Commit Graph

100 Commits

Author SHA1 Message Date
Dan Oconnor
673bdfc9cb Fixes for non-unity
[CL 2345618 by Dan Oconnor in Main branch]
2014-10-30 19:54:16 -04:00
Richard TalbotWatkin
524d362594 Creating an asset with the same name as one marked for delete no longer prompts for a check in, but just reverts the delete, checks out the package, and creates the new package in place of the old one.
#jira UE-4546 - Creating an asset with the same name as one marked for delete requires a check in

[CL 2345097 by Richard TalbotWatkin in Main branch]
2014-10-30 12:46:57 -04:00
Lina Halper
d28f0659b9 Fixed retargeting crash when preview mesh is missing.
https://jira.ol.epicgames.net/browse/UE-4484?filter=12278
https://jira.ol.epicgames.net/browse/UE-4638?filter=12278

[CL 2344959 by Lina Halper in Main branch]
2014-10-30 11:03:17 -04:00
Dan Oconnor
192a753d4b Can open merge tool from context menu, moved ini switch into editor ini
[CL 2343166 by Dan Oconnor in Main branch]
2014-10-28 22:59:51 -04:00
Jamie Dale
f7430ac704 Initial support for composite fonts for Slate, UMG, and Canvas
Slate now has the concept of composite fonts and font families (via FCompositeFont and FTypeface). A composite font is a font that contains a default font family, as well as any number of sub-font families which should be used for a given set of character ranges. This change will greatly improve the localization support for fonts.

UFont assets can now use two forms of caching "offline" (which is the way they have always worked historically), and "runtime" (which utilizes the Slate font cache to cache glyphs on demand). These runtime cached UFont assets are now the only way to specify which font to use for a UMG widget, and address the previous issues about ensuring that the required font files were staged for your game.

The Slate font cache now works on FFontData instances, rather than filenames. This allows the UFont asset to embed a blob of TTF or OTF font data inside it, rather than require the fonts be loaded from files on disk.

The Canvas text renderer has been updated to support runtime cached UFont assets. This gives our legacy Canvas based tools the same improved font localization support as the rest of the Slate-based editor UI.

UFont asset creation has been changed to use runtime caching by default, and additionally, you can now import a TTF or OTF file via the Content Browser and it will automatically create a UFont asset. If you still want an offline cached UFont asset, you can just change the cache type in the font editor, and the usual font picker dialog will appear and allow you to generate a font texture atlas.

[CL 2342203 by Jamie Dale in Main branch]
2014-10-28 09:02:03 -04:00
Michael Schoell
fa4f7bf5ff Newly created actor BPs will open into the components mode the first time and data only BPs will open into the defaults mode.
#jira UE-3188 - Regression: BP: Not opening to defaults editor

[CL 2341253 by Michael Schoell in Main branch]
2014-10-27 13:10:24 -04:00
Robert Manuszewski
af80979bb7 First phase of deprecating TSubobjectPtr<> replacing TSubobjectPtr properties in the Engine with normal pointers and adding subobject accessors for derived classes/client code.
[CL 2331521 by Robert Manuszewski in Main branch]
2014-10-16 09:02:30 -04:00
Jaroslaw Palczynski
1b50963ccd Landscape module from Engine split out.
[CL 2331341 by Jaroslaw Palczynski in Main branch]
2014-10-16 05:16:44 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* 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]
2014-10-14 22:50:06 -04:00
Richard TalbotWatkin
e486e8614c Fixed crash moving assets which are checked out to another user. Fixed bug where asset move happens before the user is given the chance to cancel in the source control dialog.
#ttp 348063 - Crash moving files in Content Browser
#branch UE4
#proj Developer.AssetTools, Editor.ContentBrowser, Editor.PackagesDialog, Editor.UnrealEd

[CL 2328547 by Richard TalbotWatkin in Main branch]
2014-10-14 10:33:22 -04:00
Martin Mittring
af9bd59031 minor color adjustments to the assets (desaturated, RED could be perceives as error)
[CL 2324295 by Martin Mittring in Main branch]
2014-10-09 12:44:54 -04:00
Dan Hertzka
7d053de086 Asset context menu refactor & polish
- Duplicate now works properly in the asset view.

- Consolidated common asset actions into the asset context menu and removed the duplicate code from all asset type actions that had implemented them. The affected actions are Edit, Reimport, Find in Explorer, and Open in External Editor. The latter three actions are only visible for imported assets.

- Added IsImportedAsset() and GetSourceFilePaths() to IAssetTypeActions for use by the context menu.

- Compressed the bottom matter on the context menu by removing section headers and compressing Source Control options into a sub-menu (when connected, otherwise there's just a "connect" menu entry).

