Standard options are available:
- Align top/middle/bottom/left/center/right
- Distribute horizontally/vertically
[CL 2656025 by Andrew Rodham in Main branch]
Fix for OR-1761 - More safety in exporting between emitters of varying LODs.
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2653247 by Olaf.Piesche on 2015/08/12 14:54:51.
[CL 2655989 by David Ratti in Main branch]
This avoids some FName -> FString conversion (and FString copying) while responding to asset registry events, and allows the asset registry to process its results faster.
Also changed some places that were copying FSearchData to move it instead (eg, when putting it into the search array/map).
#codereview Michael.Schoell
[CL 2655978 by Jamie Dale in Main branch]
- Fixed crash when having a selection actor and rebuilding meshes
- Fixed crash when closing HLOD outliner
- Added default values for each newly added HLOD level ( 2.5x Radius/Distance 0.75x FillingRate)
- Fixed ability to create new HLOD cluster node with two child clusters within the same HLOD node (drag and drop action)
[CL 2655903 by Jurre deBaare in Main branch]
Excluding RootEditorCrossCompileLinuxNode as a dependency for ToolsCrossCompileNode if you excluded compiling the linux editor via ExcludePlatformsForEditor
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2655653 by Bob.Tellez on 2015/08/13 22:17:26.
[CL 2655654 by Bob Tellez in Main branch]
No longer excluding cross compile node when excluding linux editor. These tools are for more than just the editor (i.e. CrashReportClient)
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2655628 by Bob.Tellez on 2015/08/13 21:48:26.
[CL 2655631 by Bob Tellez in Main branch]
-PS4Tracker now implements IViewExtension and ownership of it is shared between game thread and render thread.
-All device polling is now done all at once in PreRenderViewFamily_RenderThread. GetTrackingData now returns cached results most appropriate for the calling thread.
-New support for positional tracking on Windows builds through the SCE hmd_client API.
-Now handles device to Unreal coordinate conversion
#codereview nick.whiting, marcus.wassmer
[CL 2655302 by Chad Taylor in Main branch]