

[CL 2043640 by Matthew Griffin in Main branch]
2014-04-23 18:21:07 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00