Commit Graph

441 Commits

Author SHA1 Message Date
Andrew Rodham
c5fbaf1c65 Added detail customization for actor actor animation playback settings
[CL 2704173 by Andrew Rodham in Main branch]
2015-09-24 07:49:46 -04:00
Andrew Rodham
2e3f2f53d8 Movie Scene Rendering improvements
- All movie scene capture responsiblities are now encapsulated inside the MovieSceneCapture module. Corresponding logic has been moved out of engine classes.
 - Fixed time-step capture is fullly supported on PC and mac, real-time capture is still experimental.
 - Matinee now goes through the same MovieSceneCapture module logic as actor animations
 - AVIWriter can now be instantiated (used to be a single static w/ globals) to give greater control of capturing.
 - This mostly addresses UETOOL-446

[CL 2700384 by Andrew Rodham in Main branch]
2015-09-22 05:59:03 -04:00
Mark Satterthwaite
8dedbc3a9c Merging MetalRHI & MetalShaderFormat changes from ZebraBranch, plus the code to enable or disable Mac support.
[CL 2697221 by Mark Satterthwaite in Main branch]
2015-09-18 12:45:20 -04:00
Joe Tidmarsh
de4f741d41 Fallback to default size handler when the property resource is not a UTexture2D.
[UE-20553] UMG check box is not set to default size by default

[CL 2691530 by Joe Tidmarsh in Main branch]
2015-09-15 05:55:18 -04:00
Terence Burns
5d95469391 Scalabilty groups cvar added to device profile editor view.
[CL 2685993 by Terence Burns in Main branch]
2015-09-10 06:38:10 -04:00
Lina Halper
5786808b67 #ANIM: Trail node
- at the end, no change on the data because this guarantees frame independent.
- Added help and renamed variable to speed, so that it knows it is speed.

Merging

//depot/UE4-Orion/Engine/...

to //depot/UE4-Orion/Engine/...

[CL 2683714 by Lina Halper in Main branch]
2015-09-08 16:50:42 -04:00
Benn Gallagher
5315048ee4 [Merging using UE4-Orion-To-UE4] - Added Blend Profiles to USkeleton - Per-Bone blending scales for blend list nodes and state machine transitions.
[CL 2676948 by Benn Gallagher in Main branch]
2015-09-02 10:20:31 -04:00
Andrew Rodham
f08f2506d7 Improved asset import data customization
It now fills the width of the details panel, and has a button to clear the import path.

[CL 2675466 by Andrew Rodham in Main branch]
2015-09-01 11:03:37 -04:00
Richard TalbotWatkin
4b7df2b231 Change so that Materials category always appears in Primitive Component detail panels with Material properties.
#jira UE-19181 - Materials array does not appear on static mesh components with no mesh until details is refreshed

[CL 2674193 by Richard TalbotWatkin in Main branch]
2015-08-31 12:20:58 -04:00
Richard TalbotWatkin
1c10afa020 Fixed issue where pivot was not moved when entering a new brush translation in Geometry Mode.
#jira UE-20220 - Widget position doesn't update when location is changed in details panel, in Geometry Editing mode

[CL 2674046 by Richard TalbotWatkin in Main branch]
2015-08-31 10:29:52 -04:00
Martin Mittring
97ee86291e UE-19859 Remove debug/show rendering features on shipping
I did the first part, lock some showflags to be 0 or 1 in SHIPPING
If this causes problems for some applications (e.g. using showflag as scalability which they shouldn't) the user needs to update the code.
or we remove the lock from that showflag.
For editor or non shipping features it's fine to use the SetSHOWFLAGNAME() calls, they become NOPS in SHIPPING.

This is a performance optimization (when  used in inner loop) and prepares for removing more

[CL 2673126 by Martin Mittring in Main branch]
2015-08-28 17:18:26 -04:00
Dmitry Rekman
cb39aa61a5 Attempt to fix a non-unity CIS.
[CL 2672845 by Dmitry Rekman in Main branch]
2015-08-28 15:33:34 -04:00
Lina Halper
aa5c71dc02 #ANIM: Trail joint - converted TrailRelaxation to curve to support multiple joint chain
Merging

//depot/UE4-Orion/Engine/Source/...

to //depot/UE4/Engine/Source/...

[CL 2671585 by Lina Halper in Main branch]
2015-08-27 17:25:44 -04:00
Richard TalbotWatkin
72f9c33970 Fixed issue where clicking a Text property field corresponding to multiple properties would cause the "Multiple Values" text to be committed to those properties.
#jira UE-20286 - When editing multiple assets at once, clicking in a string field is treated as committing a new string to all assets

[CL 2669151 by Richard TalbotWatkin in Main branch]
2015-08-26 09:32:11 -04:00
Michael Schoell
663fc7445f Improvements to the usability of PostProcessSettings structure in Blueprints.
Make/Break/Set nodes will no longer show the overrides variables that are used as conditionals for other variables.

These values will automatically be set to true when their corresponding variable is made visible in the node and false if they are not visible.

Added a tooltip for the checkbox to enable these pins to explain the situation.

This feature changes the functionality of existing nodes, all affected cases will give a Warning until the Blueprint is recompiled.

