#UE4 Fix to remove editor transform when transitioning from a persistent map to a sublevel in the editor.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2112092 by Bob.Tellez on 2014/06/20 14:54:11.
[CL 2112093 by Bob Tellez in Main branch]
#add Added a new FUICommandList::ProcessCommandBindings overload, which can be called from a Viewport Client's InputKey() method (in the absence of an FKeyboardEvent object).
#add Fixed key binding handling in SplineComponentVisualizer so that it works through the FUICommandList, instead of being hardcoded.
#change USplineComponent - changed method by which spline reparam table is created (now uses the old method of splitting each segment into a fixed number of steps, instead of using fixed arc length reparameterization, which doesn't lead to such good results where the distance between control points varies largely throughout the spline). The ReparamStepsPerSegment parameter remains, although I'd like to remove it when I can hit upon a better way to adaptively step through the spline. Merged UpdateSplineReparamTable and AutoSetTangents into a single UpdateSpline method.
#add Added a parameter to FInterpCurve::AutoSetTangents - bStationaryEndpoints - which determines whether the endpoints should be assigned zero tangents, or whether the tangents should be set in order to extrapolate the curve beyond the endpoints, essentially providing a constant velocity at the start/end.
#add Added bStationaryEndpoints as an editable parameter to USplineComponent. Use this if you only wish to traverse the spline at constant velocity, as it will lead to more accurate results.
#codereview James.Golding, Michael.Noland
[CL 2112073 by Richard TalbotWatkin in Main branch]
#ttp 338927 - EDITOR: Static Mesh: Unable to duplicate collision primitives with hotkey
#branch UE4
#change W input was getting swallowed by the input to switch between widget maninpulation types - converted this over to use the UICommands that are setup
reviewed by Thomas.Sarkanen
[CL 2111775 by Andrew Brown in Main branch]
#ttp 338686 - LIVE: CRASH: BP: Adding a ForEachLoop to a blueprint function that contains Local variables
[CL 2110815 by Michael Schoell in Main branch]
#ttp 324844 - Details/Outliner: Make it more obvious how to get to Blueprints or Header files from actors
#branch UE4
#proj Editor.EditorStyle, Editor.PropertyEditor
#add Added new BlueHyperlink style to EditorStyle.
#change Changed font size in hyperlink text styles EditorStyle.
#change Changed HyperlinkStyle used by SDetailNameArea to provide an underlined hyperlink even when not hovered.
#reviewedby Chris.Wood
[CL 2110555 by Richard TalbotWatkin in Main branch]
#ttp 333654 - Content Browser: Search text field currently filters the assets using folder names as well.
#branch UE4
#proj Editor.ContentBrowser
#add Cache HighlightText attribute in SAssetViewItem, and pass it as the parameter to HighlightText in the various STextBlock widgets which require it.
#reviewedby Chris.Wood
[CL 2110554 by Richard TalbotWatkin in Main branch]