Commit Graph

31 Commits

Author SHA1 Message Date
Richard TalbotWatkin
98522878d4 Fixed issue where selecting a surface with no actor selected does not bring up the details panel specialization for the surface properties.
#jira UE-16765 - Details panel is blank when selecting BSP surfaces if 'Clicking BSP Enables Brush' is disabled.

[CL 2584208 by Richard TalbotWatkin in Main branch]
2015-06-11 10:36:56 -04:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Matthew Griffin
d0037af2e7 [INTEGRATE] Change 2436814 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_remote_releases on 2015/02/07 13:41:18
Fix BSP surface selection not appearing if you had a brush selected and then selected a surface

[CL 2446930 by Matthew Griffin in Main branch]
2015-02-16 08:27:43 -05:00
Matthew Griffin
5d4f34b8b2 [INTEGRATE] Change 2434536 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/02/05 19:25:09
Fix crash when BSP is selected

[CL 2446706 by Matthew Griffin in Main branch]
2015-02-16 04:11:36 -05:00
Matthew Griffin
0a12bafeed [INTEGRATE] Change 2426108 by Dan.Hertzka@Dan.Hertzka_T4682_4010 on 2015/01/30 13:47:46
[UE-8152] - All previously existing drag-and-drop functionality now works with components in the world as follows:

	1. If multiple actors are selected and the drop is on one of the selected actors, the dropped object will be applied (if possible) to all components in each selected actor.
	2. If multiple components are selected and the drop is on one of the selected components, the dropped object will be applied (if possible) to all selected components.
	3. If the drop is onto a component that is not selected, it will apply only to that component.
	4. If the drop is onto a component within a selected actor, but only one actor is selected, same as #3.

	- Fixed crash when trying to apply material to non-existent slot when applying to multiple actors

[CL 2433465 by Matthew Griffin in Main branch]
2015-02-05 08:54:11 -05:00
Matt Kuhlenschmidt
54f7bbef53 Fix crash applying materials when there is too many material slots on the component and that dont match the number of materials on the mesh
[CL 2423899 by Matt Kuhlenschmidt in Main branch]
2015-01-29 11:47:49 -05:00
Zak Middleton
e95939ba24 #ue4 - Convert all engine uses of GetComponents() to use TInlineComponentArray.
[CL 2393060 by Zak Middleton in Main branch]
2014-12-18 17:02:31 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Lina Halper
d4f5004a59 - Rename OverrideMaterials from Materials since that is overriden materials.
- Added GetNumOverrideMaterials to return overriden materials.

- Reverted GetNumMaterials to previous behavior - they return Mesh->Materials count since it can't have more than that but only if Mesh is available.

#code review: Geremy.Mustard, Nick.Penwarden

[CL 2371090 by Lina Halper in Main branch]
2014-11-26 15:31:30 -05:00
Richard TalbotWatkin
6b07809885 Fixed various issues with snapping brushes to floor and brush/volume placement.
#jira EDITOR: Placement Mode: Volumes are placed based on their pivot and not their collision

[CL 2359723 by Richard TalbotWatkin in Main branch]
2014-11-14 02:05:45 -05:00
Mikolaj Sieluzycki
d43e69c4b9 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356854 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:43:54 -05:00
Robert Manuszewski
af80979bb7 First phase of deprecating TSubobjectPtr<> replacing TSubobjectPtr properties in the Engine with normal pointers and adding subobject accessors for derived classes/client code.
[CL 2331521 by Robert Manuszewski in Main branch]
2014-10-16 09:02:30 -04:00
Jaroslaw Palczynski
1b50963ccd Landscape module from Engine split out.
[CL 2331341 by Jaroslaw Palczynski in Main branch]
2014-10-16 05:16:44 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Nick Darnell
b8c480e78e Editor - Foliage eiditor now has a much nicer drag/drop indicator.
[CL 2325707 by Nick Darnell in Main branch]
2014-10-10 13:17:20 -04:00
Andrew Rodham
3d978c4fae Newly spawned actors in the editor now have more correct unique names
This addresses TTP#345442 - NUX:Editor: Dropping new actors into totally empty maps adds number suffixes to my actor names

Reviewed by Matt Kuhlenschmidt

[CL 2302272 by Andrew Rodham in Main branch]
2014-09-18 08:09:17 -04:00
Andrew Rodham
c295c8fe3a Turning off Surface Snapping in the editor viewport now prevents surface alignment during placement.
Previously this would only have been the case if the "Rotate to Surface Normal" option was disabled, but this was hidden and a little confusing.

