* Added support functions on object: IsNameStableForNetworking, IsFullNameStableForNetworking, IsSupportedForNetworking
* Refer to these newly added functions in the various SupportsObject/IsDynamic support functions on UPackageMapClient
* Merged in code from Ratti that cleans up some subobject replication code
* Other various cleanups/name/etc
#Codereview david.ratti
[CL 2079676 by John Pollard in Main branch]
#ttp 335736 - EDITOR: When saving a blueprint, received a "can't save" error popup message with "yes"/"no" buttons
#branch UE4
#proj Runtime.CoreUObject
#change Changed MessageDialog type to be EAppMsgType::Ok, and moved the code conditional on 'Yes' out of the condition, so it's always executed.
#reviewedby Chris.Wood
[CL 2079290 by Richard TalbotWatkin in Main branch]
[AUTOMERGE]
- Step one of gameplay tag refactor: deletion of un-used and unfixed content
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067362 by Billy.Bramer on 2014/05/08 16:08:55.
[AUTOMERGE]
Gameplay Tag Refactor
Unshelved from AntonyC's pending changelist '2003772':
#TTP 322200 - Gameplay Tags: Refactor how tags are stored/queried
#proj Fortnite.Editor
#summary Refactored Tags from FName array to a FGamplayTag
#change removed all FName Tags and replaces with FGameplayTag
#added added tag verification so that new tags are not created at runtime
#added added new object version for data upgrade on all tagcontainers to be in new format and only store leaf most tags
#added requestgameplaytag function to FortGlobals, so that the tag manager can be started up before first use
#added New GraphPin for single tags
#change Added mode to SGamplayTagWidget to allow single select
#change PropertyArray fixed to now support empty arrays in the ImportText
---------------------
Additional Changes/Modifications
- Add new BlueprintGameplayTagLibrary to expose tag container functions to blueprints; Will add more in future post-refactor
- Fix bug with AddLeafTagToContainer incorrectly clearing the wrong container
- Remove default parameters for TagContainer.HasTag and fix call-sites to remain logically consistent with old behavior
- Make FName constructor for tag explicit
- Fix incorrect requirements check in combat effect
- Expose tag asset interface to blueprints
- Remove serialization fix-up from game data (manually fixed up)
- Remove version bump and serialization fix-up on tag container (will be re-done from main branch post merge)
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067378 by Billy.Bramer on 2014/05/08 16:15:42.
[AUTOMERGE]
#UE4 Fixed up GameplayTag usage in the SkillSystem module
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067576 by Bob.Tellez on 2014/05/08 18:38:58.
[AUTOMERGE]
- Linker build fix on gameplay tags
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067708 by Billy.Bramer on 2014/05/08 21:18:36.
[AUTOMERGE]
- Minor optimization in header
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067709 by Billy.Bramer on 2014/05/08 21:22:27.
[AUTOMERGE]
- Gameplay tag refactor, round 3
- Fortnite asset conversion/update
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068202 by Billy.Bramer on 2014/05/09 11:13:36.
[AUTOMERGE]
- Fix gameplay tag reimporting failing to reinitialize the tag table
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068787 by Billy.Bramer on 2014/05/09 18:11:23.
[AUTOMERGE]
#UE4 Fixed up GameplayTag usage in the SkillSystem module after merge from main
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2070710 by Fred.Kimberley on 2014/05/12 15:57:13.
#codereview Fred.Kimberley, David.Ratti
[CL 2078452 by Billy Bramer in Main branch]
NeedLoadInEditorGame means, that the object must be always loaded in 'editor -game'. When it's false it doesn't mean, that it's never loaded in editor game.
#codereview Robert.Manuszewski, Nick.Whiting
[CL 2075291 by Maciej Mroz in Main branch]
This was a stop gap measure to stop spam happening in benign cases, but since the unmapped logic exists on the client, we no longer need this.
[CL 2074943 by John Pollard in Main branch]
Renaming a world also renames it's level blueprint.
Moving a world to a new package also transfers over all of it's lightmaps and shadowmaps.
Redirectors are allowed to UObject* (hard) reference assets in another package, but all other hard references are still disallowed.
Referencing a redirector package in a UStreamingLevel now follows the redirector to the world in the new package.
Packages that lose their worlds now also lose the PKG_ContainsMap flag. Packages that gain a world also gain this flag.
[CL 2073709 by Bob Tellez in Main branch]
To fix the loss of redirects we added corresponding UProperties in UEngine.
To fix the corruption of the Default INI on shutdown we are now only saving to Default from the Settings UI.
#CodeReview: thomas.sarkanen
[CL 2071719 by Max Preussner in Main branch]
#ttp 331348 - CORE: Cooking ShooterGame with -compressed crashes the cooker
#proj core
#branch UE4
#summary While cooking, when we save a package, if we find out the package is empty, it shouldn't be saved.
#codereview robert.manuszewski
[CL 2066873 by Mikolaj Sieluzycki in Main branch]