Commit Graph

27658 Commits

Author SHA1 Message Date
jonathan bard
61d88bb08f Material list improvements:
* Added tooltips to Select material's texture in asset browser button in order to help understanding what this is about when there's no texture referenced by the material
* Disabled the button when there's no texture, since it's basically useless then

#rb jeremy.moore
#preflight 63721e42232e3d12cb4e8b48

[CL 23118414 by jonathan bard in ue5-main branch]
2022-11-14 10:45:51 -05:00
Dominik Peacock
67b77e36d6 Added replaced hardcoded in SGraphNodeSwitchStatement::IsAddPinButtonVisible with a overridable UK2Node_Switch::SupportsAddPinButton function
Intention: allow us to inherit from UK2Node_Switch and hide the "Add Pin" button

#jira UE-170007
#rb Phillip.Kavan
#preflight 6372321d5368a3230a41e6ec

[CL 23116465 by Dominik Peacock in ue5-main branch]
2022-11-14 07:27:13 -05:00
aditya ravichandran
562533d922 Outliner: Remove the type text that shows in the Label column during search
#jira UE-139601
#rb lauren.barnes
#preflight 636ea46a32484253055f048f

[CL 23107656 by aditya ravichandran in ue5-main branch]
2022-11-11 18:43:01 -05:00
kenzo terelst
09a4d1bede - Remove Nanite FMicropolyRasterizeCS for the PSO cache again because ALL the compute shader in the shader cache for that type will be added and those are way too many - this is not driven by manual collection but will just precompile all of them.
- Fix removal of FHWRasterize shaders because of WorldGridMaterial combinations used
- Don't perform vertex declaration checks when mesh shaders are used

#rb Arciel.Rekman, Chris.Waters

[CL 23107651 by kenzo terelst in ue5-main branch]
2022-11-11 18:42:49 -05:00
max chen
ae4829d46f Sequencer: Fix shot parsing so that if the current prefix is found at the beginning of the shot name, it will be stripped and the parsing of the shot number and take number will continue from there.
This fixes a situation where shot prefixes can collide with parsing shot and take numbers because they are looking for the same separators. For example if the shot name is: sq050_shot0010_01, that should be parsed as shot 10 and take number 1. If the user specifies that the shot prefix is sq050, that portion can be stripped so it doesn't erroneously parse as shot 50.

#jira UE-168530
#preflight 63606507ce68f7cbb6560cdc
#rb matt.hoffman

[CL 23104567 by max chen in ue5-main branch]
2022-11-11 15:56:19 -05:00
max chen
b2d3f96482 Sequencer: Fix shot parsing so that if the current prefix is found at the beginning of the shot name, it will be stripped and the parsing of the shot number and take number will continue from there.
This fixes a situation where shot prefixes can collide with parsing shot and take numbers because they are looking for the same separators. For example if the shot name is: sq050_shot0010_01, that should be parsed as shot 10 and take number 1. If the user specifies that the shot prefix is sq050, that portion can be stripped so it doesn't erroneously parse as shot 50.

#jira UE-168530
#preflight 63606507ce68f7cbb6560cdc
#rb matt.hoffman

[CL 23104560 by max chen in ue5-main branch]
2022-11-11 15:56:06 -05:00
jamie dale
c7b32efd00 Show additional object changes in the undo history
#rb Rex.Hill
#rnx

[CL 23104532 by jamie dale in ue5-main branch]
2022-11-11 15:55:31 -05:00
max chen
45ef8b2f9b Sequencer: Fix rename widget padding so that it fits at the film border edge when renaming.
#jira UE-169879
#rb andrew.rodham
#rnx

[CL 23103364 by max chen in ue5-main branch]
2022-11-11 14:56:07 -05:00
massimo tristano
e20cd251e0 Fixed crash occurring when the user selects multiple material parameter collection nodes belonging to different collections.
#rb jason.nadro
#preflight 636d17eff406b9a4ff2b6e9e

[CL 23102251 by massimo tristano in ue5-main branch]
2022-11-11 14:11:59 -05:00
Mateo Egey
962260012b - Added bool attribute to SDropTarget to stop AllowDrop function call from executing every frame for overlay visibility.
This results in the drop target overlay visibility only appearing when actually hovering the drop target when set to true.
This is useful for drop targets that are used in conjunction with other widgets with heavy drag & drop usage such as tree views.
Defaults to false to maintain previous behavior.

- Added OnDragEnter & OnDragLeave events to allow proper handling of tooltips (i.e. setting a tooltip description when hovering a drop target, and resetting it when leaving again)
AllowDrop could not be used for this since it was executed every frame for overlay visibility checks.

#jira UE-169774
#rb lauren.barnes
#preflight skip

#ushell-cherrypick of 23078698 by swarm

[CL 23098392 by Mateo Egey in ue5-main branch]
2022-11-11 11:02:53 -05:00
benjamin jillich
cc4a3af312 [UE-169779] Transition rule relinking can be difficult to drag based on cursor placement
#preflight 636e2f42c675563b761b279d

[CL 23095121 by benjamin jillich in ue5-main branch]
2022-11-11 06:21:37 -05:00
Matt Peters
9a0837f98c MPCook: Tweak logging and configuration of CookDirector to fix incorrect logs and make it easier to configure.
#rb Zousar.Shaker
#rnx
#preflight 636d837c953c19d4350f4f7b

