Added some default values for project setup.
Added type support to default value macros for manifest settings.
Added a macro for manifest generation that filters all non-alphanumeric or dot characters (this is a common requirement for manifest fields).
Filtered game name with alphanumericdot and productid with guid type to support projects that didn't use the same format as some others.
[CL 2541236 by Jeff Campeau 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]
In Editor.ini [ScriptErrorLog] section and MaxNumOfAccessViolation variable were added.
#codereview Mike.Beach
[CL 2531156 by Maciej Mroz in Main branch]
#UE4 Added a config to skip GCing on specific asset types.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2529715 by Bob.Tellez on 2015/04/28 23:49:13.
[CL 2530496 by Bob Tellez in Main branch]
- Added a UserDataKey metadata property and exposed a filter for set tags (along the same lines as the collision filter)
- Exposed some properties of UTileSet as readable from Blueprints
- Removed the Experimental tag on the per-tile metadata
[UE-13623]
[CL 2528098 by Michael Noland in Main branch]
#jira UE-11822 - Add up vector, roll and scale properties to USplineComponent which can be used when calculating rotations/transforms at a point on the spline
#jira UE-13333 - BP spline components do not update when setting points
#jira UE-3637 - SplineComponent: Add a get transform at distance accessor
Summary of changes:
- FInterpCurve now natively understands looping. A input key can be set, at which point the spline will loop back to its start point. Adjusted FInterpCurve methods to take looped curves into account.
- Fixed bugs in FInterpCurve regarding returning default values (T(ForceInit) instead of T() otherwise FVectors and FQuats are not initialized correctly).
- SplineComponent now holds three separate splines (location, rotation and scale).
- The SplineReparamTable is no longer transient, but is built and saved as part of the asset.
- Changed the SplineComponent API. All methods now take a ESplineCoordinateSpace value which specifies whether the values are intended for use in local or world space. The old methods have been deprecated but not removed (for now).
- bAllowSplineEditingPerInstance is deprecated. A new member (bSplineHasBeenEdited) has superseded it, and is set automatically when editing the spline with the visualizer. Added "Reset to Default" option in the visualizer, which restores the archetype defaults.
- SplineComponentVisualizer determines if spline points have been initialized by the user construction script, and, if so, will disallow editing. This is to conform with the general idea that the UCS always overrides property values.
- Fixed a number of bugs in the visualizer, and added new facilities to allow the scale and rotation to be edited (still work-in-progress).
[CL 2524087 by Richard TalbotWatkin in Main branch]