Actor pilots are now initiated from the actor's context menu, rather than an unrelated menu on the viewport. Similarly, pilots can be stopped via the context menu for the actor, or from the viewport toolbar that is visible when a pilot is active.
This addresses UE-1091 - Allow actors to be piloted with the camera in UE4.
[CL 2446881 by Andrew Rodham in Main branch]
I've made a few changes here to make the code more consistent for the various ways of using a viewport to view an actor's position:
* Camera properties are now taken off any UCameraComponent, not specifically limited to ACameraActors.
* Calling FLevelEditorViewportClient::SetActorLock will now lock the viewport to the specified actor. If the actor has a camera component the viewport will inherit this camera's properties. The locked actor will also move with the viewport position if in perspective mode (as before).
* ControllingActor and PostProcessingActor have been removed from FLevelEditorViewportClient. Both were used for PIP camera previews which now work by locking a viewport to their desired camera.
* The inheriting of camera properties is controlled by the viewport "Camera View" setting shown on the quick settings viewport toolbar under the "Lock Viewport to Actor sub-menu.
This addresses TTP#337559 - feature request - improve viewport functionality for locking to camera
Reviewed by Chris Wood, Matt Kuhlenschmidt
[CL 2113995 by Andrew Rodham in Main branch]
#ttp 306334 - ROCKET: TASK: PUNTABLE: Stats: FN: Make diagnostic stats discoverable and available in the UI (don't require console to toggle)
#branch UE4
#change
DECLARE_STATS_GROUP û Added additional param GroupCategory, for subfolder use in the UI. Fixedup all Stats Group usage so the category is now propagated through where it needs to be.
Currently all Group stats have the Category æAdvancedÆ, and all engine stats have the Category æSimpleÆ û this is just to differentiate them for now, better categories will come along in future.
Modified FindOrAddMetaData as it now broadcasts a delegate (via a TaskGraph) whenever a new stat meta data is added û this was needed as not all the stat groups are æregisteredÆ when the level viewports are created (they are drip loaded), so the viewports need to listen for any additions thereafter...
GroupDescription is displayed as a tooltip in the UI for the stat entry and we may want to localize these.
RenderStats & RenderGroupedWithHierarchy: Modified so that it now takes the viewport that it should render to as a param (which is also used to determine if each stat should be visible).
Removed StatsEnabled delegate in favour of StatCheckEnabled, StatEnabled, StatDisabled, StatDisableAll for more finite usage and feedback when toggling them.
Modified FHUDGroupManager HandleCommand It now uses the new delegates to work out whether it needs to enable or disable for the current viewport, so itÆs more involved than a simple toggle, itÆs more ôis the stat enabled for the current viewport, and is it enabled for any viewportö delegate querying so it can react accordingly.
Added struct FSimpleStatFuncs: Which contains info on each æSimple StatÆ such as; name, category, description, renderfunc, togglefunc and the side of the viewport it should be rendered to
ExecSimpleStat û Calls Exec for a registered Simple Stat, ensuring the correct viewport is set
IsSimpleStat û Checks to see if a stat is a registered Simple Stat or not
SetSimpleStat û Sets the state of a specified Simple Stats
SetSimpleStats - Sets the state of the specified Simple Stats
RenderSimpleStats û Renders the Simple Stats if they are enabled, and have Render functions assigned.
Each Exec function had the code it executes which itÆs toggled and rendered into functions
Added FStatUnitData & FStatHitchesData: Moved all the globals/static variables used when enabling Stat Unit/Hitches into a struct as itÆs now used by multiple viewports and they needed their own copies. Also moved their draw functions here too.
FSceneViewport:
SwapStatCommands û Exchanges the enabled stats between two viewports, this is so when PIEing the stats which were enabled on the Level Viewport (if playing in active viewport only) get transposed to the Game Viewport, and then restored when PIE ends.
SEditorViewport:
ToggleStatCommand û Called when a stat is enabled/disabled from the UI
IsStatCommandVisible û Checks to see if a stat command should appear as visible in the UI
SEditorViewportViewMenu:
GenerateViewMenuContent û Made protected and virtual so it could be called externally.
FLevelViewportCommands: Added the code needed to generate commands for each of the Stat menu entries, however because not all stats are registered when this happens, it also creates some delegates to listen out for others that are registered later
Destructor û Needed to reset delegates
HandleNewGroupStat û Creates the new group stat commands
HandleNewStat û Creates the new stat command
FindStatIndex û Looks for where a stat should be inserted in the menu in order to maintain alphabetical order
SLevelViewport:
Modified the code so that the states of all the SimpleStats are saved so they can be restored next time the editor is ran (previously just handled FPS).
