Commit Graph

111 Commits

Author SHA1 Message Date
keith yerex
bb2e3826ec Asset Drag/Drop improvements in Chooser Table
#rb jose.villarroel

[CL 32103171 by keith yerex in ue5-main branch]
2024-03-07 17:24:58 -05:00
patrick boutot
124896dcfc Add AllowedClasses and DisallowedClasses to SoftClassPathCustomization.
#jira UE-207188
#rb editor-workflow-systems

[CL 31990735 by patrick boutot in ue5-main branch]
2024-03-04 12:03:03 -05:00
vincent gauthier
18cd69b474 PropertyEditor Truncation warning fixes
#jira UE-166271
#rb zahra.nikbakht

[CL 30624677 by vincent gauthier in ue5-main branch]
2024-01-15 17:05:29 -05:00
ben hoffman
37d6e0a63c Support setting actor picker with the currently selected actor in the level editor
#rb aditya.ravichandran, brooke.hubert
#jira none

#ushell-cherrypick of 29515779 by kristof.morva1

[CL 29530143 by ben hoffman in ue5-main branch]
2023-11-07 15:17:06 -05:00
jared cotton
3486248e79 For horde localization warning: https://horde.devtools.epicgames.com/job/6513a92fa561d77c19c617bb?step=90cb&issue=371644
[CL 28274305 by jared cotton in ue5-main branch]
2023-09-27 10:55:31 -04:00
jared cotton
6d13f63c39 UE-191200 - "Add UE support for [at]editable fields of optional types"
Add's support for `[at]editable` on optionals:

`FOptionalProperty` changes:
- Added custom `__INIT__` logic for `FOptionalProperty::ExportText` which previously could output no text as the optional value was initialized but returned an empty string as its export text (ie: empty arrays, maps, sets, etc). This caused the future text imports to be incorrect.

`FPropertyNode` changes:
- Added `OptionalValueNode` as private member similar in idea to existing `PropertyKeyNode`. It stores the generated `FPropertyNode` for a FOptionalValue's Value when it is set.
- Added helper function `GetOrCreateOptionalValueNode` which either returns the existing `OptionalValueNode` OR creates one if appropriate.
    - Note: This is where we bind a lambda to our Optional's Value FPropertyNode's `RebuildChildren` event which is how we update/rebuild when needed. In places where we would update/rebuild we instead call our Value to do so instead if set and then update after that has been done via this callback.

Added new widget `SPropertyEditorOptional`
- This either:
    - shows a dropdown of "Set all" or "Unset all" if we have multiple values selected
    - generates the editor for whatever our set value is if we have a single value (See `GetSingleReadAddress`)
    - shows a 'set value' button if we are not set

#JIRA UE-191200
#rb karen.jirak
#rb kurtis.schmidt

[CL 28253719 by jared cotton in ue5-main branch]
2023-09-26 18:57:13 -04:00
jeanmichel dignard
26e1ef5bc5 Material Slot widget fixes:
- Use FillWidth so that its responsive to its parent size.
- Removed the delete button when the widget is being used in the level editor details panel. It was always disabled but the icon was taking space.
- Changed the text "Slot name" to "Slot"

#jira UE-194953, UE-194941
#rb brooke.hubert

[CL 27925591 by jeanmichel dignard in ue5-main branch]
2023-09-15 14:26:47 -04:00
patrick enfedaque
8fa9f45f2d Actor Picking: Experimental Editor Path Support
- Option that allows picking Actors inside a Level Instance
- Used by SPropertyEditorAsset when picking SoftObject refs to actors (if CVar "EditorPaths.Enabled" is true)

#jira UE-194662
#rb richard.malo, jeanfrancois.dube
#rnx

[CL 27788229 by patrick enfedaque in ue5-main branch]
2023-09-12 08:28:02 -04:00
charles lefebvre
eec5e81cb7 Slate: SClassPropertyEntryBox: Add optional class filters
#rb Patrick.Boutot

[CL 27116022 by charles lefebvre in ue5-main branch]
2023-08-15 15:25:40 -04:00
david bromberg
22b1da7d0f Sequencer- Refactor referencing of materials for component material tracks to allow for more ways to resolve materials, including:
* Adding the ability to reference component material slots based on material slot name rather than just by index. This prevents breaking resolution of material parameter tracks when materials indices get reordered within a mesh, as long as the slot names remain consistent. This type of reordering can happen when reimporting meshes for example, as material order may not be consistent depending on your mesh authoring package. It can also happen when creating meshes dynamically, which certain customers do. For now, we try to match by slot name first, and then by index if we cannot find a material by its slot name (or one doesn't exist in the binding for backwards compatibility). In future we will introduce ways for the user to update or fix track bindings manually, for example in cases that material slot names are renamed.
* Adding the ability to reference the OverlayMaterial in MeshComponents, and animate parameters in it, or change which material is assigned to the overlay material property using a material switcher track.
* Formalizing binding to decal material- previously this was just done by default if the component the track was added to was a DecalComponent.

The above refactor also allows us to more easily add animation of other types of material tracks in other components.

In addition to the above, I've exposed the Material Slot Name (read-only) in the outliner/details panel on PrimitiveComponent. Previously you could only see these slot names by opening the mesh asset.

