Commit Graph

102 Commits

Author SHA1 Message Date
Daniel Wright
3e185d944f Removed defunct LightingTools menu
[CL 2521737 by Daniel Wright in Main branch]
2015-04-22 16:52:06 -04:00
Mike Fricker
403a84fcfa Asset Size Mapper tool
- New "Size Map" feature that shows the resource size for selected assets in Content Browser
- Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets
- Select actors and press Alt+Shift+M to show sizes of assets used by those actors
- Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets
- Also added a new "Tree Map" general purpose Slate widget (STreeMap)

[CL 2521609 by Mike Fricker in Main branch]
2015-04-22 15:58:21 -04:00
Matt Kuhlenschmidt
8f3aa2c7c7 Safeguard against unreproducible crash on mac opening the favorites menu
[CL 2519644 by Matt Kuhlenschmidt in Main branch]
2015-04-21 14:25:43 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Rolando Caloca
27d7a0e070 UE4 - Fix ES3.1 emulation shader issues
#codereview Allan.Bentham

[CL 2514517 by Rolando Caloca in Main branch]
2015-04-16 13:02:21 -04:00
Rolando Caloca
9a899d66d4 UE4 - Mobile Preview for feature level ES3.1/Metal (experimental)
[CL 2510893 by Rolando Caloca in Main branch]
2015-04-13 18:00:32 -04:00
tommybear
a6a96d4a34 PR #868: Add "Snap Object To View" to Editor (Contributed by tommybear)
This allows you to align your view in the editor, select an actor in the
world outliner or in scene, right-click and select "Snap Actor to
Camera".  Actor will then set its location and rotation to match the
view.  This is super handy for quickly finding an awesome camera view in
the editor and then making your CameraActors match that view.

[CL 2501200 by Matt Kuhlenschmidt in Main branch]
2015-04-03 11:51:54 -04:00
Matt Kuhlenschmidt
41a8bd5eee Fix display name of transparent box select option
[CL 2498516 by Matt Kuhlenschmidt in Main branch]
2015-04-01 09:03:57 -04:00
Marc Audy
d89359c18a Remove GWorld from TexAlign
[CL 2484437 by Marc Audy in Main branch]
2015-03-19 10:06:05 -04:00
Marc Audy
a425eba9ed Unify Slate's FInputGesture and Engine's FInputChord as FInputChord defined in Slate
[CL 2481648 by Marc Audy in Main branch]
2015-03-17 11:36:28 -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
Ori Cohen
fd1b14704b Refactor overlap/sweep/raycast so that they explicitly use channel object type or profile.
Old functionality still works, but deprecated. Note that for the object type the object params have been moved to the same argument position as ByChannel and byProfile

[CL 2460970 by Ori Cohen in Main branch]
2015-02-25 16:38:53 -05:00
Matthew Griffin
fd7b2e7254 [INTEGRATE] Change 2438318 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/02/09 12:20:44
[UE-8712] - Right-clicking a component in the world brings up a context menu with basic options
	- Fixed issue where duplicated components retained incorrect AttachChildren

[CL 2447004 by Matthew Griffin in Main branch]
2015-02-16 09:14:11 -05:00
Matthew Griffin
49acb00bed [INTEGRATE] Change 2436670 by Michael.Noland@mnoland-T2784-Reference on 2015/02/07 02:42:19
Editor: Add/clarify make Blueprint actions to the Blueprints toolbar button
	- Expose 'Blueprint from selected actor' (single actor; identical to invoking it from the details panel)
	- Expose 'Blueprint from selected components' (harvests components from mutliple actors, ignoring the actor classes themselves)
	- Rename 'New Blueprint Class' to 'New Empty Blueprint Class'
	- Move the make blueprint options to the top of the menu and push level script to be the second category

[CL 2446921 by Matthew Griffin in Main branch]
2015-02-16 08:24:55 -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
Richard TalbotWatkin
a44bfc7234 Additional change needed for CL 2438299.
[CL 2438441 by Richard TalbotWatkin in Main branch]
2015-02-09 13:39:50 -05:00
Matthew Griffin
ac6f68a9d9 [INTEGRATE] Change 2430370 by Michael.Noland@mnoland-T2784-Reference on 2015/02/03 15:13:32
Editor: Remove "Customize Scripting Behavior" context menu option that went down the anonymous blueprint route; create a named Blueprint via the details panel instead [UE-9013]

[CL 2437798 by Matthew Griffin in Main branch]
2015-02-09 06:48:20 -05:00
Matthew Griffin
a11dd1c9a9 [INTEGRATE] Change 2430066 by Jamie.Dale@Pitbull_JDaleReleases on 2015/02/03 11:54:22
Stopped the "Compiling C++ Code" message in the editor MainFrame always having a cancel button

	FModuleCompilerStartedEvent now passes a bool to say whether the hot-reload/compile operation is being run async, or whether it's blocking. We now only show the cancel button for async compiles, as the UI is otherwise blocked waiting for the compile to finish.

	Added a bWaitForCompletion input parameter to DoHotReloadFromEditor. This mirrors the RebindPackages API that DoHotReloadFromEditor internally calls, and prevents UPackFactory needing to perform a manual tick.

[CL 2437789 by Matthew Griffin in Main branch]
2015-02-09 06:44:30 -05:00
Matthew Griffin
fe759e8b77 [INTEGRATE] Change 2429904 by Marc.Audy@Marc.Audy_Z2487 on 2015/02/03 10:05:43
Only filter blueprint read-only properties when copy simulate results back from Simulate
	Fix spelling error

[CL 2437780 by Matthew Griffin in Main branch]
2015-02-09 06:31:11 -05:00
Matthew Griffin
f967e4c395 [INTEGRATE] Change 2428748 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/02/02 17:04:30
Fixed being able to move components created in a blueprint.

	Introduced an FSelectedEditableComponentIterator to iterate over only the movable components

[CL 2435554 by Matthew Griffin in Main branch]
2015-02-06 11:50:34 -05:00
Matthew Griffin
21e935902b [INTEGRATE] Change 2427157 by Chris.Gagnon@chris.gagnon_T4696 on 2015/01/31 15:14:04
Refactored component and actor renaming to work well and as the user expects from bor the viewport and the component tree. UE-8213
	#codereview micheal.noland

[CL 2435340 by Matthew Griffin in Main branch]
2015-02-06 09:33:06 -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
27b46cef79 [INTEGRATE] Change 2420939 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/27 15:50:03
Enable snap to floor on components

[CL 2425790 by Ben Marsh in Main branch]
2015-01-30 10:34:15 -05:00
Robert Manuszewski
e56a5b49ee Deprecating 'operator new' for UObjects.
[CL 2425600 by Robert Manuszewski in Main branch]
2015-01-30 08:30:03 -05:00
Ben Marsh
6d7917f33c [INTEGRATE] Change 2412499 by Michael.Schoell@Phosphor_M_Schoell on 2015/01/20 13:27:21
Relabeled "Class Blueprint" as "Blueprint Class" throughout the editor and documentation.

	#jira UE-7187 - "Class Blueprint" should be renamed to "Blueprint Class" throughout the editor and docs

[CL 2419450 by Ben Marsh in Main branch]
2015-01-26 18:42:00 -05:00