Added DefaultValue property to DynamicParameter material node. This defaults to 1 for new materials but 0 for existing ones to maintain current behavior.
This default is used for all vertex factories other than those for particles. In particle vertex factories, the dynamic parameter is used, as before. Sometimes coming from vertex data, others coming from a default vertex buffer filled with 1.0.
Also, defaulted the DynamicParameter on the cascade side to 1.0 to improve workflow that side too.
#codereview Olaf.Piesche
[CL 2605332 by Simon Tovey in Main branch]
- Automatically upgraded all materials
When using the UI material domain the material editor and material instance editor is streamlined and only displays parts of the UI that are relevant:
- Changes to a preview material rendered with the UI shader
- Removes non-UI specific settings
- Renames some output pins and hides irrelevant ones
- Shows stats for UI shader
[CL 2596027 by Matt Kuhlenschmidt in Main branch]
Added the ability to display an error popup on the node if text verification fails. The code existed for this but was non-functional
[CL 2583007 by Matt Kuhlenschmidt in Main branch]
The tests fail instead of warn if settings are defined but assets cannot be loaded.
Clarified test failure logging.
[CL 2575785 by Adric Worley in Main branch]
Current waterfall structure depends on step return value to determine whether to progress to the next test step.
[CL 2573012 by Adric Worley in Main branch]
#jira UE-16181 - UDN: Crash: Converting Texture Sample to Parameter when MipValue set to "Level" or "Bias"
[CL 2568380 by Richard TalbotWatkin in Main branch]
UE-16078 - Crash hovering over texture reference in material
A lot of asset editors were overriding GetToolkitName to implement custom logic (sometimes because the default logic would cause a crash), and these asset editors now also need to override GetToolkitToolTipText too.
[CL 2564832 by Jamie Dale in Main branch]
Big conversion of FStrings and FNames to FText.
Version bump to move some MaterialFunction UProperty from a TArray<FString> to TArray<FText> (some Engine assets are older than being allowed to auto-convert the UProperty)
Auto conversion of FName to FText (and back) now supported (as well as TArrays of those types).
Searching categories by both the localized string and the source string is now supported in Blueprints.
#jira UE-14481 - We are missing ability to translate node categories
#codereview Justin.Sargent
[CL 2542875 by Michael Schoell in Main branch]
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]
SNodeTitle no longer compares cached node titles to the title the node wants to be to determine a reconstruction, it checks if the schema wants to purge all cached node titles.
#jira UE-8371 - Change Editor language while leaving Blueprint Editor node & pin names in English
[CL 2508681 by Michael Schoell in Main branch]