Android SDK path backslash duplication fix.
Fix for User inis not saving array properties correctly.
#codereview Ankit.Khare, Josh.Adams
[CL 2418611 by James Moran in Main branch]
- Moved some Android settings to ProjectSettings, re-enabled SDK settings
- Removed SigningConfig.xml, and moved those settings into project settings
- Added concept of NotForLicensees and NoRedist engine and project config settings
- Removed BaseInternalGame.ini, replaced with NotForLicensees/BaseGame.ini
- Moved User*.ini to end of .ini hierarchy
- Added support for CLASS_GlobalUserConfig, so their settings will be saved to <AppData>/.../User*.ini (useful for SDK paths, etc)
- Enabled AndroidPlatformEditor module on Mac
- Changed Mac Build.sh to allow for Android on the commandline (just pass through if it's not an Xcode platform name)
- Iterative Android packaging now looks at just the important .ini sections, NOT entire .ini files
#codereview jamie.dale,james.moran,michael.trepka,robert.jones,chris.babcock
[CL 2413870 by Josh Adams in Main branch]
- addressed UE-7509
- removed UNavigationSystem.RequiredNavigationDataClassNames as no longer needed with changes to SupportedAgents
- also, fixes Project Settings for navigation system not using game-specific navigation system class, if one has been declared
[CL 2407641 by Mieszko Zielinski in Main branch]
TODO:
- Propagation on changes (from parent to children)
- Handling the component renaming.
#codereview Nick.Whiting, Phillip.Kavan
[CL 2405918 by Maciej Mroz in Main branch]
ServerInitiated abilities will always happen on the local client as well as the server, ServerOnly abilities only happen on the server. Previously it was determined by where the execution request came from
Change it so triggered abilities will only be initiated from either the local or server, and not from both
Fix issue where replicated ability instances were set to pending kill too early on the client, cause packet issues.
Fix FGameplayAbilityActorInfo::IsLocallyControlled() so AI are considered local on the server
#codereview david.ratti
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2390714 by Ben.Zeigler on 2014/12/16 22:14:40.
[CL 2392813 by Ben Zeigler in Main branch]