QuickSDFTool v0.2.0-preview

This preview release focuses on maintainability and day-to-day authoring UX. The paint tool has been refactored into smaller responsibilities, the material-slot workflow is clearer, and the timeline now separates seeking from keyframe edits while showing the current paint target state directly on the track.

Tested Environment

Item Status
Unreal Engine 5.7.4 tested development target
Platform Windows development environment
Project type C++ Unreal project
Shader model SM5 or higher

UE 5.6 and earlier are not supported for this preview.

Highlights

Upgrade Notes

Verification Steps

  1. Open a C++ UE 5.7.4 project with the plugin enabled.
  2. Build sdfbuildEditor Win64 Development.
  3. Run the automation groups:

    Automation RunTests QuickSDFTool
    Automation RunTests QuickSDFTool.Core.Timeline
    
  4. Enter Quick SDF mode and select a mesh with multiple material slots.
  5. Select a row in Material Slots, Bake that slot, and confirm the row status updates.
  6. Paint on the current mask, switch Paint Target modes, and confirm the timeline range highlight follows the affected masks.
  7. Seek from the upper timeline lane and drag keyframes only from the lower keyframe lane.
  8. Hover key status badges and confirm mask, Guard, warning, and texture details appear in the tooltip.
  9. Generate a selected SDF threshold texture and confirm it is created under /Game/QuickSDF_GENERATED/.
  10. Save and reopen the level or asset to confirm migrated texture set data reloads as expected.

Known Defects

Suggested GitHub Release Assets

Full Changes

Compare with the previous preview: https://github.com/yeczrtu/QuickSDFTool/compare/v0.1.0-preview…v0.2.0-preview