Jurre DeBaare
6e56dd94cb
Possible solution for UE-2244 ( https://jira.ol.epicgames.net/browse/UE-2244 )
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Original code was by Wes Fudala, contacted him and the reason he wrote it orginally (2012) was with the assumption that it would be possible to paint to seperate LOD levels.
- Removed RemoveInstanceVertexColorsWorker(MeshPaintEdMode) function (unnecessary and very similar to RemoveInstanceVertexColorsFromLOD (StaticMeshComponent)
- Altered RemoveComponentInstanceVertexColors (MeshPaintEdMode), does original checks but now calls RemoveInstanceVertexColors (StaticMeshComponent) which has the desired outcome
[CL 2539060 by Jurre DeBaare in Main branch]
2015-05-06 09:14:12 -04:00
Richard TalbotWatkin
e6bfa1d6fe
Changed behavior so that selecting just a single actor is sufficient to enable the Merge Actors panel.
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#jira UE-15028 - MergeActors is disabled when only one actor is selected
[CL 2539047 by Richard TalbotWatkin in Main branch]
2015-05-06 09:05:10 -04:00
Richard TalbotWatkin
df5c38b7ef
Fixed bug where new tags were not applied to all selected assets.
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#jira UE-12512 - Multi-edit gameplay tags on data assets only applies the changes to one asset, not all assets
#codereview Billy.Bramer
[CL 2538848 by Richard TalbotWatkin in Main branch]
2015-05-06 05:51:10 -04:00
Maciej Mroz
94197986df
GetBaseStructure was replaced with TBaseStructure<>::Get()
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Related to: https://udn.unrealengine.com/questions/244398/blueprint-struct-with-vector-member-crashes-editor.html
#codereview Robert.Manuszewski, Jaroslaw.Palczynski, Nick.Whiting
[CL 2538645 by Maciej Mroz in Main branch]
2015-05-05 23:07:23 -04:00
Dan Oconnor
1bfff33156
Build fix (missing include)
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#codereview Daniel.Wright
[CL 2538560 by Dan Oconnor in Main branch]
2015-05-05 20:59:38 -04:00
Pierdek
a43078110b
PR #1120 : ParticleSystemAudit CrashFix (Contributed by Pierdek)
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#github https://github.com/EpicGames/UnrealEngine/pull/1120
[CL 2538476 by Bob Tellez in Main branch]
2015-05-05 19:38:18 -04:00
Daniel Wright
b420e385ec
Landscape grass output node is no longer removed when cleaning unused expressions in the material editor
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[CL 2538414 by Daniel Wright in Main branch]
2015-05-05 18:50:18 -04:00
Maciej Mroz
50f52af70c
GIsReinstancing flag added to supress warning about executing script form an obsolete class.
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https://udn.unrealengine.com/questions/233181/class-newerversionexists-assert-when-compiling-paw.html
#codereview Nick.Whiting
[CL 2538290 by Maciej Mroz in Main branch]
2015-05-05 17:51:24 -04:00
Nick Darnell
bb590197cd
UMG - The designer now has seperate flags for Design Time, Show Outline. So if you want to be in design mode but don't want to show panel outlines that's now possible. There's a global flag for controlling it in the Widget Designer settings in Editor Preferences.
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[CL 2538220 by Nick Darnell in Main branch]
2015-05-05 17:30:45 -04:00
Saul Abreu
1220cdc6d5
Fixed crash in gathering text from assets, specifically dialogue waves, if the dialogue wave has no *non-null* targets.
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[CL 2537895 by Saul Abreu in Main branch]
2015-05-05 15:13:25 -04:00
Richard TalbotWatkin
7499ee0678
Removed close button from the Convert Project modal dialog, as it was returning an undefined reason code (and was not necessary as there was already a Cancel button).
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#jira UE-14503 - Clicking "X" close button when prompted to convert a project will still convert the project
[CL 2537699 by Richard TalbotWatkin in Main branch]
2015-05-05 13:05:38 -04:00
Mikolaj Sieluzycki
787b236f2e
Force UAT to build content-only projects as well to avoid issues with missing/outdated UE4Game binaries.
