*because of tons of changes, I will supply the changelists in the email because it was too large for this checkin*
[CL 2483008 by Todd Eckert in Main branch]
fix for generating Target.cs when -nocodeproject is provided (removed -nocodeproject as it is no longer needed due to other fixes)
default plugins no longer cause a target file to be generated
#codereview ankit.khare, josh.adams, daniel.lamb
[CL 2473705 by Peter Sauerbrei in Main branch]
Some dialogs, e.g. from save menu actions, don't need the two options.
#jira UE-10400 - Clicking on Save All brings up same window as when closing the editor
[CL 2463740 by Richard TalbotWatkin in Main branch]
- Can now start the translation picker from the main Window menu in the editor
- Disable "save" button for text that we can't find the manifest/archive data for
- Hover window now presents the information about an FText in a more readable format
- Fixed issue where the same FText info was not displayed twice in certain cases
[CL 2452676 by Joe Conley in Main branch]
Add a separate option in the packaging settings for whether to include debug files, and let it default to off. PDBs in packaged games aren't usually necessary, and they bloat the packaged game a lot. Also move the Full Rebuild setting out of the advanced section so people can see it. UE-9983.
[CL 2450052 by Matthew Griffin in Main branch]
Stopped the "Compiling C++ Code" message in the editor MainFrame always having a cancel button
FModuleCompilerStartedEvent now passes a bool to say whether the hot-reload/compile operation is being run async, or whether it's blocking. We now only show the cancel button for async compiles, as the UI is otherwise blocked waiting for the compile to finish.
Added a bWaitForCompletion input parameter to DoHotReloadFromEditor. This mirrors the RebindPackages API that DoHotReloadFromEditor internally calls, and prevents UPackFactory needing to perform a manual tick.
[CL 2437789 by Matthew Griffin in Main branch]
There were two problems with this. One, I had to suppress registering build platforms in UBT if the project has no code. To achieve this I added new flag -nocodeproject and I'm passing it down from the editor to UAT.
The second one emerged after fixing previous one. The Editor was adding -build flag to the UAT if it found any of the VS 2012 or 2013. -build flag is making UAT to try to build, which fails as it is not supported on VS 2012-only system. During the discussion with platform team we came up with the solution to not check for VS 2012 in editor, as we only support it for XDK development, which requires both VSes on the system (2012 and 2013). Hence flag -build should be appended to the UAT command line if and only if there is VS2013 on the system.
[CL 2431415 by Jaroslaw Palczynski in Main branch]
Added an error code for missing ue4game binaries when packaging a non code project.
Added a check in main frame actions to determine whether we display a dialog with the error message in it.
Fix for incorrect IOS stub path being logged
Fix for incorrect Android apk path being generated for non ue4game renames in ::GetFinalApkName
[CL 2427458 by Terence Burns in Main branch]