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[Feature] made local assets editable in DataAsset diffs
[BugFix] invisible merge buttons were clickable in detail splitter when they shouldn't be
[BugFix] blueprint diffs weren't updating their detail panels when the objects are edited
[CL 26680442 by jordan hoffmann in 5.3 branch]
[FYI] jordan.hoffmann
Original CL Desc
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[Feature] made local assets editable in DataAsset diffs
[BugFix] invisible merge buttons were clickable in detail splitter when they shouldn't be
[BugFix] blueprint diffs weren't updating their detail panels when the objects are edited
[CL 26661256 by jordan hoffmann in 5.3 branch]
[BugFix] invisible merge buttons were clickable in detail splitter when they shouldn't be
[BugFix] blueprint diffs weren't updating their detail panels when the objects are edited
[CL 26660367 by jordan hoffmann in 5.3 branch]
#rb dan.oconnor
#preflight 63d83f963656ea96dc2a0a4c
#jira UE-173747
"Crash occurs when scrolling down through files in Review Changelist window upon loading of asset"
- certain widget blueprints were crashing the review tool because we were working around the inability to diff against nullptr by constructing temprorary empty objects. This approach circumvents that problem entirely
#jira UE-173231
"Changelist Review tool allows diffing against previous revision for Deletion changes"
- while this jira suggests that the ability to diff deletion changes is a bug, it was actually an intended feature. The real bug was that it would crash or fail to work in many cases. This has been fixed by either asset diffing against nullptr or text diffing against an empty file (depending on circumstance)
#jira UE-174610
"Reviewing Changelist with Deletion Changes results in LogLinker warnings & LoadErrors"
- deletion changes were trying to load the new revision of files but obviously it doesn't exist because it's a deletion. Fixed by only loading the previous revision
note: since the review tool is going to be "Production Ready" in 5.2, these changes are neccesary for stability
[CL 23924072 by jordan hoffmann in ue5-main branch]
* Removed more includes using iwyu and marked up includes that is removed because of bugs in iwyu.
#preflight 63bfc8696c4f5668eb3a3cbd
#rb none
[CL 23666746 by henrik karlsson in ue5-main branch]
* Updated private files with IWYU for all plugins which had 3 or less changes made in ue5 main since last integration to fn
#preflight 63bf8d8b577437afe607dc72
#rb none
[CL 23659643 by henrik karlsson in ue5-main branch]
AssetDefinition - Fixing a regression where we needed to load assets on right click to check a 'can we create a blueprint from this asset' option.
AssetDefinition - Making the dynamic entries for GetAssetActions nameless so that they don't stomp eachother on accident.
AssetDefinition -
#jira UE-165574
[CL 23632575 by nick darnell in ue5-main branch]
* Ran IWYU on all private code in the plugins under this folder.
#preflight 63bbb322c45a2c81e0673a9c
#rb chris.waters
[CL 23631839 by henrik karlsson 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]
[FYI] Nick.Darnell
Original CL Desc
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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]