Commit Graph

12 Commits

Author SHA1 Message Date
Andrew Rodham
8ed278ece8 Added proper material picker to BSP surfaces
This addresses TTP#345459 - NUX:BSP: Changing or removing the material on a BSP surface was confusing

[CL 2312615 by Andrew Rodham in Main branch]
2014-09-29 04:18:33 -04:00
Michael Schoell
9fd1163ee6 Can now modify the Game Mode for the Project Settings from the Blueprints menu on the editor toolbar as well as for the World Settings.
Will help the user checkout/force writable on required config file for editing.

[CL 2299487 by Michael Schoell in Main branch]
2014-09-16 10:40:34 -04:00
bruce nesbit
d60a5de509 Converted widget .Tag instances for tutorials to use MetaData
[CL 2286138 by bruce nesbit in Main branch]
2014-09-05 07:39:52 -04:00
Thomas Sarkanen
8dc16308f3 Added tutorials button in top bar of editor & sub-editors
Icon is only visible if content is available for the editor in question.
Split editor settings into two groups - one is persistent settings and one is progress/state.
Tutorials record their dismissed state, so users can permenantly disable the 'nag' for a particular tutorial.
Tutorial content now solidifies when the mouse is hovered over it, so it can be made easier to read.
Fixed crash on startup if an intro tutorial was displaying rich text.
Also fixed crash for TTP# 345094, where a zero-length tutorial was being accessed.

[CL 2275934 by Thomas Sarkanen in Main branch]
2014-08-28 06:22:40 -04:00
Barnabas McManners
abc3cde3c4 Alt + Shift + R now brings up the reference viewer for the currently selected asset in the level editor and asset editor
#TTP 331416 - UE4: Would like to be able to set a hotkey to open the Reference viewer similar to "find in content browser"

#branch UE4

#proj Editor.UnrealEd
#proj Editor.LevelEditor

#add Added new global UICommand ViewReferences, bound to Alt + Shift + R.

#add Implemented the new UICommand in the AssetEditorToolkit and the LevelEditorr. This means that most of the editor is covered by this hotkey. Hitting it in an asset editor brings it up for the current asset, hitting it in the level editor brings it up for the selected asset.

#Further work: Further work is required to modify the content browsers uses of view references, for now it is deemed to be too much work for this task.

#reviewedby Chris.Wood

[CL 2088247 by Barnabas McManners in Main branch]
2014-05-29 17:40:21 -04:00
Jamie Dale
c730fdef83 Added support for choosing which platforms your project will target
TTP# 332489 - TOOLS FEATURE: Editor: Allow user to designate which platforms a project is designed for; warn user when deploying to platforms that will result in a bad time

There is now a "Target Platforms" tab in the project settings which allows you to choose which platforms your project will target. This information is stored inside the .uproject file.

If you try and launch, cook, or package for a project that isn't on the supported list, then you'll see a suppressible warning notifying you that the project may not run as expected. This is also conveyed to you via a warning icon next to platforms which aren't set as a target.

Additionally the target platform icons are shown in the tooltip on the "Open Project" dialog, as well as in the tab area of the level editor.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2088161 by Jamie Dale in Main branch]
2014-05-29 17:37:19 -04:00
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00
Jamie Dale
d628c5477e You can now use an actor picker to choose which actor to attach to
TTP# 279062 - ROCKET: TASK: PUNTABLE: Viewports: "Drag to Attach" feature

Moved FEdModePicker out of the Private section of the PropertyEditor module, and into its own module so that it can be shared between the PropertyEditor and LevelEditor modules. Also renamed it to FEdModeActorPicker.

Added a way to filter FEdModeActorPicker by checking the actor directly (this complements the class type check it already had).

Added an actor picker button next to the scene outliner in the "Attach To" menu on actors. This is also mapped to the Alt+A command.

Built and tested in unity and non-unity.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2060928 by Jamie Dale in Main branch]
2014-05-01 06:52:47 -04:00
Max Preussner
b63129a60c Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG.
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)

Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()

Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine

[CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
Max Preussner
a6a4aaf123 fixed up incorrect/obsolete module dependencies in various Editor modules
[CL 2048469 by Max Preussner in Main branch]
2014-04-23 19:18:58 -04:00
Max Preussner
a936df84c1 implement a News Feed feature for the Level Editor (TTP# 331113)
[CL 2047121 by Max Preussner in Main branch]
2014-04-23 19:04:54 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00