Commit Graph

1296 Commits

Author SHA1 Message Date
sebastian arleryd
51b453c542 Make it possible to move the UE window by dragging the project badge
* Pad around the SProjectBadge text by using the margin attribute of its SText instead of wrapping the SText in an SBorder. This is needed because the SBorder doesn't override SWidget::GetWindowZoneOverride, and therefore the window cannot be dragged on top of that SBorder.
* Add a WindowZoneOverride attribute to SExtensionPanel. This attribute's value controls the return value of SExtensionPanel::GetWindowZoneOverride.
* Set the WindowZoneOverride to EWindowZone::TitleBar for the SExtensionPanel in SProjectBadge. This allows the window to be dragged on the project badge.
* Stop using "ProjectBadgeBackgroundColor" from GEditorPerProjectIni because that was only used by the removed SBorder.
* Stop using "SProjectBadge.BadgeShape" from SlateEditorStyle and StarshipStyle because that was only used by the removed SBorder.

#jira UE-179910
#rb aditya.ravichandran

[CL 30055750 by sebastian arleryd in ue5-main branch]
2023-12-01 17:10:42 -05:00
projectgheist
f88e2ad2f9 [Backout] - CL29759026
[FYI] aditya.ravichandran
Original CL Desc
-----------------------------------------------------------------
PR #10115:  Call OpenEditorForAsset instead of LoadMap when opening a map using the "File" menu to match how the CB opens levels

#jira UE-177003
#rb aditya.ravichandran

[CL 29998921 by projectgheist in ue5-main branch]
2023-11-29 16:25:02 -05:00
projectgheist
be9e40e260 PR #10115: Call OpenEditorForAsset instead of LoadMap when opening a map using the "File" menu to match how the CB opens levels
#jira UE-177003
#rb aditya.ravichandran

[CL 29759230 by projectgheist in ue5-main branch]
2023-11-15 16:26:40 -05:00
josh adams
9dba14d6cc - Allow for arbitrary number of PreviewPlatforms differing only by DeviceProfile
- Can specify multiple DPs and FriendlyNames now in the PreviewPlaform sections of a DDPI.ini file (separated by comma)
- Use the FriendlyName from the DDPI.ini directly in the platform preview menus, instead of counting on the friendly name of a ShaderPlatform
- IOS DDPI.ini as an example, with 3 DPs, generic IOS (what we had before), iPhone6S and iPadPro6
#rb michael.wanderson

[CL 29753922 by josh adams in ue5-main branch]
2023-11-15 13:58:07 -05:00
brooke hubert
6bc2713109 [Keyboard Shortcuts] Deprecate AActor::EditorKeyPressed and convert current usage to keybinds
#Jira UE-200170
#rb aditya.ravichandran

[CL 29718188 by brooke hubert in ue5-main branch]
2023-11-14 13:09:13 -05:00
sebastien lussier
eafb9cfa54 World Partition - HLOD in Editor
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294

[CL 29541562 by sebastien lussier in ue5-main branch]
2023-11-07 18:58:37 -05:00
justin peterson
5398900aba [Backout] - CL29526661 - CIS Compile Error
[FYI] Sebastien.Lussier
Original CL Desc
-----------------------------------------------------------------
World Partition - HLOD in Editor
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294

[CL 29528240 by justin peterson in ue5-main branch]
2023-11-07 14:19:57 -05:00
sebastien lussier
d370837cd3 World Partition - HLOD in Editor
* Added World & User settings to control whether HLOD are shown in editor
* Added HLOD entry in "Show" viewport menu, exposing the following user settings
-> Show HLODs (enabled by default)
-> Show HLODs over loaded regions (disabled by default)
-> Min Draw Distance (distance at which HLOD starts to be rendered in editor, 128m by default)
-> Max Draw Distance (infinity by default)
* Added "Load Region from Selection" to viewport context menu (on right-click)
* Added World category to Scene Outliner filter, currently only contains "World Partition HLOD"
* Hid a few categories from World Partition HLOD (when showing in Details panel)
* Feature is still disabled globally by the wp.Editor.HLOD.AllowShowingHLODsInEditor cvar
#rb jeanfrancois.dube
#jira UE-193294

[CL 29527011 by sebastien lussier in ue5-main branch]
2023-11-07 13:38:35 -05:00
sebastian arleryd
59b0650602 Going back on this because the plan for this work changed.
#jira UE-183373
[FYI] brooke.hubert, rex.hill

[CL 29515400 by sebastian arleryd in ue5-main branch]
2023-11-07 04:11:14 -05:00
max chen
0ac5a3abd0 Editor: Add logic for unreachable actor in CanDeselectActorElement
(Note same logic exists in CanSelectActorElement)

This fixes a bug when entering PIE and clearing selection, which attempts to clear selection on a spawnable that has been destroyed.

