Content browser now hidden by default, opening tip is displayed showing you how to access it from the drawer. It can be permanently docked into the layout from there. Opening tip is never shown again
Placement browser is now closed by default
A UE4 classic layout has been added for those who want the placement browser and content browser docked by default
#jira UETOOL-2669
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 15918688 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf
[CL 15921147 by matt kuhlenschmidt in ue5-main branch]
LIMITATIONS:
1) Re-instancing will only update UClass instance data.
2) Adding and removing properties should only be done towards the end of a class or structure and can not be followed by complex data types.
3) Adding and removing properties from a base class should not be done if a derived class contains complex data types.
KNOWN ISSUES:
1) Changes to enumerations and structures will not be reflected in existing blueprints. However, adding new nodes to the blueprint will show the updated enumeration or structure.
2) If a class contains an enumeration or structure as a member, the class will not be re-instanced if enumeration or structure is changed.
CHANGES:
1) LiveCodingServer
1a) Modified to always execute certain static instances during load.
1b) Modified to exclude the _Statics static structures to avoid patching to old copies.
2) Added support for LiveCoding reinstancing
2a) Refactored deferred registration system for UClass, UEnum, and UScriptStruct to use a common system that works for normal game, hot reload and live coding.
2b) Type specific version check data is possible (i.e. enum doesn't have a size)
2c) Single registration static for UClass
2d) Single registration class for all types that is just a blind forward to API.
2e) Static and dynamic registrations use different API entry points to avoid having overloaded argument lists that just apply to one or the other.
2f) Shims for older API
3) New common "Reload" system to avoid using HotReload code.
3a) Support common delegates regardless of who is reloading/reinstancing.
3b) Re-instancing code moved from HotReload to Kismet2 (where the bulk of the re-instance code already existed).
3c) Modified PyWrapper to use new helper class instead of depending on HotRelaod
3d) Added WITH_RELOAD which is defined if HotReload or LiveCoding is enabled.
3e) Modifed existing code to use new #define and delegates.
Robert did the review on the changes covered by Part 2. Remaining changes are all straightforward.
#rb robert.manuszewski
#jira UE-74493
[CL 15736777 by Tim Smith in ue5-main branch]
Editor layout system: If there is a version bump in the layout system, it used to show a message dialog always. Behavior modified.
If the load request comes from the "Load" UI button, it keep displaying a message dialog to warn the user (and a UELOG(Warning)). If it's from the editor startup, it will only show the UE_LOG(Warning).
Also modified the default layout with the new version.
#rb none
[CL 15307798 by Gines Hidalgo in ue5-main branch]
This code is meant to help locate and send reports/telemetry for slow code pathways that create unresponsive conditions
FGameThreadHitchHeartBeatThreaded was considered, but doesn't fit Editor's needs because its designed around general GameThread deadlines
Editor workloads are much less homogenous, and proper async support for a consistent GameThread deadline in Editor is a ways away
This necessitates a more focused approach where we can instrument specific routines such that each issue their own telemetry report
Add a "Stalls" counter in the Frame Rate and Memory title bar stats
Add LogStall Log category for viewing details about stalls that have occurred
Introduces a stall counter object on the GameThread to collect statistical data about stalls (this will not report to telemetry)
Future changes will introduce report objects into specific routines to upload to crashreporter
Future changes will introduce support for non-Windows OSes
#jira none
#rb francis.hurteau
[CL 15213394 by geoff evans in ue5-main branch]
-Do not change any asset property
-Set all the asset properties set by the pipelines
-Set all the asset properties set by the pipelines, except the properties change by the user in the editor
Make sure interchange scope of life is explicit
Support cancelling task in progress
#jira none
#rb jeanmichel.dignard, richard.talbotwatkin
[CL 14508389 by Alexis Matte in ue5-main branch]
- General fixes for some platforms
- DDPI now remembers the SDK version information from Turnkey
- Updated Turnkey Launch menu to have SDK information, including device software versions,
- Moved the initial turnkey query earlier before AutoSDKs are setup so envvars are not blown away for the child process
- Added concept of "Prepare For Debugging", but not enabled on any platforms yet (what it means is per platform, and is somewhere between cooking and packaging)
- VerifySdk Turnkey command now puts its output into a (x=y, z=w) format for easier parsing in C++
- NullCopyProvider now copies large remote files, and remote directories, locally before using
[CL 14377385 by Josh Adams in ue5-main branch]
- Can now cook for any platform (and will soon have a Prepare for Debugging option)
- All the packaging and cooking stuff are now in TurnkeySupportModule
- Allow per-platform configuration/cook target
- Added a temporary inactive menu item to point users to the Launch menu for packaging
- This is first pass on this, it's expected to change, even move locations, etc as feedback/needed dictate
#rb matt.kuhlenschmidt
[CL 14312841 by Josh Adams in ue5-main branch]
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.
Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.
Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects
#rb none
[CL 14301890 by Ben Marsh in ue5-main branch]