I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]
- introduced in CL# 2443244 (Fix manipulation of transforms on bone control nodes so that selecting a node doesn't overwrite its conents)
- seems like existing (older) nodes could potentially have serialized an empty default value string for the vector location pins; fixed by checking for that and allowing it to fall back to the zero vector in that case
#codereview Martin.Wilson
[CL 2471588 by Phillip Kavan in Main branch]
Fix manipulation of transforms on bone control nodes so that selecting a node doesn't overwrite its conents
#codereview Michael.Noland
[CL 2449794 by Matthew Griffin in Main branch]
[UE-9334] Fix for crash that occured when working with anim blueprints and the old menuing system. Origin was 2340250
[CL 2448569 by Matthew Griffin in Main branch]
Added support for binding native delegates to transition rules.
Changed callback for state entry/exit to also use delegates.
Bindings are registered before InitializeAnimation() is called (usually in your class constructor), then bound to states & transitions after the state machine has been initialized.
Added indicator in details panel when a transition is using a native rule.
Modified AnimBlueprint compiler so that 'always transition' warnings are not generated when a native delegate is installed.
reviewed by Martin.Wilson
[CL 2418613 by Thomas Sarkanen in Main branch]
I fixed the crash found in the material editor, but discovered some rendering issues. Backing this out for now.
[CL 2412583 by Dan Oconnor in Main branch]
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]
- We now don't check verification on skeleton class
- Moved Validation to EarlyValidation
#lockdown Zachary.EdgertonJones
[CL 2390497 by Lina Halper in Main branch]
- If you select bone and modify, you can add to the additive layer track
- You can also move curve keys during SIE
[CL 2359126 by Lina Halper in Main branch]
- Allow relative and proportional linking for montage elements
- Show trigger thresh of notifies in details panel
- Fixup segments on reimport to stop t-pose or frozen animations
- Only automatic improvements in this CL, requring no resave for assets
[CL 2342383 by Benn Gallagher in Main branch]
. Slots now belong to a Group. One montage can play at a time per group.
. Removed old Slot and Group name lists and created new Anim Slot Manager. Add, Create Slots and Groups, assign Slots to groups and save changes.
. New Montage assets and Slot nodes default to a valid 'DefaultSlot' so they are functional when created. (Eliminates common mistake of empty slot names).
. Montage tracks and slot nodes picks slots from a combo box of valid entries, no more typing name by hand.
. Montage tracks will warn if not setup properly (different groups used, same slot used multiple times).
#codereview lina.halper
[CL 2340250 by Laurent Delayen in Main branch]