- Added lots of icons! (The missing ones are TTP'd)

- Fixed FAssetEditorManager::OpenEditorForAssets to work in a useful fashion. IAssetTypeActions::OpenAssetEditor() already took in a UObject array, so it is up to the class's asset type actions to decide how to handle editing multiple assets. (It appeared to be before, but wasn't really).

- Removed the "Details" option from the context menu (since it's redundant when there's a guaranteed "Edit" option)

- Consolidated all skeleton-related actions into AnimationEditorUtils and removed the duplicate code from FAssetTypeActions_SkeletalMesh and FAssetTypeActions_Skeleton

- Compressed the Paper2D sprite options for textures into a submenu

- Renamed "New" to "Create" in content browser

[CL 2324288 by Dan Hertzka in Main branch]
2014-10-09 12:35:10 -04:00
Dan Hertzka
f3092790eb Window menu refactor & polish
- Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes.

- Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely.

- Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category.

- Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly.

- Added & updated lots of icons! (those missing will be TTP'd)

- The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability.

- Unreal frontend options were also moved into a context menu within the General section

- Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category

- Undo history now under Edit menu

[CL 2324285 by Dan Hertzka in Main branch]
2014-10-09 12:34:55 -04:00
Andrew Rodham
4ad1b987fc Improved progress reporting in the editor
FScopedSlowTask has been refactored to better allow for nesting of slow operations. This allows us to cascade nested scopes and provide accurate feedback on slow tasks. FScopedSlowTasks now work together when nested inside sub functions. Break up long functions that contain calls to multiple nested FScopedSlowTasks with FScopedSlowTask::EnterProgressFrame().

Example Usage:
void DoSlowWork()
{
    FScopedSlowTask Progress(2.f, LOCTEXT("DoingSlowWork", "Doing Slow Work..."));
    // Optionally make this show a dialog if not already shown
    Progress.MakeDialog();

    // Indicate that we are entering a frame representing 1 unit of work
    Progress.EnterProgressFrame(1.f);

    // DoFirstThing() can follow a similar pattern of creating a scope divided into frames. These contribute to their parent's progress frame proportionately.
    DoFirstThing();

    Progress.EnterProgressFrame(1.f);
    DoSecondThing();
}

This addresses TTP#338602 - NEEDS REVIEW: Editor progress bars nearly always just show 100%, don't offer useful indication of progress

[CL 2322391 by Andrew Rodham in Main branch]
2014-10-08 04:42:34 -04:00
Ori Cohen
0c37663eeb remove destructible mesh from engine header and add it where it's actually used
[CL 2317570 by Ori Cohen in Main branch]
2014-10-02 13:50:40 -04:00
Michael Noland
928559eaa0 Editor: Coding-standards fixes (TypeName [*|&] VariableName -> TypeName[*|&] VariableName)
[CL 2316341 by Michael Noland in Main branch]
2014-10-01 14:45:23 -04:00
Andrew Brown
f248a306fc Added event when a import fails, with extension information
#ttp 344941 - Record Import failed events when users drag unsupported formats into the content browser

#branch UE4

reviewed by Thomas.Sarkanen

[CL 2305533 by Andrew Brown in Main branch]
2014-09-22 10:12:38 -04:00
Marc Audy
b9e437c510 Remove UFactory::ValidGameNames, any such factory should not be in shared code
[CL 2304891 by Marc Audy in Main branch]
2014-09-21 20:34:09 -04:00
Lina Halper
4ab9d16440 Remove unnecessary file include
[CL 2300394 by Lina Halper in Main branch]
2014-09-16 20:12:55 -04:00
Lina Halper
17860d4d88 Reverting wrong change and fixing compile error
[CL 2300392 by Lina Halper in Main branch]
2014-09-16 20:12:44 -04:00
Lina Halper
47067096f6 - Fixed the window to function again without being modal
- Fixed issue with when non-existing node convert between

[CL 2300181 by Lina Halper in Main branch]
2014-09-16 17:47:16 -04:00
Olaf Piesche
081c5e1d85 New Niagara effect class, factory, asset type actions and surrounding infrastructure plus a skeleton editor; bit of cleanup and removal of unnecessary opcodes from the VM. Moved particle data into its own class for separate and easier buffer management.
[CL 2300011 by Olaf Piesche in Main branch]
2014-09-16 16:11:48 -04:00
Lina Halper
a23a5bff30 Retarget window cleanup
- Added viewport
- Added option to show only compatible ones - on by default

[CL 2298990 by Lina Halper in Main branch]
2014-09-15 21:13:36 -04:00
Michael Trepka
4b44a24bb6 Fixed Clang compile error
[CL 2295225 by Michael Trepka in Main branch]
2014-09-12 11:56:07 -04:00
Lina Halper
1ed6aaa87d - Animation Retargeting offline solution using rig
- Rig asset/Customization
- Retargeting Manager
- Support retargeting using the data

[CL 2295182 by Lina Halper in Main branch]
2014-09-12 11:37:36 -04:00