Added LLM tags for many allocations in Editor Framework components. Used best judgement for use of existing tags.
Added EngineMisc/MessageLog tag to capture allocations that the logger does since it is a well defined core system that all other modules tend to use. This will pull the disparate allocations within the logger attributed to a lot of other tags into it's own bespoke tag.
Added a LevelEditor tag since it is also a fairly large component. There isn't a generic 'Editor' tag, though I think this might be worthwhile to explore as there are other editors in UEd (PropertyEditor for example).
#jira UE-153282
#preflight 63d9872cba4fadeef0acc846
#rb booke.hubert ronald.koppers
[CL 23938402 by logan buchy in ue5-main branch]
- When true, all components that are part of the selection set will draw their vizualizers.
- When false, only the selected components and the selected actors root components will draw their vizualizers.
- Defaults to true.
#jira UE-171442
#rb lauren.barnes
#preflight 63cab8b76446bf36f2d1dc66
[CL 23791220 by JeanMichel Dignard in ue5-main branch]
Add a filter and column to show Unsaved Assets.
Add a filter and modify the source control column to show uncontrolled assets
#jira UE-168231
#rb patrick.laflamme
#preflight 6361417a397c7af8966cec38
[CL 22890180 by aditya ravichandran in ue5-main branch]
Add the ability for other modules to add custom filters to the Level Editor Outliner
#jira UE-165115
#rb Brooke.Hubert
#preflight 6345779f8b06e0aaa0f298e0
[CL 22505460 by aditya ravichandran in ue5-main branch]
- Clean up temporary fix
- Modify UpdatePreviewPlatforms to only restrict DDSPI properties and not enable them if the preview platform doesn't have them on
#jira UE-164781
#rb Jack.Porter, Carl.LLoyd
#preflight 633608a0936ff7e3dcd02a97
[CL 22264284 by florin pascu in ue5-main branch]
- GetFriendlyShaderPlatformName removed
- RHIShaderPlatformDefinitions.inl deleted
- Added FriendlyNames to all ShaderPlatforms in DDSPI
- MenuText now comes from FriendlyNames in DDSPI
#rb Jack.Porter
#jira none
#preflight 632b1f8c826e0c2fe9a9d5d2
[CL 22118730 by florin pascu in ue5-main branch]
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]
* Mininmap - World must be partitioned
* HLOD/Spline meshes - World must be partitioned & streaming must be enabled
#rb jeanfrancois.dube
#preflight 63122219ec45fbf3d760633f
[CL 21767630 by sebastien lussier in ue5-main branch]
- When builder is used, ALandscape actor is marked with a flag. This flag is then used to automatically mark hidden in game (for PIE) and strip from cooked builds the source components.
- Added new ALandscapeSplineMeshesActor (partitioned actor) that serves as a container for extracted landscape spline meshes and control point meshes.
#rb sebatien.lussier, jeanfrancois.dube, patrick.enfedaque
#preflight 630d3157660db81edb7a197f
[CL 21698778 by richard malo in ue5-main branch]
- Also prevents this sort of bug from occurring in Slate altogether.
#rb Lauren.Barnes
#preflight 6287c2768828ea88c8662b2d
#ROBOMERGE-AUTHOR: yiliang.siew
#ROBOMERGE-SOURCE: CL 20298520 via CL 20298571 via CL 20298583 via CL 20298596
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20305684 by yiliang siew in ue5-main branch]
Build HLODs / Minimap in editor
* Added the necessary code to be able these builds from inside the editor, using the "Build" menu
* The HLOD build will show a dialog where you can select a few options (setup, build, forcebuild, delete), then start the build
* The minimap build has no options, will start right away
* Build is actually done through an external process, so the editor will ask to save any changes that's been made, and unload the current map before starting a commandlet
* Progress is updated by parsing the commandlet log during it's execution
* Once the build is complete, will force an asset registry scan and reload the map
* Also disabled the "HLOD Outliner" tool when in a partitionned level, as it is not working and may be confusing.
#preflight 6226e29f671c913c0502a807
#rb jeanfrancois.dube, patrick.enfedaque
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 19302772 in //UE5/Release-5.0/... via CL 19303919
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19346855 by sebastien lussier in ue5-main branch]
#rb Rex.Hill
#preflight 6202c1f2e85c7a08bbf3987b
#ROBOMERGE-OWNER: dave.belanger
#ROBOMERGE-AUTHOR: dave.belanger
#ROBOMERGE-SOURCE: CL 18918552 via CL 18918618 via CL 18918624 via CL 18918631 via CL 18922663 via CL 18923570
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18923679 by dave belanger in ue5-main branch]