Back out revision 137 from //depot/UE4/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSkeletalMeshImport.cpp
#codereview lina.halper
[CL 2080595 by Matt Kuhlenschmidt in Main branch]
We can't defer this because apex uses unique names. The defer is not needed anyway because we're authoring so assumes threading is safe.
TTP#336184
[CL 2080399 by Ori Cohen in Main branch]
The expansion states are stored in temporary files under Game/Saved/Config/WorldState. For now the file name is derived from the package path as we don't have anything more persistant at the moment. The absence of a json file will caused default behaviour of fully expanded.
This addresses TTP#334483 - Scene Outliner: Remember expansion state of folders between sessions (save with map?)
Reviewed by Tom Sarkanen, Matt.Kuhlenschmidt
[CL 2080293 by Andrew Rodham in Main branch]
Settings specific to Anim, Blueprint and Material Editor should probably be broken out into their own settings classes in the respective modules at some point. It feels a little strange that the GraphEditor needs to be aware of specific pin and node title types. At this time I did not want to refactor the existing graph editors though, and since many of the properties are currently being shared, pulling these settings out of UEditorUserSettings is at least a good first step. In the future I would like to see settings sections for specific graph based editors instead of having a generic 'Graph Editor' section that is shared by some or all editors.
I exposed various color settings in the UI as many users seem to be quite excited about customizing their Editor. If you think that some settings should be added or removed, please feel free to make any desired changes or let me know. Thanks!
#CodeReview: nick.whiting
[CL 2079703 by Max Preussner in Main branch]
#ttp 334902 - EDITOR: Level Browser: Allowed to add bsp geometry brushes to locked levels
#branch UE4
#proj Editor.LevelEditor, Editor.UnrealEd
#add Added checks for whether the current level is locked in SLevelViewport::OnDrop (creating a Slate notification if so, instead of placing the object). Doing this here also eliminates the multiple identical notifications which otherwise occur when dragging Actors into a locked level.
#add Had to make a special case of FBrushBuilderDragDropOp::OnDrop which is responsible for adding a dragged brush. The notification will already have occurred from the change above. This just inhibits the actual creation of the brush.
#reviewedby Chris.Wood
[CL 2079297 by Richard TalbotWatkin in Main branch]