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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3294073 on 2017/02/09 by Thomas.Sarkanen Delete old location of FriendViewModel.h that did not get picked up correctly in the merge Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3358776 on 2017/03/22 by Ori.Cohen Recreate physics when changing mobility of components - fixes debug rendering issue #JIRA UE-39328 Change 3360075 on 2017/03/23 by James.Golding Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main. Change 3362695 on 2017/03/24 by Thomas.Sarkanen Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor #jira UE-41100 - Persona code calling incorrect extenders when building menus. Change 3362696 on 2017/03/24 by Thomas.Sarkanen Facial animation experimental feature now pops up restart editor toast #jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer Change 3362699 on 2017/03/24 by Thomas.Sarkanen Enable snapping for translation in animation viewports #jira UE-39747 - Translating sockets in Persona is not affected by Snap Options #jira UE-39748 - Translating bones in Persona is not affected by Snap Options Change 3362700 on 2017/03/24 by Thomas.Sarkanen Curve source nodes now dont update their source title if the source is a pin The title of the node is not recached when the pin default changes, so we cant display it in the title #jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in Change 3362721 on 2017/03/24 by Thomas.Sarkanen CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports #jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona Change 3362724 on 2017/03/24 by Thomas.Sarkanen Fix animation preview scene keyboard bindings Also moved advanced preview scene into its own module #jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened. Change 3362783 on 2017/03/24 by Ori.Cohen Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash. Change 3362796 on 2017/03/24 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3362803 on 2017/03/24 by Ori.Cohen Recreate physics when changing mobility of components - fixes debug rendering issue #JIRA UE-39328 Change 3363013 on 2017/03/24 by Thomas.Sarkanen Fix CIS issue Change 3363202 on 2017/03/24 by Ori.Cohen Fix bad #endif Change 3363295 on 2017/03/24 by Ori.Cohen Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children. #JIRA UE-40783 Change 3363435 on 2017/03/24 by Jon.Nabozny Fix infinite jump on client when Jump Max Hold Time is not 0. #jira UE-41004 Change 3363451 on 2017/03/24 by Jon.Nabozny Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused). #jira UE-39567 Change 3363504 on 2017/03/24 by Jon.Nabozny Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array. (Code originally came from SCE via UDN) #jira UE-41049 Change 3363532 on 2017/03/24 by Ori.Cohen Change default to SkipSimulatedBones. #JIRA UE-41404 Change 3363537 on 2017/03/24 by Ori.Cohen Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it. #JIRA UE-30826 Change 3363681 on 2017/03/24 by Jon.Nabozny Reapply 3292286 after it was clobbered by 3360002 (Only clobbered in Ocean). #jira UE-37512 Change 3363722 on 2017/03/24 by mason.seay Updated map to improve testing Change 3365351 on 2017/03/27 by Thomas.Sarkanen Fix non-PCH CIS errors #jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name Change 3365422 on 2017/03/27 by Thomas.Sarkanen Fixed skinned mesh LOD not updating in editor under various physics-related circumstances #jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport Change 3365423 on 2017/03/27 by Thomas.Sarkanen Fix ensure when setting Spline IK Bone Axis to 'None' Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved. #jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK Change 3365424 on 2017/03/27 by Thomas.Sarkanen Fix control rigs being convertable to possessables Also prevent 'export to anim sequence' button from appearing on standard level sequences #jira UE-42070 - Crash converting a control rig to Possessable Change 3365425 on 2017/03/27 by Thomas.Sarkanen When selecting bones that are non-required, we dont render gizmos or text labels #jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona Change 3365426 on 2017/03/27 by Thomas.Sarkanen Fixed foot placement IK doing line traces on worker threads Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too). Note: Node is not actually used #jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread Change 3365428 on 2017/03/27 by Thomas.Sarkanen Skeleton selection no does not lag behind choice made in viewport #jira UE-42236 - Mesh Overlay always lags behind actual selection Change 3365429 on 2017/03/27 by Thomas.Sarkanen Fix anim BPs that contain state machines having blank palettes #jira UE-42172 - AnimBP Palette is blank on existing AnimBPs Change 3365435 on 2017/03/27 by Jurre.deBaare Undoing Channel selection in Paint mode does not work #fix use duplicated CDO object instead of CDO directly #jira UE-42621 Change 3365436 on 2017/03/27 by Jurre.deBaare Functionless undo/redo transactions created when importing Alembic file and changing conversion settings #fix use duplicated CDO object instead of CDO directly #jira UE-40347 Change 3365437 on 2017/03/27 by Jurre.deBaare Ensure that HLOD cannot be set up in sub-levels #fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled #jira UE-40301 Change 3365438 on 2017/03/27 by Jurre.deBaare 2D Blendspace breaks when aligning samples in a straight line #fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense #jira UE-42744 Change 3365439 on 2017/03/27 by Jurre.deBaare Color View Mode doesn't reset when closing/reopening editor #fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor #jira UE-42466 Change 3365440 on 2017/03/27 by Jurre.deBaare LOD Model field scrubbing is very sensitive #fix made sure that max slider value is also driven by data #jira UE-42980 Change 3365441 on 2017/03/27 by Jurre.deBaare Replacing an asset in a sequence player node does not register in undo history #fix added transaction for dropping anim assets on player nodes #jira UE-39152 Change 3365442 on 2017/03/27 by Jurre.deBaare Crash on Mac importing some alembic files #fix disable multithread abc file reading with HDF5 backend #jira UE-39783 Change 3365443 on 2017/03/27 by Jurre.deBaare Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files" Change 3365444 on 2017/03/27 by