Commit Graph

266 Commits

Author SHA1 Message Date
nick darnell
3e81121a50 AssetDefinition - "UV Editor" plugin's option no longer hides if it won't work (determining it requires loading the assets), so it's just going to determine that when you fire it and fire a notification if it wont work.
AssetDefinition - Skeleton
AssetDefinition - SkeletonMesh
AssetDefinition - StringTable

#jira UE-165574

[CL 23658411 by nick darnell in ue5-main branch]
2023-01-11 20:52:36 -05:00
julien stjean
547e401ec2 Added the auto save flag to the package migration to avoid some asset from generating stuff on save.
#rb none

[CL 23635342 by julien stjean in ue5-main branch]
2023-01-10 18:11:49 -05:00
dj schilens
f346caac06 Compile AR filter only once when getting Advanced Copy sources/dependencies
- Using Advanced Copy on assets with lots of dependencies spent most of the time just compiling the AR filter
- I kept the original IAssetRegistry::UseFilterToExcludeAssets() (using an FARFilter) as it is blueprint callable

[REVIEW] [at]*matt.peters [at]jay.nakai [at]brooke.hubert

[CL 23631854 by dj schilens in ue5-main branch]
2023-01-10 15:25:00 -05:00
julien stjean
8b4de387d0 The migration can now change the writing permissions temporally to save the migrated assets.
The migration also now report in its callback the dependencies that where not exported because of the new filtering of the assets that can be migrated.
Fixed some other issues like a crash and a bad event broadcast.

#preflight 63bc235c763c6c10641898bb
#rb JeanLuc.Corenthin

[CL 23617167 by julien stjean in ue5-main branch]
2023-01-09 13:51:05 -05:00
nick darnell
32457bcb13 AssetDefinition - Converted Fonts/FontFaces, SlateBrush, SlateWidgetStyle, and Lightweight instance.
#jira UE-165574

[CL 23592534 by nick darnell in ue5-main branch]
2023-01-05 16:11:54 -05:00
nick darnell
f8bd93f6b1 AssetDefinition - Converting the Haptic AssetTypeActions to AssetDefinitions.
The copying localization ID is now an option stated as such instead of a right click showing the ID you click.  In order to show the ID the asset has to be loaded, so instead it's now a copy operation that then loads the asset before copying the ID.

Fixing a regression that stopped showing export options for unloaded assets.  The code was using FastGetAsset, which won't load the asset if unloaded.  The new code just looks at the package flags from the FAssetData, no need to attempt to load the asset.

#jira UE-165574
#jira UE-173203

[CL 23588044 by nick darnell in ue5-main branch]
2023-01-05 10:47:04 -05:00
nick darnell
1c90989c93 AssetDefinition - Further work, adding Materials and associated types as AssetDefinitions, removing their AssetTypeActions.
AssetActionUtility Blueprints - You can now add a further refinement step in addition to a class filter you can specify Content Browser style filter strings and an error message so that people can see the scripted action, but will know why it's not available to them.  Like maybe you have a thing that only can run on non virtual texture streaming assets, you could filter on that tag inaddition to the texture class.

#jira UE-165574

[CL 23580250 by nick darnell in ue5-main branch]
2023-01-04 15:48:50 -05:00
Julien StJean
271ad53750 The import of assets via the asset tools now validate that destination path is mounted and avoid crashing if this is not the case.
#jira FORT-536561
#rb Alexis.Matte
#preflight 63b597948c5081ee9a108713

[CL 23575706 by Julien StJean in ue5-main branch]
2023-01-04 10:18:45 -05:00
julien stjean
41f2a11be6 Fixed a crash when an asset save fail and report a error during a migration. Also fixed a crash when saving over a read only file during a migration.
#jira UE-170830
#preflight 639a16692540a78d27951403
#rb jeanluc.corenthin
#lockdown jeanmichel.dignard

[CL 23570689 by julien stjean in ue5-main branch]
2023-01-03 17:16:10 -05:00
julien stjean
bb459acb6c Fixed an issue caused by the asset migration.
It was leaving some invalid asset data in the asset registry. These were from the temporally created assets during the migration.