OnFloatingButtonClicked û Called whenever any of the level viewports floating buttons are clicked in order to correctly set the ælastÆ viewport global
OnToggleAllStatCommands û Called when the user selects æHide AllÆ from the viewport.
ToggleStatCommand û Called when the user selects any other stat option from the viewport.
BindStatCommand û Used to bind the menu action to the command name (used by delegate)
Added SLevelEditorViewportViewMenu (extends SEditorViewportViewMenu), and overrode GenerateViewMenuContent so that OnFloatingButtonClicked can be called whenever the menu is clicked on. This is also called during GenerateOptionsMenu, GenerateCameraMenu, GenerateShowMenu & OnToggleMaximize
Added global ptr GStatProcessingViewportClient (sim to Current, Last) used to keep track of which viewport the stat should be applied too (only valid within the scope of the Exec call).
FViewportClient:
Moved global ESoundShowFlags enum list into this class.
FCommonViewportClient:
Destructor û Needed to reset GStatProcessingViewportClient
FLevelEditorViewportClient
SetCurrentViewport û moved code responsible for setting the global æcurrentÆ viewport ptr into a func
SetLastKeyViewport û moved the code responsible for settings the global ælastÆ viewport ptr into a func
UGameViewportClient:
Destructor û Needed to cleanup delegate usage.
FViewportClient & FLevelEditorViewportClient & UGameViewportClient*
GetStatUnitData û The viewports copy of the variables needed when running the Stat Unit Exec
GetStatHitchesData û The viewports copy of the variables needed when running the Stat Hitches Exec
GetEnabledStats û Gets a list of all the stats which are enabled for the viewport
SetEnabledStats û Sets a list of all the stats which should be enabled for the viewport
IsStatEnabled û Checks to see if a specific stat is enabled for the viewport
SetStatEnabled û Sets a specifics stats state to enabled or disabled
GetSoundShowFlags û Gets which flags are enabled for the Stat Sounds Exec
SetSoundShowFlags û Sets which flags are enabled for the Stat Sounds Exec
HandleViewportStatCheckEnabled (delegate) û checks to see if a specific stat is enabled on this viewport
HandleViewportStatEnabled (delegate) û enables a specific stat for the viewport
HandleViewportStatDisabled (delegate) û disables a specific stat for the viewport
HandleViewportStatDisableAll (delegate) û disables all stats for the viewport
*FViewportClient has dummy virtual funcs and LevelEditor/Game both have the same implementations, the only differences is the GameViewports member variables are static so that the stat info persists between runs.
FLevelEditorViewportInstanceSettings deprecated bShowFPS in favour of an EnabledStats array (so we can track the state of all stats, not just FPS).
Added new config var bSaveSimpleStats: if enabled, restores previously enabled level viewport simple stats the next time the editor runs (defaults to false).
Modified FillShowFlagMenu so that thereÆs just one func and you specify where (if any) youÆd like a separator to occur.
Added FillShowStatsSubMenus so that menus can be generated which have submenus
Added the Stats sub menu to the View menu
Modified Execs so that the GStatProcessingViewportClient is set to the correct default viewport (if it wasnÆt specified), and clears again after itÆs been processed
HandleStatCommand now takes World and ViewportClient as params too û needed when Execs enabled other Execs so the world/viewport persists.
SetAverageUnitTimes û Added as a Setter func for GetAverageUnitTimes (moved code out of Stat Unit renderer and modified so that it only updates once per frame).
Stripped out all unneeded globals
[CL 2058522 by Andrew Brown in Main branch]
#branch UE4
#proj Editor.LevelEditor
#summary Added 1x1 viewport layout and tidied the margins in the layout menu
#add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button.
#add LevelViewportConfigurationNames::OnePane - new named layout config.
#add FLevelViewportCommands::ViewportConfig_OnePane - new layout command.
#change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false.
#change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false.
#change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it.
#add SlateEditorStyle - added brushes for one pane option in the viewport layout menu.
#add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it.
#change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label.
#add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration().
#change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported.
#add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane.
#add New icon image for one pane button in the menu - ViewportLayout_OnePane.png
#add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters.
reviewedby Thomas.Sarkanen, Max.Preussner
[CL 2048729 by Chris Wood in Main branch]