Commit Graph

1355 Commits

Author SHA1 Message Date
sebastian arleryd
b75dda2918 Make a few menus non-searchable to hide their menu search fields
This change removes duplicate search bars in the following menus
* Actor > Attach To" (main menu, viewport right click, details panel right click)
* Level Editor Toolbar > Blueprint Icon > Open Blueprint Class...
* Level Editor Toolbar > Blueprint Icon > GameMode Override > Create
* Level Editor Toolbar > Blueprint Icon > GameMode Override > Select ... Class
* Level Editor Toolbar > Media Plate Icon > Select a Media Profile
* Viewport Hamburger Icon > Layouts
* Viewport > Lit > OCIO Display

#jira UE-200513
#rb aditya.ravichandran

[CL 32150761 by sebastian arleryd in ue5-main branch]
2024-03-11 05:43:38 -04:00
wouter dek
3b69c3d0f1 Mitigation against editor viewport setting ortho zoom to float max value, which causes an ensure from rendering code due to precision loss.
#rb jon.cain

[CL 31854437 by wouter dek in ue5-main branch]
2024-02-27 16:55:25 -05:00
daren cheng
aeb01a5242 Expose realtime toggle to level editor subsystem
This allows utilities to disable realtime for better performance during intenstive tasks

#jira UE-208143
#tests Ran function to enable / disable realtime via EUW.
#rb aditya.ravichandran

[CL 31808189 by daren cheng in ue5-main branch]
2024-02-26 12:35:30 -05:00
sebastian arleryd
a0562959f4 Support asset tiles in main menu on the Mac
Since the main menu moved into the editor window on the Mac, we can support custom Slate widgets in the menus. This change removes a special case where asset tiles were disabled on the Mac in certain menus, for example under the "RECENTLY PLACED" section in "Actor > PlaceActor" in the level editor main menu.

#rb aditya.ravichandran

[CL 31761308 by sebastian arleryd in ue5-main branch]
2024-02-23 08:56:12 -05:00
sebastian arleryd
a68b9e0f57 Remove Mac-only special case for how "Select an object to view actions" appears in the Actor menu. It is not needed anymore now that the main menu appears in-editor on the Mac.
#tests Ran on a remote Mac with and without change.
#rb aditya.ravichandran

[CL 31647876 by sebastian arleryd in ue5-main branch]
2024-02-20 11:52:18 -05:00
yoan stamant
0d5635a910 Removed some headers dependencies on 'FHitResult' and 'FOverlapResult'
#rb Mieszko.Zielinski

[CL 31470741 by yoan stamant in ue5-main branch]
2024-02-14 09:15:30 -05:00
christopher waters
d5fb7290d3 Fixing Preview modes
- 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]
2024-02-13 18:09:35 -05:00
alex kahn
cdfd11e33e [Backout] - CL31425693 - CIS UE Error Backout 4/4
[FYI] Yoan.StAmant
Original CL Desc
-----------------------------------------------------------------
Removed some headers dependencies on 'FHitResult' and 'FOverlapResult'
#rb Mieszko.Zielinski

[CL 31440421 by alex kahn in ue5-main branch]
2024-02-13 14:37:03 -05:00
yoan stamant
00a0c5ac5d Removed some headers dependencies on 'FHitResult' and 'FOverlapResult'
#rb Mieszko.Zielinski

[CL 31425867 by yoan stamant in ue5-main branch]
2024-02-13 09:57:09 -05:00
stuart hill
5392cea416 Add the viewport to the toolbar context
The toolbar context used when extending the toolbar now has a weak pointer to the actual viewport the toolbar extension is being added to.
This provides additional information for CreateExtensionWidget in the FPanelExtensionFactory.

#rb lonnie.li

[CL 31185638 by stuart hill in ue5-main branch]
2024-02-05 14:58:37 -05:00
ben hoffman
315d13790e Scene Outliner: Add a key binding to scroll to the Current Folder
#rb aditya.ravichandran
#jira none

#ushell-cherrypick of 30885250 by kristof.morva1

[CL 30969855 by ben hoffman in ue5-main branch]
2024-01-29 10:48:58 -05:00
rex hill
e253d103f3 Fix crash in level editor context menu for delta transform to actors
#jira UE-204731

[FYI] brooke.hubert

[CL 30843278 by rex hill in ue5-main branch]
2024-01-24 10:13:19 -05:00
wouter burgers
6d343470c8 LevelEditor: Refactor ULevelViewportToolBarContext so that the ViewportClient is properly accessible through GetViewportClient().
#rb Rex.Hill
#rnx

