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 631e281694758d0bf2ea1399
[CL 21960082 by bryan sefcik in ue5-main branch]
#rb none
#preflight 629e82796e36d50d0526d906
#ROBOMERGE-AUTHOR: jason.stasik
#ROBOMERGE-SOURCE: CL 20531162 via CL 20531172 via CL 20531185 via CL 20531322 via CL 20531447
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)
[CL 20532312 by jason stasik in ue5-main branch]
- Removed the problematic static that caused the crash and introduced a new caching system via a UPlatformSettingsManager class that keeps explicit references to the settings instead of adding them to the root
- Switched the platform names to be more consistently FName instead of roundtripping through FString
- Slightly unrelated: Added DeterminesOutputType metadata to FindParentWidgetOfType to avoid needing an extra cast in typical usage
#jira UE-142875
#rb nick.darnell
#preflight 620c788a252ef638b5806fd7
#ROBOMERGE-AUTHOR: michael.noland
#ROBOMERGE-SOURCE: CL 19060400 in //UE5/Release-5.0/... via CL 19076932
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19120907 by michael noland in ue5-main branch]
[FYI] sebastian.nordgren
Original CL Desc
-----------------------------------------------------------------
Filter out any properties not marked with the "Config" metadata from Project Settings, since they won't be serialized anyway.
#jira UE-119851
[at]richard.hinckley [at]lauren.barnes
#preflight 617ae2a59a207e0001c8309e
#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 17967280 via CL 17967290 via CL 17967306 via CL 17967311 via CL 17969291
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 18033000 by lauren barnes in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16604673 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16604680 by nick darnell in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16604163 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16604179 by nick darnell in ue5-release-engine-test branch]
The base class of any per platform settings. The pattern for using these is as follows.
Step 1) Subclass UPlatformSettings, UMyPerPlatformSettings : public UPlatformSettings.
Step 2) For your system should already have a UDeveloperSettings that you created so that
users can customize other properties for your system in the project. On that class
you need to create a property of type FPerPlatformSettings, e.g.
UPROPERTY(EditAnywhere, Category=Platform)
FPerPlatformSettings PlatformOptions
Step 3) In your UDeveloperSettings subclasses construct, there should be a line like this,
PlatformOptions.Settings = UPlatformSettings::GetAllPlatformSettings<UMyPerPlatformSettings>();
This will actually ensure that you initialize the settings exposed in the editor to whatever
the current platform configuration is for them.
Step 4) Nothing else needed. In your system code, you will just call
UMyPerPlatformSettings* MySettings = UPlatformSettings::GetSettingsForPlatform<UMyPerPlatformSettings>()
that will get you the current settings for the active platform, or the simulated platform in the editor.
Josh.Adams, Michael.Noland, Daren.Cheng
[FYI] Josh.Adams, Michael.Noland, Daren.Cheng
#ROBOMERGE-SOURCE: CL 16603959 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16603966 by nick darnell in ue5-release-engine-test branch]
CL# 15481362 changed the behavior of ObjectsUseNameArea so that the object name was visible, and upon auditing the current use of ObjectsUseNameArea it was found that all but a few cases likely intended to use HideNameArea instead.
Breaking: This change also renames FDetailsViewArgs::bShowActorLabel to FDetailsViewArgs::bShowObjectLabel to reflect what it actually does.
#rb Brooke.Hubert
#ROBOMERGE-SOURCE: CL 15496125 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15496134 by jamie dale in ue5-main branch]
#rb none
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 11382968 via CL 11382988 via CL 11382990
#ROBOMERGE-BOT: (v654-11333218)
[CL 11383722 by matt kuhlenschmidt in Main branch]
#jira UE-88368
#rb chris.gagnon, rex.hill
#ROBOMERGE-SOURCE: CL 11339223 via CL 11345303 via CL 11345519
#ROBOMERGE-BOT: (v654-11333218)
[CL 11345711 by rex hill in Main branch]
Changed the way details panels handle multiple root objects. The filter can now specify this without setting a specific flag on a details panel at creation time.
[CODEREVIEW] chris.gagnon
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 11308033 via CL 11308037 via CL 11308040
#ROBOMERGE-BOT: (v653-11302973)
#rb none
[CL 11310703 by matt kuhlenschmidt in Main branch]