See design docs for this here and here:
https://docs.google.com/document/d/137PB3QN-dBdESJGfrfscNsiQPZmhg9FxIFerU1M00uU/edit
https://docs.google.com/document/d/18dlhZcJ8wE-b_Q9ulTpVirmmY_Na8w-5ZuZjeAA8oEI/edit


#jira UE-119707, UE-189930
[REVIEW] [at]UE-Sequencer

[CL 26915111 by david bromberg in ue5-main branch]
2023-08-08 09:38:39 -04:00
Cody Albert
cee7b7fad5 Added OpenComboBox function to SObjectPropertyEntryBox widget
#rb Karen.Jirak
#preflight 64529d60634f5d9cd47d9fcd

[CL 25320956 by Cody Albert in ue5-main branch]
2023-05-03 14:04:45 -04:00
tom noonan
bd6097641b Fix for the browse to actor button not working for [at]editable user device references
[REVIEW] [at]kristoffer.jonsson
#preflight 6439159ac947f6523a3878d8

[CL 25038313 by tom noonan in ue5-main branch]
2023-04-14 07:30:04 -04:00
sebastian nordgren
9aafb255b1 Added PropertyCustomizationHelpers::GetClassesFromMetadataString() to parse and load classes that are stored in a metadata string.
This is used for AllowedClasses and DisallowedClasses metadata in SPropertyEditorAsset.

#rb paul.chipchase
#rnx
#preflight 6380b2824004f73f62bd9d87

[CL 23265281 by sebastian nordgren in ue5-main branch]
2022-11-25 07:26:36 -05:00
nick darnell
e3d0199570 Editor - Fixing some indenting issues.
#trivial

[CL 23019370 by nick darnell in ue5-main branch]
2022-11-07 17:20:38 -05:00
jonathan bard
30bbad14b7 Added AllowCreate to SObjectPropertyEntryBox / SPropertyEditorAsset to prevent creating new assets from the asset picker : similar to NoCreate metadata on UPROPERTY, but allows on a non-property based customization
#rb luc.eygasier, sebastian.norgren
#jira UE-166603
#preflight 6348147b8d665d55d0a2d417

[CL 22509671 by jonathan bard in ue5-main branch]
2022-10-13 15:01:32 -04:00
matt breindel
46f52349d1 Adding support for specifying an actor filter on SPropertyEditor and SObjectPropertyEntryBox. The new OnShouldFilterActor takes a bool(Actor*) delegate that enables additional customized checks for actors to satisfy a field's requirements. The function should return TRUE if the actor DOES meet the requirements. Also fixed a bug where the actor selection tool associated with this widget would not use the same filter as the dropdown menu.
[REVIEW] [at]*sebastian.nordgren [at]tim.tillotson [at]tom.noonan [at]jonathan.bunner
#p4v-preflight-copy 22462605 [preflight 6345c737f04e6f8505b5c21b failed for unrelated warnings]

[CL 22497527 by matt breindel in ue5-main branch]
2022-10-13 02:45:44 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
steven dao
2a82ce784c Actually use OptionalToolTipText param in PropertyCustomizationHelpers::Make*Button helpers
- The OptionalToolTipText parameter in these helpers was previously not surfaced in the UI because the Text property was being used as the tooltip (the buttons are images only)
- Since the two sets of strings were duplicative (only one spot for text on this widget), I kept only one, in most cases just moving the ToolTipText into the Text (e.g. "Use" -> "Use Selected Asset from Content Browser")
- Slightly tweaked layout of SPropertyEditorButton so that the tooltip appears on the entire button, not just the image widget

#jira UETOOL-2776
#rb lauren.barnes
#preflight 6132816517a8610001fc15e0

#ROBOMERGE-SOURCE: CL 17427619 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17427626 by steven dao in ue5-release-engine-test branch]
2021-09-03 18:00:19 -04:00
matt kuhlenschmidt
fcea7ab455 Stage one of editor style recolor
- Buttons, checkboxes, menus, toolbars, trees, combos, and text boxes all have consistent sizing and coloring
- Invalidated current dark theme

#pf 612d40b9423a8f00013c5b92

#ROBOMERGE-SOURCE: CL 17369605 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17369625 by matt kuhlenschmidt in ue5-release-engine-test branch]
2021-08-31 12:02:37 -04:00
brooke hubert
c0fe67d8d1 Add a helper function to create a save button on object selector widget.
#preflight 611fbf9476f1fd0001a5c2d6
#Jira UETOOL-3789
#rb lauren.barnes

#ROBOMERGE-SOURCE: CL 17249758 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17249767 by brooke hubert in ue5-release-engine-test branch]
2021-08-20 13:24:25 -04:00
aditya ravichandran
5f7172c868 Fixed an issue that caused hovering to not work on some details panel buttons
#jira UE-116613
#rb Matt.Kuhlenschmidt
#preflight 610d63b34d61ce00013bff8b

#ROBOMERGE-SOURCE: CL 17086507 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17086530 by aditya ravichandran in ue5-release-engine-test branch]
2021-08-06 15:16:15 -04:00
aurel cordonnier
02c0f425e8 Copy up from Release-Engine-Staging @ 16738359
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719

[CL 16738582 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-22 00:27:54 -04:00
sebastian nordgren
aa2ca9a33d SPropertyEditorButton now wraps its buttons in a 20x20 SBox so that they aren't inadvertently stretched.
#rb lauren.barnes

[CL 15154599 by sebastian nordgren in ue5-main branch]
2021-01-21 11:49:26 -04:00
Matt Kuhlenschmidt
cd51bbaa63 Rework per-platform properties to make better use of the space in the details panel. Now each override is a separate tree node and all overrides can be viewed by expanding the property row
[CL 14764265 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-17 12:45:35 -04:00