Commit Graph

40 Commits

Author SHA1 Message Date
Terence Burns
14cb541a13 Config Editor added to UE4.
We now have the capacity to set a uproperty value anywhere in the config file hierarchy

Satisfies UEPLAT-429

The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.

[CL 2521330 by Terence Burns in Main branch]
2015-04-22 13:40:06 -04:00
Matt Kuhlenschmidt
db5c0e49b1 PostProcess settings cleanup. The FPostProcessSettings struct now has a customization to show categories for the post process settings inside the struct
[CL 2520943 by Matt Kuhlenschmidt in Main branch]
2015-04-22 09:39:09 -04:00
Lina Halper
9cbd923278 - HLOD
- Do not display if simplygon isn't found
  - Do not allow it to use CreateProxyMesh if simplygon isn't found

https://jira.ol.epicgames.net/browse/UE-8454

[CL 2492807 by Lina Halper in Main branch]
2015-03-26 18:46:21 -04:00
Andrew Rodham
6c492051ff Details customizations for auto reimport structures
[CL 2483019 by Andrew Rodham in Main branch]
2015-03-18 10:21:38 -04:00
Matthew Griffin
366f94b37b Added customization to improve display of crossfade params
[CL 2480074 by Matthew Griffin in Main branch]
2015-03-16 09:35:52 -04:00
Dmitriy Dyomin
715f28666d Templatized FInterval
Added Interval details customization, prerequisite for new foliage UI

[CL 2439365 by Dmitriy Dyomin in Main branch]
2015-02-10 00:12:23 -05:00
Ben Marsh
b7cd99107e [INTEGRATE] Change 2423650 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/01/29 08:24:09
Another fix for non-unity build.

	#codereview Marc.Audy

[CL 2425933 by Ben Marsh in Main branch]
2015-01-30 11:31:36 -05:00
Ben Marsh
64bd07b896 [INTEGRATE] Change 2422346 by Marc.Audy@Marc.Audy_Z2487 on 2015/01/28 11:47:29
Allow placement of a ReceiveTick event in Blueprinted ActorComponents
	bActive no longer required to keep ticking in components
	bAutoActivate no longer default in newly created C++ component classes

[CL 2425846 by Ben Marsh in Main branch]
2015-01-30 10:55:00 -05:00
Lukasz Furman
605528a612 integrated AIDataProviders from dev branch
[CL 2385659 by Lukasz Furman in Main branch]
2014-12-11 11:34:58 -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
Terence Burns
937f65be31 SSH and IOS remote builds
- Converted a few properties to be available in the editor.
- Part of UEPLAT-25

[CL 2379442 by Terence Burns in Main branch]
2014-12-07 13:01:11 -05:00
Frank Gigliotti
8d5c1184ed Include fixed for NonUnity build;
[CL 2365419 by Frank Gigliotti in Main branch]
2014-11-19 15:51:02 -05:00
Frank Gigliotti
e31e058285 Collision traces by profile
* Added ability to do collision traces using a collision profile instead of a trace channel and response params.  The UWorld trace functions are the same except they end with "ByProfile" (ex. SweepSingleByProfile).

* Added a custom detail widget that allows collision profiles to be set as BP properties.

* Added a custom graph pin widget for setting collision profiles as pins on a node.  It also supports the property being set to expose on spawn.

* Added FCollisionProfileName struct.  This is a BlueprintType used by the custom widgets.

* Made the custom widgets work with profile redirects.  The property will be fixed up next time the BP is compiled.

* Registered a custom setter for FCollisionProfileName pin to work when set to expose on spawn.

#codereview David.Ratti, Lina.Halper

[CL 2365065 by Frank Gigliotti in Main branch]
2014-11-19 11:55:51 -05:00
Michael Trepka
715ac08f35 Initial Mac-specific project settings (splash screen and icon for now), including minimal implementation of ImageWrapper for .icns files
[CL 2345090 by Michael Trepka in Main branch]
2014-10-30 12:36:31 -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
Joe Conley
a9e64c8311 SceneCaptures: Support for setting show flags for the view of a scene capture actors via the details panel.
[CL 2341946 by Joe Conley in Main branch]
2014-10-28 01:04:56 -04:00
Richard TalbotWatkin
dc6891293d Created struct customization for FRawDistributionVector allowing color-related particle modules to have their vector properties visualized as colors. Created struct customization for FParticleSysParam in order to filter out irrelevant parameters from the list, depending on the parameter type.
#jira UE-1935 - UE4: Cascade: Please Fix this makes daily work flow challenging.

[CL 2339835 by Richard TalbotWatkin in Main branch]
2014-10-24 10:15:28 -04:00
Matthew Griffin
c89ea03fa2 Adding a curve linear color struct that can be added as a property and edited in details panel.
Removed code that explicitly checks for UCurveLinearColor and added functions to curve owner interface so that this struct can display the gradient editor as well.
Tidied up some of the curve customisation that this was based on, only including what's needed, forward declarations in single place, removed unused comments.

UE-4434 - GitHub 529 : Curve linear color + Customization

Integrated from PR #529 by iniside

[CL 2339661 by Matthew Griffin in Main branch]
2014-10-24 08:09:10 -04:00
Ori Cohen
74dde4b65a customize destructible mesh to make editor a bit easier to use
[CL 2314774 by Ori Cohen in Main branch]
2014-09-30 15:43:58 -04:00
Benn Gallagher
94dd95b521 FBX UI refactor for NUX. Removed old UI and replaced with a more flexible and extensible version based on details panels.
#codereview lina.halper matt.kuhlenschmidt

[CL 2301098 by Benn Gallagher in Main branch]
2014-09-17 11:51:24 -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
Nick Darnell
be851a4b63 UMG - We no use the publically exposed slate brush customization in UMG to override it so that the preview is not displayed in UMG, but still displayed for brush assets.
[CL 2293765 by Nick Darnell in Main branch]
2014-09-11 10:53:56 -04:00
Max Preussner
3ded8e8714 Media: Renamed UMediaAsset to UMediaPlayer; renamed related Editor classes and plug-ins as well; updated documentation
This is an API breaking change. If you previously experimented with media assets, you will have to rebuild your Blueprints, UMG widgets, etc. If you don't want to lose your existing Blueprints, you can add the following line to your project's Engine.ini, which will map the old class name to the new one (you will still need to replace existing MediaAsset nodes with MediaPlayer nodes):

[/Script/Engine.Engine]
+ActiveClassRedirects=(OldClassName="MediaAsset",NewClassName="MediaPlayer")

[CL 2291399 by Max Preussner in Main branch]
2014-09-09 16:55:48 -04:00
Andrew Rodham
85b61bda9e Added HardwareTargeting module and tidied up project browser dialogs
Also removed tabs from the project browser dialogs when they're not necessary. Fixed up some incorrect icon sizes to work with the new layout.

[CL 2290664 by Andrew Rodham in Main branch]
2014-09-09 12:16:36 -04:00
Max Preussner
8717dd9637 Editor: Added details view customization for FDateTime and FTimespan; also some code cleanup
#CodeReview: david.nikdel

[CL 2282244 by Max Preussner in Main branch]
2014-09-02 19:28:15 -04:00