Jurre.deBaare Moving over Alembic fixes: - Time offset issues > changed how we determine frame indices and frame steps - Incorrect tangent issues > enforce tangent calculation during skeletal mesh import - Automatically set recompute tangent flag on skeletal mesh sections Change 3365451 on 2017/03/27 by Jurre.deBaare CIS: include needed for GetTransientPackage Change 3365460 on 2017/03/27 by Jurre.deBaare CIS: apparently CIS wants explicit cast to UObject Change 3365463 on 2017/03/27 by Jurre.deBaare CIS: final fix, was actually UPackage include missing ugh Change 3365486 on 2017/03/27 by Thomas.Sarkanen Fix case error in include for Linux builds Change 3365499 on 2017/03/27 by James.Golding Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData' Fix FCollsiionProfileData typo #jira UE-42490 Change 3365500 on 2017/03/27 by Jurre.deBaare Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh #fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised #jira UE-42637 Change 3365501 on 2017/03/27 by James.Golding Disable rather than hide anim picker when no mesh assigned #jira UE-35537 Change 3365505 on 2017/03/27 by James.Golding Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html #jira UE-43061 Change 3365515 on 2017/03/27 by Jurre.deBaare Using Alt+Click to break Transition node connections cannot be undone using the Undo command #fix added transactions to breaking node links #jira UE-39068 Change 3365528 on 2017/03/27 by Jurre.deBaare Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend #fix added validation on blendspaces when removing or adding sync markers in animation editor #jira UE-39814 Change 3365535 on 2017/03/27 by Jurre.deBaare Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport #fix lock camera if erasing as well #jira UE-42474 Change 3365539 on 2017/03/27 by Jurre.deBaare Painting on animation sequence paints on invisible T-pose skeleton #fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh #jira UE-42484 Change 3365545 on 2017/03/27 by Jurre.deBaare Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting #fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode #jira UE-43091 Change 3365549 on 2017/03/27 by Jurre.deBaare CIS: include fix Change 3365555 on 2017/03/27 by Jurre.deBaare Missing change from 3365545 Change 3365561 on 2017/03/27 by Jurre.deBaare Missing change from 3365545 Change 3365918 on 2017/03/27 by Ori.Cohen PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift) #JIRA UE-43337 Change 3366234 on 2017/03/27 by Ori.Cohen Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called. #JIRA UE-43339 #pr 3427 Change 3367252 on 2017/03/28 by Jurre.deBaare Vertex Weight Painting options are no longer present in MeshPaint mode #fix implemented singleton pattern for paint mode settings to ensure customization works correctly #jira UE-43357 Change 3367340 on 2017/03/28 by Jurre.deBaare GC fix for recent changes to painting / alembic settings Change 3367445 on 2017/03/28 by Thomas.Sarkanen Fix fallout from Main merge OrionEditor needs to depend on the new AdvancedPreviewScene module. Change 3367741 on 2017/03/28 by Ori.Cohen Remove unused physics warning when moving simulated object during physics #jira UE-41465 Change 3368072 on 2017/03/28 by Ori.Cohen Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade #JIRA UE-42956 Change 3368479 on 2017/03/28 by Ori.Cohen Fix GetClosestPoint incorrectly considering welded bodies. #JIRA UE-39329 Change 3368620 on 2017/03/28 by Lina.Halper Added code comment #rb:none #jira: UE-38836 Change 3368752 on 2017/03/28 by mason.seay Updated test map since UE-338836 came back as by design Change 3369370 on 2017/03/29 by James.Golding Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled Add separate options for showing simple and complex collision in StaticMesh Editor #jira UE-42844 Change 3369438 on 2017/03/29 by Lina.Halper Fix issue where it updates more often when you give too high update rate - i.e. 60 #jira: UE-38844 #code review: Laurent.Delayen Change 3369462 on 2017/03/29 by Thomas.Sarkanen Add preview mesh to animation blueprints Auto set preview mesh for animation assets and animation blueprints based off meshes. #jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona Change 3369463 on 2017/03/29 by Thomas.Sarkanen We now select current preview mesh in the preview mesh dropdown Change 3369464 on 2017/03/29 by Thomas.Sarkanen Ticks now appear properly on anim sequence scrub bar #jira UE-41197 - No additional ticks appear on the timeline when you zoom in Change 3369465 on 2017/03/29 by Thomas.Sarkanen Persona now depends publicly on SkeletonEditor GitHub PR #3431 from kayama-shift #jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically Change 3369466 on 2017/03/29 by Thomas.Sarkanen Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package #jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints Change 3369467 on 2017/03/29 by Thomas.Sarkanen Tweaked combo box alignment for world/local transform Appearance is now closer to that of the level editor Change 3369469 on 2017/03/29 by Thomas.Sarkanen Prevent switching to unsupported widget modes when editing control rigs #jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly Change 3369588 on 2017/03/29 by Thomas.Sarkanen Make import data and thumbnail data transactional #jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona) Change 3369609 on 2017/03/29 by Thomas.Sarkanen Montages are now correctly initialized when created They can be used straight away without first opening them in the montage edtior. Moved initialization of composite sections from SMontageEditor to AnimMontageFactory. #jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP Change 3369610 on 2017/03/29 by Thomas.Sarkanen Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved #jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names Change 3369647 on 2017/03/29 by Ori.Cohen Fix mass debug not working when moving components in the editor. #JIRA UE-43437 Change 3369875 on 2017/03/29 by Ori.Cohen Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result. #JIRA UE-25923 Change 3370144 on 2017/03/29 by Lina.Halper Fix on the retargeting child anim BP #rb: Martin.Wilson #jira: UE-39928 Change 3371480 on 2017/03/30 by James.Golding Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff. #jira UE-42132 Change 3371484 on 2017/03/30 