Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
* Force uncached status update if any items in selected aren't up-to-date
* Removed Refresh option since it's done every time the menu is opened
* Make Source control menu update state asynchronously so menu doesn't stall
* Update Checkout to Sync and Checkout so it can all be done at once
* Add Partial Checkout state when files are selected and show users locking files in tooltip
* Add options to Make Writeable and Revert Writeable
* Add error state if source control is unavailable
* Hide options, like checkout, that are not available for the current SCC provider
* Always show all options so users can learn bettern muscle memory
* Add Warning when doing any source control option on selections larger than 25 (currently hardcoded)
* There's still some slight difference in behavior between file and folder selection. If only files are selected the async update will not show any options availabe until the full scan is done and there are some additional features like partial checkout. If there are any folders then options become available the moment one asset is available for an action.
#tests Tested all button scenarios, tested small and large sets of folders, assets and a mix.
[CL 22918013 by christian savoie in ue5-main branch]
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).
Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.
Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.
Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)
#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
[CL 22878911 by Thomas Sarkanen in ue5-main branch]
#rb Stanley.Hayes
#rb Jamie.Dale
#rb Jason.Stasik
#rb Yiliang.Siew
#preflight 635205e49e14ee3c7969c9bf
Iteration on Jason Stasiks CL 17314610. This is a minimal version of CL 17314610 which adds a 'view' method to AssetTypeActions which is now attempted whenever an activated item's 'edit' attempt fails.
The matching CL for the restricted FAssetTypeActions_VerseClass changes is 22472079.
[CL 22823595 by jared cotton in ue5-main branch]
[FYI] jared.cotton
Original CL Desc
-----------------------------------------------------------------
Addition of 'view' method to AssetTypeActions
#rb Stanley.Hayes
#rb Jamie.Dale
#rb Jason.Stasik
#rb Yiliang.Siew
#preflight 635205e49e14ee3c7969c9bf
Iteration on Jason Stasiks CL 17314610. This is a minimal version of CL 17314610 which adds a 'view' method to AssetTypeActions which is now attempted whenever an activated item's 'edit' attempt fails.
The matching CL for the restricted FAssetTypeActions_VerseClass changes is 22472079.
[CL 22803476 by bob tellez in ue5-main branch]
#rb Stanley.Hayes
#rb Jamie.Dale
#rb Jason.Stasik
#rb Yiliang.Siew
#preflight 635205e49e14ee3c7969c9bf
Iteration on Jason Stasiks CL 17314610. This is a minimal version of CL 17314610 which adds a 'view' method to AssetTypeActions which is now attempted whenever an activated item's 'edit' attempt fails.
The matching CL for the restricted FAssetTypeActions_VerseClass changes is 22472079.
[CL 22803451 by jared cotton in ue5-main branch]
Added a global event for when some package are migrated. This can be used for hotfixes and as extension point for systems to react or add stuff to the migration.
Other changes that were required for the new migration:
Level streaming is now aware that the world might be part of a instanced package. When it validate that file for the streamed world exist it will use the path from the package linker of the world package.
The level postload function now prefer to use the Instancing Context package remapping from its linker to determine where it should load some of its external UActorFolder.
The StringTableEditorModule was modified to be able to properly react to the migration.
This change will still require some change in a future release to reduce its memory usage.
#rb Francis.Hurteau
#jira UE-162943, UE-161367, UE-161364, UE-161359, UE-161357, UE-161355, UE-161354, UE-145342
#preflight 6358419f2e6690262abbce83
#lockdown jeanmichel.dignard
[CL 22798574 by julien stjean in ue5-main branch]