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#codereview terence.burns
[CL 2537281 by Mikolaj Sieluzycki in Main branch]
2015-05-05 09:23:33 -04:00
Graeme Thornton
dd93cc074b
Slate windows now take into account required border/tiitle bar sizes when resizing the window. This ensures that the client area stays at the requested size
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[CL 2537219 by Graeme Thornton in Main branch]
2015-05-05 08:37:37 -04:00
Richard TalbotWatkin
d424ae390a
Text FrontendFilter now tries to match with components of the path name, as well as the asset name itself.
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#jira UE-14286 - When searching for an asset, like an animation name, the ability to have the directory name in the search field no longer works
[CL 2537152 by Richard TalbotWatkin in Main branch]
2015-05-05 06:14:03 -04:00
Richard TalbotWatkin
4daa0115a4
Fixed issue where cancelling unsaved packages dialog when launching resulted in the Launch button permanently disabled.
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#jira UE-9230 - Canceling save prior to packaging process will make it impossible to use Launch button
[CL 2537069 by Richard TalbotWatkin in Main branch]
2015-05-05 05:09:01 -04:00
Maciej Mroz
d80b9cc20e
- Proper handling for const ref user defined pin
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- VER_UE4_SERIALIZE_PINTYPE_CONST
- Refactor: UEdGraphNode::CreatePin
#codereview Mike.Beach, Nick.Whiting
[CL 2536849 by Maciej Mroz in Main branch]
2015-05-04 22:49:49 -04:00
Dan Oconnor
3d3d7c38f8
[UE-14682] Fixed erronious warning being generated when an object reference was cast to an interface
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[CL 2536733 by Dan Oconnor in Main branch]
2015-05-04 19:50:33 -04:00
Michael Noland
efe615209e
Editor: Renamed OpenedAssets.Count to OpenedInstances.Count to be more precise
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[CL 2536668 by Michael Noland in Main branch]
2015-05-04 18:42:36 -04:00
Michael Noland
523e8a245f
Editor: Added analytics for # of times an asset editor was opened during a session
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#codereview wes.hunt
[CL 2536667 by Michael Noland in Main branch]
2015-05-04 18:40:31 -04:00
Dan Hertzka
18decb8a51
[UE-14606] - Updated shade growth behavior - now possible to be able to grow in shade without being required to spawn in shade. Old bGrowsInShade option is now bSpawnsInShade.
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[UE-14605] - Painting scale only visible when painting and proc scale only visible when the asset is open
[UE-14155] - Fixed procedural generation to not add redundant entries for foliage types when simulating. When Foliage Type assets are not used, the foliage type created by the proc foliage simulation will stomp an existing non-asset type with the same mesh (if there is one) in the palette. A significant rework of the foliage palette is needed for a more robust solution.
- Fixed crash when an instance is located exactly on the border between two quadtrees
[CL 2536450 by Dan Hertzka in Main branch]
2015-05-04 17:06:02 -04:00
Maciej Mroz
dcaf0b6f04
UE-14903 Crash occurs when compiling the ViewportsTutorial blueprint.
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When a BPGC from a DataOnly BP has UberGraphFrame, it will fully recompiled while regeneration.
[CL 2536433 by Maciej Mroz in Main branch]
2015-05-04 17:00:14 -04:00
Daniel Wright
184d882cfa
Fixed FExportMaterialProxy and FLightmassMaterialProxy creating their shader map ID's shader type dependencies off of the base material, instead of themselves, which would cause some shaders to not be cached due to mismatching ShouldCache results.
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[CL 2536366 by Daniel Wright in Main branch]
2015-05-04 16:32:50 -04:00
Daniel Lamb
c3d1e19327
Iterative cooking respects custom versions changing and clears out cooked content.
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Disabled timing info for cooker.
[CL 2536342 by Daniel Lamb in Main branch]
2015-05-04 16:23:03 -04:00
Ori Cohen
f7a3ae0757
Fix kinematic bodies changing color when not simulated.
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[CL 2536293 by Ori Cohen in Main branch]
2015-05-04 16:08:15 -04:00
Ori Cohen
681db6f836
Fix show kinematic bodies for the case where they blend. Also turn it on by default
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[CL 2536064 by Ori Cohen in Main branch]
2015-05-04 14:11:51 -04:00