#ue4
#change Exposed the entire UFunction outside of CoreUObject
#change Script stack frame will now track currently executed native UFunctions
#change Added a few more lua types (FLinearColor etc)
#change Removed ScriptAsset
#change Added ScriptBlueprint and ScriptGeneratedBlueprintClass
#change Added ScriptActor. Both ScriptActor and ScriptComponent now serve the purpose of base classes for script generated classes
#change ScriptGeneratedBlueprint classes have properties and functions exported from script
[CL 2128742 by Robert Manuszewski in Main branch]
problem:
There is a user-defined structure S with a variable V. The default value of V is 1.
In blueprint B there is a variable M of type S. In M the V has value 2.
When V is renamed, the V value in M is reset to 1.
#codereview Robert.Manuszewski, Michael.Noland
[CL 2121725 by Maciej Mroz in Main branch]
- Added new class metadata Experimental and EarlyAccessPreview, which will trigger a warning section in the actor details panel
Experimental:
- Here be dragons! It's a totally unsupported and undocumented prototype
Early Access Preview:
- While not considered production-ready, it's a step beyond 'experimental' and is being provided as a preview of things to come
[CL 2117581 by Michael Noland in Main branch]
* Removed code that would force exporting of guids during seamless travel, no longer needed with guid sequence logic
* Added ability to reject old guid packets
* No longer even attempt to append guid packets to final fragmented bunch, removes the worry of them not being processed if they were previously rejected due to out of order
* We no longer need to byte align guid packetsguid sequence
[CL 2111030 by John Pollard in Main branch]
https://answers.unrealengine.com/questions/53990/cant-find-file-for-asset.html
This change restores the behaviour of the package auto-saver that was removed in CL# 1950261 due to changes in the way UPackage::PackageDirtyStateUpdatedEvent was called (it was changed to be called only when the package became dirty state was actually changed).
There is now another callback, UPackage::FOnPackageMarkedDirty, which is always called when a package is marked as dirty, even if the package is already dirty. This allows the package auto-saver to watch for changes in-between auto-save periods, rather than be forced to assume that everything that was dirty had become dirty during the last auto-save period. FOnPackageDirtyStateUpdated and UPackage::PackageDirtyStateUpdateEvent have been renamed to FOnPackageDirtyStateChanged and UPackage::PackageDirtyStateChangedEvent respectively.
Additionally, you're now able to restore asset files that haven't yet been saved to disk as a .uasset file. This can happen for newly added or imported assets, as UE4 doesn't generate the associated .uasset file until you do something which causes dirty packages to be saved.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2109337 by Jamie Dale in Main branch]
This was a regression caused by the re-introduction of the escaping characters in CL#2056465.
This addresses TTP#338005 - Editor: If you copy/paste a comment that has an apostrophe in it, it'll show the escape character in the new comment (\\')
Reviewed by Tom Sarkanen, Matt Kuhlenschmidt
[CL 2107969 by Andrew Rodham in Main branch]