Commit Graph

34 Commits

Author SHA1 Message Date
Ben Cosh
0c30f487d4 This change adds a delegate to monitor if the currently selected blueprint component is recompiled whilst currently displaying its details in the in world component editor and forces a details refresh in that instance. re-worked change from CL 2547405 due to some remaining issues.
#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor

#info this change is more scoped and more robust than CL 2547405.

[CL 2593389 by Ben Cosh in Main branch]
2015-06-19 09:39:22 -04:00
Ben Cosh
c3031c68d2 This change registers a delegate to notify when component blueprints are recompiled and forces a refresh on the actor details component section when neccesary.
#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor

[CL 2547405 by Ben Cosh in Main branch]
2015-05-12 12:21:43 -04:00
Mikolaj Sieluzycki
a96989f147 Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:30:54 -04:00
Michael Noland
5f40368357 Editor: Passed in a host command list in SActorDetails uses
[CL 2507939 by Michael Noland in Main branch]
2015-04-10 02:12:48 -04:00
Nick Darnell
6818029208 Editor - Giving the DetailsView more capability to allow it to be set to automatically handle the EditDefaultsOnly flag for showing/hiding nodes when selecting a CDO instead of needing to monitor it, and show/hide them manually.
[CL 2505946 by Nick Darnell in Main branch]
2015-04-08 17:27:30 -04:00
Chris Wood
876befa6a0 Added double-click handling to components in SCS editor that focuses the viewport cameras on the item.
UE-8539 - IWCE: Double-clicking on a component in the SCS editor should focus the camera on it

#codereview Matt.Kuhlenschmidt

[CL 2479978 by Chris Wood in Main branch]
2015-03-16 07:23:27 -04:00
Marc Audy
b6fd6deb78 Make UCSModified Properties read-only on actor instance components
[CL 2478686 by Marc Audy in Main branch]
2015-03-13 12:41:36 -04:00
Marc Audy
9cc24ed248 Enable BP component editing on a per-actor instance basis
Add ability to prevent prevent inherited versions of components from editing the properties set at a higher level

[CL 2477265 by Marc Audy in Main branch]
2015-03-12 15:11:32 -04:00
Matt Kuhlenschmidt
61c827fdd6 Moved details panel search bar for actor details below the components tree
[CL 2475878 by Matt Kuhlenschmidt in Main branch]
2015-03-11 18:20:12 -04:00
Matt Kuhlenschmidt
09389c7af1 Removed experiemental IWCE setting since it isnt experimental
[CL 2475197 by Matt Kuhlenschmidt in Main branch]
2015-03-11 11:22:26 -04:00
Dan Hertzka
681b9080f7 Fixing compile errors
[CL 2474181 by Dan Hertzka in Main branch]
2015-03-10 15:14:27 -04:00
Dan Hertzka
8a4b9f7a5c [UE-9294] - Native components that are not visible uproperties are now read-only for in-world component editing
[CL 2474086 by Dan Hertzka in Main branch]
2015-03-10 14:08:41 -04:00
Maciej Mroz
721fd3ff9c UE-10298 Creating an exposed variable does not always update correctly to the bp's Details panel
When a selected actor is reinstanced, a details view (displaying details of the actor) needs to be refreshed.

An alternative solution: don't check SDetailsView::ShouldSetNewObjects (refresh always )
OR store an object's hash in SDetailsView (and compare it in the ShouldSetNewObjects)

#codereview Matt.Kuhlenschmidt, Nick.Whiting

[CL 2455053 by Maciej Mroz in Main branch]
2015-02-21 17:44:56 -05:00
Dan Hertzka
81af1217a2 [UE-10081] - Right-clicking an actor in the scene outliner always deselects components (even if the actor was already selected), so the proper context menu shows
- Removed the actor context menu options from the actor root in the components tree; can now only paste a component onto it
    -> Necessary because multiple details panels can be open and locked to different actors, so the context menu options would not necessarily pertain to the right-clicked actor root
- Fixed ProcesFCustomizableTextObjectFactory::ProcessBuffer attempting to load an archetype when none had been parsed from T3D

[CL 2453563 by Dan Hertzka in Main branch]
2015-02-20 13:46:19 -05:00
Matthew Griffin
05a3bddc9c [INTEGRATE] Change 2447921 by Michael.Noland@mnoland-T2784-Reference on 2015/02/16 18:06:45
Editor: Locked out editing in the level editor version of the components tree when in PIE [UE-9374]
	#lockdown matt.kuhlenschmidt