by Thomas.Sarkanen We now propagate thread safety flags to child Animation Blueprints Change 3371486 on 2017/03/30 by Thomas.Sarkanen Fixed crash and effector selection issues for two bone IK Crash occured when selecting the root bone as the end of the chain. Viewport selection was not working at all as we werent creating any selection proxy actors any more. Change 3371497 on 2017/03/30 by Thomas.Sarkanen Added warning when Sequencer tries to write to properties that have changed type #jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert Change3371614on 2017/03/30 by Martin.Wilson Clean up deprecated property value after load so we dont get extra anim blueprint references #jira UE-42501 Change 3371619 on 2017/03/30 by James.Golding Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs Change 3372452 on 2017/03/30 by Jon.Nabozny Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag. #jira UE-36546 Change 3373043 on 2017/03/30 by Lina.Halper - Consolidating to FastLerp to simply code - Added comment on FastLerp as the result is not normalized #rb: Michael.Noland, David.Hill Change 3373292 on 2017/03/30 by Jeff.Farris Made Actor.DispatchPhysicsCollisionHit virtual. (Copied CL 3261103 from Robo Recall to Dev-AnimPhys) Change 3373293 on 2017/03/30 by Jeff.Farris Added PhysicalAnimationComponent.GetBodyTargetTransform (Copied 3256175 from RoboRecall to Dev-AnimPhys) Change 3373318 on 2017/03/30 by Jeff.Farris Added option for components to opt out of physics impulses on damage. (Copied CL 3282585 from RoboRecall to Dev-AnimPhys) Change 3374064 on 2017/03/31 by Thomas.Sarkanen Renaming curves in animations is now saved properly Guids were not being set, so loading code obliterated the rename after an editor restart #jira UE-40582 - Curve name is not updated when user changes it in persona editor. Change 3374175 on 2017/03/31 by Thomas.Sarkanen Two bone IK UI consistency fixes Completely removed all bone select actors. They have a terrible UX anyway. We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate. #jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set Change3374216on 2017/03/31 by Martin.Wilson Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data #jira UE-37897 Change 3374253 on 2017/03/31 by Thomas.Sarkanen Supplementary fix to CL 3371497 Adding name exposure for property types that we support Change 3374298 on 2017/03/31 by Jeff.Farris Code change from nVidia that improves physX perf (afterIntegration time). (Copied CL 3302239 from Robo Recall to Dev-AnimPhys) Change 3374432 on 2017/03/31 by Lina.Halper Make sure AcitveBoneIndices contains parent #jira: UE-14597 #rb: Martin.Wilson #code review: Benn.Gallagher, Alexis.Matte, James.Golding Change 3374836 on 2017/03/31 by Jon.Nabozny Fixup hits returned before start of trace in raycast_capsule. This change is copied from CL-3297212 #jira UE-42532 Change 3375195 on 2017/03/31 by Lina.Halper resave animation sequence for increasing info to warning #code review: Thomas.Sarkanen #jira: UE-40643 Change 3375282 on 2017/03/31 by Lina.Halper Fix odin content for animation : resave animation sequence for increasing info to warning #code review: Thomas.Sarkanen #jira: UE-40643 Change 3375288 on 2017/03/31 by Lina.Halper reverting code of degrading warning to info to avoid warning #jira: UE-40643 Change 3375865 on 2017/04/01 by Lina.Halper fix build error Change 3375868 on 2017/04/01 by Lina.Halper fix build warning on shadow var #code review: Thomas.Sarkanen Change 3376283 on 2017/04/03 by Thomas.Sarkanen Reworked, more generic property path handling in object change listener This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof). The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.) Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains. IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'. Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]). #jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys Change 3376320 on 2017/04/03 by Benn.Gallagher Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver #jira OR-36926 Change 3376413 on 2017/04/03 by Benn.Gallagher Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system. #jira OR-36927 Change 3376421 on 2017/04/03 by Benn.Gallagher Missed file from OR cloth fixes merge Change 3376456 on 2017/04/03 by Lina.Halper Resave fortnite animation to remove warning #rb: none Change 3376479 on 2017/04/03 by Jon.Nabozny Touch PhysXLibs to ensure physx links properly. (Needed for CL-3374836) Change 3376610 on 2017/04/03 by Martin.Wilson Fix for crash when reimporting lodded mesh with virtual bones #jira UE-43557 Change3376618on 2017/04/03 by Jurre.deBaare Mesh Paint decrement rate is too slow when used with hotkeys #fix change way we increase/decrease brush value #jira UE-43402 Change 3376650 on 2017/04/03 by Benn.Gallagher Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user. #jira UE-41739 Change 3376771 on 2017/04/03 by Benn.Gallagher Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally) #jira UE-41737 Change 3378117 on 2017/04/04 by Thomas.Sarkanen Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified Also added a warning to inform users of the issue. #jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur Change 3378118 on 2017/04/04 by Thomas.Sarkanen Fix 2-bone IK flickering First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases. #jira UE-43525 - Mesh Flicker when Two Bone IK is stretched Change 3378192 on 2017/04/04 by Benn.Gallagher Trivial fix to clothing dropdowns to unbind clothing assets when switching Change 3378206 on 2017/04/04 by Thomas.Sarkanen Fix IncludeTool static analysis errors Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module. #jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error Change 3378207 on 2017/04/04 by Thomas.Sarkanen Fix static analysis warning Change 3378267 on 2017/04/04 by Benn.Gallagher Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16. Change 3378268 on 2017/04/04 by Benn.Gallagher Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen. #jira UE-40407 Change 3378342 on 2017/04/04 by Jurre.deBaare Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor #fix ensure that we update the skeleton tree when changes to the bones are made #misc made sure the reapply button its visibility is dynamic #misc made sure we always re-add previously removed bones