[CL 23089933 by Matt Peters in ue5-main branch]
2022-11-10 18:27:28 -05:00
Matt Peters
40185c7e66 WindowsPlatformMemory: Change the behavior of FGenericPlatformMemoryStats::GetMemoryPressureStatus on Windows; it now uses QueryMemoryResourceNotification instead of the generic implementation.
Cooker: In MPCook Collect garbage based on the Operating System's MemoryPressure event, so that Standby memory does not cause spurious garbage collection.
In all cook modes, tweak the output during garbage collection to have less duplicate information.
In all cook modes, add a cooldown for GC when garbage collection is not impactful.
#rn Minor, Core
#rb Zousar.Shaker, Danny.Couture
#preflight 636d69761c14fe4505163289

[CL 23088442 by Matt Peters in ue5-main branch]
2022-11-10 17:17:20 -05:00
aditya ravichandran
a35aaf5b44 SAssetFilterBar: Fix an issue that caused you to have duplicate filters for the same types in some situations
#rb lauren.barnes
#preflight 636d17c89208faf36f560f07

[CL 23083600 by aditya ravichandran in ue5-main branch]
2022-11-10 13:14:56 -05:00
nick darnell
e85b0cd48c AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
dave jones2
b7cff756db UE-167068 - Batch 3 of UnrealEd truncation warnings
#jira UE-167068
#preflight 636c316ed0174259ccb3bd56
#rb andrew.davidson

[CL 23083353 by dave jones2 in ue5-main branch]
2022-11-10 13:08:30 -05:00
ryan schmidt
a038fc6942 InteractiveToolsContext: add EToolContextTransformGizmoMode enum and IToolsContextQueriesAPI::GetCurrentTransformGizmoMode(), this provides a mechanism for ITF tools/gizmos to query the active Gizmo mode in the parent Editor.
Add UEditorInteractiveToolsContext::SetForceCombinedGizmoMode() and GetForceCombinedGizmoModeEnabled() so that an ITC can have a toggle for whether or not to respect the Editor gizmo mode.
Add implementation of new ::GetCurrentTransformGizmoMode() in FEdModeToolsContextQueriesImpl, that uses this new flag.
Add support in UCombinedTransformGizmo for specifying which sub-gizmo set is visible based on EToolContextTransformGizmoMode member, or alternately querying EToolContextTransformGizmoMode via IToolsContextQueriesAPI.

ModelingMode: add new UModelingToolsEditorModeSettings::bRespectLevelEditorGizmoMode to configure combined-vs-leveleditor gizmo mode behavior of Modeling Mode. Currently applying this setting to ModelingMode ITC in ::Begin(), so mode exit/enter is needed to apply the setting.

#rb none
#preflight 636bf5bf63037c1026d09aed

[CL 23081762 by ryan schmidt in ue5-main branch]
2022-11-10 12:11:14 -05:00
paul chipchase
5c74ae63c8 Add cpu profile tracing to undo/redo operations for UTransBuffer.
#rb Sebastian.Nordgren
#jira none
#rnx
#preflight 636ce125a550a2a75941f9c1

[CL 23076454 by paul chipchase in ue5-main branch]
2022-11-10 07:34:19 -05:00
paul chipchase
b496d2d30e Fix a casting bug that was causing larger values of [Undo]UndoBufferSize to be truncated.
#rb Sebastian.Nordgren
#jira none
#preflight 636cd0eadc30a4ce964ccffb

- The size of the undo buffer being loaded from the config file is a int32, but UTransBuffer::Initialize takes a SIZE_T, this was causing unintended conversions. We now cast the int32 to SIZE_T before calculating the final total in bytes.
- Added some logging so the user has some way to verify how large their undo buffer size is.

[CL 23074652 by paul chipchase in ue5-main branch]
2022-11-10 05:28:29 -05:00
benjamin jillich
d549c737b8 [UE-169576] Can't insert reroute nodes via double click
#preflight 636ccad97c2b5051905401d1

[CL 23073713 by benjamin jillich in ue5-main branch]
2022-11-10 05:06:04 -05:00
florin pascu
e3aa838f7c Disable Preview button now named after the Editor Shader Platform
E.G.
[EditorShaderPlatformName]
(Disable Preview)

[CL 23072227 by florin pascu in ue5-main branch]
2022-11-10 01:53:20 -05:00
bob tellez
635e0d776e [Backout] - CL23068129 and 23069638
[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions.  IAssetTypeActions is woefully inadiquit now.  It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class.  We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset.  We could introduce a replacement in the class, but that would just get inherited, causing other issues.  So instead the parallel UObject based AssetDefinition now exists.  In large part it will probably be very similar to the other one, but several things in it probably need to chnage.  For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.

Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37

[CL 23072024 by bob tellez in ue5-main branch]
2022-11-10 01:18:44 -05:00
nick darnell
0e899086d6 AssetDefinition - Doing some additional tweaking to the base asset definition type, and shifting some stuff around, fixing some unity build issues...etc. *mop* *mop* *mop*
#jira UE-165574

[CL 23072005 by nick darnell in ue5-main branch]
2022-11-10 01:17:52 -05:00
nick darnell
fd6f4a29b1 AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.

AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.

#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]

[CL 23072002 by nick darnell in ue5-main branch]
2022-11-10 01:17:07 -05:00
francis hurteau
1374da16c5 Do not force a specific name when duplicating a component for copy to the clipboard
#rb Phillip.Kavan
#preflight 636c03eff56cab38c78f7581

[CL 23071870 by francis hurteau in ue5-main branch]
2022-11-10 01:10:36 -05:00