#jira UE-1112 - If a normal map texture is imported and it has an alpha channel it will not be recognized as a normal map.
[CL 2539102 by Richard TalbotWatkin in Main branch]
Original code was by Wes Fudala, contacted him and the reason he wrote it orginally (2012) was with the assumption that it would be possible to paint to seperate LOD levels.
- Removed RemoveInstanceVertexColorsWorker(MeshPaintEdMode) function (unnecessary and very similar to RemoveInstanceVertexColorsFromLOD (StaticMeshComponent)
- Altered RemoveComponentInstanceVertexColors (MeshPaintEdMode), does original checks but now calls RemoveInstanceVertexColors (StaticMeshComponent) which has the desired outcome
[CL 2539060 by Jurre DeBaare in Main branch]
#jira UE-12512 - Multi-edit gameplay tags on data assets only applies the changes to one asset, not all assets
#codereview Billy.Bramer
[CL 2538848 by Richard TalbotWatkin in Main branch]
#jira UE-14503 - Clicking "X" close button when prompted to convert a project will still convert the project
[CL 2537699 by Richard TalbotWatkin in Main branch]
#jira UE-14286 - When searching for an asset, like an animation name, the ability to have the directory name in the search field no longer works
[CL 2537152 by Richard TalbotWatkin in Main branch]
#jira UE-9230 - Canceling save prior to packaging process will make it impossible to use Launch button
[CL 2537069 by Richard TalbotWatkin in Main branch]
[UE-14605] - Painting scale only visible when painting and proc scale only visible when the asset is open
[UE-14155] - Fixed procedural generation to not add redundant entries for foliage types when simulating. When Foliage Type assets are not used, the foliage type created by the proc foliage simulation will stomp an existing non-asset type with the same mesh (if there is one) in the palette. A significant rework of the foliage palette is needed for a more robust solution.
- Fixed crash when an instance is located exactly on the border between two quadtrees
[CL 2536450 by Dan Hertzka in Main branch]