Force SM6 for preview VK SM5, Mac SM5
Enable Lumen Support for Preview VK SM5, Mac SM5
Modifying FeatureLevelSwitch to respect the parent ShaderPlatform FeatureLevel and not the one set by preview in order to have consistent material logic with the Shader Platform we are trying to preview
#rb Jack.Porter, jeannoe.morissette
[CL 36758806 by florin pascu in 5.5 branch]
* Allows paths copied like this to be pasted into Perforce directly, in order to expand the Depot or Workspace trees
#rb Dominic.Couture, JeanFrancois.Dube
[CL 36757611 by sebastien lussier in 5.5 branch]
- Generated Preview Jsons will be saved in <Project>\Saved\PreviewJsonDevices\Android
- Preview menu will have a list of Preview Json options. The Jsons will be gathered from <Project>\Saved\PreviewJsonDevices\Android and <Project>\Content\Editor\PreviewJsons
- Preview menu will also allow the ability to import Jsons from other locations
- Disable Preview button moved at the top of the menu
- Cleaned up Preview menu, added separators for Shader Format
#jira UE-138858
#rb Allan.Bentham
[CL 36032718 by florin pascu in ue5-main branch]
[FYI] Dario.Mazzanti
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL35741446
[FYI] Dario.Mazzanti
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL35710065
Re-submitting after updating FortniteGame source files which were using the now deprecated EditorEngine "ReplaceActors" function.
Now they are calling the static function from UEditorActorSubsystem
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL35706318 - CIS Editor Error
#rnx
[FYI] Dario.Mazzanti
Original CL Desc
-----------------------------------------------------------------
[Actor Actions Usability] Move code related to the "Convert Actor" and "Replace Actor" actions to UEditorActorSubystem
- Deprecates 8 functions from EditorEngine, and moves them to EditorActorSubsystem
- Moves some other locally defined functions and types from EditorEngine.cpp to a namespace in EditorActorSubsystem.cpp
- Deprecated functions body just call the 8 functions newly added to EditorActorSubsystem
- There are several places in the Engine where the deprecated are replaces with the new ones.
#jira UE-221641
#rb Julien.StJean
[CL 35743706 by dario mazzanti in ue5-main branch]
[FYI] Dario.Mazzanti
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL35710065
Re-submitting after updating FortniteGame source files which were using the now deprecated EditorEngine "ReplaceActors" function.
Now they are calling the static function from UEditorActorSubsystem
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL35706318 - CIS Editor Error
#rnx
[FYI] Dario.Mazzanti
Original CL Desc
-----------------------------------------------------------------
[Actor Actions Usability] Move code related to the "Convert Actor" and "Replace Actor" actions to UEditorActorSubystem
- Deprecates 8 functions from EditorEngine, and moves them to EditorActorSubsystem
- Moves some other locally defined functions and types from EditorEngine.cpp to a namespace in EditorActorSubsystem.cpp
- Deprecated functions body just call the 8 functions newly added to EditorActorSubsystem
- There are several places in the Engine where the deprecated are replaces with the new ones.
#jira UE-221641
#rb Julien.StJean
[CL 35742553 by dario mazzanti in ue5-main branch]
Re-submitting after updating FortniteGame source files which were using the now deprecated EditorEngine "ReplaceActors" function.
Now they are calling the static function from UEditorActorSubsystem
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL35706318 - CIS Editor Error
#rnx
[FYI] Dario.Mazzanti
Original CL Desc
-----------------------------------------------------------------
[Actor Actions Usability] Move code related to the "Convert Actor" and "Replace Actor" actions to UEditorActorSubystem
- Deprecates 8 functions from EditorEngine, and moves them to EditorActorSubsystem
- Moves some other locally defined functions and types from EditorEngine.cpp to a namespace in EditorActorSubsystem.cpp
- Deprecated functions body just call the 8 functions newly added to EditorActorSubsystem
- There are several places in the Engine where the deprecated are replaces with the new ones.
