Commit Graph

389 Commits

Author SHA1 Message Date
Terence Burns
ff28fe1af3 Add functionality to uobject and fconfigfile to support editing one property at a time.
Enabled for Config editor as an initial test bed.

UE-14449

[CL 2533480 by Terence Burns in Main branch]
2015-05-01 09:37:58 -04:00
Terence Burns
674dc13d82 Adding deltacopy location to the configurable IOS runtime settings
Fixed some minor issues with the remote build settings UI
- Reordered properties slightly.
- Updated the Remote Server Name widget so it no longer has no size.
- Renamed some property display names to be a little clearer.

https://jira.ol.epicgames.net/browse/UE-14323

[CL 2531756 by Terence Burns in Main branch]
2015-04-30 08:18:31 -04:00
Lina Halper
4a8cd06fd8 #HLOD
- Renamed DesiredBoundSize to DesiredBoundRadius - more clear and it implies sphere
- MergeSetting is now exposed if you decide not to simplify
- Shrink after all done so that we don't use that reserved mass memory

[CL 2530639 by Lina Halper in Main branch]
2015-04-29 15:19:13 -04:00
Zak Middleton
ba4a945046 #ue4 - Add ECollisionEnabled::PhysicsOnly option to round out all options of NoCollision, QueryOnly, PhysicsOnly, QueryAndPhysics.
- Can be used for things like capes and hair that users may not want to be considered by scene queries.

#codereview Ori.Cohen

[CL 2527197 by Zak Middleton in Main branch]
2015-04-27 13:50:58 -04:00
Phillip Kavan
9b6ab13188 [UE-11839] Fix propagation of material swaps when editing component templates owned by the CDO.
change summary:
- relocated FMaterialIterator::SwapMaterial so it can be called on both archetype and instances
- modified the FComponentMaterialCategory::OnMaterialChanged() delegate to additionally propagate material property value changes to archetype instances if the selected component is a template
- updated the scoping of the FNavigationLockContext in OnMaterialChanged() to ensure that it remains valid around the pre/post edit change sequence

#codereview Matt.Kuhlenschmidt

[CL 2524632 by Phillip Kavan in Main branch]
2015-04-24 13:38:56 -04:00
Matt Kuhlenschmidt
1db884b35d Fix post process settings categories not having pretty print
[CL 2523341 by Matt Kuhlenschmidt in Main branch]
2015-04-23 16:59:11 -04:00
Lina Halper
aa83d79c41 #HLOD
- Added min number of actors to merge

[CL 2523337 by Lina Halper in Main branch]
2015-04-23 16:58:01 -04:00
Terence Burns
14cb541a13 Config Editor added to UE4.
We now have the capacity to set a uproperty value anywhere in the config file hierarchy

Satisfies UEPLAT-429

The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.

[CL 2521330 by Terence Burns in Main branch]
2015-04-22 13:40:06 -04:00
Andrew Rodham
5194f5cfc0 Fixed some windows not gaining focus when opened
On mac, window activation is not guaranteed syncronously when a window is created, thus any code that opened a window, then immediately opened some focus-sensitive operation, may fail.

I've fixed up three of the most common cases (SAssetView::ItemScrolledIntoView, STextEntryPopup and STextComboPopup) so they register an active tick to focus the widget when the window gains focus (optionally controllable from the .AutoFocus() argument)

This addresses UE-12929.

[CL 2521062 by Andrew Rodham in Main branch]
2015-04-22 10:34:02 -04:00
Matt Kuhlenschmidt
db5c0e49b1 PostProcess settings cleanup. The FPostProcessSettings struct now has a customization to show categories for the post process settings inside the struct
[CL 2520943 by Matt Kuhlenschmidt in Main branch]
2015-04-22 09:39:09 -04:00
Matt Kuhlenschmidt
8489620e8d Fix crash selecting objects in the level editor
#codereview andrew.rodham

[CL 2520114 by Matt Kuhlenschmidt in Main branch]
2015-04-21 17:39:55 -04:00
Matt Kuhlenschmidt
56afd4c6da Fix bad filter string on "image" property for a slate brush
[CL 2519761 by Matt Kuhlenschmidt in Main branch]
2015-04-21 15:29:04 -04:00
Andrew Rodham
86850fe0f8 Changed editor project unit settings to be more flexible
Users can now choose a set of relevant units to display applicable properties in.
Setting a single unit for a given type will result in only that unit ever being used. When multiple exist, the most appropriate unit will be shown when a property editor is opened, and will remain in this unit until something else is selected.

