Commit Graph

19 Commits

Author SHA1 Message Date
Matt Peters
7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
Matt Peters
3d7e556c1f Make a static version of FAssetData::IsUAsset to avoid the need to expensively create an FAssetData to test whether an object is the UAsset asset of its package.
#rb Francis.Hurteau, Devlin.Willis
#rnx

[CL 15742031 by Matt Peters in ue5-main branch]
2021-03-18 17:54:23 -04:00
Matt Peters
87b4d1837f BlueprintGeneratedClass Assets: prevent BPGC from being used as the asset in WidgetBlueprints and when saving a package.
#jira UE-78220
#rb Dave.Belanger
#rnx

[CL 15605961 by Matt Peters in ue5-main branch]
2021-03-04 10:30:31 -04:00
Matt Kuhlenschmidt
489140e52c Source control and save dialog reskin
[CL 15086540 by Matt Kuhlenschmidt in ue5-main branch]
2021-01-14 12:45:46 -04:00
JeanFrancois Dube
d736d96085 Show the actor label instead of object name in the save dialog for external actors.
#rb richard.malo

[CL 14431000 by JeanFrancois Dube in ue5-main branch]
2020-10-06 13:17:00 -04:00
jeanfrancois dube
940069410f Add the package owner name in the save dialog; that allows sorting by owner package name, in case the user wants to partially submit actor files belonging to a single level, for example.
#patrick.enfedaque
[FYI] nicole.gorny

#ROBOMERGE-SOURCE: CL 14251141 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v723-14217278)

[CL 14251147 by jeanfrancois dube in ue5-main branch]
2020-09-03 08:20:02 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -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
Richard TalbotWatkin
508b4367ed SPackagesDialog now responds to changes to source control state.
#jira UE-7758 - Asset list does not update in "Check Out Assets" dialog when "Connect to Source Control" is pressed

[CL 2431463 by Richard TalbotWatkin in Main branch]
2015-02-04 05:20:41 -05:00
Richard TalbotWatkin
a751094533 Introduced an "auto checkout" mode to the editor preferences. Warns when assets which cannot be checked out are edited. Changes to the SPackagesDialog to make it more verbose and include tooltips.
#jira UE-6384 - Source Control: Optional check-out on edit can cause work to be lost

[CL 2403502 by Richard TalbotWatkin in Main branch]
2015-01-12 11:19:17 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Max Preussner
017837289f Modules: Module Manager API cleanup pass
There is now a consistent set of methods for module loading, unloading and lookup that all behave in the same expected way.

- renamed GetModuleInterface to GetModule and made it not assert
- removed GetModuleInterfaceRef
- namespace enums to enum classes, NULL to nullptr
- moved important public methods to the top, so they're easier to discover
- added missing & improved existing documentation
- cleaned up existing use cases

[CL 2109936 by Max Preussner in Main branch]
2014-06-18 19:23:34 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00