Commit Graph

1317 Commits

Author SHA1 Message Date
aditya ravichandran
78bfa91596 Outliner: Allow the typed element registry to create the level editor's outliner if it is available and has registered a custom outliner factory
#jira UE-187130
#rb brooke.hubert

[CL 28036997 by aditya ravichandran in ue5-main branch]
2023-09-20 11:06:51 -04:00
josh adams
630fd08da7 - Redid the quick fix for NDA PreviewPlatforms crashing Mac/Linux, as it was causing some missing menu items and/or ensures with the other fixes
[FYI] michael.wanderson
#rb trivial

[CL 28006454 by josh adams in ue5-main branch]
2023-09-19 15:02:24 -04:00
karen jirak
6b380448d8 Free standing Mode Panels populate empty when reopening the Editor.
Currently with any windows, if they have any b;ank windows we just show them. This commit catches the blank windows and does not open them

#jira UE-183468
#rb Matt Kuhlenschmidt

[CL 27985798 by karen jirak in ue5-main branch]
2023-09-18 23:00:09 -04:00
karen jirak
f802214703 The Prefabs editor subobject editor should behave the same as the subobject editor in the main window.
It should always show the subobject editor when an actor is selected (this state only exists for the main window as far as I know, but it still shold be honored if it is possible)
    When a core entity\prefab is selected
        It should show the subobject editor when the CVar CoreEntity.UI.ForceShowComponentEditor = true, and this is the default behavior
        It should hide the subobject editor when the CVar CoreEntity.UI.ForceShowComponentEditor = false
        It should not have a search bar in the subobject editor

Note that there will be some differences, like the prefabs editor will not have a blueprints button, and currently the main editor has a label of the number of components\objects that I think has to be taken off, so that won't be there. See screen cap for new behavior.

#jira UE-195346
#rb brooke.hubert

[CL 27903205 by karen jirak in ue5-main branch]
2023-09-14 20:23:43 -04:00
michael wanderson
42e2411043 Add support for previewing platforms on PC D3D that support more than 16 samplers (max: 32). To acheive this the following changes were required:
- Added support for up to 32 samplers to the D3D12 RHI.
- Added 'MaxSamplers' to ShaderPlatform in DataDrivenPlatformInfo, this is defaulted to 16 for all shader platforms and can be modified the the DDPI ini files. This value will set the shader compiler define 'PLATFORM_MAX_SAMPLERS'.
- Added a 'RequiredSamplersSwitch' material editor node to branch based on a given shader platform's maximum sampler count.
- To support more than 16 samplers on feature level SM5 platforms Dxc and sm6.0 are used to compile the shader. On platforms that don't support Dxc and sm6.0 the preivew menu item will be disabled.

#jira UE-191404
#rb florin.pascu

[CL 27850133 by michael wanderson in ue5-main branch]
2023-09-13 16:56:08 -04:00
karen jirak
3131e9ea1b Update CVar to show the subobject editor by default.
#jira UE-194008
#rb  skip

[CL 27724853 by karen jirak in ue5-main branch]
2023-09-08 15:57:53 -04:00
karen jirak
02a8dc9818 Details Panel - Component card layout actions
The categories on the components for core entities now have an action menu. It has many things in it that will log.

#jira UE-194008
#rb  Brooke.Hubert

[CL 27717413 by karen jirak in ue5-main branch]
2023-09-08 13:15:51 -04:00
sebastian arleryd
f46242c89c Use correct background color for title bar project info badge
There is project information text on the right side of the title bar which uses a darker background color than the title bar background. This change fixes that by using the "Colors.Title" color as the background.

#jira UE-186873
[REVIEW] [at]editor-ux
#rnx

[CL 27598455 by sebastian arleryd in ue5-main branch]
2023-09-05 11:47:17 -04:00
robb surridge
280f5a0cef Move the Focus Selected command to the Actor context menu, rename it to Frame Selected, and make the View Options menu items appear in the Actor menu in the main menu bar as well as in the contextual menu.
#jira UE-169269
#rb aditya.ravichandran

[CL 27597476 by robb surridge in ue5-main branch]
2023-09-05 11:20:56 -04:00
marc audy
65de35fdfb Lof elements that were not renamed yet.
- MSM_Substrate
- MCT_Substrate
- FStrataMaterialInput

#rb charles.derousiers

[CL 27563163 by marc audy in ue5-main branch]
2023-09-01 15:06:19 -04:00
tiago costa
62242df915 Moved IsStaticLightingAllowed() to RenderUtils.h and replaced relevant usage.
#rb ola.olsson

[CL 27557666 by tiago costa in ue5-main branch]
2023-09-01 12:07:26 -04:00
louisphilippe seguin
36c722f3c4 Fix wrong printf parameters in checkf & ensuremsgf found in engine code
#rb Fabian.Giesen, Kirill.Zorin
#rnx

[CL 27519547 by louisphilippe seguin in ue5-main branch]
2023-08-31 08:56:30 -04:00
sebastien hillaire
b7f8af4297 Substrate - Rename/move file(s)
#rb none
[FYI] charles.derousiers

