We now early out when the raycast misses the plane if snapping is disabled. If the tool plane is missed, then we use a point along the camera ray to find scene snap point (passed to FindSceneSnapPoint). A related bug is also fixed in this change in the snapping manager which caused only small sections of snappable edges to be considered. This was because the point passed to FindSceneSnapPoint was used to find a point on the 3 edges of a hit triangle, which is sensitive to camera position. Instead, we now use the raycast's impact point for the purposes of finding snap points on edges.
#rb Jimmy.Andrews, semion.piskarev
#jira UE-203169
[CL 31480016 by nickolas drake in ue5-main branch]
[FYI] Yoan.StAmant
Original CL Desc
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Removed some headers dependencies on 'FHitResult' and 'FOverlapResult'
#rb Mieszko.Zielinski
[CL 31440421 by alex kahn in ue5-main branch]
Our approach to deleting actors was apparently not sufficient to notify various editor systems of the deletion. This CL replaces AActor::Destroy with calls to UUnrealEdEngine::DeleteActors and UWorld::DeleteActor (depending on the context)
#rb lonnie.li
#jira UE-204240
[CL 31304400 by nickolas drake in ue5-main branch]
(will add in a different stream)
[FYI] Jimmy.Andrews
Original CL Desc
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add support for instance colors in scene component -> dynamic mesh geometry script conversion function
#rb David.Hill
[CL 31124528 by jimmy andrews in ue5-main branch]
Two behaviors now exist. When selecting from the Level Editor viewport, relative transforms between all selected objects are preserved in the subsequent UVEditor's viewport. When selecting from the Content Browser, or other sources that don't wrap the selected objects in a Component, the UVEditor will provide an automatic layout based on the object's bounding spheres.
Further, there are two new CVARs:
modeling.UVEditor.EnableLivePreviewArrangement - Enables or Disables the auto arrangement feature when selecting from the Content Browser. This exists to support legacy behavior where users might want the object's baked in transform to position objects in the UVEditor.
modeling.UVEditor.LivePreviewArrangementMode - Selects the mode of the auto arrangement. 0 indicates a line formation. 1 indicates an adaptive circular arrangement.
#rb lonnie.li
#jira UE-202730
[CL 30944612 by nathan mitchell in ue5-main branch]
This was mistakenly included as I thought the SubmitTool had finished its work and I started messing around and it picked up my change
[FYI] lonnie.li
[CL 30861865 by nickolas drake in ue5-main branch]