Commit Graph

340 Commits

Author SHA1 Message Date
sebastien lussier
db91cb6fe3 World Partition - Fixed issue where the camera location in the World Partition Editor wouldn't update anymore after changing the viewport type
* UUnrealEditorSubsystem::GetLevelViewportCameraInfo() is actually incorrect for that use case as it will return the wrong viewport.
* HLOD in editor was also affected by this issue
* As a bonus, the camera location will now be updated when working in orthographic projection

#rb jeanfrancois.dube

[CL 35592473 by sebastien lussier in ue5-main branch]
2024-08-16 09:23:06 -04:00
richard malo
2feb49a973 Added to FDomainAssetReferenceFilter a delegate implemented by world partition to handle special cases of allowed cross-plugin references (plugin actor part of an Externa lData Layer is allowed to reference its world part of another plugin).
#jira UE-218942
#rb Patrick.Enfedaque, Sebastien.Lussier

[CL 35272459 by richard malo in ue5-main branch]
2024-08-02 09:50:32 -04:00
vincent beauchemin
aa92de1ea4 Actor Coloration
* Add new view mode index in order to have the Actor Coloration mode behave like the other view modes (mutually exclusive).
 * Add tooltips for most of the registered actor color handlers.
 * Use FText in PropertyColorSettings and NSLOCTEXT in .ini

#rb JeanFrancois.Dube
#jira UE-219352
[FYI] JeanSebastien.Guay

[CL 34820702 by vincent beauchemin in ue5-main branch]
2024-07-15 14:40:35 -04:00
jeanfrancois dube
d1fd9bfb59 [World Partition] Merged AActor GetStreamingBounds and GetStreamingBoundsEditor to make sure all overrides returns an editor bounds.
#rb Richard.Malo

[CL 34639823 by jeanfrancois dube in ue5-main branch]
2024-06-25 09:30:50 -04:00
jeanfrancois dube
e1deb9c034 [World Partition UEFN]
- Default runtime hash class can now be set in ValkyrieEditor.ValkyrieEditorSettings.RuntimeHashClass, which is now set by default to WorldPartitionRuntimeHashSet.
- Exposed World Partition runtime hash class selector so users will be able to upgrade their maps to the new runtime hash set and conditionnaly enable 3D streaming.
- Fix problematic HLOD layer setup on new project creation which was overriding the default HLOD layer set by world partition template converter.

#rb Sebastien.Lussier
#jira UE-217718

[CL 34287413 by jeanfrancois dube in ue5-main branch]
2024-06-11 15:39:35 -04:00
sebastien lussier
9649d0cebc World Partition - HLOD: Disable "Build HLOD" buttons on CDO or incomplete HLOD actors
#rb vincent.beauchemin

[CL 34034456 by sebastien lussier in ue5-main branch]
2024-05-31 12:08:42 -04:00
rex hill
4fc7ad4ed7 Update HLOD callsite of FPropertyEditorPermissionList::Get().AddPermissionList to use new version of function that takes owner name
#rnx

[CL 34011644 by rex hill in ue5-main branch]
2024-05-30 16:17:22 -04:00
sebastian arleryd
62404d2650 Fix fallout of CL 33935443
#jira UE-212289

[CL 33943494 by sebastian arleryd in ue5-main branch]
2024-05-28 12:15:48 -04:00
jeanfrancois dube
838af48f07 Content Bundle: implement actor colorization mode.
#rb Richard.Malo

[CL 33926080 by jeanfrancois dube in ue5-main branch]
2024-05-27 13:20:35 -04:00
jeanfrancois dube
af88234379 [World Partition]
- Actor Descriptors now stores the editor bounds, allowing some classes to have different bounds for loading in the editor and runtime.
- Actor components can now implement GetStreamingBoundsEditor to provide a different loading bounds in the editor.

#rb luc.eygasier, Sebastien.Lussier

[CL 33902066 by jeanfrancois dube in ue5-main branch]
2024-05-24 14:53:20 -04:00
vincent beauchemin
0d2db913a0 World Partition
* [UEFN] Make sure bEnableLoadingInEditor and bEnableAdvancedHLODSettings can be overriden by the user (in Editor Preference under World Partition) instead of always being force to false.
[FYI] JeanSebastien.Guay
[RN] minor
#rb JeanFrancois.Dube, Sebastien.Lussier
#tests Tested 1st boot of the editor and other ones wih changing those value in Editor preference

[CL 33901450 by vincent beauchemin in ue5-main branch]
2024-05-24 14:35:04 -04:00
sebastien lussier
5028e586b0 World Partition - HLOD: Input Stats
* During HLOD generation, gather references to assets (for now, only of static meshes) and number of occurences, and store that information in HLOD actors.
* Added "wp.Editor.HLOD.DumpInputStats" console command to write a report to disk
* General cleanup - Moved other HLOD stat code out of the HLODEngineSubsystem and into the HLODEditorSubsystem
#jira UE-213831
#rb jeanfrancois.dube

[CL 33860913 by sebastien lussier in ue5-main branch]
2024-05-23 10:09:42 -04:00
sebastien lussier
9e1abefa0d World Partition - HLOD: In editor, prevent HLODs from showing up on top of modified actors
#jira UE-214926
#rb JeanFrancois.Dube

