Commit Graph

74 Commits

Author SHA1 Message Date
Dmitriy Dyomin
ba1b145186 Additional clean-up of obsolte levels module
[CL 2520615 by Dmitriy Dyomin in Main branch]
2015-04-22 00:24:23 -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
Dmitriy Dyomin
d01cb96f2a Removed obsolete "Levels" module
[CL 2517193 by Dmitriy Dyomin in Main branch]
2015-04-19 23:20:53 -04:00
Mikolaj Sieluzycki
a96989f147 Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:30:54 -04:00
Michael Noland
5f40368357 Editor: Passed in a host command list in SActorDetails uses
[CL 2507939 by Michael Noland in Main branch]
2015-04-10 02:12:48 -04:00
bruce nesbit
6550cbe91c Tweaked coupld of some meta tags used by tutorials (viewport and toolbar)
[CL 2493529 by bruce nesbit in Main branch]
2015-03-27 06:34:29 -04:00
Maciej Mroz
721fd3ff9c UE-10298 Creating an exposed variable does not always update correctly to the bp's Details panel
When a selected actor is reinstanced, a details view (displaying details of the actor) needs to be refreshed.

An alternative solution: don't check SDetailsView::ShouldSetNewObjects (refresh always )
OR store an object's hash in SDetailsView (and compare it in the ShouldSetNewObjects)

#codereview Matt.Kuhlenschmidt, Nick.Whiting

[CL 2455053 by Maciej Mroz in Main branch]
2015-02-21 17:44:56 -05:00
Dan Hertzka
81af1217a2 [UE-10081] - Right-clicking an actor in the scene outliner always deselects components (even if the actor was already selected), so the proper context menu shows
- Removed the actor context menu options from the actor root in the components tree; can now only paste a component onto it
    -> Necessary because multiple details panels can be open and locked to different actors, so the context menu options would not necessarily pertain to the right-clicked actor root
- Fixed ProcesFCustomizableTextObjectFactory::ProcessBuffer attempting to load an archetype when none had been parsed from T3D

[CL 2453563 by Dan Hertzka in Main branch]
2015-02-20 13:46:19 -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
535c699092 [INTEGRATE] Change 2427067 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/31 11:47:42
Renamed Scene Outliner to World Outliner in UI

[CL 2435285 by Matthew Griffin in Main branch]
2015-02-06 09:03:00 -05:00
Ben Marsh
fb55a069a9 [INTEGRATE] Change 2423965 by Marc.Audy@Marc.Audy_Z2487 on 2015/01/29 12:13:30
Make right-click on the root node in SCSEditor show Actor actions in LevelEditor and just the Component paste option in BlueprintEditor

[CL 2425968 by Ben Marsh in Main branch]
2015-01-30 11:51:24 -05:00
Ben Marsh
7190f09393 [INTEGRATE] Change 2420790 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/27 14:09:29
Tweak the size of the default content browser

[CL 2425772 by Ben Marsh in Main branch]
2015-01-30 10:28:54 -05:00
Ben Marsh
b32f80c91b [INTEGRATE] Change 2420755 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/27 13:47:11
Prototype default layout

[CL 2425768 by Ben Marsh in Main branch]
2015-01-30 10:27:56 -05:00
Ben Marsh
f7f4c39f82 [INTEGRATE] Change 2420317 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/27 09:56:06
Move SActorDetails to another file

[CL 2425727 by Ben Marsh in Main branch]
2015-01-30 10:16:55 -05:00
Ben Marsh
5cd236c35c [INTEGRATE] Change 2419894 by Michael.Noland@mnoland-T2784-Reference on 2015/01/26 23:19:28
Component Editor: Removed a number of invalid assumptions about ActorContext being non-null if ever set
	- Moved SCS editor mode enum to be a separate namespace to prevent mistakes (found a couple of ActorInstance ? X : Y instances that should have been (Actor != null) ? X : Y but were always using X since ActorInstance = 1)
	#codereview Phillip.Kavan
	[UE-8368]

[CL 2425707 by Ben Marsh in Main branch]
2015-01-30 10:11:34 -05:00
Richard TalbotWatkin
533b4b7e00 Fixed crash when undoing converting BSP to Static Mesh.
#jira UE-8456 - Crash occurred undoing converting BSP to Static Mesh

[CL 2423912 by Richard TalbotWatkin in Main branch]
2015-01-29 11:56:02 -05:00
Ben Marsh
53eb9ed042 [INTEGRATE] Change 2419179 by Chris.Gagnon@chris.gagnon_T4696 on 2015/01/26 16:37:54
Fixed Compile errors from rename.
	Updated tooltips for SCSEditor.
	#codereview philip.Kavan

[CL 2419758 by Ben Marsh in Main branch]
2015-01-26 20:25:05 -05:00
Ben Marsh
67dd3b31d0 [INTEGRATE] Change 2417546 by Chris.Gagnon@chris.gagnon_T4696 on 2015/01/23 19:26:20
Move the SCS Root Actor into the treeview.

[CL 2419680 by Ben Marsh in Main branch]
2015-01-26 20:10:05 -05:00
Ben Marsh
a6aada5847 [INTEGRATE] Change 2417399 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/23 17:45:16
Disable component editing for non-blueprintable types and for multi-selection

[CL 2419672 by Ben Marsh in Main branch]
2015-01-26 20:01:20 -05:00
Ben Marsh
37d1bd3436 [INTEGRATE] Change 2416422 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_remote_releases on 2015/01/22 23:41:13
A few aesthetic changes for the component tree and details panel:
	- Made header area of component tree darker to match details panel style
	- Made details panel not have empty space where scrollbar should be.  Scrollbar no longer takes up permanent space

	- Removed old components tree

[CL 2419579 by Ben Marsh in Main branch]
2015-01-26 19:12:24 -05:00
Ben Marsh
6d6343a3f9 [INTEGRATE] Change 2414001 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/01/21 12:46:19
[UE-7779] Components selected in the world are scrolled to in the component tree
	- Fixed bug in SListView virtualization where the bottom row widget was not generated after a scroll was requested to an item at the top of the list

[CL 2419512 by Ben Marsh in Main branch]
2015-01-26 18:58:20 -05:00
Ben Marsh
b1f7918492 [INTEGRATE] Change 2413255 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/01/20 20:29:49
In-world component editing
	- Proper name is given to a new component on creation and when pasting nodes for IWCE component tree
	UE-7864 - fixed as by-product of naming changes
	UE-7831 - numbering follows the same pattern as the blueprint SCS editor
	UE-7801 - Selection & selection overrides all work for "invisible" components that have an editor-only component

[CL 2419481 by Ben Marsh in Main branch]
2015-01-26 18:53:46 -05:00
Ben Marsh
fe822aaaa0 [INTEGRATE] Change 2412721 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/01/20 15:18:01
In-World Component Editing
	- Undo/Redo add component works
	- Valid name is automatically assigned to a component when it's added
	- Selection in the component list is a transaction
	- Gave the SCSEditor the same style as the scene outliner (peach for selected+inactive)

[CL 2419456 by Ben Marsh in Main branch]
2015-01-26 18:43:22 -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
Ben Marsh
b8b67b3ad3 [INTEGRATE] Change 2411673 by Chris.Gagnon@chris.gagnon_T4696 on 2015/01/19 19:20:57
SCS Editor now shows a root actor that you can select and see properties.
	Draging and dropping components to the graph from SCS editor creates Getters.
	Add components drop down has more common entries and better naming for some.

[CL 2419383 by Ben Marsh in Main branch]
2015-01-26 18:13:04 -05:00