Commit Graph

379 Commits

Author SHA1 Message Date
Ben Cosh
0c30f487d4 This change adds a delegate to monitor if the currently selected blueprint component is recompiled whilst currently displaying its details in the in world component editor and forces a details refresh in that instance. re-worked change from CL 2547405 due to some remaining issues.
#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor

#info this change is more scoped and more robust than CL 2547405.

[CL 2593389 by Ben Cosh in Main branch]
2015-06-19 09:39:22 -04:00
Mike Fricker
ba90c9987d Fixed editor viewports not remembering maximized state after shutting down in immersive mode (UE-17108)
[CL 2593317 by Mike Fricker in Main branch]
2015-06-19 07:27:02 -04:00
Jurre DeBaare
56fe6969ad Added (optional) display of Engine Version Number in the ProjectBadge
[CL 2585517 by Jurre DeBaare in Main branch]
2015-06-12 06:33:56 -04:00
Richard TalbotWatkin
98522878d4 Fixed issue where selecting a surface with no actor selected does not bring up the details panel specialization for the surface properties.
#jira UE-16765 - Details panel is blank when selecting BSP surfaces if 'Clicking BSP Enables Brush' is disabled.

[CL 2584208 by Richard TalbotWatkin in Main branch]
2015-06-11 10:36:56 -04:00
Frank Fella
ca7f7888f5 Sequencer - Add features to allow for better in-timeline editing of animations.
+ Add a toolbar button for adding additional objects to animate.
+ Add combo buttons to object binding tracks for adding additional property tracks.
+ Make the animation outliner resizable.
+ Add widgets for editing key values to the animation outliner.
+ Add buttons for navigating to previous and next keys, and for adding a key at the current time to the animation outliner.

[CL 2583673 by Frank Fella in Main branch]
2015-06-10 21:28:02 -04:00
Matthew Griffin
5c024a63c5 Moved Plugins menu item under Settings/Configuration
Added WorldProperties icons back in as we want to show them in the settings sub menu now to match plugins.

UE-16205

[CL 2581017 by Matthew Griffin in Main branch]
2015-06-09 05:03:00 -04:00
Chris Wood
8a112d6140 PushMenu() now respects QueryPopupMethod(). All menus now support reusing windows.
UE-14641 - Fix PushMenu() to use QueryPopupMethod()

Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API

#codereview Nick.Atamas

[CL 2579277 by Chris Wood in Main branch]
2015-06-05 20:19:33 -04:00
Timothy Reynolds
312809f542 Updated help button tooltips, including forums, wiki, documentation, and answer hub.
UE-16486, UE-16487

#codereview Matt.Kuhlenschmidt

[CL 2577167 by Timothy Reynolds in Main branch]
2015-06-04 12:31:03 -04:00
Jamie Dale
23592d149c Converted FUIAction to use ECheckBoxState when reporting its check state
There are now overloads to FUIAction that take a FGetActionCheckState delegate which is able to return any of the entries from ECheckBoxState. FIsActionChecked still exists for backwards compatibility, and converts the returned bool into a ECheckBoxState via a passthrough function.

#codereview Matt.Kuhlenschmidt

[CL 2570717 by Jamie Dale in Main branch]
2015-05-29 12:57:25 -04:00
Mike Fricker
44140db36d Deprecated PreUnloadCallback and PostLoadCallback for modules
- PreUnloadCallback() was not called in all cases a module could be unloaded (Buggy!)
- PostLoadCallback() was never called for modules unless the module happened to be loaded with LoadModuleWithCallback().  (Very confusing!)
- These functions were really just called when dynamically unloading and loading modules (not hot reload, and not when starting up or shutting down.)  This was very confusing.  For the most part you can achieve the same result by overriding StartupModule() and ShutdownModule().
- Additional context: CL 1607584 and https://udn.unrealengine.com/questions/246629/why-is-preunloadcallback-not-called-in-unloadmodul.html

[CL 2562810 by Mike Fricker in Main branch]
2015-05-22 12:22:47 -04:00
Daniel Wright
62bfcac823 'Light Types' show menu
'Lighting Components' -> 'Ambient Occlusion' affects both DFAO and SSAO now
Added 'Screen Space Ambient Occlusion' show flag under 'Lighting Features'

