Commit Graph

40 Commits

Author SHA1 Message Date
Michael Noland
882aee9c55 Content Browser: Added the ability to register new advanced categories without editing engine source
Paper2D: Defined a "Paper2D" category and moved existing asset type actions over

New methods on IAssetTools:
- RegisterAdvancedAssetCategory
- FindAdvancedAssetCategory
- GetAllAdvancedAssetCategories

Upgrade Note: This gets rid of the named extension sections in the filter menu, which should instead be extended via registering a new category.

[UE-13646]
#codereview bob.tellez

[CL 2525743 by Michael Noland in Main branch]
2015-04-25 14:49:25 -04:00
PaulEremeeff
3d878d5a79 PR #996: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
 * Made nullptr checks consistent (the plurality of the changes are of this type)
 * Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
 * Removed unused variables
 * Removed redundant initializations
 * WidgetNavigationCustomization.cpp was fixed by the owner
 * integers converted to floats where result was stored in a float
 * Removed redundent null checks (e.g. before delete statements)
 * Renamed variables to prevent non-obvious shadowing
 * Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
 * Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)

[CL 2498053 by Dan Oconnor in Main branch]
2015-03-31 20:12:31 -04:00
Michael Noland
73d8625fbb Editor: Added sanitization to the asset name in addition to the package name in FAssetTools::CreateUniqueAssetName
#codereview bob.tellez

[CL 2496012 by Michael Noland in Main branch]
2015-03-30 15:21:59 -04:00
Chris Wood
fea90a7330 Importing multiple assets with the same name no longer crashes the editor.
[UE-1102] - CRASH: Importing an FBX and TGA at the same time causes the editor to crash

[CL 2493461 by Chris Wood in Main branch]
2015-03-27 05:31:50 -04:00
Dan Hertzka
4b350ffd57 [UETOOL-257] - Added an AssetTypeActions for the procedural foliage spawner
[CL 2488354 by Dan Hertzka in Main branch]
2015-03-23 16:50:59 -04:00
Matthew Griffin
a6913887a2 [INTEGRATE] Change 2435229 by bruce.nesbit@bnesbit_Releases on 2015/02/06 08:09:07
Fixed issue with editor layout when inserting feature pack during editor startup
	(Fixes Jira 9223)

[CL 2446729 by Matthew Griffin in Main branch]
2015-02-16 04:26:14 -05:00
Mikolaj Sieluzycki
52c71176ab Rename StaticConstructObject to StaticConstructObject_Internal and use it only in CoreUObject module. Change rest of usages to NewObject.
#codereview Robert.Manuszewski

[CL 2437731 by Mikolaj Sieluzycki in Main branch]
2015-02-09 05:43:45 -05:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Ben Marsh
8c040f96f4 [INTEGRATE] Change 2418630 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/26 10:50:03
Added the concept of "ClassTypeActions" for class asset types (C++ classes and Blueprints)

	UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail

	Class asset types (C++ classes and Blueprints) are now able to provide actions that should be performed based upon the type of class the asset contains, rather than the asset class itself (which is always "Class" or "Blueprint").

	This will allow the editor tutorials to provide class type actions for Blueprints that derive from "EditorTutorial" without requiring this information to be put into the asset type actions for Blueprint assets.

	ReviewedBy Thomas.Sarkanen

[CL 2419736 by Ben Marsh in Main branch]
2015-01-26 20:21:39 -05:00
Jack Porter
db8a6c14e0 Material compiler CustomOutput
Landscape Grass material output node
LandscapeGrassType asset and factory

[CL 2412252 by Jack Porter in Main branch]
2015-01-20 11:04:04 -05:00
Thomas Sarkanen
be75fe1eca Updated revision display to display strings rather than revision indices
API break: added new pure virtual ISourceControlProvider::UsesChangelists()
API break: added new pure virtual ISourceControlState::FindHistoryRevision(const FString&)
API break: added new pure virtual ISourceControlRevision::GetRevision()

Implementing a Git provider requires us to be able to display revisions that are not indices as Git revisions are hashes. This updates the relvant code to allow us to display these revisions correctly.

[CL 2411986 by Thomas Sarkanen in Main branch]
2015-01-20 05:48:14 -05:00
Jamie Dale
55c3728d11 Added support for showing game and engine classes in the Content Browser
UE-7184 - Show game c++ classes and engine c++ classes in the content browser

The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.

For example:
- Game C++ Classes
    - ShooterGame
        - Classes
            - Bots
                - ShooterBot
                - ShooterAIController
                - [...]
            - [...]

The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).

As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).

[CL 2409386 by Jamie Dale in Main branch]
2015-01-16 15:39:47 -05:00
Richard TalbotWatkin
2152c1c343 Deprecated SCreateNewAssetFromFactory.
#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]
2015-01-12 11:19:20 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
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
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
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
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
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
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
Dan Oconnor
7e5f8ef155 #UE4 quick fix to keep package from showing up when loaded from history
TTP#344630

[CL 2274791 by Dan Oconnor in Main branch]
2014-08-27 14:29:06 -04:00
Bob Tellez
e5e16eadff [AUTOMERGE]
UE4: Consolidated worldassets command line checks to a static function in editorengine and one in the asset registry. This will make it easier to enable

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2255048 by Bob.Tellez on 2014/08/13 15:19:54.

[CL 2255061 by Bob Tellez in Main branch]
2014-08-13 15:24:26 -04:00
Lina Halper
d1fc74839e Fixed FBX issue where failed once, the second time it crashes due to invalid object.
343098	EDITOR: FBX: CRASH: Editor will crash when trying to import a skeletal mesh with multiple root bones a second time

- It was due to package is deleted, but access it again after.

[CL 2245031 by Lina Halper in Main branch]
2014-08-05 21:33:05 -04:00