I've also changed the actor positioning code to take parameter structs that have construction helpers so as to make the code more flexible to the client, whilst keeping the logic in one place.

I've fixed one or two bugs here as well:
	* Fixed vertex snapping helpers not showing up when dragging (they are still hidden when pasting)
	* Fixed point lights not having the same spawn offset as spot and directional lights
	* Fixed newly placed actors not getting their default rotations when not aligning to a surface

This addresses TTP#342860 - Static meshes that are drag and dropped into a world will have their rotation affected by the object the are dragged over
And TTP#341787 - CRITICAL: Regression: EDITOR: Direction light is at a flat angle by default

[CL 2289354 by Andrew Rodham in Main branch]
2014-09-08 10:25:45 -04:00
Nick Darnell
f8be4e066a UMG - Now hiding experimental widgets in the palette. Moving the developement status querying logic into a common area.
[CL 2289240 by Nick Darnell in Main branch]
2014-09-08 09:05:37 -04:00
Andrew Rodham
8c7093330b Added abililty to snap actors to surfaces in the world whilst dragging in the viewport.
#ttp 323078 - Actor drag preview does not respect actor factory spawn position offset
#ttp 309631 - TOOLS FEATURE: Asset placement: Align placed assets with surface placed on
#ttp 335001 - UE4: EDITOR:"Paste here" works inconsistently
#ttp 334066 - EDITOR: PAPER2D: Dragging a mesh into an ortho viewport does not provide a preview

There is a lot of work here:
    * I have moved and unified all the prop preview and drag alignment code that attempted to align objects to surfaces in the world to a new class, FActorPositioning. This fixes inconsistent behaviour between the drop previews, actual placement, and drag alignment.
    * I have tidied up the methods by which surface alignment is performed in UActorFactory. There is now a virtual method for factories to define *how* an actor should be aligned to the surface. This allows us to specify different alignment routines for things like static meshes, decals and lights.
    * Actor factories now create actors with an FTransform rather than specifying pointers to location and rotation vectors. This makes creation simpler and parameter passing less error prone. As far as I can see, the rotation was only used for surface snapping which is now handled by the factory anyway.
    * Surface snapping can be controlled by the editor viewport toggle button, or via a keyboard command set in the editor preferences
    * It is possible to override the default placement offset when aligning actors to surfaces. SnapOffsetExtent can be found in the editor viewport preferences.
    * Finding a valid snap position no longer uses a hitproxy as this was prone to error and does not work correctly when dragging actors that render their own hit proxies.
    * ClickLocation and ClickPlane are now more consistently set and managed. I have tried to remove excess assignment to these variables to clarify their use and purpose.

[CL 2223237 by Andrew Rodham in Main branch]
2014-07-18 10:09:21 -04:00
Michael Noland
db2f805416 Editor: Now with more dragons!
- Added new class metadata Experimental and EarlyAccessPreview, which will trigger a warning section in the actor details panel

Experimental:
- Here be dragons!  It's a totally unsupported and undocumented prototype

Early Access Preview:
- While not considered production-ready, it's a step beyond 'experimental' and is being provided as a preview of things to come

[CL 2117581 by Michael Noland in Main branch]
2014-06-26 01:14:00 -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
James Golding
0acc73086d Engine.h trimming (AnimNode classes, SkeletalMeshActor.h)
Remove unused AnimationTypes.h/.cpp

[CL 2086878 by James Golding in Main branch]
2014-05-29 17:24:15 -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
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