Commit Graph

63 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
e5f21722ba Fixed brushes not being able to convert to BSP
[CL 2096341 by Matt Kuhlenschmidt in Main branch]
2014-06-05 17:31:47 -04:00
Matt Kuhlenschmidt
b515af3f52 Fixed not being able to convert volumes to other volume types
[CL 2094679 by Matt Kuhlenschmidt in Main branch]
2014-06-04 14:16:29 -04:00
Matt Kuhlenschmidt
35c8a25c6d Deprecated RegisterCustomPropertyLayout and fixed up use cases. Use RegisterCustomClassLayout instead
[CL 2094538 by Matt Kuhlenschmidt in Main branch]
2014-06-04 12:11:33 -04:00
Matt Kuhlenschmidt
0bac17760c Fixup usage of deprecated IStructCustomizationUtils interface
[CL 2094462 by Matt Kuhlenschmidt in Main branch]
2014-06-04 11:16:24 -04:00
Matt Kuhlenschmidt
13939a90e9 Deprecated IStructCustomization and struct property customization registration. Use IPropertyTypeCustomization and RegisterPropertyTypeCustomization instead
[CL 2094389 by Matt Kuhlenschmidt in Main branch]
2014-06-04 10:16:14 -04:00
Matt Kuhlenschmidt
b9bf40b57e Added ability to customize any low level property type. This will replace the struct customization interface
[CL 2093710 by Matt Kuhlenschmidt in Main branch]
2014-06-03 17:37:23 -04:00
Martin Wilson
4ca27a5bb0 Add content browser buttons (find in, use from) to animation blueprint selector in skeletal mesh details panel
#TTP 330078 - Editor: No "Find in Browser" button or "Use Selected" for AnimBlueprint property of Skeletallmeshes

[CL 2093607 by Martin Wilson in Main branch]
2014-06-03 17:15:08 -04:00
Simon Tovey
091969e881 Moved some functionality from EmitterDetails.cpp to ParticleSystemComponent.cpp so that it appears for PSCs in the BP editor too.
#ttp 311726 - UE4: RENDERING: Rocket/Orion: Blueprint Editor: Components: ParticleSystems BP components are missing the particle 'expose parameters' button which is seen on particle component actors

#reviewedby Graeme.Thornton

[CL 2091978 by Simon Tovey in Main branch]
2014-06-02 14:21:39 -04:00
Jamie Dale
3ea331525b UAT now uses the game INI files to add additional directories to cook and stage.
TTP# 335070 - Add GUI based way to specify additional non-asset files or paths to package

CookCommandlet now uses the project settings to work out which additional directories it should cook (this removes the need for the editor to pass this information to that UAT via the command line). I've left the COOKDIR option in the UAT/CookCommandlet as, while non of our projects seem to be using it, I'm not comfortable removing it in case any scripts are using it.

CopyBuildToStagingDirectory also uses these project settings to work out which additional directories it should stage when producing the staging manifest (these are split into UFS and non-UFS directories). This allows users to define additional directories in the editor (or directly in the settings file) which will always be staged regardless of how UAT is invoked.

All of these paths are specified in the settings file as relative to the project Content directory, and the editor will enforce this fact when using the directory picker.

Also mirrored the meta-data interface from UField on IPropertyHandle. This takes care of accessing the meta-data from the correct property, even when you're accessing an element inside an array (MattK approved!).

ReviewedBy Thomas.Sarkanen, Robert.Manuszewski, Max.Preussner

[CL 2088172 by Jamie Dale in Main branch]
2014-05-29 17:38:00 -04:00
James Golding
7e7a2e6473 More Engine.h trimming (EdGraph headers, BoneMaskFilter, Breakpoint, LevelScriptBP, ClipPAdEntry, CodecMovie, DestructibleFractureSettings, DeviceProfile)
[CL 2085606 by James Golding in Main branch]
2014-05-29 17:11:10 -04:00
Dmitry Rekman
b7826acacb Safe compiler warning fixes from PR 185.
This is a subset of changes (compiler warning fixes needed to compile Linux editor) from pull request 185 by sbc100, 3dluvr, wshearn, abarbu et al: https://github.com/EpicGames/UnrealEngine/pull/185
- Initialization order fixes
- Missing virtual destructors in classes with virtual funcs.
- Missing newlines at the end of file

#codereview Robert.Manuszewski

[CL 2085576 by Dmitry Rekman in Main branch]
2014-05-29 17:09:32 -04:00
Mieszko Zielinski
fea9d66d25 Extracting AI code from the engine into a separate module, pass 1 #UE4
- merged over from Fortnite branch
- includes adjusting all game projects that use AI code
- contains a nasty AIModule <-> Engine circular dependency. To be removed ASAP

[CL 2085468 by Mieszko Zielinski in Main branch]
2014-05-29 17:06:50 -04:00
Mikolaj Sieluzycki
c11610c881 Remove Particle headers from Engine.h and include only where needed.
#codereview Robert.Manuszewski

