This gives direct access to all Strata view mode, which helps with discoverability.
All strata view mode are also available with CVar: r.Strata.ViewMode
#rb none
#jira none
#preflight 635a22c68d56375d45d65e15
#fyi sebastien.hillaire
[CL 22806075 by Charles deRousiers in ue5-main branch]
Sparse Volume Texture asset from imported OpenVDB (only a single float channel for now). Static or animated sequence.
It will be possible to generate SVT at runtime from GPU later.
Using FEditorBulkData for handling raw source without loading everything when not caching or cooking.
BulkData used at runtime for loading. No streaming yet.
Importer with dependency on OpenVDB is in a SparseVolumeTexture module only loaded when in editor
Sparse volume texture can be sampled from any materials (sample, sample parameter) and overridden on material instance and material instance dynamic.
Added support for uint in compiler (fetch from page table, see SparseVolumeTextureGetVoxelCoord)
Volume texture with u8 VirtualTextureLayerIndex!=255 (INDEX_NONE) are sparse texture. The layer index then represent what texture/attribute to sample.
#preflight https://horde.devtools.epicgames.com/job/6346a466f93be0f6345af86c
#rb Patrick.Kelly, Charles.deRousiers
[CL 22551963 by sebastien hillaire in ue5-main branch]
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e283bec5b0c765fc0ffdb
[CL 21960084 by bryan sefcik in ue5-main branch]
This fixes the issue of the user undoing something unrelated to the Material and the MaterialEditor erroneously flagging the Material as dirty, causing the "Save Material" dialog to show up when the user closest he MaterialEditor window.
#jira UE-145484
#preflight 62ffa02e7d17941e9f8a7cd0
[CL 21457393 by massimo tristano in ue5-main branch]
This is simply done by an added PreviewColor on the FStrataData that flows between the node to be able to work with parameter blending or StrataTree BSDF composition. Can be updated later to anything else.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62f10d02a035cdf05e9b6a90
#fyi charles.derousiers
[CL 21269064 by Sebastien Hillaire in ue5-main branch]
Issue was caused by the code assuming that the expression always has at least one output.
#rb jason.nadro
#preflight 62d6cb5cdc4397d3840b660d
#jira UE-155891
[CL 21163269 by massimo tristano in ue5-main branch]
We currently have Blueprint real number support for all of the basic core types, including FVector4f. We can remove the LWC_TODO, and change the PreviewValue to a FVector4f.
#jira UE-131224
#rb jason.nadro
#preflight 62c70d2fa6654f9729dbe100
[CL 20989323 by dave jones2 in ue5-main branch]
- When the editor checks for enhanced tooltip content, it now looks in the Documentation/Source folder within the project folder and all enabled plugin folders.
- If the enhanced tooltip content contains a variable named ToolTipOverride, the content of that variable is used to override the default content for the initial simple tooltip.
- Documentation links can now use custom base URLs instead of always having the page ID appended to DocumentationURL in BaseEditor.ini.
- New base URLs can be defined in BaseEditor.ini or in DefaultEditor.ini within the project folder, as follows:
[/Script/Documentation.DocumentationSettings]
+DocumentationBaseUrls=(Id="ID",Url="http://myBaseUrl/{PAGEID}")
- They can also be added programmatically by calling IDocumentation::RegisterBaseUrl(), so plugins can add their own.
- The base URL can be specified anywhere a doc link is used. For links in code, the IDocumentation methods now accept an optional base URL parameter. For links taken from enhanced tooltip files, the ID of the base URL can now be specified at the file level in the BaseUrl metadata, or at the excerpt level in the [VAR:BaseUrl] variable.
- We now use {PAGEID} as a placeholder for where the doc link should go within the base URL.
#jira UE-139773
#rb jamie.dale
#preflight 62b08abdde510ae06e51f1dd
[CL 20936555 by Robb Surridge in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
- Inline edit support for UPROPERTY of type float, int32, uint32, uint8, enum, bool.
- Editable UPROPERTYs with "OverridingInputProperty" metadata are created as inline widgets next to their corresponding inputs.
- Rest of the editable UPROPERTYs may specify "ShowAsInputPin" metadata to become inline edit pins, with 2 choices: "Primary" - show in primary view, "Advanced" - show in in advanced view.
- Update a bunch of material expressions to reflect the changes, rest of the expressions still need to be worked through.
#jira UE-145276
#rb kevin.Ortegren
#preflight 627a3cc8937a047d62282ba7
[CL 20122451 by Josie Yang in ue5-main branch]
Also restores follow-up CLs 19973746, 19973782
FStaticParameterSet::MaterialLayers can't be deprecated, since a property with the same name is included via FStaticParameterSetRuntimeData
So instead, FMaterialLayersFunctionsRuntimeData is updated with SerializeFromMismatchedTag, to allow serializing a full FMaterialLayersFunction.
When this happens, the EditorOnly portion is stored in a separate heap allocation, and then transferred to FStaticParameterSet::EditorOnly::MaterialLayers
#preflight 626c3405e31dbb512cef1e98
[Backout] - CL19973745
#fyi bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL19964485
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 20043286 by Jason Nadro in ue5-main branch]
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 19973745 by bob tellez in ue5-main branch]
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 19964485 by Ben Ingram in ue5-main branch]