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