[CL 2085445 by Mikolaj Sieluzycki in Main branch]
2014-05-29 17:02:05 -04:00
James Golding
4ec7242ccd Remove LatentActionManager.h, Scene.h, NetSerialization.h, Interface_AssetUserData.h and all SoundNode classes from Engine.h
#codereview marc.audy

[CL 2083026 by James Golding in Main branch]
2014-05-29 16:47:05 -04:00
James Golding
507c402a4e Remove Material Expression headers from Engine.h and only include where needed
#codereview nick.penwarden

[CL 2082041 by James Golding in Main branch]
2014-05-22 11:33:54 -04:00
Gareth Martin
cc096d560f Remove landscape/foliage headers from Engine.h and include only where needed
[CL 2081860 by Gareth Martin in Main branch]
2014-05-22 07:52:43 -04:00
James Golding
131420beb5 Remove Matinee related headers from Engine.h, and add only where needed
#codereview matt.kuhlenschmidt

[CL 2081832 by James Golding in Main branch]
2014-05-22 06:52:28 -04:00
Matthew Griffin
a17ad6f446 Ensure new Axis and Action Mappings have unique names so that they're not grouped together
TTP#335363 - EDITOR: Adding new input mapping fails if None mapping exists

Changed the add function to use a similar pattern to adding mappings to an existing group. Each add will create a new numbered name from a localized base name and check to see that it hasn't already been used.

[CL 2075271 by Matthew Griffin in Main branch]
2014-05-16 04:31:18 -04:00
Bob Tellez
9d981b549c UE4: Initial world asset renaming support.
Renaming a world also renames it's level blueprint.
Moving a world to a new package also transfers over all of it's lightmaps and shadowmaps.
Redirectors are allowed to UObject* (hard) reference assets in another package, but all other hard references are still disallowed.
Referencing a redirector package in a UStreamingLevel now follows the redirector to the world in the new package.
Packages that lose their worlds now also lose the PKG_ContainsMap flag. Packages that gain a world also gain this flag.

[CL 2073709 by Bob Tellez in Main branch]
2014-05-14 21:57:09 -04:00
kevin hamilton
6b46dd0ced Merging //depot/Partners/Zombie/UE4-iOS/...to //depot/UE4/...
Automation: Milestone 3 and fixes for milestone 2

 -Added new EditorShot command to take editor screenshots
 -Made the ExterialTool options use the dierctory picker
 -Fixed a bug with the StaticMeshEditor test if the tutorial pops up
 -StaticMeshUV test now uses async package loading
 -Added a display every Nth screenshot to the screenshot compre tab
 -Added support to disable screenshots or request full size ones
 -Changed the screenshots so they save to the game directory even if you run the frontend by itself
 -Added screenshot support for the load all maps tests

[CL 2071712 by kevin hamilton in Main branch]
2014-05-13 12:08:56 -04:00
Lina Halper
f6e04c0e66 334254 DOCUMENTATION: Editor: Text displays incorrect number of physical surface types
[CL 2071159 by Lina Halper in Main branch]
2014-05-12 22:26:54 -04:00
Dmitry Rekman
710f0cdf3f Fixing (likely) coding errors or confusing debugging helpers.
Contributed by UE4Linux community.

#codereview Mieszko.Zielinski, Michael.Schoell, Maciej.Mroz, Michael.Trepka, Justin.Sargent, Steve.Robb

[CL 2070232 by Dmitry Rekman in Main branch]
2014-05-12 08:42:24 -04:00
Richard TalbotWatkin
4c1cb51ed3 Changed the UI for selecting an asset path, so it's no longer possible to enter an invalid path (uses the PathPicker widget from the content browser).
#ttp 332335 - EDITOR: BSP: CRASH: When creating a static mesh from selected brush, if you enter in an incorrect path name you will crash
#branch UE4
#proj Editor.UnrealEd, Editor.KismetWidgets, Editor.Kismet, Editor.DetailCustomizations
#add Created SCreateAssetFromActor, based on SCreateBlueprintFromActorDialog, as a generic base widget which can be used for choosing an asset path.
#remove Removed the old popup text box for entering an asset path
#add Made the 'Create Static Mesh' button on a brush open an SCreateAssetFromActor dialog so that a valid package name can be chosen.
#add Put a check on the resulting package object being non-null.
#change Changed SCreateBlueprintFromActorDialog to instance SCreateAssetFromActor, with appropriate properties.  Renamed to FCreateBlueprintFromActorDialog, as it is no longer a Slate class.  Renamed the files accordingly.
#change Made the chain of methods involved with converting a brush to a static mesh take an FString as the asset name instead of FText.
#reviewedby Chris.Wood

[CL 2070122 by Richard TalbotWatkin in Main branch]
2014-05-12 08:38:45 -04:00
Terence Burns
ed12de7f13 Added support to configure which target RHI's we desire on platforms.
User can now select target RHI's for windows under: Edit->Project Preferences->Windows->Targeted RHIs

Split up GetShaderFormats into GetAllPossibleShaderFormats and GetAllTargetedShaderFormats.
D3D11 and D3D10 remain the only two on, by default, for windows.

#ReviewedBy Nick.Penwarden

[CL 2068025 by Terence Burns in Main branch]
2014-05-09 08:51:44 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00