Commit Graph

16 Commits

Author SHA1 Message Date
Bob Tellez
ae265d8e38 [AUTOMERGE]
#UE4 If you have actors from multiple levels selected, you can now move them to the selected level via the level browser. It will only move actors that are not already in the destination level.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2270697 by Bob.Tellez on 2014/08/25 12:47:35.

[CL 2270698 by Bob Tellez in Main branch]
2014-08-25 12:51:25 -04:00
Bob Tellez
2a61ba9f76 [AUTOMERGE]
#UE4 Deprecated ULevelStreaming::PackageName in favor of the new WorldAsset TAssetPtr. This will allow editor tools to properly follow references from persistent levels to sublevels. All existing usage of PackageName has been replaced with GetWorldAssetPackageName() and SetWorldAssetByPackageName().

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2269772 by Bob.Tellez on 2014/08/24 16:49:38.

[CL 2269774 by Bob Tellez in Main branch]
2014-08-25 11:05:29 -04:00
Bob Tellez
e5e16eadff [AUTOMERGE]
UE4: Consolidated worldassets command line checks to a static function in editorengine and one in the asset registry. This will make it easier to enable

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2255048 by Bob.Tellez on 2014/08/13 15:19:54.

[CL 2255061 by Bob Tellez in Main branch]
2014-08-13 15:24:26 -04:00
Andrew Brown
7b2eae8e3d Disallow moving matinee actors to another level if their matinee is open
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it

#branch UE4

[CL 2238128 by Andrew Brown in Main branch]
2014-07-31 06:08:14 -04:00
Andrew Brown
ef257f01be Disallow moving actors to another level if any actor is referenced by an open Matinee
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it

#branch UE4

#change Check to see if any of the selected actors are referenced in an open matinee, and ask the user if they want to close matinee to continue

reviewed by Thomas.Sarkanen

[CL 2225378 by Andrew Brown in Main branch]
2014-07-21 04:58:19 -04:00
Dmitriy Dyomin
031a1afc68 Changed Streaming Levels references in ALevelStreamingVolume to store package names instead of ULevelStreamingObjects
[CL 2168007 by Dmitriy Dyomin in Main branch]
2014-07-07 04:34:38 -04:00
Bob Tellez
48e2c32a7c UE4: When running with WorldAssets, the open level dialog has been changed back to a popup. The inline menus don't work as envisioned and it causes problems on other platforms with native menus (Mac)
[CL 2122618 by Bob Tellez in Main branch]
2014-06-30 19:03:07 -04:00
Barnabas McManners
2e1ef42680 Level and world browsers Move Selected Actor To Level command is only enabled if the the selected actors arenÆt in the selected level.
#TTP 335685 - EDITOR: Level Browser: Allowed to click "move selected actor to level" on an actor that is already in the selected level

#branch UE4

#proj Editor.WorldBrowser
#proj Editor.Levels

#change Added a new method IsValidMoveActorsToLevel to both FLevelCollectionModel and FLevelCollectionViewModel, this is used to enable the Move Actor to level command for both cases. It scans the selected actors and checks their levels against the selected levels. If any actor is contained within any of the selected levels it disables the control. It also disables the control should there be no actors selected. If both of these cases pass it simply checks if the level is editable.

#reviewedby Chris.Wood

[CL 2113869 by Barnabas McManners in Main branch]
2014-06-23 06:42:01 -04:00
Dmitriy Dyomin
0cd7b8fa5d Cleaning trans buffer when level removed from world
[CL 2110339 by Dmitriy Dyomin in Main branch]
2014-06-19 06:56:28 -04:00
Andrew Rodham
ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00
Bob Tellez
77eb1f33b9 UE4: "Add Existing Level" in the level browser now uses an asset picker when launching with -WorldAssets
[CL 2101920 by Bob Tellez in Main branch]
2014-06-11 11:43:46 -04:00
James Golding
131420beb5 Remove Matinee related headers from Engine.h, and add only where needed
#codereview matt.kuhlenschmidt

[CL 2081832 by James Golding in Main branch]
2014-05-22 06:52:28 -04:00
Max Preussner
331984d20c Settings: moved level browser settings into LevelBrowser module
[CL 2080434 by Max Preussner in Main branch]
2014-05-21 11:16:12 -04:00
Barnabas McManners
9445f57396 Diff functionality now supports Paths with whitespace.
#TTP 331892 - Editor: Blueprint Defaults Diff: Lauching diff tool does not work with spaces in paths

#branch UE4

#proj Editor.BehaviourTreeEditor
#proj Editor.WorldBrowser
#proj Editor.Levels
#proj Developer.AssetTool

#change Wrapped the file paths in double quotes, this means that the full path gets passed to P4Merge

#reviewedby Chris.Wood

[CL 2060955 by Barnabas McManners in Main branch]
2014-05-01 08:53:08 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00