Commit Graph

79 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
a483137720 Added placed cameras to the camera type dropdown menu in the level editor viewport
[CL 2527174 by Matt Kuhlenschmidt in Main branch]
2015-04-27 13:40:02 -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
Matt Kuhlenschmidt
fc35810c0b No longer focus the level viewport when PIE ends. It causes annoyances when PIE is ended from other editors such as blueprints are umg.
[CL 2505960 by Matt Kuhlenschmidt in Main branch]
2015-04-08 17:33:53 -04:00
Richard TalbotWatkin
7243396c44 Editor sessions now remember the view modes set for perspective / ortho viewports.
#jira UE-12526 - Editor: ortho vieport views do not save the visualization settings you choose

[CL 2497153 by Richard TalbotWatkin in Main branch]
2015-03-31 09:52:20 -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
Nick Darnell
c5e38430eb UMG - Adding support for split screen to UMG and Slate. There is now a framework at the game viewport client level that allows content to be placed into a canvas slot that is kept in the sub-rect for the player. The new framework also provides a tooltip provider so that new windows are not created for games if a tool tip pops up.
#codereview Nick.Atamas matt.kuhlenschmidt

[CL 2478769 by Nick Darnell in Main branch]
2015-03-13 13:28:17 -04:00
Michael Noland
09ca02a2cd PR #874: Copy current camera FOV when using "Create Camera Here" command (contributed by KazumasaOhashi)
[CL 2473244 by Michael Noland in Main branch]
2015-03-09 20:50:21 -04:00
Marc Audy
7effd7ebec Shadow variable fixes
[CL 2469447 by Marc Audy in Main branch]
2015-03-04 17:45:56 -05:00
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
Andrew Rodham
fb39a20762 Renamed Actor Locking editor functionality to Actor Pilot
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]
2015-02-16 07:13:08 -05:00
Matthew Griffin
4d8ce7c19d [INTEGRATE] Change 2432514 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/02/04 17:22:50
Editor selection outline now uniquely identifies selected components.  When a component is selected directly the rest of the actor gets a subdued selection color and the selected compoent(s) get the normal selection color.  When the actor is selected directly all components get the normal selection color.

[CL 2438255 by Matthew Griffin in Main branch]
2015-02-09 11:52:11 -05:00
Dan Oconnor
5fccb94243 Fix for crash caused by unprotected call to CancelDragDrop in SFortHUDWidget::ToggleCursorMode, plenty of ways to fix this, but fixing it down hear because 2433332 was the recent change that caused everything to fall apart.
[CL 2436256 by Dan Oconnor in Main branch]
2015-02-06 18:04:56 -05:00
Nick Darnell
f87bb41501 Editor - Adjusting the mouse capture tip to only ever be collapsed or hit test invisible. It was previously blocking clicks because the border was visible.
#codereview Dan.Hertzka

[CL 2434799 by Nick Darnell in Main branch]
2015-02-06 00:02:43 -05:00
Matthew Griffin
7e3e21ff99 [INTEGRATE] Change 2425683 by Nick.Darnell@Nick.Darnell_Dev on 2015/01/30 09:50:26
Editor - Fixing a bug where decorators dragged over the viewport that don't create something in the world (materials) are not properly restored when dragged out of the viewport.

[CL 2433332 by Matthew Griffin in Main branch]
2015-02-05 05:53:56 -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
63ea7b24bb [INTEGRATE] Change 2420726 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/27 13:34:50
Improved the validation when drag-and-dropping a class into the level viewport

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	It now prevents the placement of non-placeable classes that have come from an asset or class drag (Content Browser or Class Viewer).

[CL 2425767 by Ben Marsh in Main branch]
2015-01-30 10:27:36 -05:00
Matt Kuhlenschmidt
c4083c2b63 Fix the level name appearing in viewports during PIE sessions
[CL 2399945 by Matt Kuhlenschmidt in Main branch]
2015-01-07 12:12:33 -05:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Dan Hertzka
27c2559898 Updated editor viewports & editor viewport clients to allow for inertial movement and animated/lerped transitions when Slate is asleep
- SEditorViewportClient now has an additional optional parameter in its constructor for the SEditorViewport that the client is attached to
- SBasePoseViewport, SDestructibleMeshEditorViewport, and SPhATPreviewViewport were all updated to inherit from SEditorViewport (previously just inherited from SCompoundWidget)

[CL 2398765 by Dan Hertzka in Main branch]
2015-01-06 11:09:55 -05:00
Dan Hertzka
c042ddcb94 ---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.

While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
    1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
        - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
    2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.

- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
    - Examples include animation, async operations that update periodically, progress updates, loading bars, etc.

- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.

- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
    - There are THREE ways to unregister an active tick:
        1. Return EActiveTickReturnType::StopTicking from the active tick function
        2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
        3. Destroy the widget responsible for the active tick

- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
    - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)

- The FCurveSequence API has been updated to work with the active tick system
    - Playing a curve sequence now requires that you pass the widget being animated by the sequence
    - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
    - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.

[CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
Richard TalbotWatkin
d36bf4526f Set to Default option in Viewport now resets volume, sprite and layer visibliity flags.
#jira UE-5591 - Selecting Viewport Show Use Defaults doesn't affect Show Editor options

[CL 2383342 by Richard TalbotWatkin in Main branch]
2014-12-10 08:53:13 -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
177e21e40a Each viewport type maintains its own transform details, so that perspective/ortho viewports remember their settings when moving from one to another.
#jira UE-1330 - EDITOR: Scrolling in orthographic view moves camera location when returning to perspective view

[CL 2368376 by Richard TalbotWatkin in Main branch]
2014-11-24 12:49:20 -05:00
Matthew Griffin
4992d4a5f8 Viewport controls popup is now only shown in active viewport window.
Also made sure that it doesn't show up when PIE is active.

Popup content loads at the point where it is clicked instead of being pre-loaded.

[CL 2367322 by Matthew Griffin in Main branch]
2014-11-21 06:16:14 -05:00
Marc Audy
39e3392c3e Do not swap what Mac control/command map to at the Platform level and instead manage it at the modifier level
Simplify/fix FText name generation for modifier keys
Have FInputGesture store a bit mask and expose helper functions instead of public boolean parameters (required to switch meaning of command/control on Mac)
#codereview Michael.Trepka

[CL 2365131 by Marc Audy in Main branch]
2014-11-19 12:45:49 -05:00