when necessary #jira UE-40500 Change 3378374 on 2017/04/04 by Thomas.Sarkanen Fixed animation not working for dynamically-bound wheeled-vehicle anim instances Vehicle anim instance now looks for a wheeled vehicle component when it initializes. #jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns Change 3378518 on 2017/04/04 by Jon.Nabozny Fix jump height becoming frame dependent when JumpMaxHoldTime > 0. #jira UE-23695 Change 3378538 on 2017/04/04 by Martin.Wilson Speculative fix for unreproducable crash on loading animations #jira OR-37157 Change 3378592 on 2017/04/04 by Jurre.deBaare Mesh painting tools not working outside of QAGame #fix required a direct loadmodule call Change 3378622 on 2017/04/04 by Jurre.deBaare CIS shadow variable fix Change 3378742 on 2017/04/04 by Thomas.Sarkanen Fixed crash entering PIE in Orion Change 3378907 on 2017/04/04 by Benn.Gallagher Re-added wind adaptiive effects to legacy wind path. Fixed math error in damping calculations (log2/loge). #jira UE-42044 Change 3379240 on 2017/04/04 by Jon.Nabozny Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies Change 3379415 on 2017/04/04 by Jon.Nabozny Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled. #JIRA UE-32598 Change 3379502 on 2017/04/04 by Lina.Halper Mirroring issue with flipping rotation due to not counting scale #jira: UE-33646, UE-34489 #rb: Ori.Cohen #code review: Zak.Middleton Change 3380544 on 2017/04/05 by Thomas.Sarkanen Fix warning spam when playing back UMG sequences animating visibility Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling. Also removed message log usage in shipping/test builds. #jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'. Change 3380605 on 2017/04/05 by Benn.Gallagher Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game. #jira UE-43624 Change 3381025 on 2017/04/05 by Jon.Nabozny Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues. Change 3381475 on 2017/04/05 by Lina.Halper Fix crash on creating montage and setting slot node #jira: UE-43698 #rb: Ori.Cohen Change 3381558 on 2017/04/05 by Lina.Halper Better clean up of flipping issue of quaternion issue #jira: UE-33646, UE-34489 #rb: Zak.Middleton Change 3381789 on 2017/04/05 by Jon.Nabozny Revert InitAnim changes from CL-3379415 to fix cook warnings. (Will have proper fix for 4.17 instead). Change 3381978 on 2017/04/05 by Aaron.McLeran #jira UE-43654 Fixing oculus audio SDK sample rate issue Change 3383181 on 2017/04/06 by Lina.Halper Remove copy right of Dual quaternion since we no longer uses #code review:Leslie.Nivison Change 3383283 on 2017/04/06 by Ori.Cohen Fixed missing invalidation for body setup when modifying materials #JIRA UE-43680 Change 3383602 on 2017/04/06 by Lina.Halper Fixed scroller in retargeting window #jira: UE-43736 Change 3384369 on 2017/04/07 by Jurre.deBaare Wrong bone is sometimes highlighted in skeleton editor #fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies #jira UE-43735 Change 3384744 on 2017/04/07 by Jon.Nabozny Fix body rotation being killed on load. #JIRA UE-43771 [CL 3385232 by Thomas Sarkanen in Main branch]
477 lines
17 KiB
C++
477 lines
17 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/GCObject.h"
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#include "HitProxies.h"
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class FCanvas;
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class FEditorModeTools;
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class FEditorViewportClient;
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class FPrimitiveDrawInterface;
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class FSceneView;
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class UMaterialInstanceDynamic;
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class UMaterialInterface;
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/** Coordinate system identifiers. */
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enum ECoordSystem
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{
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COORD_None = -1,
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COORD_World,
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COORD_Local,
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COORD_Max,
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};
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class FWidget
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: public FGCObject
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{
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public:
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enum EWidgetMode
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{
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WM_None = -1,
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WM_Translate,
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WM_TranslateRotateZ,
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WM_2D,
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WM_Rotate,
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WM_Scale,
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WM_Max,
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};
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FWidget();
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/**
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* Sets editor mode tools to use in this widget
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*/
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UNREALED_API void SetUsesEditorModeTools(FEditorModeTools* InEditorModeTools);
|
|
|
|
/**
|
|
* Renders any widget specific HUD text
|
|
* @param Canvas - Canvas to use for 2d rendering
|
|
*/
|
|
void DrawHUD (FCanvas* Canvas);
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|
|
|
// @param ViewportClient must not be 0
|
|
void Render( const FSceneView* View, FPrimitiveDrawInterface* PDI, FEditorViewportClient* ViewportClient );
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|
|
|
// @param ViewportClient must not be 0
|
|
void RenderGrid( const FSceneView* View, FPrimitiveDrawInterface* PDI, FEditorViewportClient* ViewportClient );
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|
|
|
/**
|
|
* Draws an arrow head line for a specific axis.
