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UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor
steven barnett ebead19673 Shape selection in PHAT - selecting shapes in viewport selects them also in skeleton tree.
This appears to have already been implemented, but had 2 bugs.

PhysicsAssetEditor::FShapeData needs all data to represent a unique shape, but did not include primitive type. Primitive index is the index into the list of primitives of a type, not into the full list of primitives, so primitive type needed to be added to this struct.

FPhysicsAssetEditor::HandleViewportSelectionChanged was looking for shapes within the list of selected constraints rather than the list of selected bodies. This change adds code to check the body selection for shapes _as well as_ the constraint selection. I left the constraint selection bit in there in case we want selecting a constraint to select the shapes it's attached to.

[FYI] benn.gallagher, chris.caulfield, gates.aldridge, satchit.subramanian

#ROBOMERGE-AUTHOR: steven.barnett
#ROBOMERGE-SOURCE: CL 20341171 via CL 20341211 via CL 20341235
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)

[CL 20341859 by steven barnett in ue5-main branch]
2022-05-23 19:58:38 -04:00
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