By switching the notification mode of tiles, we avoid the weird state that appends when the selection changed but we didn't recive the selection change notification yet.
#jira UE-168857
#preflight 636977ca450be1d9f8f96e09
#rb Lauren.Barnes
[CL 23018372 by Julien StJean in ue5-main branch]
-it will always be false if bAuthorizeAutomaticWidgetVariableCreation is false.
-it will take the setting of the widget it bAuthorizeAutomaticWidgetVariableCreation is true.
The setting is set to true for existing projects (it keeps the current behavior), but will be set to false for new project.
It can be changed any time, and will only affects the new Widgets that will be created.
tests:
-drag n drop various new Widgets, changed value of the general setting on the fly: the IsVariable value respected the setting.
-PIE Lyra game, all blueprints compiles fine and various tested menus / HUD are ok.
-opened a project of current version, or older project converted in place: new setting is true.
-created a new project: setting is set to false.
#jira UE-152160
#rb patrick.boutot
#preflight 6357ecd3f92c3250244311b9
[CL 22750497 by yohann dossantos in ue5-main branch]
- Fix logic to also apply to projects created from template (doesn't overwrite template defined config if it has one).
- Removed deprecated option in Renderer Settings.
- Cleaned up branches around LuminanceMaxFromLensAttenuation(), since it's already applied inside the function.
- Templates are also updated to use ExtendedDefaultLuminanceRange.
#rb juan.canada
#fyi andreas.suika
#preflight 63344c29c7791417aafeadc7
#jira UE-143838
[CL 22221695 by tiago costa in ue5-main branch]
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e283bec5b0c765fc0ffdb
[CL 21960084 by bryan sefcik in ue5-main branch]
Fixups for class features in the editor.
#jira UE-161932
#rb ben.zeigler
#preflight 631a55942b7fe03eb6c27d74
[CL 21903450 by Robert Millar in ue5-main branch]
This now makes sense to change now that dialogs don't fade out during loading.
#rb matt.kuhlenschmidt
#rnx
#ROBOMERGE-AUTHOR: sebastian.nordgren
#ROBOMERGE-SOURCE: CL 21108676 via CL 21108681 via CL 21108685
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21109746 by sebastian nordgren in ue5-main branch]
Those projects cannot be loaded due to the modules conflicting.
#jira UE-147237
#rb brooke.hubert ronald.koppers
#preflight 62ba3171e77151e5998ea094
[CL 20842099 by zach rammell in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]