|
|
* @param bCubeHead [opt] If true, render a cube at the axis tips. If false (the default), render a cone.
|
|
*/
|
|
void Render_Axis(const FSceneView* View, FPrimitiveDrawInterface* PDI, EAxisList::Type InAxis, FMatrix& InMatrix, UMaterialInterface* InMaterial, const FLinearColor& InColor, FVector2D& OutAxisDir, const FVector& InScale, bool bDrawWidget, bool bCubeHead=false);
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|
|
|
/**
|
|
* Draws a cube
|
|
*/
|
|
void Render_Cube( FPrimitiveDrawInterface* PDI, const FMatrix& InMatrix, const UMaterialInterface* InMaterial, const FVector& InScale );
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|
|
|
/**
|
|
* Draws the translation widget.
|
|
*/
|
|
UNREALED_API void Render_Translate( const FSceneView* View, FPrimitiveDrawInterface* PDI, FEditorViewportClient* ViewportClient, const FVector& InLocation, bool bDrawWidget );
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|
|
|
/**
|
|
* Draws the rotation widget.
|
|
*/
|
|
UNREALED_API void Render_Rotate( const FSceneView* View, FPrimitiveDrawInterface* PDI, FEditorViewportClient* ViewportClient, const FVector& InLocation, bool bDrawWidget );
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|
|
|
/**
|
|
* Draws the scaling widget.
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|
*/
|
|
void Render_Scale( const FSceneView* View, FPrimitiveDrawInterface* PDI, FEditorViewportClient* ViewportClient, const FVector& InLocation, bool bDrawWidget );
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|
|
|
/**
|
|
* Draws the Translate & Rotate Z widget.
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|
*/
|
|
void Render_TranslateRotateZ( const FSceneView* View, FPrimitiveDrawInterface* PDI, FEditorViewportClient* ViewportClient, const FVector& InLocation, bool bDrawWidget );
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|
|
|
/**
|
|
* Draws the combined 2D widget.
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|
*/
|
|
void Render_2D(const FSceneView* View, FPrimitiveDrawInterface* PDI, FEditorViewportClient* ViewportClient, const FVector& InLocation, bool bDrawWidget);
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|
|
/**
|
|
* Converts mouse movement on the screen to widget axis movement/rotation.
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|
*/
|
|
void ConvertMouseMovementToAxisMovement( FEditorViewportClient* InViewportClient, bool bInUsedDragModifier, FVector& InDiff, FVector& OutDrag, FRotator& OutRotation, FVector& OutScale );
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|
|
/**
|
|
* Absolute Translation conversion from mouse movement on the screen to widget axis movement/rotation.
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|
*/
|
|
void AbsoluteTranslationConvertMouseMovementToAxisMovement(FSceneView* InView, FEditorViewportClient* InViewportClient, const FVector& InLocation, const FVector2D& InMousePosition, FVector& OutDrag, FRotator& OutRotation, FVector& OutScale );
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|
|
|
/**
|
|
* Grab the initial offset again first time input is captured
|
|
*/
|
|
void ResetInitialTranslationOffset (void)
|
|
{
|
|
bAbsoluteTranslationInitialOffsetCached = false;
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|
}
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|
|
|
/** Only some modes support Absolute Translation Movement. Check current mode */
|
|
static bool AllowsAbsoluteTranslationMovement(FWidget::EWidgetMode WidgetMode);
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|
|
|
/**
|
|
* Sets the default visibility of the widget, if it is not overridden by an active editor mode tool.
|
|
*
|
|
* @param bInVisibility true for visible
|
|
*/
|
|
void SetDefaultVisibility(bool bInDefaultVisibility)
|
|
{
|
|
bDefaultVisibility = bInDefaultVisibility;
|
|
}
|
|
|
|
/**
|
|
* Sets the axis currently being moused over. Typically called by FMouseDeltaTracker or FLevelEditorViewportClient.
|
|
*
|
|
* @param InCurrentAxis The new axis value.
|
|
*/
|
|
void SetCurrentAxis(EAxisList::Type InCurrentAxis)
|
|
{
|
|
CurrentAxis = InCurrentAxis;
|
|
}
|
|
|
|
/**
|
|
* @return The axis currently being moused over.