[CL 2519064 by Andrew Rodham in Main branch]
2015-04-21 08:27:25 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Michael Noland
db747d277d Split the UEditorEngine implementation out from Editor.cpp into EditorEngine.cpp, removed some GWorld references, and purged some dead code
UEditorEngine cleanup:
- Split all UEditorEngine methods from Editor.cpp into EditorEngine.cpp (though more are still scattered around in other files like EditorServer.cpp)
- Removed GetClassFromPairMap, ClassMapPair, and associated keyboard shortcuts to place nav pylons, since they don't exist anymore
- Removed dead variable StreamingBoundsTexture and associated method SetStreamingBoundsTexture
- Split out the implementations of SplitActorLabel and SetActorLabelUnique into statics on FActorLabelUtilities, the non-static versions will be deprecated in the future
- Moved SoundWaveQualityPreview to be a static in FSoundPreviewThread
- Moved FPreviewInfo into DlgSoundWaveOptions.h
- Removed empty method HandleCreateMeshFromBSPCommand and associated exec command

GWorld cleanup:
- Removed EditorClearComponents and updated the few existing uses to call ClearWorldComponents directly on their world reference
- Removed UpdateSkyCaptures and updated the only existing use to call UpdateAllSkyCaptures directly on a world reference

[CL 2515212 by Michael Noland in Main branch]
2015-04-16 19:29:55 -04:00
Max Preussner
c1a0165d18 Media: Properly handling empty URLs
[CL 2514382 by Max Preussner in Main branch]
2015-04-16 11:51:29 -04:00
Jamie Dale
4fe626b03a Made FSlateFontInfoStructCustomization use GET_MEMBER_NAME_CHECKED
[CL 2514358 by Jamie Dale in Main branch]
2015-04-16 11:46:50 -04:00
Matt Kuhlenschmidt
bd4f2b6f2a Fix BSP not rebuilding in some cases
https://jira.ol.epicgames.net/browse/UE-13720
https://jira.ol.epicgames.net/browse/UE-13849

[CL 2514346 by Matt Kuhlenschmidt in Main branch]
2015-04-16 11:45:01 -04:00
Dan Oconnor
eb95e60ebd PVS-Studio has detected that this loop is malformed. Is it meant to be a for loop? an if statement?
#codereview Matt.Kuhlenschmidt

[CL 2510518 by Dan Oconnor in Main branch]
2015-04-13 13:48:38 -04:00
Dan Hertzka
fcca7b991d Updated SPropertyEditorAsset to account for AllowedClasses metadata on properties when being created without a valid property editor
[CL 2508764 by Dan Hertzka in Main branch]
2015-04-10 15:22:21 -04:00
Mikolaj Sieluzycki
a96989f147 Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:30:54 -04:00
Lina Halper
34bed9e91d #ANIM: Allow dynamic addition to rig, but disabled the addition for now
Renamed typo

[CL 2507586 by Lina Halper in Main branch]
2015-04-09 19:10:50 -04:00
Matt Kuhlenschmidt
c4a9091428 Fix crash setting mobility on components.
This is due to recent changes that rerun construction scripts when component properties change.  Moved the propagation of mobility to child components to USceneComponent::PostEditChange methods.

[CL 2506743 by Matt Kuhlenschmidt in Main branch]
2015-04-09 09:48:03 -04:00
Martin Mittring
bc33fe8a1a Made Atmosphere toggleable by Fog, consistently renamed to AtmosphericFog
UE-13368 Atmospheric Fog cannot be toggled to hidden in the Scene Capture 2D's detail settings

[CL 2505715 by Martin Mittring in Main branch]
2015-04-08 15:46:28 -04:00
Matt Kuhlenschmidt
5a838120dc Fix crash when setting the mobility property on scene components due to re-entrancy.
https://jira.ol.epicgames.net/browse/UE-13374

[CL 2505662 by Matt Kuhlenschmidt in Main branch]
2015-04-08 15:15:56 -04:00