* 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]
* 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]
- 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]
- 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]
* [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]
* 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]
* 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]
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]
* 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]
- 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]
- 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]
* 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]
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]