#jira UE-221641
#rb Julien.StJean
[CL 35741454 by dario mazzanti in ue5-main branch]
#rnx
[FYI] Dario.Mazzanti
Original CL Desc
-----------------------------------------------------------------
[Actor Actions Usability] Move code related to the "Convert Actor" and "Replace Actor" actions to UEditorActorSubystem
- Deprecates 8 functions from EditorEngine, and moves them to EditorActorSubsystem
- Moves some other locally defined functions and types from EditorEngine.cpp to a namespace in EditorActorSubsystem.cpp
- Deprecated functions body just call the 8 functions newly added to EditorActorSubsystem
- There are several places in the Engine where the deprecated are replaces with the new ones.
#jira UE-221641
#rb Julien.StJean
[CL 35710067 by alex kahn in ue5-main branch]
- Deprecates 8 functions from EditorEngine, and moves them to EditorActorSubsystem
- Moves some other locally defined functions and types from EditorEngine.cpp to a namespace in EditorActorSubsystem.cpp
- Deprecated functions body just call the 8 functions newly added to EditorActorSubsystem
- There are several places in the Engine where the deprecated are replaces with the new ones.
#jira UE-221641
#rb Julien.StJean
[CL 35706329 by dario mazzanti in ue5-main branch]
- New menu options for preview platforms to generate/preview devices from json files
- Currently only enabled for Android preview platform
#jira UE-138858
#rb Jack.Porter
[CL 35531710 by florin pascu in ue5-main branch]
This makes Ctrl/Cmd+O available when the level editor doesn't have focus, such as after clicking on a tab (Mac and Windows) or on the title bar (Mac only).
This also changes FLevelEditorCommands to avoid deprecation warnings in auto-generated methods.
#jira UE-207561
#rb brooke.hubert
[CL 33097546 by sebastian arleryd in ue5-main branch]
[FYI] sebastian.arleryd
Original CL Desc
-----------------------------------------------------------------
Move Ctrl+O to global commands
This makes Ctrl/Cmd+O available when the level editor doesn't have focus, such as after clicking on a tab (Mac and Windows) or on the title bar (Mac only).
#jira UE-207561
#rb brooke.hubert
[CL 32944920 by sebastian arleryd in ue5-main branch]
This makes Ctrl/Cmd+O available when the level editor doesn't have focus, such as after clicking on a tab (Mac and Windows) or on the title bar (Mac only).
#jira UE-207561
#rb brooke.hubert
[CL 32930066 by sebastian arleryd in ue5-main branch]
- Certain "SM5" platforms had FL SM6 requirements when being previewed.
- Adding a "PreviewFeatureLevel" to shader PreviewPlatform's to override the preview's feature level requirement.
- When changing between shader previews of the same feature level, the scene and all associated work should be reset just like when we change to a preview with a different feature level.
- During scene destruction, the VSM cache shouldn't need to process invalidations, especially since the preview shader platform has already been changed.
- Removing code that prevented switching between preview platforms that had different VSM settings.
#jira UE-200492
#rb jeannoe.morissette
[CL 31453001 by christopher waters in ue5-main branch]
[FYI] aditya.ravichandran
Original CL Desc
-----------------------------------------------------------------
PR #10115: Call OpenEditorForAsset instead of LoadMap when opening a map using the "File" menu to match how the CB opens levels
#jira UE-177003
#rb aditya.ravichandran
[CL 29998921 by projectgheist in ue5-main branch]
- Can specify multiple DPs and FriendlyNames now in the PreviewPlaform sections of a DDPI.ini file (separated by comma)
- Use the FriendlyName from the DDPI.ini directly in the platform preview menus, instead of counting on the friendly name of a ShaderPlatform
- IOS DDPI.ini as an example, with 3 DPs, generic IOS (what we had before), iPhone6S and iPadPro6
#rb michael.wanderson
[CL 29753922 by josh adams in ue5-main branch]
- Adapted existing code to propertly support external package on object not directly outered to the level.
- Generalized handling of external objects when renaming a world, resetting package loaders in ULevelStreamingLevelInstance, handling dirty external packages
- Implemented FExternalPackageHelper::CopyObjectsExternalPackageFilePathToClipboard
- Added optional PrimaryAssetDisplayName asset registry tag to allow for systems to use a display name (generalized version of ActorLabel tag)
#rb jeanfrancois.dube, patrick.enfedaque
#jira UE-197314
[CL 28537555 by richard malo in ue5-main branch]