[CL 33633418 by sebastien lussier in ue5-main branch]
2024-05-14 13:49:14 -04:00
vincent beauchemin
71720f4c22 World Partition
* Fix crash when accessing context menu on Location Volume or ProceduleFoliageVolume within a non World Partition world.
#rb JeanFrancois.Dube
#jira UE-214539
#tests With and without WP, opening context menu on LocationVolume & ProcFoliageVolume

[CL 33573053 by vincent beauchemin in ue5-main branch]
2024-05-10 08:53:59 -04:00
richard malo
8c937444bb Added 'Disable Content Bundles' flag in World Partition.
When checked, this flag will :
- Skip the loading/cooking of Content Bundles
- Disable the Content Bundles Outliner
- Remove the Content Bundle column in the World Outliner
- Hide the ContentBundleGuid property on the Actor
#rb JeanFrancois.Dube

[CL 33510275 by richard malo in ue5-main branch]
2024-05-08 08:50:51 -04:00
sebastien lussier
d8b484326b World Partition - HLOD: Introduce advanced HLOD Settings to UEFN
* By default, only basic settings are to be exposed
* Users can turn on advanced HLOD settings manually
* Newly exposed settings include:
- New HLOD Layer type (simplified, approximate)
- Parent HLOD layers (for truly hierarchical HLODs)
- Spatial vs non spatial HLOD Layers
- Custom HLOD materials
- Merged meshes advanced settings
#rb JeanFrancois.Dube

[CL 33407816 by sebastien lussier in ue5-main branch]
2024-05-02 16:00:07 -04:00
sebastien lussier
5256515083 World Partition - HLOD: When HLOD in editor is enabled, avoid stack overflow when pinning actors with circular references
#rb JeanFrancois.Dube, Richard.Malo

[CL 32728101 by sebastien lussier in ue5-main branch]
2024-04-04 10:41:29 -04:00
richard malo
62370762a1 Replaced hardcoded LoadModuleChecked of WorldPartitionEditor by IWorldPartitionEditorModule::Get(). Also removed cached instance pointer as it's not safe to be used during shutdown phase.
#rb Sebastien.Lussier

[CL 32697013 by richard malo in ue5-main branch]
2024-04-03 10:07:35 -04:00
richard malo
e3c6537224 - Added External Data Layer support for "Replace Actor with asset/BP class".
- Added External Data Layer support for "Place Actor with asset/BP class".
- Fixed External Data Layer support for BP reinstancing
- When no actor editor context is provided, try to solve a matching EDL based on asset/BP Class mountpoint
- Actor Editor Context EDL is applied when possible, when not, it generates a warning with the details of the failure reason (typically invalid reference)
#rb JeanFrancois.Dube

[CL 32693930 by richard malo in ue5-main branch]
2024-04-03 07:38:01 -04:00
richard malo
b249f92645 - Actor Editor Context current external data layer is now taken into account when duplicating actors.
- Duplicated actor is first initialized using source actor's External Data Layer. Then, Actor Editor Context tries to apply the current external data layer (which can fail if it would create invalid asset references).
- Also fixed UActorEditorContextSubsystem::ApplyContext when pasting actors : Actor Editor Context now waits at the end of the paste operation to apply the context as imported properties can override the properties if applied before (adapted Content Bundle to behave like before)
#rb Sebastien.Lussier

[CL 32324874 by richard malo in ue5-main branch]
2024-03-19 10:18:04 -04:00
vincent beauchemin
7db21e24cd World Partition Editor
* Add ShowMouseCoordinates (World Position) in Show Menu.
* Used the default GrabHandClosed cursor when panning.
#rb JeanFrancois.Dube
#jira UE-207913
[FYI] JeanSebastien.Guay

[CL 31801986 by vincent beauchemin in ue5-main branch]
2024-02-26 09:07:38 -05:00
jeanfrancois dube
d41ee9b1ee World Partition Editor: allow right-click on loading regions even when fully zoomed in.
#rb vincent.beauchemin

[CL 31697677 by jeanfrancois dube in ue5-main branch]
2024-02-21 16:37:12 -05:00
lonnie li
41575d82d0 Explicit mark dirty to Modify for Brush, Poly, and Model.
This change restores the behavior prior to the change to the default argument of the Modify function of (Brush, Poly, and Model) from false to true.

#rb Jimmy.Andrews
#jira UE-205335

#ushell-cherrypick of 30989122 by Marc.Audy

[CL 31503108 by lonnie li in ue5-main branch]
2024-02-14 19:41:43 -05:00
sebastien lussier
266cb3e10a World Partition - HLOD: Removed unneeded manual refresh of actor coloration color
#rb JeanFrancois.Dube

[CL 31445366 by sebastien lussier in ue5-main branch]
2024-02-13 16:02:14 -05:00
jeanfrancois dube
ccb8d34ae6 World Partition: bring back FWorldPartitionHandle/FWorldPartitionReference arrow and dereference operators.
#rb Sebastien.Lussier

[CL 31269519 by jeanfrancois dube in ue5-main branch]
2024-02-07 15:42:38 -05:00