- Duplicate now works properly in the asset view.
- Consolidated common asset actions into the asset context menu and removed the duplicate code from all asset type actions that had implemented them. The affected actions are Edit, Reimport, Find in Explorer, and Open in External Editor. The latter three actions are only visible for imported assets.
- Added IsImportedAsset() and GetSourceFilePaths() to IAssetTypeActions for use by the context menu.
- Compressed the bottom matter on the context menu by removing section headers and compressing Source Control options into a sub-menu (when connected, otherwise there's just a "connect" menu entry).
- Added lots of icons! (The missing ones are TTP'd)
- Fixed FAssetEditorManager::OpenEditorForAssets to work in a useful fashion. IAssetTypeActions::OpenAssetEditor() already took in a UObject array, so it is up to the class's asset type actions to decide how to handle editing multiple assets. (It appeared to be before, but wasn't really).
- Removed the "Details" option from the context menu (since it's redundant when there's a guaranteed "Edit" option)
- Consolidated all skeleton-related actions into AnimationEditorUtils and removed the duplicate code from FAssetTypeActions_SkeletalMesh and FAssetTypeActions_Skeleton
- Compressed the Paper2D sprite options for textures into a submenu
- Renamed "New" to "Create" in content browser
[CL 2324288 by Dan Hertzka in Main branch]
FScopedSlowTask has been refactored to better allow for nesting of slow operations. This allows us to cascade nested scopes and provide accurate feedback on slow tasks. FScopedSlowTasks now work together when nested inside sub functions. Break up long functions that contain calls to multiple nested FScopedSlowTasks with FScopedSlowTask::EnterProgressFrame().
Example Usage:
void DoSlowWork()
{
FScopedSlowTask Progress(2.f, LOCTEXT("DoingSlowWork", "Doing Slow Work..."));
// Optionally make this show a dialog if not already shown
Progress.MakeDialog();
// Indicate that we are entering a frame representing 1 unit of work
Progress.EnterProgressFrame(1.f);
// DoFirstThing() can follow a similar pattern of creating a scope divided into frames. These contribute to their parent's progress frame proportionately.
DoFirstThing();
Progress.EnterProgressFrame(1.f);
DoSecondThing();
}
This addresses TTP#338602 - NEEDS REVIEW: Editor progress bars nearly always just show 100%, don't offer useful indication of progress
[CL 2322391 by Andrew Rodham in Main branch]
The AppFramework module is intended to be used for compound widgets and UI related classes that are too specific (not basic enough) for Slate, but also not Editor specific (reusable in non-Editor applications and games). The test suite has been moved in its entirety for now, but core widget specific test classes will eventually be split off and moved back into Slate, so that they can live alongside of their corresponding widgets.
Other changes:
- moved to "include what you use" scheme for SColorPicker
- broke out color picker related widgets that may be reusable
- added forward declarations to reduce header include dependencies
#CodeReview: saul.abreu
[CL 2275496 by Max Preussner in Main branch]
Documentation links for blueprints are split to go specific graph type (Macros, Interfaces, Function Library)
Factories can specify specific pages or excerpts that are different than the default ones for their Supported Class (in the same way they can override the tooltip text)
[CL 2252959 by Marc Audy in Main branch]
#ttp 342267 - Editor Usability: Select a folder in Content Browser and pressing F2 to rename it, triggers a rename of an actor or asset instead!
#branch UE4
SContentBrowser
Added functions for Can/Execute Rename/Delete which forward to the active context menu
Moved Rename/Delete bind commands to the content browser, so it can forward the request to the correct context menu
(this was necessary as it wasn't possible to bind to both context menus without the code complaining about it already being bound)
Modified GetFolderContextMenu to take an extra param to indicate whether it was the path view or asset view which called it - it then uses this to clear the asset view selection when the path view context menu is requested - we can then use the selection information to determine which context menu was opened later on when processing rename/delete (ideally it should clear when the path view recieves focus, but that's harder to determine).
FAssetContextMenu
Made Can/Execute Rename/Delete public - so they can be called by the Content Browser
Removed BindCommands as it's no longer needed
Removed condition for adding Rename to the menu, as it now always is and is greyed out if not possible.
FPathContextMenu
Added delegate for when rename folder is requested - the same as FAssetContextMenu
Added handling for whether folder renaming is possible, and executing.
Removed condition for adding Rename to the menu, as it now always is and is greyed out if not possible.
Fixed issue with Delete not mapping to keyboard shortcut
SPathView
Added function to rename folder (similar to SAssetView)
Fixed issue with VerifyFolderNameChanged not generating the correct path when checking to see if a folder exists (it was previous just checking to old path - which would always return true).
Modified FolderNameChanged to take 'OldPath' as a param (inline with the delegate change). This function is called when a folder is created or renamed... if it's the latter it has to handle moving the contents of the folder to the new location, which it could only do if it knew where the previous location was (again, similar to SAssetView)
SAssetTreeItem
Added extra param to FOnNameChanged (OldPath) - so we can move assets when a folder is renamed
FTreeItem
Renamed variable bNewFolder to bNamingFolder - as it's true whenever the folder is being named, not just when it's new
reviewed by Thomas.Sarkanen
[CL 2239648 by Andrew Brown in Main branch]
TTP# 334923 - EDITOR: Perforce Integration (Move -> Delete + Add instead of Integrate)
New API: Added ISourceControlRevision::GetBranchSource.
Made sure the P4 and SVN providers perform integrates/copies so that history is maintained across file copies & moves.
Also fixed SCC icons not refreshing sometimes until source control operation has completed.
Added new branch icon.
Fixed date display in history.
This required some fairly nasty fixup to get it all working within the Editor copy code path, but the majority of the changes are in the source control providers.
reviewed by Andrew.Brown
[CL 2095604 by Thomas Sarkanen in Main branch]
#ttp 331349 Editor: Source Control: Request for ability to sync directories in the Editor
#add Added new menu option to sync a directory from the path/asset view.
#change Changed P4 sync command to append '...' to directory arguments, so subdirectories are also processed.
#fix Fixed Subversion file status being incorrectly reported on Editor startup for statuses that require server access (lock, sync etc.).
#change Changed PackageTools::UnloadPackages to return an error message. This avoid multiple popup messages. Also fixed issue where an unload could fial to unload a package (because it wasnt loaded in the first place) and then fail to sync because of it.
reviewed by Andrew.Brown
[CL 2046626 by Thomas Sarkanen in Main branch]
#ttp 331118 LIVE: Editor: Source Control: Engine content is displayed in Check In dialog
#add Added a CanAdd() function to the source control state API & implemented this for both providers.
#change Changed asset context menu to restrict operations that can be performed based on the new information provided by CanAdd().
#fix Fixed a terrible bug in the SVN provider where only the first batch of 50 files would have their status returned correctly.
reviewed by Andrew.Brown
[CL 2043041 by Thomas Sarkanen in Main branch]