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fd4e90d66f1228764f6dde28fa3191b5c84baa22
UnrealEngineUWP
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Engine
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Source
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Developer
/
AssetTools
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Private
History
nick darnell
5f8e573fc3
AssetDefinition - Converting AssetTypeActions_Curve...etc to an AssetDefinition.
...
[CL 23147988 by nick darnell in ue5-main branch]
2022-11-15 19:43:36 -05:00
..
AssetTypeActions
AssetDefinition - Converting AssetTypeActions_Curve...etc to an AssetDefinition.
2022-11-15 19:43:36 -05:00
AdvancedCopyCustomization.cpp
Updated ../Engine/Source/Developer/... to inline gen.cpp files
2022-09-24 13:31:25 -04:00
AssetDefinition_AssetTypeActionsProxy.cpp
AssetTypeActions - Fixing a case where the "Basic" category needs special rules since it's not actually in the Advanced set. The new system doesn't do this, it just has categories.
2022-11-14 14:15:43 -05:00
AssetDefinition_AssetTypeActionsProxy.h
Editor - Fixing an ASan bug in the category paths, need to declare them statically so that the compiler doesn't free the list too early.
2022-11-14 13:18:14 -05:00
AssetFixUpRedirectors.cpp
Updating collection manager interface to use FSoftObjectPath for the paths of assets and objects rather than FName.
2022-09-16 20:57:34 -04:00
AssetFixUpRedirectors.h
…
AssetRenameManager.cpp
This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
2022-10-26 12:57:32 -04:00
AssetRenameManager.h
Removed unacceptable word from AssetRenameManager.h
2022-09-19 21:56:22 -04:00
AssetTools.cpp
AssetDefinition - Converting AssetTypeActions_Curve...etc to an AssetDefinition.
2022-11-15 19:43:36 -05:00
AssetTools.h
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.
2022-11-10 13:13:41 -05:00
AssetToolsConsoleCommands.h
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AssetToolsLog.h
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AssetToolsModule.cpp
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AssetViewUtils.cpp
Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
2022-11-03 14:18:47 -04:00
CollectionAssetManagement.cpp
Updating collection manager interface to use FSoftObjectPath for the paths of assets and objects rather than FName.
2022-09-16 20:57:34 -04:00
PackageMigrationContext.cpp
Reworked the migration tool so that it support moving assets inside of a plugin.
2022-10-26 19:11:52 -04:00
SAdvancedCopyReportDialog.cpp
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SAdvancedCopyReportDialog.h
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SDiscoveringAssetsDialog.cpp
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SDiscoveringAssetsDialog.h
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SPackageReportDialog.cpp
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SPackageReportDialog.h
…