Added icons for the Revolve Spline, Mesh Splines, and ISM Editor tools. Updated the icons for Revolve Boundary and Revolve Path.
#rb lonnie.li
[CL 26774010 by nickolas drake in ue5-main branch]
* Provides support for displaying asset names in the asset picker flyout's tile view.
* Reworks Preset manager moderately to have more streamlined controls and use of context menus to handle deletion and renaming
* Fixes the asset picker to display preset collections regardless if the user has configured the editor to show plugin/editor content
* Alters some language around the preset system for clarity
#rb Jimmy.Andrews
#jira UE-183734
[CL 26326674 by nathan mitchell in ue5-main branch]
Add DynamicMeshSelector::UpdateAfterGeometryEdit API. StaticMeshSelector implementation updates static mesh after an Edit instead of emitting MeshChange on temporary DynamicMesh.
Delete and Retriangulate Commands now use this API instead of directly emitting transaction, so now these commands work properly on Static Meshes.
FStaticMeshComponentSelectorFactory::CanBuildForTarget now only allows UStaticMeshComponent specifically, filtering out subclasses. This is not ideal but I don't know what else we can do for now, there are many subclasses like ISMC, SplineMeshComponent, etc, that will not work w/ the Selection system. Also now filtering out Engine assets and cooked assets.
ModelingToolsEditorMode now listens for blueprint pre-compiles, and when this occurs, clears the active selection and selection targets. This is necessary because if the selection Component was part of a BP, on recompile it is re-instanced and the old pointer goes stale. Possibly can handle this better or at a more granular level, but clearing the selection is safest. This currently results in things not being undoable because the FChange transactions are on the "old" UDynamicMesh that no longer exists.
UModelingToolsEditorMode::UpdateSelectionManagerOnEditorSelectionChange now does a more thorough job of inspecting the current Actor/Component selection to find Components that could work w/ the selection system.
#rb lonnie.li
[CL 26133067 by ryan schmidt in ue5-main branch]
This tool mostly encapsulates the basic collision editing behaviors found within the Static Mesh Editor, but exists as a tool within Modeling Mode to work along side existing collision tools, such as Collision to Mesh and Mesh to Collision.
Initial features include:
* Support for selecting and transforming collision primitives, including primitive aware transforms (such as explicit length and radius controls on capsule shapes).
* Adding new simple shapes (spheres, boxes, and capsules)
* Duplicating existing shapes
* Deleting some or all collision geometry
#rb Ryan.Schmidt
#jira UE-182341
[CL 26066042 by nathan mitchell in ue5-main branch]
Add UMeshVertexPaintTool, subclass of UMeshSculptToolBase. Paints Mesh Vertex Colors (ie Asset colors, not instance colors). Provides many interactions similar to GroupPaintTool (ie brush paint, click-to-fill, poly-lasso, volumetric vs connected brush ROI, UV/Normal seams, visibility filter, etc. Supports painting split-vertex colors, or smooth per-vertex colors (bHardEdges setting). Supports various brush types (paint, smooth, "blend" = average split values). Painting supports custom color-blend modes (ie "over" mode, does stroke compositing like pixel painting tools). Can show vertex color under cursor. Supports showing vertex color or original materials. Ability to filter channels for visibility/painting. Actions buttons to fill current-color/black/white. "Utility" panel for common operations (blend all seams, fill channels, invert channels, copy channel to channel, swap channels, copy from weight map, copy to all/single LOD).
Internally supports seam painting by splitting all colors on startup (ie to create per-triangle-vertex color) and then welding on shutdown.
Current auto-RGBA conversions are inverted, internally the tool works in Linear colors, preview DynamicMeshComponent is configured to convert to SRGB in color buffers (similar to static mesh).
Vertex color brush ops added in MeshVertexPaintBrushOps.h, deriving from new FMeshVertexColorBrushOp. Various color-blending functions implemented there, should be moved to centralized place eventually.
Expose MeshVertexPaintTool in ModelingMode
Add FModelingToolsColorChannelFilter, for toggling R/G/B/A filtering state, and a details customization that shows these four checkboxes in a horizontal row. Use in MeshVertexPaintTool, Register in Modeling Mode.
#rb none
#preflight 646cfc50205f5d23d53f80f1
[CL 25592458 by ryan schmidt in ue5-main branch]
This change also extends UModelingObjectsCreationAPI to support materials by duplicating a given material
#rb ryan.schmidt
#jira UE-182349
#preflight 6467649a573c1da15838e005
[CL 25548119 by matija kecman in ue5-main branch]