#jira UE-169082
#preflight 6363d5a0882365b8594c3d3c
#rb jeanmichel.dignard
#lockdown jeanmichel.dignard

[CL 23500162 by julien stjean in ue5-main branch]
2022-12-13 18:28:11 -05:00
julien stjean
076ff768e0 Fixed a issue where the engine assets couldn't be migrated. This is a regression that can block some user workflow.
#jira UE-172023
#preflight 638f68a09549ddaa286b55fb
#rb jeanluc.corenthin
#lockdown jeanmichel.dignard

[CL 23482205 by julien stjean in ue5-main branch]
2022-12-12 15:40:34 -05:00
aditya ravichandran
f8b7ee5555 Replace any instances of "Source Control" with "Revision Control" in text in the Editor
#rb JeanMichel.Dignard, Robb.Surridge
#preflight 637d180efa348e8480e8837e

[CL 23250808 by aditya ravichandran in ue5-main branch]
2022-11-23 11:57:50 -05:00
patrick enfedaque
196d8b261c Fix Actor label wasn't used anymore in Save Package Dialog
#rb richard.malo
[FYI] nick.darnell
#preflight 637bc1c8e30d438849322d3b

[CL 23228035 by patrick enfedaque in ue5-main branch]
2022-11-21 17:18:51 -05:00
nick darnell
2ca3053047 AssetDefinition - Upgrading another slew of AssetTypeActions.
[CL 23172516 by nick darnell in ue5-main branch]
2022-11-17 00:29:40 -05:00
nick darnell
a08cf16549 AssetDefinition - Converting another batch of AssetTypeActions to AssetDefinitions.
[CL 23164316 by nick darnell in ue5-main branch]
2022-11-16 17:42:29 -05:00
francis hurteau
c4266739a3 Fix Advanced Copy not fixing up external actors reference to packages that are part of the copy.
#rb JeanFrancois.Dube
#preflight 63751105ee4d25f90a9c4a1a

[CL 23158582 by francis hurteau in ue5-main branch]
2022-11-16 13:59:06 -05:00
nick darnell
1fb352a6df AssetDefinition - Converting AssetTypeActions_StaticMesh to an AssetDefinition. The StaticMesh didn't previously encode if it had a highres mesh into its asset tags, so now it does, however since that wont be on old meshes, I'm going to include the menu options if I can't tell if it does or does not.
[CL 23157684 by nick darnell in ue5-main branch]
2022-11-16 13:20:46 -05:00
nick darnell
5f8e573fc3 AssetDefinition - Converting AssetTypeActions_Curve...etc to an AssetDefinition.
[CL 23147988 by nick darnell in ue5-main branch]
2022-11-15 19:43:36 -05:00
nick darnell
6642a96a10 AssetDefinition - Converting AssetTypeActions_Struct to an AssetDefinition.
[CL 23147844 by nick darnell in ue5-main branch]
2022-11-15 19:40:38 -05:00
nick darnell
950f20fae8 AssetDefinitionProxy - Submenus now get initialized.
[CL 23128136 by nick darnell in ue5-main branch]
2022-11-14 17:23:05 -05:00
nick darnell
f5364eb3d5 AssetTypeActions - Fixing a case where the "Basic" category needs special rules since it's not actually in the Advanced set. The new system doesn't do this, it just has categories.
#jira UE-165574

[CL 23123157 by nick darnell in ue5-main branch]
2022-11-14 14:15:43 -05:00
nick darnell
9e765542af Editor - Fixing an ASan bug in the category paths, need to declare them statically so that the compiler doesn't free the list too early.
Editor - Upgrading the Texture AssetTypeActions to be AssetDefinitions.

#jira UE-169989
#jira UE-165574

[CL 23121796 by nick darnell in ue5-main branch]
2022-11-14 13:18:14 -05:00
nick darnell
e85b0cd48c AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
bob tellez
635e0d776e [Backout] - CL23068129 and 23069638
[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions.  IAssetTypeActions is woefully inadiquit now.  It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class.  We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset.  We could introduce a replacement in the class, but that would just get inherited, causing other issues.  So instead the parallel UObject based AssetDefinition now exists.  In large part it will probably be very similar to the other one, but several things in it probably need to chnage.  For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.

Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23072024 by bob tellez in ue5-main branch]
2022-11-10 01:18:44 -05:00
nick darnell
fd6f4a29b1 AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]

[CL 23072002 by nick darnell in ue5-main branch]
2022-11-10 01:17:07 -05:00