#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it
#branch UE4
[CL 2238128 by Andrew Brown in Main branch]
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it
#branch UE4
#change Check to see if any of the selected actors are referenced in an open matinee, and ask the user if they want to close matinee to continue
reviewed by Thomas.Sarkanen
[CL 2225378 by Andrew Brown in Main branch]
#ttp 340965 - UE4-Fortnite: Editor: levels: every time you toggle visibility on a level it makes all Layers visible, yikes
#branch UE4
#change additionally, making a level current no longer forces the layer visibility either.
reviewed by Thomas.Sarkanen
[CL 2217507 by Andrew Brown in Main branch]
#TTP 335685 - EDITOR: Level Browser: Allowed to click "move selected actor to level" on an actor that is already in the selected level
#branch UE4
#proj Editor.WorldBrowser
#proj Editor.Levels
#change Added a new method IsValidMoveActorsToLevel to both FLevelCollectionModel and FLevelCollectionViewModel, this is used to enable the Move Actor to level command for both cases. It scans the selected actors and checks their levels against the selected levels. If any actor is contained within any of the selected levels it disables the control. It also disables the control should there be no actors selected. If both of these cases pass it simply checks if the level is editable.
#reviewedby Chris.Wood
[CL 2113869 by Barnabas McManners in Main branch]
Breaking changes include:
* Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
* Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
* Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
* Added ability to specify an FEditorModeTools when creating an FEditorViewport
Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.
This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept
Reviewed by Michael Noland, Matt Kuhlenschmidt
[CL 2109245 by Andrew Rodham in Main branch]
#TTP 331892 - Editor: Blueprint Defaults Diff: Lauching diff tool does not work with spaces in paths
#branch UE4
#proj Editor.BehaviourTreeEditor
#proj Editor.WorldBrowser
#proj Editor.Levels
#proj Developer.AssetTool
#change Wrapped the file paths in double quotes, this means that the full path gets passed to P4Merge
#reviewedby Chris.Wood
[CL 2060955 by Barnabas McManners in Main branch]
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)
Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()
Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine
[CL 2057118 by Max Preussner in Main branch]
#summary Replaced instances of DragDrop::IsTypeMatch with FDragDropEvent::GetOperationAs()
#note Please change any instances of DragDrop::IsTypeMatch for the templated FDragDropEvent::GetOperationAs<>() or FDragDropOperation::IsOfType<>() where necessary
#proj Editor
#branch UE4
#reviewedby Nick.Atamas
[CL 2042222 by Andrew Rodham in Main branch]