[CL 2450014 by Matthew Griffin in Main branch]
2015-02-18 08:54:57 -05:00
Matthew Griffin
a53c582de7 [INTEGRATE] Change 2445555 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/13 17:41:40
[UE-9831] - Adding variables to BP should no longer crash and world component selection is retained across BP reinstancing

	#codereview Marc.Audy
	#lockdown Matt.Kuhlenschmidt

[CL 2449905 by Matthew Griffin in Main branch]
2015-02-18 06:16:51 -05:00
Matthew Griffin
3799b275a0 [INTEGRATE] Change 2445223 by Marc.Audy@Marc.Audy_Z2487 on 2015/02/13 15:02:36
Disable editing of properties on blueprint created components
	#lockdown Matt.Kuhlenschmidt

[CL 2449889 by Matthew Griffin in Main branch]
2015-02-18 06:00:48 -05:00
Matthew Griffin
d3a2686353 [INTEGRATE] Change 2438669 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/09 15:46:09
[UE-9456] - The cached actor selection is now updated appropriately on undo/redo

[CL 2447037 by Matthew Griffin in Main branch]
2015-02-16 09:29:37 -05:00
Matthew Griffin
037358b5c8 [INTEGRATE] Change 2433482 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/05 09:11:04
[UE-8315] - Duplicated components appear in the proper location in BP editor
	[UE-8617] - Alt+LMB drag to duplicate component in world works
	[UE-8802] - Fixed issues with location of duplicated component
	[UE-9193] - Substantially reorganized cut, copy, paste, duplicate, and delete to work in the world. Moved most of the implementations to FComponentEditorUtils so it could be shared by the SCSEditor (in ActorInstance mode) and the level editor

	Checking in to keep from getting too unwieldly/large.
	Known issues:
	- Paste doesn't always show up in the right place
	- Paste always attaches to root in world
	- Can crash when undoing transform manipulation with multiple duplicated components selected

[CL 2441362 by Matthew Griffin in Main branch]
2015-02-11 06:05:44 -05:00
Matthew Griffin
e3fe9abd20 [INTEGRATE] Change 2431592 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/02/04 08:39:36
Fix crash if an actor details panel is closed and then an undo occurs

[CL 2438096 by Matthew Griffin in Main branch]
2015-02-09 10:47:43 -05:00
Matthew Griffin
af4f8d0425 [INTEGRATE] Change 2430787 by Marc.Audy@Marc.Audy_Z2487 on 2015/02/03 18:43:45
Allow per instance blueprint created component customization for simple construction script components

[CL 2437946 by Matthew Griffin in Main branch]
2015-02-09 09:30:36 -05:00
Matthew Griffin
d5896dbbc9 [INTEGRATE] Change 2430768 by Marc.Audy@Marc.Audy_Z2487 on 2015/02/03 18:28:06
Differentiate ConstructionScript CreationMethods in to SimpleConstructionScript and UserConstructionScript (or really other)
	Added IsCreatedByConstructionScript utility function on UActorComponent

[CL 2437920 by Matthew Griffin in Main branch]
2015-02-09 09:21:05 -05:00
Matthew Griffin
412d0efe2a [INTEGRATE] Change 2427088 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/31 12:58:20
Show a warning when viewing blueprinted components. These components are read only and can only be modified in the blueprint editor

[CL 2435314 by Matthew Griffin in Main branch]
2015-02-06 09:18:48 -05:00
Matthew Griffin
0a12bafeed [INTEGRATE] Change 2426108 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/01/30 13:47:46
[UE-8152] - All previously existing drag-and-drop functionality now works with components in the world as follows:

	1. If multiple actors are selected and the drop is on one of the selected actors, the dropped object will be applied (if possible) to all components in each selected actor.
	2. If multiple components are selected and the drop is on one of the selected components, the dropped object will be applied (if possible) to all selected components.
	3. If the drop is onto a component that is not selected, it will apply only to that component.
	4. If the drop is onto a component within a selected actor, but only one actor is selected, same as #3.

	- Fixed crash when trying to apply material to non-existent slot when applying to multiple actors

[CL 2433465 by Matthew Griffin in Main branch]
2015-02-05 08:54:11 -05:00
Richard TalbotWatkin
2baeab665b Optimizations to details panel when there are many large array properties.
#jira UE-7808 - Editor slows exponentially when selecting an instanced static mesh in viewport that has a large number of instances

[CL 2427864 by Richard TalbotWatkin in Main branch]
2015-02-02 03:29:45 -05:00