This widget will host warnings or messages with the ability to automate actions for the user.
Current actionable messages:
* Invalid Landscape grassmaps, with associated rebuild action
* Invalid Landscape physical materials, with associated rebuild action
* Invalid Landscape nanite meshes with associated rebuild action
* Invalid grassmaps, physical materials, nanite meshes will be agregated to only one message if multiple rebuild are necessary
* Landscape proxy packages needs to be updated, with associated mark dirty action
#jira UE-204527
#rb Jonathan.Bard
[CL 32224398 by luc eygasier in ue5-main branch]
With this checkin, the binding system inside Level Sequences has been refactored to allow C++ custom binding classes inheriting from a new class, UMovieSceneCustomBinding. Custom bindings are held as instanced UObjects inside FMovieSceneBindingReference, alongside the Universal Object Locator. In the case where a custom binding has been specified, the UOL will be ignored.
The intention with this change is to allow developers to create their own arbitrary methods of binding any UObject to a track inside Sequencer. Examples of this include:
* Runtime dynamic bindings to spawned NPC or player characters (e.g. in UEFN) with a different spawned preview character
* Blueprint-specified dynamic bindings
* Spawnable bindings based on something other than a AActor template
* Scene Graph/Prefabs
Alongside the base UMovieSceneCustomBinding class, a new hierarchy of spawnable custom binding classes has been created as the basis for allowing spawnable bindings that don't require object templates, and may instead require other asset references, for example UEFN NPC character spawnables requiring an NPC Character Definition asset.
This hierarchy is currently. UMovieSceneCustomBinding <- UMovieSceneSpawnableBindingBase <- UMovieSceneSpawnableActorBindingBase <- UMovieSceneSpawnableActorBinding.
This hierarchy allows for spawnables of non-actor types, spawnables of actor types not based on templates, and finally UMovieSceneSpawnableActorBinding, which is a re-implementation of FMovieSceneSpawnable inside the custom binding system.
Going forward, we will be moving to deprecate FMovieSceneSpawnable in UE Sequencer in favor of the custom spawnable binding types. Sequences with FMovieSceneSpawnables will continue to function as normal, but new spawnables in new sequences will use UMovieSceneSpawnableActorBinding under the hood. These will technically have FMovieScenePossessable structs created for them for now rather than FMovieSceneSpawnable structs. This should be mostly invisible to the user.
In addition, I've added a separate hierarchy of custom bindings called 'Replaceable' bindings. A 'Replaceable' is a binding type that will expect in runtime to always be overridden by a different object that may not be available in editor. UMovieSceneReplaceableBinding will hold in EDITORONLY_DATA a UMovieSceneSpawnableBindingBase to provide a preview while within Sequencer. Included in this is a UMovieSceneReplaceableActorBinding, which uses the UMovieSceneSpawnableActorBinding internally to spawn its preview, and has no implementation to find the actor during runtime- it relies on the user overriding the actor binding using the existing BindingOverrides method on LevelSequenceActor.
Next Steps:
* UEFN custom bindings will be built upon this system, to allow UEFN users multiple ways to override bindings.
* UEFN custom spawnable bindings will be built upon this system, to allow UEFN users a way to spawn actors and objects within Sequencer with their lifetime managed by Sequencer
* With this change, we have a cleaner way of incorporating the 'dynamic binding' work that uses the Director Blueprint to create a spawnable or possessable. This should be incorporated into the UCustomBinding hierarchy.
* Once Verse supports it, we should add Verse custom binding logic
* We need to add a Universal Object Locator type that can reference any other binding in the sequence hierarchy. This will allow us to adapt the existing 'Spawnable Parent' possessable binding logic to reference any other type of binding, not just spawnable ones.
* Eventually we will fully deprecate FMovieSceneSpawnable
Further notes:
* A previous imagined version of this system used the cache as a way to allow locators to spawn actors and register them with Sequencer. This change removes this code.
* Custom Spawnable Bindings use the Binding Lifetime Track to determine their spawn lifetime rather than the old spawn track. This unifies the concept of the lifetime of an object binding within sequencer for both spawnables and possessables.
* As FMovieScenePossessable and FMovieSceneBindingReferences allows multiple bindings per guid, this change now allows multiple spawnables to be spawned and controlled by a single binding track. However, some of the editor tooling code doesn't currently handle this properly and at times assumes a single binding. This should be resolved one way or the other.
* The UX for this allows UCustomBindings to handle creating bindings from any dragged in object using a priority system- Sequencer will ask all classes in priority order if they support binding creation from that object.
* The UX supports unique overlay icons and tooltips for different types of bindings
* The UX allows each binding type to decide whether it can convert a current binding into its own type and then do so
* Currently there is some manual instanced detail customization for UMovieSceneCustomSpawnableActorBinding. We use instanced customization so that the UX has the sequencer context. This should both be improved (to allow ways to choose a class/template via this UI), as well as extended so that clients outside of the Movie Scene plugin can register instanced detail customizations for their own binding types.
* Where possible, Sequencer APIs around spawnables have been refactored to take guids rather than FMovieSceneSpawnable references. In particular, custom spawnables do still use the spawn register, but do not use actor spawners- instead the UMovieSceneCustomBinding class is given the responsiblity of spawning/destroying the object/actor. This created an awkward API for USD export, which had overridden the spawn register to unhide/hide actors rather than spawning/destroying them. This could use some more work. MetaHumanPerformanceExportUtils will also need to be refactored at some point to use the custom spawnable binding system.
