#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor
#info this change is more scoped and more robust than CL 2547405.
[CL 2593389 by Ben Cosh in Main branch]
#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor
[CL 2547405 by Ben Cosh in Main branch]
UE-8539 - IWCE: Double-clicking on a component in the SCS editor should focus the camera on it
#codereview Matt.Kuhlenschmidt
[CL 2479978 by Chris Wood in Main branch]
Add ability to prevent prevent inherited versions of components from editing the properties set at a higher level
[CL 2477265 by Marc Audy in Main branch]
When a selected actor is reinstanced, a details view (displaying details of the actor) needs to be refreshed.
An alternative solution: don't check SDetailsView::ShouldSetNewObjects (refresh always )
OR store an object's hash in SDetailsView (and compare it in the ShouldSetNewObjects)
#codereview Matt.Kuhlenschmidt, Nick.Whiting
[CL 2455053 by Maciej Mroz in Main branch]
- Removed the actor context menu options from the actor root in the components tree; can now only paste a component onto it
-> Necessary because multiple details panels can be open and locked to different actors, so the context menu options would not necessarily pertain to the right-clicked actor root
- Fixed ProcesFCustomizableTextObjectFactory::ProcessBuffer attempting to load an archetype when none had been parsed from T3D
[CL 2453563 by Dan Hertzka in Main branch]
Editor: Locked out editing in the level editor version of the components tree when in PIE [UE-9374]
#lockdown matt.kuhlenschmidt
[CL 2450014 by Matthew Griffin in Main branch]
[UE-9831] - Adding variables to BP should no longer crash and world component selection is retained across BP reinstancing
#codereview Marc.Audy
#lockdown Matt.Kuhlenschmidt
[CL 2449905 by Matthew Griffin in Main branch]
[UE-8315] - Duplicated components appear in the proper location in BP editor
[UE-8617] - Alt+LMB drag to duplicate component in world works
[UE-8802] - Fixed issues with location of duplicated component
[UE-9193] - Substantially reorganized cut, copy, paste, duplicate, and delete to work in the world. Moved most of the implementations to FComponentEditorUtils so it could be shared by the SCSEditor (in ActorInstance mode) and the level editor
Checking in to keep from getting too unwieldly/large.
Known issues:
- Paste doesn't always show up in the right place
- Paste always attaches to root in world
- Can crash when undoing transform manipulation with multiple duplicated components selected
[CL 2441362 by Matthew Griffin in Main branch]
Differentiate ConstructionScript CreationMethods in to SimpleConstructionScript and UserConstructionScript (or really other)
Added IsCreatedByConstructionScript utility function on UActorComponent
[CL 2437920 by Matthew Griffin in Main branch]
Show a warning when viewing blueprinted components. These components are read only and can only be modified in the blueprint editor
[CL 2435314 by Matthew Griffin in Main branch]
[UE-8152] - All previously existing drag-and-drop functionality now works with components in the world as follows:
1. If multiple actors are selected and the drop is on one of the selected actors, the dropped object will be applied (if possible) to all components in each selected actor.
2. If multiple components are selected and the drop is on one of the selected components, the dropped object will be applied (if possible) to all selected components.
3. If the drop is onto a component that is not selected, it will apply only to that component.
4. If the drop is onto a component within a selected actor, but only one actor is selected, same as #3.
- Fixed crash when trying to apply material to non-existent slot when applying to multiple actors
[CL 2433465 by Matthew Griffin in Main branch]
#jira UE-7808 - Editor slows exponentially when selecting an instanced static mesh in viewport that has a large number of instances
[CL 2427864 by Richard TalbotWatkin in Main branch]