|
|
*/
|
|
EAxisList::Type GetCurrentAxis() const
|
|
{
|
|
return CurrentAxis;
|
|
}
|
|
|
|
/**
|
|
* @return The widget origin in viewport space.
|
|
*/
|
|
FVector2D GetOrigin() const
|
|
{
|
|
return Origin;
|
|
}
|
|
|
|
/**
|
|
* @return The mouse drag start position in viewport space.
|
|
*/
|
|
void SetDragStartPosition(const FVector2D& Position)
|
|
{
|
|
DragStartPos = Position;
|
|
}
|
|
|
|
/**
|
|
* Returns whether we are actively dragging
|
|
*/
|
|
bool IsDragging(void) const
|
|
{
|
|
return bDragging;
|
|
}
|
|
|
|
/**
|
|
* Sets if we are currently engaging the widget in dragging
|
|
*/
|
|
void SetDragging (const bool InDragging)
|
|
{
|
|
bDragging = InDragging;
|
|
}
|
|
|
|
/**
|
|
* Sets if we are currently engaging the widget in dragging
|
|
*/
|
|
void SetSnapEnabled (const bool InSnapEnabled)
|
|
{
|
|
bSnapEnabled = InSnapEnabled;
|
|
}
|
|
|
|
/**
|
|
* FGCObject interface: Serializes the widget reference so they dont get garbage collected.
|
|
*
|
|
* @param Ar FArchive to serialize with
|
|
*/
|
|
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override;
|
|
|
|
/**
|
|
* Gets the axis to draw based on the current widget mode
|
|
*/
|
|
EAxisList::Type GetAxisToDraw( EWidgetMode WidgetMode ) const;
|
|
|
|
/** @return true if the widget is disabled */
|
|
bool IsWidgetDisabled() const;
|
|
|
|
/** Updates the delta rotation on the widget */
|
|
UNREALED_API void UpdateDeltaRotation();
|
|
|
|
/** Resets the total delta rotation back to zero */
|
|
void ResetDeltaRotation() { TotalDeltaRotation = 0; }
|
|
|
|
/** @return the rotation speed of the widget */
|
|
static float GetRotationSpeed() { return (2.f*(float)PI)/360.f; }
|
|
private:
|
|
|
|
|
|
struct FAbsoluteMovementParams
|
|
{
|
|
/** The normal of the plane to project onto */
|
|
FVector PlaneNormal;
|
|
/** A vector that represent any displacement we want to mute (remove an axis if we're doing axis movement)*/
|
|
FVector NormalToRemove;
|
|
/** The current position of the widget */
|
|
FVector Position;
|
|
|
|
//Coordinate System Axes
|
|
FVector XAxis;
|
|
FVector YAxis;
|
|
FVector ZAxis;
|
|
|
|
//true if camera movement is locked to the object
|
|
bool bMovementLockedToCamera;
|
|
|
|
//Direction in world space to the current mouse location
|
|
FVector PixelDir;
|
|
//Direction in world space of the middle of the camera
|
|
FVector CameraDir;
|
|
FVector EyePos;
|
|
|
|
//whether to snap the requested positionto the grid
|
|
bool bPositionSnapping;
|
|
};
|
|
|
|
struct FThickArcParams
|
|
{
|
|
FThickArcParams(FPrimitiveDrawInterface* InPDI, const FVector& InPosition, UMaterialInterface* InMaterial, const float InInnerRadius, const float InOuterRadius)
|
|
: Position(InPosition)
|
|
, PDI(InPDI)
|
|
, Material(InMaterial)
|
|
, InnerRadius(InInnerRadius)
|
|
, OuterRadius(InOuterRadius)
|
|
{
|
|
}
|
|
|
|
/** The current position of the widget */
|
|
FVector Position;
|
|
|
|
//interface for Drawing
|
|
FPrimitiveDrawInterface* PDI;
|
|
|
|
//Material to use to render
|
|
UMaterialInterface* Material;
|
|
|
|
//Radii
|
|
float InnerRadius;
|
|
float OuterRadius;
|
|
};
|
|
|
|
/**
|
|
* Returns the Delta from the current position that the absolute movement system wants the object to be at
|
|
* @param InParams - Structure containing all the information needed for absolute movement
|
|
* @return - The requested delta from the current position
|
|
*/
|
|
FVector GetAbsoluteTranslationDelta (const FAbsoluteMovementParams& InParams);
|
|
/**
|
|
* Returns the offset from the initial selection point
|
|
*/
|
|
FVector GetAbsoluteTranslationInitialOffset(const FVector& InNewPosition, const FVector& InCurrentPosition);
|
|
|
|
/**
|
|
* Returns true if we're in Local Space editing mode or editing BSP (which uses the World axes anyway
|
|
*/
|
|
bool IsRotationLocalSpace() const;
|
|
|
|
/**
|
|
* Returns how far we have just rotated
|
|
*/
|
|
float GetDeltaRotation() const;
|
|
|
|
/**
|
|
* If actively dragging, draws a ring representing the potential rotation of the selected objects, snap ticks, and "delta" markers
|
|
* If not actively dragging, draws a quarter ring representing the closest quadrant to the camera
|
|
* @param View - Information about the scene/camera/etc
|
|
* @param PDI - Drawing interface
|
|
* @param InAxis - Enumeration of axis to rotate about
|
|
* @param InLocation - The Origin of the widget
|
|
* @param Axis0 - The Axis that describes a 0 degree rotation
|
|
* @param Axis1 - The Axis that describes a 90 degree rotation
|
|
* @param InDirectionToWidget - Direction from camera to the widget
|
|
* @param InColor - The color associated with the axis of rotation
|
|
* @param InScale - Multiplier to maintain a constant screen size for rendering the widget
|
|
