- Must enable experimental In-World Component Editing
- To select a component in the world, click on the component when the owning actor is already selected
[CL 2401364 by Dan Hertzka in Main branch]
#ttp 334531 - Vertex Paint: Erase color defaults to full white (values = 1.0 RGB), which is the same as the paint color. Erase should be RGB 0
#branch UE4
#proj Editor.MeshPaint
[CL 2316035 by Richard TalbotWatkin in Main branch]
Breaking changes include:
* Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
* Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
* Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
* Added ability to specify an FEditorModeTools when creating an FEditorViewport
Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.
This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept
Reviewed by Michael Noland, Matt Kuhlenschmidt
[CL 2109245 by Andrew Rodham in Main branch]
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.
Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks
[CL 2104067 by Max Preussner in Main branch]
#ttp 334531 - Vertex Paint: Erase color defaults to full white (values = 1.0 RGB), which is the same as the paint color. Erase should be RGB 0
#branch UE4
#proj Editor.MeshPaint
#change Changed the initialization of EraseColor in FMeshPaintSettings.
#reviewedby Chris.Wood
[CL 2067058 by Richard TalbotWatkin in Main branch]
#ttp 317471 The vertex paint tool does not work with blueprints
#add Added vertex color instance data to allow vertex colors to survive Blueprint re-construction.
#change Updated mesh paint mode to work with static mesh components, rather than just static mesh actors.
reviewed by Andrew.Brown
[CL 2045121 by Thomas Sarkanen in Main branch]