[CL 2557658 by Daniel Wright in Main branch]
2015-05-19 16:32:45 -04:00
Michael Noland
b46436509a Editor: Allowed shifting snap layers to still work even if at the top/bottom layer, functioning as a shortcut for just snapping the selection to the current layer
[CL 2554420 by Michael Noland in Main branch]
2015-05-17 22:13:39 -04:00
Michael Noland
5f6f328a5c Editor: Various 2D snap layer improvements
Added several additional layer action commands:
- Move selection up a layer (Ctrl+PageUp, also changes active layer)
- Move selection down a layer (Ctrl+PageDown, also changes active layer)
- Move selection to top layer (Shift+Ctrl+PageUp, also changes active layer)
- Move selection to bottom layer (Shift+Ctrl+PageDown, also changes active layer)
- Cycle active snap layer forwards (Alt+PageUp)
- Cycle active snap layer backwards (Alt+PageDown)

Changed the snap layer viewport toolbar button to be a reasonable minimum width, reducing horizontal bounciness when switching layers

Snap layers in the project settings are now automatically sorted by depth when they are edited

[CL 2554371 by Michael Noland in Main branch]
2015-05-17 21:09:40 -04:00
Steve Robb
b74c3a8fdb Major refactor of actor iterators to support ranges.
New FActorRange, TActorRange and FSelectedActorRange.
Some example usage of the new range types.
FNetRelevantActorIterator removed, as it's not used.
FTickableLevelFilter removed.
Actor iterators' operator bool made explicit.

#codereview robert.manuszewski

[CL 2553370 by Steve Robb in Main branch]
2015-05-15 14:49:07 -04:00
Matt Kuhlenschmidt
6daec9aeca Fix crash summoning component visualizer context menu in immersive mode
[CL 2550883 by Matt Kuhlenschmidt in Main branch]
2015-05-14 12:08:55 -04:00
Frank Fella
87399ee87a LevelEditor - Register the "build and submit" as a tab spawner so the menu entry in the toolbar works.
Jira: UE-15402

[CL 2548937 by Frank Fella in Main branch]
2015-05-13 10:29:25 -04:00
Ben Cosh
c3031c68d2 This change registers a delegate to notify when component blueprints are recompiled and forces a refresh on the actor details component section when neccesary.
#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor

[CL 2547405 by Ben Cosh in Main branch]
2015-05-12 12:21:43 -04:00
Dmitriy Dyomin
6470b47750 Fixed: Build button does not generate HLOD assets
UE-15399

[CL 2546765 by Dmitriy Dyomin in Main branch]
2015-05-12 03:08:06 -04:00
Michael Noland
bc2cbc0b70 Editor: Switched styling on 'snap to layer' menu command to match normal menu items, made it bindable, and gave it a default key binding of Ctrl+Space
[CL 2546684 by Michael Noland in Main branch]
2015-05-12 01:32:04 -04:00
Nick Atamas
034d041d2e Slate : Tabs now provide a content slot for TabWell background content.
Editor : Editor puts the project watermark as a badge in the TabWell background.
Project name prefix, badge color and text color can be controlled via:

EditorPerProjectUserSettings.ini:
---------------------------------
[LevelEditor]
ProjectNameWatermarkPrefix=DEV
ProjectBadgeBackgroundColor=(R=237,G=25,B=104,A=255)
ProjectBadgeTextColor=(R=0,G=0,B=0,A=255)

[CL 2533841 by Nick Atamas in Main branch]
2015-05-01 12:40:37 -04:00
Richard TalbotWatkin
be3f0d1d94 Refactored mesh merging dialogs into a non-modal panel in a separate Editor module. Moved actor merging out of 'experimental' classification.
#jira UE-769 - EDITOR: Refactor mesh merging dialog boxes into a non-modal panel

[CL 2533251 by Richard TalbotWatkin in Main branch]
2015-05-01 03:43:37 -04:00
Dan Hertzka
dd74179c7a [UE-1518] - Simple hookup of new editor icons
[CL 2532543 by Dan Hertzka in Main branch]
2015-04-30 16:52:00 -04:00
Matt Kuhlenschmidt
a483137720 Added placed cameras to the camera type dropdown menu in the level editor viewport
[CL 2527174 by Matt Kuhlenschmidt in Main branch]
2015-04-27 13:40:02 -04:00
Ben Marsh
2c34190d5b Remove project/plugin includes from UnrealEd. Only a handful of things needs to access it, so just include it manually.
[CL 2524420 by Ben Marsh in Main branch]
2015-04-24 11:25:20 -04:00
Daniel Wright
3e185d944f Removed defunct LightingTools menu
[CL 2521737 by Daniel Wright in Main branch]
2015-04-22 16:52:06 -04:00