Enabling this setting will allow marquee box selections in perspective viewports to select actors even if they are fully occluded by other actors.
This addresses TTP#333837 - Editor: Need an option for perspective view marquee select to allow selection of occluded actors.
[CL 2298131 by Andrew Rodham in Main branch]
- Store global bitfield of active feature levels
- Generate shaders for all active feature levels
- Add option to experimental settings to enable dynamic feature level
- Redirect GRHIFeatureLevel to GMaxRHIFeatureLevel - Effectively const now, ready to be removed
[CL 2296373 by Graeme Thornton in Main branch]
#change Made sure the correct target is passed to UBT when compiling engine/editor modules for non code-based game projects
#change Refactored FLevelEditorActionCallbacks::CanShowSourceCodeActions() code to FHotReloadModule::IsAnyGameModuleLoaded
[CL 2291052 by Robert Manuszewski in Main branch]
#change UBT: Added support for hot-reload when UBT is called from IDE and the current target is curring
#change Added support for hot-reload from VS to the engine
#change Refactored hot-reload functionality to a separarte module
#change Added hot-reload analytics events
[CL 2255801 by Robert Manuszewski in Main branch]
- Inverse was one of the main reasons of crashes via lots of functions. Seems making default Inverse to be safer version seems better.
[CL 2255081 by Lina Halper in Main branch]
#ttp 342056: CRITICAL: Regression: UE4: EDITOR: Game code fails to recompile in edtior due to header changes
#codereview robert.manuszewski,ben.marsh
[CL 2239969 by Steve Robb in Main branch]
* For several preview components (cascade + a couple of animation previews), don't create a separate FXSystem for the preview world. Just use the one created internally by the world
* Several bug fixes and improvements to dynamic feature level switch
* Continued conversion of code that references to global feature level.
#codereview Nick.Penwarden
[CL 2229679 by Graeme Thornton in Main branch]
#ttp 323078 - Actor drag preview does not respect actor factory spawn position offset
#ttp 309631 - TOOLS FEATURE: Asset placement: Align placed assets with surface placed on
#ttp 335001 - UE4: EDITOR:"Paste here" works inconsistently
#ttp 334066 - EDITOR: PAPER2D: Dragging a mesh into an ortho viewport does not provide a preview
There is a lot of work here:
* I have moved and unified all the prop preview and drag alignment code that attempted to align objects to surfaces in the world to a new class, FActorPositioning. This fixes inconsistent behaviour between the drop previews, actual placement, and drag alignment.
* I have tidied up the methods by which surface alignment is performed in UActorFactory. There is now a virtual method for factories to define *how* an actor should be aligned to the surface. This allows us to specify different alignment routines for things like static meshes, decals and lights.
* Actor factories now create actors with an FTransform rather than specifying pointers to location and rotation vectors. This makes creation simpler and parameter passing less error prone. As far as I can see, the rotation was only used for surface snapping which is now handled by the factory anyway.
* Surface snapping can be controlled by the editor viewport toggle button, or via a keyboard command set in the editor preferences
* It is possible to override the default placement offset when aligning actors to surfaces. SnapOffsetExtent can be found in the editor viewport preferences.
* Finding a valid snap position no longer uses a hitproxy as this was prone to error and does not work correctly when dragging actors that render their own hit proxies.
* ClickLocation and ClickPlane are now more consistently set and managed. I have tried to remove excess assignment to these variables to clarify their use and purpose.
[CL 2223237 by Andrew Rodham in Main branch]
- Material editor preview nodes now work when the editor is in es2 mode
- Make editor primitives work in ES2 mode
- Fix slate font rendering in ES2 mode
- Remove ES2 shader de-gamma when in the editor
- Add a new linear sampler type for linear textures
- Various fixes for dynamic feature level switching
- When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
- Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
- ParticleVertexFactoryPool is now creates feature level specific vertex factories.
[CL 2187558 by Graeme Thornton in Main branch]
There is now a consistent set of methods for module loading, unloading and lookup that all behave in the same expected way.
- renamed GetModuleInterface to GetModule and made it not assert
- removed GetModuleInterfaceRef
- namespace enums to enum classes, NULL to nullptr
- moved important public methods to the top, so they're easier to discover
- added missing & improved existing documentation
- cleaned up existing use cases
[CL 2109936 by Max Preussner in Main branch]