29 Commits

Author SHA1 Message Date
bryan sefcik
b93a6cf7ed Pass 1 on editor include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e283bec5b0c765fc0ffdb

[CL 21960084 by bryan sefcik in ue5-main branch]
2022-09-11 18:33:06 -04:00
bryan sefcik
8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Robb Surridge
1a574573e9 [Backout] CL 19230249
Changelist 19230249 swapped out the SWidgetCarouselWithNavigation widget in the Add Feature or Content Pack window in Release-5.0 to avoid a rendering bug in SFxWidget. That bug has been fixed in Main, so we can re-enable the SWidgetCarouselWithNavigation.
#rb sebastian.nordgren
#preflight 6220ea377b383ac2989955db
#jira none

[CL 19266035 by Robb Surridge in ue5-main branch]
2022-03-04 10:04:52 -05:00
sebastian nordgren
ba1ba226d8 Screenshot carousel in the "Add Content or Feature Pack..." dialog removed for the time being and replaced with a plain SImage due to currently rendering black because of a presumed bug in SFxWidget.
There are currently no intentions to add multiple screenshots, so the previous SCarouselWidget was unnecessary anyway, but the decision can be revisited in the future if desired.

#jira UE-137893
#rb vincent.gauthier
#preflight 621f950b37049be51729f04b
#lockdown jeanmichel.dignard


#ROBOMERGE-AUTHOR: sebastian.nordgren
#ROBOMERGE-SOURCE: CL 19224003 via CL 19226249 via CL 19226380 via CL 19226582 via CL 19226745
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19230249 by sebastian nordgren in ue5-main branch]
2022-03-02 16:52:10 -05:00
sebastian nordgren
292af9be14 Feature packs can now have multiple categories specified for them in the "Category" field of the manifest.json file.
Fixed several standards-breaking uses of auto and lots of const-incorrect code.

#rb paul.chipchase
#jira UE-139606
#preflight 61f2b405f50f352300cc6bee
#preflight 61f7f0ece55232619f85d472

#ROBOMERGE-AUTHOR: sebastian.nordgren
#ROBOMERGE-SOURCE: CL 18789263 in //UE5/Release-5.0/... via CL 18789286 via CL 18789396
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18789852 by sebastian nordgren in ue5-main branch]
2022-01-31 10:25:27 -05:00
mark lintott
e19030c1c8 Non-Unity fixes
#rb none
#jira none
#preflight 61a74a5f003ada03046d59ed

#ROBOMERGE-AUTHOR: mark.lintott
#ROBOMERGE-SOURCE: CL 18337284 in //UE5/Release-5.0/... via CL 18337287
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18337289 by mark lintott in ue5-release-engine-test branch]
2021-12-01 05:27:31 -05:00
matt kuhlenschmidt
5d10725c0c Fix up use cases of specifying "PrimaryButton" style directly. Replaced instances with SPrimaryButton
#pf https://horde.devtools.epicgames.com/job/612d40b9423a8f00013c5b92

#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 17457077 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17457092 by matt kuhlenschmidt in ue5-release-engine-test branch]
2021-09-08 08:29:49 -04:00
Matt Kuhlenschmidt
6c7de7284d Reskin "Add Content/Feature Pack" dialog.
[CL 16005687 by Matt Kuhlenschmidt in ue5-main branch]
2021-04-14 11:08:21 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Frank Fella
f620a58b36 AddContentDialog - Fix LogSlateStyle errors
Jira: UE-16603

[CL 2592371 by Frank Fella in Main branch]
2015-06-18 14:33:25 -04:00
Jamie Dale
fe2c01e3c0 Ensured that everything in the editor using a TTextFilter is reporting syntax error information back to the user
[CL 2582959 by Jamie Dale in Main branch]
2015-06-10 13:22:27 -04:00
Justin Sargent
d7fe51bc96 The WidgetCarousel no longer defaults to the WidgetCarouselModuleStyle. Instead this must be specified upon construction. This prevents warning spam for applications like the launcher which don't ship editor content which the WidgetCarouselModuleStyle is dependent upon.
Merging using UE4-To-UE4-LauncherDev

[CL 2567510 by Justin Sargent in Main branch]
2015-05-27 17:50:45 -04:00
Frank Fella
a452cebb06 AddContentDialog - Update the style and layout of the "Add to Project" button.
Jira: UE-10273

[CL 2493741 by Frank Fella in Main branch]
2015-03-27 10:20:41 -04:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Frank Fella
aba8316594 AddContentDialog - Disable multiselect in the tile view.
[CL 2398704 by Frank Fella in Main branch]
2015-01-06 10:19:42 -05:00
bruce nesbit
6f095f81dc Added asset/class field to manifest
Added display of asset/class info used to Add Content dialog
Fixed several cut/pasted comments regarding UMG styles that referred to shooter game

[CL 2392502 by bruce nesbit in Main branch]
2014-12-18 10:27:15 -05:00
Frank Fella
fe1905e4b1 AddContentDialog - Fix issues.
+ Fix text flicker on tab switch.
+ Don't allow multiple instances of the dialog to be opened.
+ Change the tab order to match the new project dialog.
+ Fix warnings.

[CL 2386074 by Frank Fella in Main branch]
2014-12-11 16:09:40 -05:00
Matt Kuhlenschmidt
fd4d5db493 Fix deprecation warnings
[CL 2385583 by Matt Kuhlenschmidt in Main branch]
2014-12-11 10:54:39 -05:00
Frank Fella
a82edb0602 AddContentDialog - Minor additions.
+ Refresh feature packs automatically when they change on disk.
+ Remove drag and drop and batch install, and replace it with a single button for installing in the details section.
+ Don't allow multiple copies of the dialog to be opened.
+ Fix a missing brush visible when resizing the dialog.
+ Fix an issue where brushes in the dialog could get deleted resulting in white images.

[CL 2385434 by Frank Fella in Main branch]
2014-12-11 09:08:57 -05:00