* @param OutAxisDir - Viewport-space direction of rotation arc chord is placed here
|
|
*/
|
|
void DrawRotationArc(const FSceneView* View, FPrimitiveDrawInterface* PDI, EAxisList::Type InAxis, const FVector& InLocation, const FVector& Axis0, const FVector& Axis1, const FVector& InDirectionToWidget, const FColor& InColor, const float InScale, FVector2D& OutAxisEnd);
|
|
|
|
/**
|
|
* If actively dragging, draws a ring representing the potential rotation of the selected objects, snap ticks, and "delta" markers
|
|
* If not actively dragging, draws a quarter ring representing the closest quadrant to the camera
|
|
* @param View - Information about the scene/camera/etc
|
|
* @param PDI - Drawing interface
|
|
* @param InAxis - Enumeration of axis to rotate about
|
|
* @param InLocation - The Origin of the widget
|
|
* @param Axis0 - The Axis that describes a 0 degree rotation
|
|
* @param Axis1 - The Axis that describes a 90 degree rotation
|
|
* @param InStartAngle - The starting angle about (Axis0^Axis1) to render the arc
|
|
* @param InEndAngle - The ending angle about (Axis0^Axis1) to render the arc
|
|
* @param InColor - The color associated with the axis of rotation
|
|
* @param InScale - Multiplier to maintain a constant screen size for rendering the widget
|
|
*/
|
|
void DrawPartialRotationArc(const FSceneView* View, FPrimitiveDrawInterface* PDI, EAxisList::Type InAxis, const FVector& InLocation, const FVector& Axis0, const FVector& Axis1, const float InStartAngle, const float InEndAngle, const FColor& InColor, const float InScale, const FVector& InDirectionToWidget);
|
|
|
|
/**
|
|
* Renders a portion of an arc for the rotation widget
|
|
* @param InParams - Material, Radii, etc
|
|
* @param InStartAxis - Start of the arc
|
|
* @param InEndAxis - End of the arc
|
|
* @param InColor - Color to use for the arc
|
|
*/
|
|
void DrawThickArc (const FThickArcParams& InParams, const FVector& Axis0, const FVector& Axis1, const float InStartAngle, const float InEndAngle, const FColor& InColor, const FVector& InDirectionToWidget, bool bIsOrtho );
|
|
|
|
/**
|
|
* Draws protractor like ticks where the rotation widget would snap too.
|
|
* Also, used to draw the wider axis tick marks
|
|
* @param PDI - Drawing interface
|
|
* @param InLocation - The Origin of the widget
|
|
* @param Axis0 - The Axis that describes a 0 degree rotation
|
|
* @param Axis1 - The Axis that describes a 90 degree rotation
|
|
* @param InAngle - The Angle to rotate about the axis of rotation, the vector (Axis0 ^ Axis1)
|
|
* @param InColor - The color to use for line/poly drawing
|
|
* @param InScale - Multiplier to maintain a constant screen size for rendering the widget
|
|
* @param InWidthPercent - The percent of the distance between the outer ring and inner ring to use for tangential thickness
|
|
* @param InPercentSize - The percent of the distance between the outer ring and inner ring to use for radial distance
|
|
*/
|
|
void DrawSnapMarker(FPrimitiveDrawInterface* PDI, const FVector& InLocation, const FVector& Axis0, const FVector& Axis1, const FColor& InColor, const float InScale, const float InWidthPercent=0.0f, const float InPercentSize = 1.0f);
|
|
|
|
/**
|
|
* Draw Start/Stop Marker to show delta rotations along the arc of rotation
|
|
* @param PDI - Drawing interface
|
|
* @param InLocation - The Origin of the widget
|
|
* @param Axis0 - The Axis that describes a 0 degree rotation
|
|
* @param Axis1 - The Axis that describes a 90 degree rotation
|
|
* @param InAngle - The Angle to rotate about the axis of rotation, the vector (Axis0 ^ Axis1)
|
|
* @param InColor - The color to use for line/poly drawing
|
|
* @param InScale - Multiplier to maintain a constant screen size for rendering the widget
|
|
*/
|
|
void DrawStartStopMarker(FPrimitiveDrawInterface* PDI, const FVector& InLocation, const FVector& Axis0, const FVector& Axis1, const float InAngle, const FColor& InColor, const float InScale);
|
|
|
|
/**
|
|
* Caches off HUD text to display after 3d rendering is complete
|
|
* @param View - Information about the scene/camera/etc
|
|
* @param PDI - Drawing interface
|
|
* @param InLocation - The Origin of the widget
|
|
* @param Axis0 - The Axis that describes a 0 degree rotation
|
|
* @param Axis1 - The Axis that describes a 90 degree rotation
|
|
* @param AngleOfAngle - angle we've rotated so far (in degrees)
|
|
* @param InScale - Multiplier to maintain a constant screen size for rendering the widget
|
|
*/
|
|
void CacheRotationHUDText(const FSceneView* View, FPrimitiveDrawInterface* PDI, const FVector& InLocation, const FVector& Axis0, const FVector& Axis1, const float AngleOfChange, const float InScale);
|
|
|
|
/**
|
|
* Gets the axis to use when converting mouse movement, accounting for Ortho views.