#jira UE-18268 - Post process settings blueprint polish

[CL 2667807 by Michael Schoell in Main branch]
2015-08-25 12:43:09 -04:00
Dmitry Rekman
a9221dfcb5 Matching LOCTEXT_NAMESPACE #def/#undef
- Also changed some #undef's to be more uniform

[CL 2665419 by Dmitry Rekman in Main branch]
2015-08-23 00:57:30 -04:00
Aaron McLeran
f740d3c683 Stereo Spatialization Feature
- PC/Xaudio2 implementation

- Added new parameter added to sound attenuation object that specifies stereo spread for 3d spatialized assets that use the attenuation setting

- High-level implementation description: split the stereo file channels into 2 mono-source 3d calculations in XAudio2 (though the stereo voice still counts as a single voice).

- Currently HRTF spatialization only works for mono-sources.

- The L/R channels are oriented perpendicular to the listener and spread from each other by the spread parameter.

- Added the ability to visualize 3d audio using
   -- the new audio command is "Audio3dVisualize", we can change the name to something else if there's a different name designers would like to use
   -- 3d visualization will show the name of the wave instance, a white crosshair where the emitter position is, and a red/green crosshair for the left/right channels. This way sound designers can
      visualize the spread parameter. The position used to display the crosshairs is the exact position used by the audio engine to spatialize the channels.
   -- We can add more data to this visualization later(can display current volume, color based on occlusion, etc)
   -- If the sound is mono-spatialized, it will only display a white crosshair (and the name of the wave instance).
   -- It only shows actively playing voices that have audio components (to render into the component's world) so can be used as a means to determine playback activity of audio components.
   -- Only implemented for PC at the moment, though this feature should be ported to our other platforms

[CL 2660161 by Aaron McLeran in Main branch]
2015-08-18 18:27:16 -04:00
Richard Hinckley
cbcba84f29 Fixing UTF-8 bullet points. Changing to asterisks because asterisks show up correctly in the editor.
[CL 2659169 by Richard Hinckley in Main branch]
2015-08-18 08:51:06 -04:00
Lina Halper
55280f9326 #ANIM: Allow each animation to compress and change setting in the detail panel
Merging

//depot/UE4-Orion/...

to //depot/UE4-Orion/...

[CL 2656635 by Lina Halper in Main branch]
2015-08-14 15:59:41 -04:00
Ben Zeigler
3a8ca7f141 #UE4 Revert earlier change to make IPropertyHandle::IsValidHandle return false if the contained property was NULL, because the property table editor depended on that functionality
Rename HasValidProperty to HasValidPropertyNode to make the behavior match the name, and clean up some comments
Fix several details customizations that weren't correctly checking for property validity before derefencing GetProperty() or AccessRawData(). This fixes the original slate crash as well
#codereview matt.kuhlenschmidt

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2653955 by Ben.Zeigler on 2015/08/12 21:23:30.

[CL 2653956 by Ben Zeigler in Main branch]
2015-08-12 21:24:04 -04:00
Andrew Rodham
cac0ebf2ce All AssetImportData properties are now instanced
This ensures 2 things:
  - That the property is always visible on an relevant UI
  - That we will not suffer any data loss if any new derived UAssetImportData types are added in future

This addresses UE-19895 and UE-19893

[CL 2651232 by Andrew Rodham in Main branch]
2015-08-11 11:41:56 -04:00
Bob Tellez
a3e0651473 [AUTOMERGE]
#UE4 Text property input textboxes now have a Min and Max width to match the min/max width in SPropertyEditorText

#codereview Saul.Abreu

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2650256 by Bob.Tellez on 2015/08/10 18:30:53.

[CL 2650257 by Bob Tellez in Main branch]
2015-08-10 18:31:08 -04:00
Michael Noland
b6fc868f1d Editor: Exposed 'Convert to Static Mesh' on volumes as well as brushes
[INTEGRATE] Change 2648443 by Michael.Noland@mnoland-T2784-HDepot on 2015/08/07 16:07:42

[CL 2648448 by Michael Noland in Main branch]
2015-08-07 16:08:17 -04:00
Andrew Rodham
1bb27e3999 Added customization for FAssetImportInfo
- FAssetImportInfo is now marked as USTRUCT and is stored as a member value on UAssetImportData rather than using inheritance. This makes customization writing much easier and better affords UObject interoperability.
 - Removed UAssetImportData::bDirty as it was only every used to enable/disable a button on the static mesh editor, and its presence caused confusion and inconsistency.
 - Fixed issue where timestamps did not get updated correctly
 - Fixed various reimport paths that were not updating their source file information correctly.

This addresses UETOOL-466 and UE-16406.

[CL 2646395 by Andrew Rodham in Main branch]
2015-08-06 10:04:50 -04:00
Chris Wood
7b57b178f6 "Reset to default" on the Image Size property of a brush now uses the size of the texture if one is set.
[UETOOL-125] - Have the "return to defaults" arrow on a brush's texture actually go back to the size of the texture

#change Customization of property rows now supports passing reset to default customizations to child properties so that structs like vectors can have their components handled by the same custom handler as the parent. Properties identify themselves by passing their handle to the delegate.
#change Reset to default is now set on properties using FResetToDefaultOverride class containing the delegates and ovrride behaviors.
#change Slate brush customization sets custom reset behavior on the Image Size property and uses the texture size as the default size.

#codereview matt.kuhlenschmidt

[CL 2644978 by Chris Wood in Main branch]
2015-08-05 11:35:16 -04:00