This allows you, with the combination of SetScrollOffset, to sync two or more list views to have the same scroll offset.
STableViewBase no-longer associates its header with an external scrollbar. This prevents the header from trying to compensate for something that doesn't exist, and causing the header and the rows to become out of line.
ReviewedBy Nick.Atamas
[CL 2508490 by Jamie Dale in Main branch]
This allows you, with the combination of SetScrollOffset, to sync two or more list views to have the same scroll offset.
STableViewBase no-longer associates its header with an external scrollbar. This prevents the header from trying to compensate for something that doesn't exist, and causing the header and the rows to become out of line.
ReviewedBy Nick.Atamas
[CL 2508476 by Jamie Dale in Main branch]
This will replace the ManualSize mode in SSplitter as it's too specific to use for general layout sizing. The data table editor will be converted to use a SListView so it can make use of this sizing mode.
ReviewedBy Nick.Atamas
[CL 2508471 by Jamie Dale in Main branch]
change summary:
- added new UEdGraphNode::IsCompilerRelevant() and UEdGraphNode::GetPassThroughPin() APIs
- added a UK2Node::GetPassThroughPin() override to return the opposing exec pin on any given exec pin, else NULL, as base node logic
- added a UK2Node_Knot::IsCompilerRelevant() override to always return false for reroute nodes (since they are always precompiled out)
- added a UK2Node_Knot::GetPassThroughPin() override to always return the opposing pin given either the input or output pin, else NULL
- added new FBlueprintEditorUtils::GetCompilerRelevantNodes() and FBlueprintEditorUtils::FindFirstCompilerRelevantNodes() utility methods
- modified UAnimGraphNode_Base::GetLinkIDLocation() to look for the first linked "compiler-relevant" node rather than the literal first linked node
#codereview Michael.Noland
[CL 2508464 by Phillip Kavan in Main branch]
- reduced verbosity to make it more usable for file open/close debugging
- added open file handle tracking to be able to dump all open file handles via 'filelogdump' console command
[CL 2508137 by Robert Manuszewski in Main branch]
Introduce versioning system to GENERATED_*BODY macros
Search for existing functions using case sensitive and whole word match.
Move checks for existing of *_Validate and *_Implementation functions to *generated.cpp to allow changing that code in hotfixes.
#codereview Robert.Manuszewski
[CL 2508131 by Mikolaj Sieluzycki in Main branch]
#jira UE-13052 : Stat FPS will freeze a project when packaged for shipping
#change knock on effect from CL#2062088. There appears to be an issue with starting a FSimpleDelegateGraphTask on the GameThread (which happens in shipping as STATS isn't defined), when this happens WaitUntilTaskCompletes waits forever which causes the game to hang. There may be an issue in Core with starting a thread on a thread which you want to yeild to that same thread(?) not sure... As a workaround, we avoid threading the request when SHIPPING isn't defined. Previous implementations of this function just didn't process stats at all when they weren't defined, however we need engine stats to still filter through which are on the same system which _shouldn't_ need to be threaded anyway as they are lightweight
#branch UE4
reviewed by chris.wood & jaroslaw.surowiec
[CL 2508036 by Andrew Brown in Main branch]