I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]
Some P4V problem with backing out large changelist missed some files.
#codereview Robert.Manuszewski
[CL 2481366 by Jaroslaw Palczynski in Main branch]
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]
- introduced in CL# 2443244 (Fix manipulation of transforms on bone control nodes so that selecting a node doesn't overwrite its conents)
- seems like existing (older) nodes could potentially have serialized an empty default value string for the vector location pins; fixed by checking for that and allowing it to fall back to the zero vector in that case
#codereview Martin.Wilson
[CL 2471588 by Phillip Kavan in Main branch]
- Defines the can take transition rule as Player.CurrentTime + CrossfadeDuration >= Player.SequenceLength
- Opt-in on the transition node, when enabled the BP transition rule is ignored and the automatic rule is evaulated directly in C++
[INTEGRATE] Change 2454970
[CL 2455144 by Michael Noland in Main branch]
Fix manipulation of transforms on bone control nodes so that selecting a node doesn't overwrite its conents
#codereview Michael.Noland
[CL 2449794 by Matthew Griffin in Main branch]
[UE-9334] Fix for crash that occured when working with anim blueprints and the old menuing system. Origin was 2340250
[CL 2448569 by Matthew Griffin in Main branch]
- Make sure it doens't refresh parent classes based on skeleton - very confusing
- Exclude SingleNodeInstance and PreviewInstance to be not BP-table - it won't work.
#code review: Martin.Wilson
[CL 2428689 by Lina Halper in Main branch]
Added support for binding native delegates to transition rules.
Changed callback for state entry/exit to also use delegates.
Bindings are registered before InitializeAnimation() is called (usually in your class constructor), then bound to states & transitions after the state machine has been initialized.
Added indicator in details panel when a transition is using a native rule.
Modified AnimBlueprint compiler so that 'always transition' warnings are not generated when a native delegate is installed.
reviewed by Martin.Wilson
[CL 2418613 by Thomas Sarkanen in Main branch]
I fixed the crash found in the material editor, but discovered some rendering issues. Backing this out for now.
[CL 2412583 by Dan Oconnor in Main branch]