Commit Graph

412 Commits

Author SHA1 Message Date
jason stasik
222aef911e Add RowTags for StaticMeshBuildSettings customization
#rb none

[CL 22876442 by jason stasik in ue5-main branch]
2022-10-31 21:23:20 -04:00
henrik karlsson
4a5e13525d Fixed non-unity non-pch compile errors
#preflight skipped
#rb none

[CL 22788359 by henrik karlsson in ue5-main branch]
2022-10-26 16:22:34 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
alexis matte
fe35eb697a Interchange:
- Skeletal mesh is now import using the skeletalmesh compile system to make sure all properties are locked and will stall another thread trying to access them.
---- This fix multiple crash if a viewer display the skeletal mesh and use some properties.
- Remove animation pipeline ensure(no skeleton) if we import with force static mesh and there is some translated animation node
- Fix crash when importing static mesh and the get mesh payload return an empty mesh description
- Reimport of skeletalmesh is not calling anymore postedit change if we reimport with interchange, interchange will call it in a post edit step.
---- This fix multiple crash if a viewer display the bones of the re-import skeletal mesh.
General:
- Reimport handler now have a reimport async version so the caller can control if a reimport is done asynchronously or synchronously

#jira UE-166986
#rb danny.couture , jeanluc.corenthin
#rnx
#lockdown jeanmichel.dignard
#preflight 634f61fdec03b54e9cdfe0bf

[CL 22634973 by alexis matte in ue5-main branch]
2022-10-19 15:15:54 -04:00
bryan sefcik
0a3a232b0f Misc module file cleanup.
#jira
#preflight 634f4929864d9be23657bbf0

[CL 22634555 by bryan sefcik in ue5-main branch]
2022-10-19 15:07:57 -04:00
lauren barnes
0c5307c440 Set the ParentTab for StaticMeshEditorViewport on spawning that tab, and also check SEditorViewport::IsVisible for StaticMeshEditorViewport visibility, as it takes into consideration last time on screen.
#rb JeanMichel.Dignard
[FYI] Derek.Ehrman

[CL 22412715 by lauren barnes in ue5-main branch]
2022-10-07 19:43:21 -04:00
david hill
58dd5cd3d4 StaticMeshEditor: fix implicit cast warnings
#preflight 633479a39768d784d9cfa72d
#rb jimmy.andrews

[CL 22262806 by david hill in ue5-main branch]
2022-09-29 23:43:57 -04:00
graham wihlidal
561e36e5c7 Nanite: Added "Preserve Area" checkbox to correct leaves disappearing on trees.
This aims to preserve the surface area during simplification. If area is lost, open boundary edges of the mesh are dilated to compensate. This is useful for foliage that tends to thin out in the distance if not enabled.

Also include misc fixes:
Collapses that completely remove disjoint triangles have an error of the area of what was removed.
Would not alias 0 and -0 verts due to binary comparison.

#rb graham.wihlidal
#preflight 63349e32141f314ed601978d

#ushell-cherrypick of 22229630 by Brian.Karis
#preflight 6334c401f418a1071a35b4a4

[CL 22260505 by graham wihlidal in ue5-main branch]
2022-09-29 20:24:18 -04:00
graham wihlidal
19d7109d9e Fixed static mesh editor so that the currently visible LOD is displayed when rendering Nanite in fallback mode.
[FYI] brian.karis, jordan.walker, bryce.lumpkin, ryan.schmidt
#preflight skip

[CL 22142115 by graham wihlidal in ue5-main branch]
2022-09-22 15:04:04 -04:00
alexis matte
fb24253449 Interchange: Fix the custom LOD import issues
- Static mesh editor LOD number not updated when importing custom LOD asynchronously
- Static mesh reimport LOD with new file need to dirty the ddc key
- Gltf translator must set a valid local transform on the root scene node

#jira none
#rnx
#rb jeanmichel.dignard
#preflight 632a800afc7f1efbdf781075

[CL 22113972 by alexis matte in ue5-main branch]
2022-09-21 11:36:20 -04:00
christopher waters
43aa8630c4 Shader Model 6 warning dialogs
- If a static mesh is detected to use Nanite or a project is configured to use Virtual Shadow Maps and SM6 is not in the project settings, show a warning that SM6 needs to be enabled.
- Both cases only warn if the project was already configured to use a D3D platform.
- Added a UI option for enabling Nanite in project settings.

