ensure widgets that are not hit visible are not added to the root hittest grid
#jira UE-161583
#rb Patrick.Boutot
[CL 29962040 by zahra nikbakht in ue5-main branch]
bNeedsSlowPath is set to false when we call FSlateInvalidationRoot::PaintInvalidationRoot, so we can't rely on it later in the prepass call to determine if we are in slow path.
The issue is more hidden in Invalidation Panel as it avoids calling InvalidateRootLayout() and PaintInvalidationRoot() at the same time in most cases (the first call sets NeedsSlowPath to true and the second sets it to false before we get to prepass).
#jira UE-150807
#rb Patrick.Boutot
[CL 29900904 by zahra nikbakht in ue5-main branch]
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Add PostBufferUpdate widget which can be used to trigger an update to the Slate Post RT when it "draws"
Updated Post RT will contain Scene + All UI drawn at that time & also be processed by provided processor.
Updated ICustomSlateElement interface to support draw context params.
#rb Patrick.Boutot
#jira UE-199609
[CL 29892909 by daren cheng in ue5-main branch]
Read Only Asset Editors: Automatically hide any custom menu and toolbar items in read only mode, with an opt in permission list for specific asset editors to selectively allow entries that are valid in read only mode
#jira UE-195628
#rb Rex.Hill
[CL 29809442 by aditya ravichandran in ue5-main branch]
* The search fields in our menus were laid out too close to the left and right edges of the menus. This adds 8 pixels of padding on both sides.
* Update a check in SWidgetBlock to adjust for the nested structure where the SSearchField of menus now reside inside an SBox.
#jira UE-186875
#rb brooke.hubert
[CL 29773224 by sebastian arleryd in ue5-main branch]
The reverted change prevented focus to jump to the search field in menus when users typed on the keyboard.
#jira UE-186875
[CL 29747732 by sebastian arleryd in ue5-main branch]
The search fields in our menus were laid out too close to the left and right edges of the menus. This adds 8 pixels of padding on both sides.
#jira UE-186875
#rb brooke.hubert
[CL 29745168 by sebastian arleryd in ue5-main branch]
Highlight the search field that will receive keyboard input when "Slate.AlwaysShowMenuSearchField" is turned on. This makes it easier for users to understand where their typing will end up when search fields are drawn both in a parent menu and its submenus, as this will highlight the active input field and make the others look greyed out (all using SWidget::SetEnabled).
#jira UE-186875
#rb brooke.hubert
[FYI] kyle.robertson
[CL 29741594 by sebastian arleryd in ue5-main branch]
* Add the CVAR Slate.AlwaysShowMenuSearchField (default to false). When it is enabled, the search field of menus that support search always show the search widget. The idea is to make the feature easier to find.
#jira UE-186875
#rb brooke.hubert, aditya.ravichandran
[FYI] nicole.keffer
[CL 29553056 by sebastian arleryd in ue5-main branch]
Original CL Desc
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WidgetComponent: Add support for invalidation.
#rb daren.cheng
[CL 29394847 by patrick boutot in ue5-main branch]
* Now guarding on FSlateApplication::IsInitialized before adding a delegate to FSlateApplication::OnWindowBeingDestroyed in FTabManager's constructor. Without this guard, crashes can happen in UAT workloads where FSlateApplication has not been initialized.
#jira UE-183373
[FYI] huw.bowles
[CL 29180721 by sebastian arleryd in ue5-main branch]
* Add FTabManager::SetGeneratePerWindowMainMenuDelegate that allows users to set a delegate the tab manager calls when it needs a main menu widget for a tab's window. This way we can avoid drawing the same main menu widget in multiple windows and the flickering that can cause.
* Generated main menu widgets are cached and reused to avoid regenerating widgets for the same tab manager and window combination. FSlateApplication::OnWindowBeingDestroyed is used to clean this cache up as windows are destroyed.
* The old method FTabManager::SetMenuMultiBox to set a main menu widget for a tab manager now uses FTabManager::SetGeneratePerWindowMainMenuDelegate behind the scenes.
* Update FMainMenu::MakeMainMenu to use the new FTabManager::SetGeneratePerWindowMainMenuDelegate to avoid the main menu flickering described in this ticket.
* Remove unused code.
#jira UE-183373
#rb brooke.hubert, Matt.Kuhlenschmidt, aditya.ravichandran
[CL 29179083 by sebastian arleryd in ue5-main branch]
* On the Mac, this change moves the Unreal Engine editor's main menu from the macOS system main menu into the editor window.
* Remove the CVAR Slate.MacMainMenuInsideUnrealWindow that previously turned this main menu move on or off on the Mac.
* Remove FGenericPlatformMisc::CanShowMenusInWindows because menus in the UE window is default on all platforms now. Note that this function was never released so we don't need to deprecate it (added after 5.3).
#jira UE-195597
[FYI] brooke.hubert, zack.neyland, sean.boocock
[CL 28964517 by sebastian arleryd in ue5-main branch]