- Removed unused function
- Added 'FX' asset type category for Niagara purposes that maps to the FX asset category path for default expansion purposes
- Restored functionality for default filter category expansion. This code seemed abandoned. The category expansion could be specified in the asset picker config, but in the end was ignored and the Basic asset path was used instead. This uses a Convert function to go from AssetTypeCategory -> AssetCategoryPath. There is no 1:1 mapping, so it falls back to Basic if necessary. Changing the type in the asset picker config would be cleaner, but isn't straight forward due to FAssetCategoryPath needing to be exposed to all modules that include the content browser module
- Tweaked OnExtendAddFilterMenu delegate. It's now a global delegate, making it unnecessary to handle template shenanigans to access it.
AssetPickerConfig has a new option to provide this OnExtendAddFilterMenu externally. As the 'Common' category still shows up if we expand the FX category (since Niagara System is part of Basic & FX), we can use this to remove unwanted filters
The delegate is called on the dynamic menu section before the widget generation
- Added PinAllFrontendFilters argument. This is useful if you have a small amount of filters available so that you want to display them all by default
Big code cleanup:
- MakeAddFilterMenu is now marked as final to help with API consistency.
- Added new 'CreateAssetFilterBarContext` virtual function. This is now the unified way of configuring your menu.
- The context now contains the FOnFilterAssetType delegate, and the OnExtendAddFilterMenu delegate. This allows subclasses to keep their original functionality, while having a central place to tweak it
- Removed the old content browser context as it's no longer used
- Exposed the menu name. Kept old names consistent. This allows to reuse menus, or create new ones.
- Moved the right click context filter UI of the content browser into the SAssetFilterBar. Now all SAssetFilterBars can do this. Removed the OnGetContextMenu delegate that was only used in one place
- Removed various functions that are no longer needed
#rb rex.hill, aditya.ravichandran
#ushell-cherrypick of 28538117 by Mateo.Egey
[CL 28705843 by mateo egey in ue5-main branch]
[FYI] Jason.Stasik
Original CL Desc
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Create IAssetTools::IsAssetVisible and hook up material function menu to it
#rb dave.belanger,jason.nadro
[CL 27897936 by jason stasik in ue5-main branch]
* Moved workflow tracking of collection manipulations up one level to target user interaction only
* Added create/destroy collection workflows
* Remove hand-holding utilities aimed to ease verbosity of telemetry event generation
#rb wes.hunt
#jira UE-155132
#preflight 6463b34f063e77985c259c71
[CL 25492328 by logan buchy in ue5-main branch]
Showing the asset discovery dialog and preventing the plugin creation until the asset discovery is complete.
#rb Rex.Hill
#preflight 645008286538e45f75c38ccb
[CL 25292941 by will brown in ue5-main branch]
[CrashFix] Removed invalid check()
- when I made assets diffable against null I must've missed this. Easy fix.
#jira none
#preflight trivial
#rb dan.oconnor
#lockout julien.marchand
[CL 24186475 by jordan hoffmann in ue5-main branch]
In addition, I refactored AssetViewUtils::SyncPathsFromSourceControl somewhat.
- Added alternative (preferred) way to get affected files/packages using the FSyncPreview operation as opposed to querying the AssetRegistry.
- Added support for hot reloading the world if one of its external packages (actor/object) got synced so those changes are reflected in the viewport.
- Added support for passing in either content paths or absolute paths to sync.
- Deprecated the 'bIsSyncLatestOperation' parameter from SyncPackagesFromSourceControl.
Note that SyncPackagesFromSourceControl now has a single internal caller (FAssetSourceControlContextMenuState::ExecuteSCCSync).
Note that SyncPathsFromSourceControl now has a single internal caller (FSourceControlWindows::SyncLatest).
[REVIEW]
#preflight 63e3a014244dc45a201c918d
[CL 24074948 by wouter burgers in ue5-main branch]
Updated AssetTypeActivationOpenedMethod.h to include the generated.h.
#preflight 63d2beb85354589b5c70adb5
[CL 23871556 by bryan sefcik in ue5-main branch]
AssetDefintiion - Converted more blueprint / Animation blueprint stuff over to be an asset definition.
#jira UE-165574
[CL 23804692 by nick darnell in ue5-main branch]
* Sync Latest no longer listing and reloading all packages when the source control provider provides a sync preview functionality. When a Sync Preview is available, Sync Latest unloads only the files that are going to be overwritten by the sync operation, and then reloads them and the world
* Refactored Revert All operation to improve performance
* Revert All no longer lists and reloads all packages when the source control provider provides a sync preview functionality. Instead it unloads only the files that may be overwritten by the revert operation (i.e. submittable files), and then reloads them and the world
* Replaced RevertAndReloadAllPackages with RevertAndReloadWorld, no longer listing and reloading all packages (see https://p4-swarm.epicgames.net/reviews/23244245/)
This review is a combination of the two archived reviews https://p4-swarm.epicgames.net/reviews/23736137 and https://p4-swarm.epicgames.net/reviews/23736282
#rb wouter.burgers, stuart.hill, brooke.hubert, francis.hurteau
#preflight 63c9c7786a00f3cc8ead6779
[CL 23796067 by marco anastasi in ue5-main branch]
AssetDefinition - Working on the asset definitions for blueprints/class types, iterating on the Merge API. Bringing over more of the blueprint features into its asset definition, unregistered the Blueprint AssetType Actions.
Asset Filters - We now support categories per filter, this enables a single asset definition to correctly specify multiple filters. For example, blueprints actually supply 4 filters, one for blueprints, but also blueprint interfaces, macros and function libraries.
[CL 23791489 by nick darnell in ue5-main branch]
* Adds a new delegate for when AdvancedCopy is complete (since Advanced Copy is async and can't return the results directly)
* Adds a new blueprint callable overload for AdvancedCopy in the AssetTools interface that optionally takes this callback
[REVIEW] [at]matt.peters [at]brooke.hubert
[CL 23781823 by dj schilens in ue5-main branch]
AssetDefinition - Changing how getting the SourceFiles works a bit, wanted it to be easier to just get the real data and not have to wrap it myself, and also to not need to needlessly put it into a container if it's not needed.
#jira UE-165574
[CL 23686064 by nick darnell in ue5-main branch]