* FSequencerUtilities::CreateBinding and CreateGenericBinding has been refactored to accept binding parameters and now supports creating custom bindings including spawnables, as well as replacing existing bindings and adding additional bindings to an existing guid.
[REVIEW] [at]ue-sequencer
#jira UE-199299, FORT-582815, UE-209594
#rb Andrew.Rodham, daniel.coelho, Max.Chen
[CL 32218187 by david bromberg in ue5-main branch]
This widget will host warnings or messages with the ability to automate actions for the user.
Current actionable messages:
* Invalid Landscape grassmaps, with associated rebuild action
* Invalid Landscape physical materials, with associated rebuild action
* Invalid Landscape nanite meshes with associated rebuild action
* Invalid grassmaps, physical materials, nanite meshes will be agregated to only one message if multiple rebuild are necessary
* Landscape proxy packages needs to be updated, with associated mark dirty action
#jira UE-204527
#rb chris.tchou, jonathan.bard
[CL 32190792 by luc eygasier in ue5-main branch]
It's experimental and not enabled by default
#rb robert.millar, logan.buchy
#jira UE-207860
[FYI] thierry.begin
[CL 32092375 by mark lintott in ue5-main branch]
* Add ShowMouseCoordinates (World Position) in Show Menu.
* Used the default GrabHandClosed cursor when panning.
#rb JeanFrancois.Dube
#jira UE-207913
[FYI] JeanSebastien.Guay
[CL 31801986 by vincent beauchemin in ue5-main branch]
- CVar ContentBrowser.ShowPluginFolderIcon to control visibility, disabled in UEFN restricted mode
- Child folders in plugins use normal icon to reduce visual noise
[CL 31731686 by robert millar in ue5-main branch]
- ContentBrowserUtils::ShouldShowCustomVirtualFolderIcon and cvar ContentBrowser.ShowCustomVirtualFolderIcon so it can be disabled in UEFN
- Attribute ContentBrowserItemAttributes::ItemIsCustomVirtualFolder for categorization
- Built-in folders like All, Game, Engine, Plugins are not marked with the above attribute
- Set ContentBrowser.ShowCustomVirtualFolderIcon to 0 when entering UEFN restricted mode
#rb Rex.Hill
[CL 31729647 by robert millar in ue5-main branch]
Skeletons are no longer dirtied when adding notifies and sync markers from animation timelines.
Skeletons can still hold sync markers and notifies, but they are not mandatory and they can all be held in animation assets if required.
'Find References' for notifies and sync markers now launches the find/replace dialog when selected from the animation timeline.
Removing notifies and sync markers from the skeleton now does only that. To remove from animations, use the find/replace tab.
Updated BP node spawning for anim notifies to use a custom spawner, correctly use the asset registry, apply filtering and context sensitivity and move some of the code out of BlueprintGraph.
Added icons to distinguish sync markers/notifies in the editing tab.
Updated notify editing tab filtering to allow users to filter items from 'this' skeleton, compatible skeletons or other assets.
Additionally fixed up icons for some Persona tabs that were incorrect.
#jira UE-204872
#rb jaime.cifuentes, Phillip.Kavan
[CL 31168417 by thomas sarkanen in ue5-main branch]
This allows you to attach an automatic fix to any error or warning that may arise from eg. validation.
#jira none
#rb Julien.StJean
#ushell-cherrypick of 31124509 by gabriel.wreczycki
[CL 31126352 by ben hoffman in ue5-main branch]
Move icons into an editor folder so they don't get cooked
Change the override combo button to match the desired behavior
#jira UE-192063, UE-204831, UE-205036
#rb logan.buchy
[CL 31099835 by aditya ravichandran in ue5-main branch]
- Allows for plugins to inject/remove content (actors) in a partitioned world
- Serves as a replacement for the experimental 'Content Bundle' feature
- Added new External Data Layer (EDL) Asset
- Added new Game Feature Action 'AddWorldPartitionContent' to control activation of an EDL asset
- Supports Data Layers inside a plugin (child of an EDL)
- Added builder to convert content bundles to EDL (UGameFeatureActionConvertContentBundleWorldPartitionBuilder)
- Feature is temporarily disabled by default and can be turned on using Editor Experimental Settings 'Enable World Partition External Data Layers' flag
#jira UE-204248
#rb JeanFrancois.Dube, Patrick.Enfedaque, Sebastien.Lussier
#tests QAGame PIE/-game/cooked, Regression test PIE/cook of latest game map, Tested PIE/cook of latest game map converted to EDL
[CL 31015614 by richard malo in ue5-main branch]
This change represents the final round of improvements to the Sequencer outliner UI per UX team's mockups. The notable changes are:
- All widgets on the outliner are now properly aligned and maintained through a rich and extensible column management API. All columns can be toggled on and off as desired.
- Previous/Add/Next key navigation buttons have updated icons and spacing and are consistent with the pin/lock/mute/solo icons
- Labels and edit widgets will now forcibly overflow other, less important, widgets on hover if they are occluded because of a narrow overal outliner width
- All rows now have a separator line
- Track rows are now uniform heights
- Lock camera button is now more prominent
#rb Max.Chen
#jira UE-200166
[CL 30976450 by andrew rodham in ue5-main branch]