[CL 30693310 by wouter burgers in ue5-main branch]
2024-01-18 14:59:13 -05:00
george rolfe
84ff973c8f Pilot toolbar label converted to a button that selects the actor
#jira UE-203573
#rb aditya.ravichandran

[CL 30648919 by george rolfe in ue5-main branch]
2024-01-16 18:11:49 -05:00
jeanmichel dignard
2ba1180584 Add names to ShowFlags menu entries so that we can allow list them.
#rb Rex.Hill
#jira UE-0

[CL 30593038 by jeanmichel dignard in ue5-main branch]
2024-01-12 10:17:41 -05:00
ben hoffman
e68e796925 Add a viewport action to focus the selected actors in the outliner (to be used with AlwaysFrameSelection off)
#rb aditya.ravichandran
#jira none

#ushell-cherrypick of 30293066 by kristof.morva1

[CL 30536965 by ben hoffman in ue5-main branch]
2024-01-10 10:50:17 -05:00
jeanfrancois dube
a1cac9c1e6 Actor Coloration Framework
- Level Coloration show flag is now replaced by the generic Actor Coloration show flag, and is now hidden in the show flags menu.
- Added a dropdown Actor Coloration menu that is dynamically populated with the current registered Actor Coloration handlers.
- Color handlers can now return different colors for the same actor, but different primitive components.

This way, if a plugin registers a new Actor Coloration mode, the menu will be automatically populated with that option until the plugin is unregistered.

#rb Sebastien.Lussier

[CL 30349047 by jeanfrancois dube in ue5-main branch]
2023-12-15 10:43:42 -05:00
semion piskarev
f3f45f2115 Editor: Support using non-actor factories for dragging things into the level, support non-actor drag preview objects, and fix some "recently placed" category handling to handle custom placed items.
#rb brooke.hubert, logan.buchy
#jira UE-201096

[CL 30305072 by semion piskarev in ue5-main branch]
2023-12-13 16:33:42 -05:00
sebastien lussier
82eb8c5dee World Partition - HLOD: Refresh viewport when dragging the HLOD in editor min/max draw distance sliders
#rb JeanFrancois.Dube

[CL 30082283 by sebastien lussier in ue5-main branch]
2023-12-04 10:44:50 -05:00
sebastian arleryd
51b453c542 Make it possible to move the UE window by dragging the project badge
* Pad around the SProjectBadge text by using the margin attribute of its SText instead of wrapping the SText in an SBorder. This is needed because the SBorder doesn't override SWidget::GetWindowZoneOverride, and therefore the window cannot be dragged on top of that SBorder.
* Add a WindowZoneOverride attribute to SExtensionPanel. This attribute's value controls the return value of SExtensionPanel::GetWindowZoneOverride.
* Set the WindowZoneOverride to EWindowZone::TitleBar for the SExtensionPanel in SProjectBadge. This allows the window to be dragged on the project badge.
* Stop using "ProjectBadgeBackgroundColor" from GEditorPerProjectIni because that was only used by the removed SBorder.
* Stop using "SProjectBadge.BadgeShape" from SlateEditorStyle and StarshipStyle because that was only used by the removed SBorder.

#jira UE-179910
#rb aditya.ravichandran

[CL 30055750 by sebastian arleryd in ue5-main branch]
2023-12-01 17:10:42 -05:00
projectgheist
f88e2ad2f9 [Backout] - CL29759026
[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]
2023-11-29 16:25:02 -05:00
projectgheist
be9e40e260 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 29759230 by projectgheist in ue5-main branch]
2023-11-15 16:26:40 -05:00
josh adams
9dba14d6cc - Allow for arbitrary number of PreviewPlatforms differing only by DeviceProfile
- 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]
2023-11-15 13:58:07 -05:00
brooke hubert
6bc2713109 [Keyboard Shortcuts] Deprecate AActor::EditorKeyPressed and convert current usage to keybinds
#Jira UE-200170
#rb aditya.ravichandran

[CL 29718188 by brooke hubert in ue5-main branch]
2023-11-14 13:09:13 -05:00
sebastien lussier
eafb9cfa54 World Partition - HLOD in Editor
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294

[CL 29541562 by sebastien lussier in ue5-main branch]
2023-11-07 18:58:37 -05:00