Commit Graph

13 Commits

Author SHA1 Message Date
sebastian nordgren
b2dd11e5ae Fixed issues while searching details panels (most notably Project Settings) introduced by change 19171653.
Fixed crash when accessing and invalid PropertyEditor in FDetailPropertyRow.

Fixed performance issue caused by calling GetWidgetRow() on FDetailPropertyRow for every row, which caused the row's widgets to be constructed again when filtering.

Added GetCustomResetToDefault() to IDetailLayoutRow, which allows us to bypass the performance penalty of creating the WidgetRow by directly accessing the FResetToDefaultOverride of the row.

#jira UE-144131
#rb paul.chipchase
#preflight 621de59f037be0078cecb0e4
#preflight 621df0563e14f0c7e5276836

[CL 19196340 by sebastian nordgren in ue5-main branch]
2022-03-01 05:20:41 -05:00
Matt Kuhlenschmidt
cd51bbaa63 Rework per-platform properties to make better use of the space in the details panel. Now each override is a separate tree node and all overrides can be viewed by expanding the property row
[CL 14764265 by Matt Kuhlenschmidt in ue5-main branch]
2020-11-17 12:45:35 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Dave Belanger
33c6c9608e Fix detail layout customization visibility for the case of a custom builder (and don't hide custom builders that have no child).
#jira UE-76064
#rb Sebastian.Nordgren

[CL 7437011 by Dave Belanger in Main branch]
2019-07-18 08:12:48 -04:00
Dave Belanger
adff7df33c Fix detail layout customization visibility for the case of a custom builder.
#jira UE-76064
#rb Matt.Kuhlenschmidt

[CL 7247809 by Dave Belanger in Main branch]
2019-07-09 08:31:26 -04:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
ea340d3fbf Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4567513 by Ben Marsh in Main branch]
2018-11-14 19:05:13 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00