Changing GetUObjectArray() -> GUObjectArray to avoid redundant function calls in places like weak pointers/GC/object iterators
[CL 2686461 by Robert Manuszewski in Main branch]
I think MainFrame can normally assume that generic commands have been registered by slate application but not in the case of a cook
#jira UE-17346
[CL 2621812 by Matthew Griffin in Main branch]
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.
Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh
[CL 2615060 by Wes Hunt in Main branch]
If this ensure is hit in your game, you need to guard code that is editor-only via either the Editor module type, or checking IsRunningGame()
[CL 2612784 by Michael Noland in Main branch]
Fixes for lots of existing modules by removing all dynamically loaded duplicates (this is probably not the correct solution, but is the safest).
#codereview robert.manuszewski
[CL 2610845 by Steve Robb in Main branch]
Added WorldProperties icons back in as we want to show them in the settings sub menu now to match plugins.
UE-16205
[CL 2581017 by Matthew Griffin in Main branch]
Not compatible with users who have no source, but may have visual studio installed.
#CodeReview Mikolaj.Sieluzycki
[CL 2565055 by Terence Burns in Main branch]
Deprecating Translation Editor menu, use Localization Dashboard instead.
New experimental setting for enabling just the translation picker.
[CL 2545053 by Joe Conley in Main branch]