Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
A raycast is performed and its intersection with the plane determines the new gizmo position.
#jira none
#rb semion.piskarev
#preflight 6373f6750c74adb48ba69b11
[CL 23155313 by Nickolas Drake in ue5-main branch]
- When adding a new channel: Only the newly requested channel is captured, previously all enabled channels were (re)captured
- When removing an already captured channel: We no longer recompute all remaining channels, we just wipe the one that was removed
#rnx
#rb ryan.schmidt
#preflight 6372120fbf76990b71f17750
[CL 23115901 by matija kecman in ue5-main branch]
Only do this for the convex hull case, because the other cases do not seem to crash and splitting the transaction is not ideal.
#jira UE-158466
#rb david.hill
#preflight 633b145def7739456517a156
[CL 22322286 by jimmy andrews in ue5-main branch]
This change does break existing Blueprints that have used the now-deprecated pins/properties. There is no way to gracefully handle this as deprecating the uproperty requires that it no longer be editable in the Blueprint.
#rb jimmy.andrews
#preflight 632b846e10030508061417a9
#jira UE-151882
[CL 22145808 by ryan schmidt in ue5-main branch]
- create a new MeshTopologySelector base class. The existing GroupTopologySelector class now inherits from it, as does a new BoundarySelector class
- likewise, create a new MeshTopologySelectionMehchanic base class and have (existing) PolygonSelectionMechanic and (new) BoundarySelectionMechanic inherit from it
- the new Boundary classes use FMeshBoundary loops to define selectable loops rather than FGroupTopology
HoleFillTool:
- change to using BoundarySelectionMechanic instead of GroupTopologySelector
Misc:
- allow FMeshBoundaryLoops to fail untangling a loop with bowties but still continue processing other loops
#jira UE-144821
#rb jimmy.andrews
#preflight 63222176e93a80888cb7d3df
[CL 22013854 by tyson brochu in ue5-main branch]
GeometryScript: add CopyCollisionMeshesFromObject function, extracts meshed collision shapes or complex collision from various object types as a UDynamicMesh
#rb none
#preflight 62ffc256c85b7fef22f671cc
[CL 21460263 by Ryan Schmidt in ue5-main branch]
- Made the tool Accept/Cancel.
- Added the ability to set block size at current power.
- Added ability to initialize the grid from a given actor, initialized to current target.
- Added the option for the grid sizes to follow the default editor grid (1, 5, 10, 50, 100, etc).
- Allowed global mode for gizmo manipulation, to allow editor grid snapping to work.
- Removed the non-useful selection plane tolerance setting
#rb Jimmy.Andrews
#jira UE-153345, UE-152029
#preflight 62f163f9185da2495f83831e
[CL 21274412 by semion piskarev in ue5-main branch]
Also removed artefacts that became visible after the ones fixible with a depth test were resolved. These were related to linearly interpolating data on the photosets, this was fixed since the baking framework is where texture filtering should take place
#rnx
#rb lonnie.li, ryan.schmidt
#jira none
#preflight 62d473b0dc4397d384a06bc8
[CL 21148985 by matija kecman in ue5-main branch]
ToolsFramework:
add UInteractiveCommand and UInteractiveCommandArguments types, base classes for 'interactive commands' which are intended to be used for atomic actions, ie stateless, no user interaction, etc
ModelingComponents:
add UGeometrySelectionEditCommand/Arguments, this is a UInteractiveCommand that uses a FGeometrySelection as an argument
add UGeometrySelectionManager::CanExecuteSelectionCommand() and ExecuteSelectionCommand()
MeshModelingTools:
add UDeleteGeometrySelectionCommand, deletes selected mesh geometry by converting input selection to list of triangles
ModelingToolsEditorMode:
add Delete command to ModelingMode and UI. ModelingToolsEditorMode currently is keeping active command set alive via new UModelingToolsEditorMode::ModelingModeCommands member.
#rb none
#preflight 62d195b9a66919b6701d89a8
[CL 21113757 by Ryan Schmidt in ue5-main branch]
New UModelingSelectionInteraction provides click-to-select and gizmo interactions for current set of mesh objects that support selection, by manipulating the active UGeometrySelectionManager.
ModelingMode now creates a UGeometrySelectionManager and UModelingSelectionInteraction on mode startup, if 'persistent selections' are enabled in the project settings. This replaces the previous persistent selection system/manager, which is no longer created/registered.
UModelingToolsEditorMode::ShouldDrawWidget() and ::ComputeBoundingBoxForViewportFocus() updated to support active Selection.
Functions ::OnToolsContextRender(), ::OnToolPostBuild(), ::GetGeometrySelectionChangesAllowed(), ::TestForEditorGizmoHit(), ::UpdateSelectionManagerOnEditorSelectionChange() added to support selection system.
FModelingToolsEditorModeToolkit will add buttons for selection control if Persistent Selections are enabled. Dynamic updates to Palette based on active selection are initiated by EdMode. Currently the selection-actions palette is empty.
#rb none
#preflight 62c5f20c3c5171c81715f5f4
[CL 20973334 by Ryan Schmidt in ue5-main branch]
GeometrySelection.h/cpp: FGeometrySelection, FGeometrySelectionEditor, representation and manipulation of a generic element-level selection, stored as a set of uint64. Editor makes changes to Selection while tracking deltas.
GeometrySelectionUtil.h/cpp: utility and helper functions for editing/processing a mesh+selection
GeometrySelector.h: FGeometryIdentifier type used to identify target objects with element-level selection support. IGeometrySelector interface that defines API for element selection for a type of target object. Factory type for spawing instances. IGeometrySelectionTransformer interface that defines API for element-level transformation
GeometrySelectionManager.h/cpp: UGeometrySelectionManager that maintains set of 'active targets' with associated Selector, Selection, and SelectionEditor, and provides high-level API for creating and querying element selections, 3D transforms of selections, selection undo/redo, and (currently) limited debug rendering
GeometrySelectionChanges.h/cpp: FChange types for element selection changes
DynamicMeshSelector.h/cpp: implementation of IGeometrySelector for UDynamicMesh/Component
#rb jimmy.andrews
#preflight 62bdb9cbb024a2608c38b72d
[CL 20896967 by Ryan Schmidt in ue5-main branch]