#jira UE-162011
#rb mihnea.balta
#preflight 6324cabf5f55ba280e1fb164

[CL 22064124 by christopher waters in ue5-main branch]
2022-09-16 20:30:43 -04:00
rune stubbe
76a529066f Nanite Hi-Res mesh is now built with the LOD0 build settings instead of the default ones
Gray out Fallback Triangle Percent and Fallback Relative Error when a model is specified in Source Import Filename

#preflight 631f5ed412092e9faa846d86
#rb graham.wihlidal
[FYI] Ryan.Schmidt

[CL 21989542 by rune stubbe in ue5-main branch]
2022-09-13 15:01:31 -04:00
bryan sefcik
b93a6cf7ed Pass 1 on editor include fixes:
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]
2022-09-11 18:33:06 -04:00
serge bernier
f540d59aa7 Expose PerQualityLevelsMinLod Set/Get to blueprints. Can also set the Default value if user input a value >= 0.
#rb josh.Adams

[CL 21929847 by serge bernier in ue5-main branch]
2022-09-09 18:17:10 -04:00
nick darnell
8c6dccfce9 Core - Making some improvements to TObjectPtr, introducing some templating utilities so that we can better template match TObjectPtr vs UObject* pointers so that a single templated function can work for either.
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]
2022-08-31 16:13:49 -04:00
alexis matte
c2e9247564 Improve Nanite workflow.
Artists can import/reimport(/new file)/remove nanite hi res data from the staticmesh editor.
Artists can import/reimport(/new file)/remove nanite hi res data from the content browser context menu.
Artists can easily see in the static mesh editor if the nanite hi res data is generated or imported.

#rnx
#rb jeanmichel.dignard
#preflight 630f837d98103d4521d33738

[CL 21724936 by alexis matte in ue5-main branch]
2022-08-31 14:18:54 -04:00
robert manuszewski
97e2da2b99 The internal list of all enum values will now store enum value names with the package name the enum was defined in to allow identically named enums in different packages.
+ Replaced a few use cases of UEnum::LookupEnumName with FindObject where LookupEnumName was used to find a known UEnum object

#preflight 63075f9b03520e063c2926c9
#rb Steve.Robb

[CL 21590471 by robert manuszewski in ue5-main branch]
2022-08-26 11:07:32 -04:00
bryan sefcik
8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00
JeanMichel Dignard
df31ad23c1 Fixed UStaticMeshEditorSubSystem::SetNaniteSettings to handle nullptr for the mesh parameter and marked the mesh package dirty when we're modifying it.
#jira UE-161481
#rb julien.stjean
#preflight 62fff660fa1ac183e59cd691

[CL 21464915 by JeanMichel Dignard in ue5-main branch]
2022-08-19 16:53:32 -04:00
Vincent Gauthier
1ab0ae148f Fix to StaticMeshEditorTest to prevent running it with nullrhi
#jira UE-159239
#rb lauren.barnes
#preflight 62fcfed5200ff87e077dbc6a

[CL 21425390 by Vincent Gauthier in ue5-main branch]
2022-08-17 11:02:06 -04:00
bryan sefcik
435d89dea4 Manually updated a few files in Engine/Source/Editor/... to include some headers that were found to be missing after running IWYU.
#preflight 62cdac5084556536d0e57c64

[CL 21058996 by bryan sefcik in ue5-main branch]
2022-07-12 13:45:01 -04:00
Wei Liu
06c9a5c84e 1. Remove all flip-y completely and only flip y at the end on androidl GL with a native window api, no need to handle flip-y on high level.
2. Supports CustomDepth in translucency pass on mobile LDR.

#jira none

#rb Dmitriy.Dyomin
#preflight 62be9894d94b57687c68aed1

[CL 20911586 by Wei Liu in ue5-main branch]
2022-07-01 03:38:17 -04:00
steven barnett
dd1f657e9a This change adds a UBodySetup from-text factory called FBodySetupObjectTextFactory, which is used in PHAT and the Static Mesh editor to enable cross-copy/pasting of shapes from physics setups.
In FN, the workflow for creating physics assets for vehicles often involves importing at least one static mesh and copying collision shapes from it. It's currently really challenging to copy individual shapes between static and skeletal mesh body setups. With the added shape copy/paste commands, we get a lot more flexibility out of SM editor and PHAT, and a somewhat simpler workflow.

If we have physics assets A and B and we want to add one shape (or a specific subset of shapes) from a body in A to a body in B, this change is needed to do that. Since I'm trying to do this all the time while editing physics assets for vehicles, I use this shelf locally.

#rb benn.gallagher, nick.brett, satchit.subramanian

#ROBOMERGE-AUTHOR: steven.barnett
#ROBOMERGE-SOURCE: CL 20861874 via CL 20861887 via CL 20861898
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20876607 by steven barnett in ue5-main branch]
2022-06-29 12:17:25 -04:00
ben hoffman
1c6f4ecf3f Deprecate old uses of ControllerId in any editor viewport clients.
#jira UE-147796
#rb Patrick.Boutot
#rb Michal.Cieciura
#preflight 62b0e2ae8e03312ad83c4116
#rnx

[CL 20745139 by ben hoffman in ue5-main branch]
2022-06-20 17:24:28 -04:00
lauren barnes
5f7006fb53 Fixing EditorStyle->AppStyle merge errors
#rb trivial

#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20073150 via CL 20073151
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20105751 by lauren barnes in ue5-main branch]
2022-05-09 13:31:58 -04:00