#jira UE-199045
#rb logan.buchy
#rb aditya.ravichadran

[CL 29321696 by max chen in ue5-main branch]
2023-11-01 12:34:36 -04:00
max chen
8441c6b3f3 Editor: Add Allow Cinematic Control to FLevelEditorViewportInstanceSettings so that the state is stored/restored
#jira UE-132376
#rb matt.hoffman

[CL 29116760 by max chen in ue5-main branch]
2023-10-25 22:10:20 -04:00
florian penzkofer
6ffe5e8d37 Fix rendering issues when switching between preview modes of the same feature level with different early-z pass settings.
In this case the value of FScene::EarlyZPassMode was not updated to the new value.
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 29089143 by florian penzkofer in ue5-main branch]
2023-10-25 10:57:57 -04:00
brooke hubert
9b5d3b919c [Actor Context Menu] Fix an issue where snapping and transforms were not respecting lock location on the actor.
#Jira UE-198380
#rb aditya.ravichandran, JeanMichel.Dignard

[CL 28916065 by brooke hubert in ue5-main branch]
2023-10-19 09:19:49 -04:00
patrick enfedaque
a12dca0399 TypedElementSelection: AllowSubRootSelection
Applies to Actor selection and allows selecting a rooted actor if it implements SupportsSubRootSelection() and returns true
Will be used in next CL for Level Instance sub selection in Outliner

#rb brooke.hubert, aditya.ravichadran
#rnx

[CL 28879460 by patrick enfedaque in ue5-main branch]
2023-10-18 11:57:56 -04:00
aditya ravichandran
dd714f5e01 ActorGroupingUtils: Add a way for external systems to add a delegate to check whether a set of actors can be grouped together
#jira UE-197719
#rb Brooke.Hubert

[CL 28805730 by aditya ravichandran in ue5-main branch]
2023-10-16 13:30:11 -04:00
sebastian arleryd
20fab1b1c8 Remove unused return value from FMainMenu::MakeMainMenu
This paves the way for a flickering fix of the main menus when widgets are shared between widgets where I will move the responsibility for creating widgets into the tab manager. In the tab manager, the main menu widgets will be created per window behind the scenes. Therefore, we cannot return a widget from these methods because there might be more than one and they haven't been created yet.

* Private API changes: Change the return type from TSharedRef/Ptr<SWidget> to void on various private API MakeMainMenu methods (of FLevelEditorMenu, FMainFrameModule, FMainMenu, and SStandaloneAssetEditorToolkitHost).
* Public API change: Add new method void IMainFrameModule::MakeMainMenuNoWidget.
* Public API change: Deprecate the method TSharedRef<SWidget> IMainFrameModule::MakeMainMenu and provide a default implementation for the time being that calls MakeMainMenuNoWidget.

#jira UE-183373
#rb brooke.hubert

[CL 28710510 by sebastian arleryd in ue5-main branch]
2023-10-12 10:44:50 -04:00
jeanmichel dignard
874a2b3406 Level editor viewport: Save level viewport infos when closing the editor
- We currently save the viewport camera infos on map change and map teardown.
- With this change, we will also save the camera infos when closing the editor, as it's equivalent to a map teardown.
#rb brooke.hubert, logan.buchy
#jira UE-197718

[CL 28683638 by jeanmichel dignard in ue5-main branch]
2023-10-11 17:14:06 -04:00
richard malo
239ac90407 Refactor in preparation of supporting Data Layer Instances saved in their own external package.
- Adapted existing code to propertly support external package on object not directly outered to the level.
- Generalized handling of external objects when renaming a world, resetting package loaders in ULevelStreamingLevelInstance, handling dirty external packages
- Implemented FExternalPackageHelper::CopyObjectsExternalPackageFilePathToClipboard
- Added optional PrimaryAssetDisplayName asset registry tag to allow for systems to use a display name (generalized version of ActorLabel tag)
#rb jeanfrancois.dube, patrick.enfedaque
#jira UE-197314

[CL 28537555 by richard malo in ue5-main branch]
2023-10-06 09:14:09 -04:00
ryan bickell
1c7d3eedab Add option to create a WP level with NewLevel.
#rb JeanFrancois.Dube

[CL 28453743 by ryan bickell in ue5-main branch]
2023-10-04 09:58:11 -04:00
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