Commit Graph

704 Commits

Author SHA1 Message Date
henrik karlsson
b5164ac775 Fixes to make modules compile with IWYU. We've added to IWYU toolchain so it compiles "orphaned" headers which does not have a owning cpp file. This identified lots of headers that couldn't be compiled by themselves (or if they were to included first)
Change consist of only forward declaration and additional includes

#preflight 63789c1de30d438849c48188
#rb none

[CL 23218412 by henrik karlsson in ue5-main branch]
2022-11-21 03:22:23 -05:00
nick darnell
2ca3053047 AssetDefinition - Upgrading another slew of AssetTypeActions.
[CL 23172516 by nick darnell in ue5-main branch]
2022-11-17 00:29:40 -05:00
nick darnell
a08cf16549 AssetDefinition - Converting another batch of AssetTypeActions to AssetDefinitions.
[CL 23164316 by nick darnell in ue5-main branch]
2022-11-16 17:42:29 -05:00
francis hurteau
c4266739a3 Fix Advanced Copy not fixing up external actors reference to packages that are part of the copy.
#rb JeanFrancois.Dube
#preflight 63751105ee4d25f90a9c4a1a

[CL 23158582 by francis hurteau in ue5-main branch]
2022-11-16 13:59:06 -05:00
nick darnell
1fb352a6df AssetDefinition - Converting AssetTypeActions_StaticMesh to an AssetDefinition. The StaticMesh didn't previously encode if it had a highres mesh into its asset tags, so now it does, however since that wont be on old meshes, I'm going to include the menu options if I can't tell if it does or does not.
[CL 23157684 by nick darnell in ue5-main branch]
2022-11-16 13:20:46 -05:00
nick darnell
5f8e573fc3 AssetDefinition - Converting AssetTypeActions_Curve...etc to an AssetDefinition.
[CL 23147988 by nick darnell in ue5-main branch]
2022-11-15 19:43:36 -05:00
nick darnell
6642a96a10 AssetDefinition - Converting AssetTypeActions_Struct to an AssetDefinition.
[CL 23147844 by nick darnell in ue5-main branch]
2022-11-15 19:40:38 -05:00
nick darnell
950f20fae8 AssetDefinitionProxy - Submenus now get initialized.
[CL 23128136 by nick darnell in ue5-main branch]
2022-11-14 17:23:05 -05:00
nick darnell
f5364eb3d5 AssetTypeActions - Fixing a case where the "Basic" category needs special rules since it's not actually in the Advanced set. The new system doesn't do this, it just has categories.
#jira UE-165574

[CL 23123157 by nick darnell in ue5-main branch]
2022-11-14 14:15:43 -05:00
nick darnell
9e765542af Editor - Fixing an ASan bug in the category paths, need to declare them statically so that the compiler doesn't free the list too early.
Editor - Upgrading the Texture AssetTypeActions to be AssetDefinitions.

#jira UE-169989
#jira UE-165574

[CL 23121796 by nick darnell in ue5-main branch]
2022-11-14 13:18:14 -05:00
nick darnell
e85b0cd48c AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
bob tellez
635e0d776e [Backout] - CL23068129 and 23069638
[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions.  IAssetTypeActions is woefully inadiquit now.  It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class.  We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset.  We could introduce a replacement in the class, but that would just get inherited, causing other issues.  So instead the parallel UObject based AssetDefinition now exists.  In large part it will probably be very similar to the other one, but several things in it probably need to chnage.  For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.

Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23072024 by bob tellez in ue5-main branch]
2022-11-10 01:18:44 -05:00
nick darnell
fd6f4a29b1 AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]

[CL 23072002 by nick darnell in ue5-main branch]
2022-11-10 01:17:07 -05:00
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
christian savoie
adba372f50 Move Source control menu bindings into AssetManagerEditor so they appear on all menus that operate on assets (i.e. Asset menu in editors).
* Force uncached status update if any items in selected aren't up-to-date
* Removed Refresh option since it's done every time the menu is opened
* Make Source control menu update state asynchronously so menu doesn't stall
* Update Checkout to Sync and Checkout so it can all be done at once
* Add Partial Checkout state when files are selected and show users locking files in tooltip
* Add options to Make Writeable and Revert Writeable
* Add error state if source control is unavailable
* Hide options, like checkout, that are not available for the current SCC provider
* Always show all options so users can learn bettern muscle memory
* Add Warning when doing any source control option on selections larger than 25 (currently hardcoded)
* There's still some slight difference in behavior between file and folder selection. If only files are selected the async update will not show any options availabe until the full scan is done and there are some additional features like partial checkout. If there are any folders then options become available the moment one asset is available for an action.