|
|
*
|
|
* @param InDiff Difference vector to determine dominant axis.
|
|
* @param ViewportType Type of viewport for ortho checks.
|
|
*
|
|
* @return Index of the dominant axis.
|
|
*/
|
|
uint32 GetDominantAxisIndex( const FVector& InDiff, FEditorViewportClient* ViewportClient ) const;
|
|
|
|
/** The axis currently being moused over */
|
|
EAxisList::Type CurrentAxis;
|
|
|
|
/** Viewport space origin location of the widget */
|
|
FVector2D Origin;
|
|
/** Viewport space direction vectors of the axes on the widget */
|
|
FVector2D XAxisDir, YAxisDir, ZAxisDir;
|
|
/** Drag start position in viewport space */
|
|
FVector2D DragStartPos;
|
|
|
|
enum
|
|
{
|
|
AXIS_ARROW_SEGMENTS = 16
|
|
};
|
|
|
|
/** Materials and colors to be used when drawing the items for each axis */
|
|
UMaterialInterface* TransparentPlaneMaterialXY;
|
|
UMaterialInterface* GridMaterial;
|
|
|
|
UMaterialInstanceDynamic* AxisMaterialX;
|
|
UMaterialInstanceDynamic* AxisMaterialY;
|
|
UMaterialInstanceDynamic* AxisMaterialZ;
|
|
UMaterialInstanceDynamic* CurrentAxisMaterial;
|
|
UMaterialInstanceDynamic* OpaquePlaneMaterialXY;
|
|
|
|
FLinearColor AxisColorX, AxisColorY, AxisColorZ;
|
|
FColor PlaneColorXY, ScreenSpaceColor, CurrentColor;
|
|
|
|
/** Any mode tools being used */
|
|
FEditorModeTools* EditorModeTools;
|
|
|
|
/**
|
|
* An extra matrix to apply to the widget before drawing it (allows for local/custom coordinate systems).
|
|
*/
|
|
FMatrix CustomCoordSystem;
|
|
|
|
/** The space of the custom coord system */
|
|
ECoordSystem CustomCoordSystemSpace;
|
|
|
|
//location in the viewport to render the hud string
|
|
FVector2D HUDInfoPos;
|
|
//string to be displayed on top of the viewport
|
|
FString HUDString;
|
|
|
|
/** Whether Absolute Translation cache position has been captured */
|
|
bool bAbsoluteTranslationInitialOffsetCached;
|
|
/** The initial offset where the widget was first clicked */
|
|
FVector InitialTranslationOffset;
|
|
/** The initial position of the widget before it was clicked */
|
|
FVector InitialTranslationPosition;
|
|
/** Whether or not the widget is actively dragging */
|
|
bool bDragging;
|
|
/** Whether or not snapping is enabled for all actors */
|
|
bool bSnapEnabled;
|
|
/** Default visibility for the widget if an Editor Mode Tool doesn't override it */
|
|
bool bDefaultVisibility;
|
|
/** Whether we are drawing the full ring in rotation mode (ortho viewports only) */
|
|
bool bIsOrthoDrawingFullRing;
|
|
|
|
/** Total delta rotation applied since the widget was dragged */
|
|
float TotalDeltaRotation;
|
|
|
|
/** Current delta rotation applied to the rotation widget */
|
|
float CurrentDeltaRotation;
|
|
};
|
|
|
|
/**
|
|
* Widget hit proxy.
|
|
*/
|
|
struct HWidgetAxis : public HHitProxy
|
|
{
|
|
DECLARE_HIT_PROXY( UNREALED_API );
|
|
|
|
EAxisList::Type Axis;
|
|
uint32 bDisabled:1;
|
|
|
|
HWidgetAxis(EAxisList::Type InAxis, bool InbDisabled = false):
|
|
HHitProxy(HPP_UI),
|
|
Axis(InAxis),
|
|
bDisabled(InbDisabled) {}
|
|
|
|
virtual EMouseCursor::Type GetMouseCursor() override
|
|
{
|
|
if (bDisabled)
|
|
{
|
|
return EMouseCursor::SlashedCircle;
|
|
}
|
|
return EMouseCursor::CardinalCross;
|
|
}
|
|
|
|
/**
|
|
* Method that specifies whether the hit proxy *always* allows translucent primitives to be associated with it or not,
|
|
* regardless of any other engine/editor setting. For example, if translucent selection was disabled, any hit proxies
|
|
* returning true would still allow translucent selection. In this specific case, true is always returned because geometry
|
|
* mode hit proxies always need to be selectable or geometry mode will not function correctly.
|
|
*
|
|
* @return true if translucent primitives are always allowed with this hit proxy; false otherwise
|
|
*/
|
|
virtual bool AlwaysAllowsTranslucentPrimitives() const override
|
|
{
|
|
return true;
|
|
}
|
|
};
|