Previously, the file discovery phase of the asset gathering process would block the entire process until it had found all of the files it needed to test.
This can take quite some time for projects with a large amount of assets, so this change adjusts the process so that discovered paths will be reported back to the asset registry while the file discovery is on-going. This allows you to prioritize the scanning of certain folders before the initial discovery phase has finished.
To account for the fact that the asset registry will be reporting process of an unknown range, the asset discovery indicator has been updated to display a marquee bar until the initial file discovery has finished.
It will now show you the following messages:
- "Initializing Asset Discovery" - Loading the cached asset registry data and waiting for the file scan to start. The progress bar will marquee while this is happening.
- "Discovering Asset Files" - Shows an increasing count of the number of asset files that have been discovered on disk. The progress bar will marquee while this is happening.
- "Discovering Asset Data" - Shows a decreasing count of assets that need to have their asset data either read from disk, or copied from the cache file. The progress bar will show the percentage of the assets processed by the asset registry compared to the total number of assets to load and process.
- "Processing Asset Data" - Shows a decreasing count of assets that the asset registry still needs to process the gathered asset data for. The progress bar will show the percentage of the assets processed by the asset registry compared to the total number of assets to load and process.
One side effect of having the discovery phase scan go wide (rather than deep - to allow you to prioritize the scanning of certain folders) is that it may now report back folders that don't contain any assets. This essentially addresses a long time complaint from users, whereby the Content Browser wouldn't show empty folders.
This change also has the cached asset registry file write out for every 50,000 files that are read from disk. This avoids you needing to perform repeated work if you restart the editor before the entire scan has finished.
[CL 2644762 by Jamie Dale in Main branch]
UETOOL-332 - Collections 2.0
UETOOL-366 - Ability to search and filter assets that are only in specific collections
This allows you to perform complex queries against any of the meta-data from the asset registry (using standard comparison operators), as well as being able to test other standard keys, such as the collections that contain a given asset, its name, path, or class.
The syntax supports sub-expression grouping, and also partial (unquoted), exact (quoted) starts with (s...), or ends with (...s) string matching, as well as standard logic operators (OR, AND, NOT).
ReviewedBy Andrew.Rodham
[CL 2578624 by Jamie Dale in Main branch]
These can be generally described as removing redundant condition checks, using logical operators instead of bitwise operators, removal of redundant parenthesis, and consistent use of pragma push and pragma pop. There is very little observable behavior change in this CL.
Changes that required further review are pending in 2489753
[CL 2489804 by Dan Oconnor in Main branch]
Editor - Improving the droptarget for assets in the details panels to be more obvious when a drag begins.
[CL 2433333 by Matthew Griffin in Main branch]
Change 2414304 by Michael.Noland@mnoland-T2784-Reference on 2015/01/21 15:48:01
Editor: Deleting SCreateNewAssetFromFactory (was previously private and was almost immediately deprecated after becoming public in mainline)
[CL 2414305 by Michael Noland in Main branch]
#jira UE-7384 - Using "Create New Asset" twice in a row causes an ensure generating the error message
[CL 2403504 by Richard TalbotWatkin in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2401019 by Jamie Dale in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2399803 by Jamie Dale in Main branch]
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka in Main branch]
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN
[CL 2329610 by Wes Hunt in Main branch]