[CL 27515000 by sebastien hillaire in ue5-main branch]
2023-08-31 04:48:07 -04:00
sebastien hillaire
4f274d1ef3 Substrate - Rename/move file(s)
#rb none
[FYI] charles.derousiers

[CL 27514986 by sebastien hillaire in ue5-main branch]
2023-08-31 04:47:50 -04:00
karen jirak
30fd8b7291 Create CVar to enable card layout through out the interface
This enables the card layout upon renewal of selected items in UE. I added the CVar DetailsPanel.Style.EnableCardLayout. When true throughout UE Card layout will be used, else the Classic details panel layout will be used. Also made it so the hiding\showing of the component editor is independant of the details style, by adding a ShouldHideComponentEditor to the DetailsVieiwObjectFilter, which is checked in SActorDetails.cpp to see if the Component Editor should be shown. SDetailsView has been updated to return the Card layout as the primary style key if DetailsPanel.Style.EnableCardLayout is true.


#jira UE-194197
#rb Ronald.Koppers

[CL 27475943 by karen jirak in ue5-main branch]
2023-08-29 23:07:56 -04:00
karen jirak
7664dff26f Create CVars to enable\disable the card layout and if it is enabled, hide or show the component editor.
Updated CoreEntityDetailsFilter to introduce the following CVars:

If true, enables the card layout, else core entities will use Classic details panel:
CoreEntity.DetailsPanel.DetailsPanelEnableCardLayout

If in Card layout and true, shows the component editor:
CoreEntity.UI.ForceShowComponentEditor

Also updated SActorDetails.cpp to use CoreEntity.UI.ForceShowComponentEditor to show and hide the component editor.

#jira UE-194008
#rb brooke.hubert

[CL 27420238 by karen jirak in ue5-main branch]
2023-08-28 15:09:12 -04:00
sebastian arleryd
4a616bb886 Removing unused code found while working on menus
#jira UE-181389
#rnx
#rb brooke.hubert

[CL 27412563 by sebastian arleryd in ue5-main branch]
2023-08-28 11:32:41 -04:00
karen jirak
e8d9012e02 Feature:
* The details panel must be enhanced to show Components as cards
* This new Card style should be applicable to any details panel
* Subobject editor had to be hidden upon selection of entity

Scene graph ~ fix the linker errors caused by having to initialize a reference from importing the SDetailsView code

#jira UE-193821, UE-192032
#rb aditya.ravichandran

[CL 27395322 by karen jirak in ue5-main branch]
2023-08-25 18:28:05 -04:00
hilda cruz
94ea127efe [Backout] - CL27366337 due to build error
#rnx
[FYI] Karen.Jirak
Original CL Desc
-----------------------------------------------------------------
Feature:
* The details panel must be enhanced to show Components as cards
* This new Card style should be applicable to any details panel
* Subobject editor had to be hidden upon selection of entity

Scene graph ~ fix the linker errors caused by having to initialize a reference from importing the SDetailsView code

#jira UE-193821, UE-192032
#rb Brooke.Hubert

[CL 27366485 by hilda cruz in ue5-main branch]
2023-08-24 22:31:17 -04:00
karen jirak
b30cf9cdbf Feature:
* The details panel must be enhanced to show Components as cards
* This new Card style should be applicable to any details panel
* Subobject editor had to be hidden upon selection of entity

Scene graph ~ fix the linker errors caused by having to initialize a reference from importing the SDetailsView code

#jira UE-193821, UE-192032
#rb Brooke.Hubert

[CL 27366356 by karen jirak in ue5-main branch]
2023-08-24 22:07:53 -04:00
karen jirak
e2ba4c5032 Revert: Updates for Modular Class Display to add a widget registration system and get it working for BaseToolkit and toolbars....
#rb none

[CL 27299600 by karen jirak in ue5-main branch]
2023-08-23 03:14:14 -04:00
karen jirak
acea30606e Feature:
* The details panel must be enhanced to show Components as cards
* This new Card style should be applicable to any details panel
* Subobject editor had to be hidden upon selection of entity

#jira UE-192032
#rb Brooke.Hubert

[CL 27297832 by karen jirak in ue5-main branch]
2023-08-23 00:49:40 -04:00
jeanfrancois dube
a5384ad9e0 Changed a TArray to a TSet for FLevelEditorOutlinerSettings::UnsavedAssets.
Editor is now responsive when generating 32K actors through PCG.

#rb richard.malo

[CL 27269795 by jeanfrancois dube in ue5-main branch]
2023-08-22 10:09:06 -04:00
stu mckenna
3010f7ca39 - Fix for accumulating realtime overrides after each PIE session
#rb logan.buchy

[CL 27127048 by stu mckenna in ue5-main branch]
2023-08-15 19:41:14 -04:00
juan portillo
ec5551d238 Added GetLevelEditor to Level Editor Menu Context to get the (public facing) ILevelEditor, as the existing SLevelEditor is unusable outside
#rb Rex.Hill

[CL 27029302 by juan portillo in ue5-main branch]
2023-08-11 11:17:52 -04:00