#tests Tested all button scenarios, tested small and large sets of folders, assets and a mix.

[CL 22918013 by christian savoie in ue5-main branch]
2022-11-02 11:47:25 -04:00
patrick enfedaque
862a5458de Update comment
#rb trivial
#preflight skip

[CL 22888684 by patrick enfedaque in ue5-main branch]
2022-11-01 15:10:32 -04:00
Thomas Sarkanen
d9c2b172f7 Skeleton compatibility improvements
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).

Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.

Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.

Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)

#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9

[CL 22878911 by Thomas Sarkanen in ue5-main branch]
2022-11-01 06:25:59 -04:00
ben hoffman
9ece132c56 Add a ResetDeviceProperty function to allow you to clear any effects that you may have set on an input device once a force feedback effect is over. Pass in the platform user during evaluation in case users want to create stateful logic based on the player
#jira UE-158873
#rb justin.hare
#rnx
#preflight 635ada077515720a5f83107c

[CL 22864379 by ben hoffman in ue5-main branch]
2022-10-31 11:43:20 -04:00
ben hoffman
8de8ca85d4 Set the platform user to the default platform user when you preview force feedback effects. This ensures that Device Properties can be applied to the IInputInterface when you preview an effect from the editor.
#rb trivial
#rnx
#preflight skip

[CL 22836406 by ben hoffman in ue5-main branch]
2022-10-28 15:57:32 -04:00
jared cotton
5550406045 Fix for errors in https://horde.devtools.epicgames.com/job/635beeaae24ac41a63dee15a being caused in UE5-Main
#preflight none

[CL 22835905 by jared cotton in ue5-main branch]
2022-10-28 15:39:01 -04:00
jared cotton
db9180da10 Re-submission of 'view' method for AssetEditing (aware of merge issues that will arise in 23.00 and ready to resolve. Also ready with fix for issue that will arise when CL hits /Fortnite-Main in GLTFProxyAssetActions.h)
#rb Stanley.Hayes
#rb Jamie.Dale
#rb Jason.Stasik
#rb Yiliang.Siew
#preflight 635205e49e14ee3c7969c9bf

Iteration on Jason Stasiks CL 17314610. This is a minimal version of CL 17314610 which adds a 'view' method to AssetTypeActions which is now attempted whenever an activated item's 'edit' attempt fails.

The matching CL for the restricted FAssetTypeActions_VerseClass changes is 22472079.

[CL 22823595 by jared cotton in ue5-main branch]
2022-10-28 00:33:58 -04:00
dave belanger
6480013ab3 FResultMessage cleanup
#rb Scott.Nelson
#preflight 635aa14e4710dd6af8575766

[CL 22823551 by dave belanger in ue5-main branch]
2022-10-28 00:30:20 -04:00
bob tellez
3dec1bb8cb [Backout] - CL22782944
[FYI] jared.cotton
Original CL Desc
-----------------------------------------------------------------
Addition of 'view' method to AssetTypeActions

#rb Stanley.Hayes
#rb Jamie.Dale
#rb Jason.Stasik
#rb Yiliang.Siew
#preflight 635205e49e14ee3c7969c9bf

Iteration on Jason Stasiks CL 17314610. This is a minimal version of CL 17314610 which adds a 'view' method to AssetTypeActions which is now attempted whenever an activated item's 'edit' attempt fails.

The matching CL for the restricted FAssetTypeActions_VerseClass changes is 22472079.

[CL 22803476 by bob tellez in ue5-main branch]
2022-10-26 23:17:50 -04:00
jared cotton
a53b15247b Addition of 'view' method to AssetTypeActions
#rb Stanley.Hayes
#rb Jamie.Dale
#rb Jason.Stasik
#rb Yiliang.Siew
#preflight 635205e49e14ee3c7969c9bf

Iteration on Jason Stasiks CL 17314610. This is a minimal version of CL 17314610 which adds a 'view' method to AssetTypeActions which is now attempted whenever an activated item's 'edit' attempt fails.

The matching CL for the restricted FAssetTypeActions_VerseClass changes is 22472079.

[CL 22803451 by jared cotton in ue5-main branch]
2022-10-26 23:16:25 -04:00
julien stjean
a788697b2e Fixed some duplicated localization keys
#preflight 635938c09125456043ef23c9
#jira UE-168346
#rb JeanMichel.Dignard

[CL 22802887 by julien stjean in ue5-main branch]
2022-10-26 22:20:43 -04:00