CL# 23873743 preferred querying the object for its package, but the widgets you edit in UMG are outered to the transient package rather than the asset. This resulted in edits to text on those widgets not using a package ID.
[FYI] Leon.Huang
#rnx
[CL 28282248 by jamie dale in ue5-main branch]
- fixed axis manipulation for both direct & indirect manipulation
- indirect manipulation using CTRL+LMB/RMB is now handled by the gizmo
- added UMultiButtonClickDragBehavior to support click & drag with several buttons in one single behavior
#jira UE-152999
#rb semion.piskarev, brooke.hubert
[CL 28277038 by benoit gadreau in ue5-main branch]
This will allow us to treat the "ScriptedAssetActions" sub-menu added to the right-click menu of assets in the Unreal editor like any other UToolMenu.
#jira UE-194269
#rnx
#rb Rex.Hill
[CL 28265310 by sebastian arleryd in ue5-main branch]
The code in DetailLayoutBuilderImpl.cpp that is attempting to create a new category is relying on a value from a FProperty that is not necessarily initialized and should not be relied upon. Instead, use information from the UObject to initialize the Category and it's UProperty
#jira UE-196166
#rb JeanMichel.Dignard
[CL 28259427 by karen jirak in ue5-main branch]
[FYI] dan.oconnor
Original CL Desc
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Fix several regressions created by 27427693. With these fixes we can also copy components (via the blueprint editor context menu) that are overrides of SCS components (e.g. live in the ICH). This is the 'root' bug that requires I stick with 27427693 despite the instability it has introduced.
Regressions fixed:
Crash on duplicate of instance added component
Crash on copy of ICH component (in blueprint editor)
Ensure on reparent of level editor component to SCS or ICH component
Existing bus fixed:
Failure to reparent component in the level editor if it is changed in a blueprint that inherited the component from another blueprint (which added it via the blueprint editor)
#jira UE-194833
#rb Phillip.Kavan
[CL 28255503 by logan harvell in ue5-main branch]
Add's support for `[at]editable` on optionals:
`FOptionalProperty` changes:
- Added custom `__INIT__` logic for `FOptionalProperty::ExportText` which previously could output no text as the optional value was initialized but returned an empty string as its export text (ie: empty arrays, maps, sets, etc). This caused the future text imports to be incorrect.
`FPropertyNode` changes:
- Added `OptionalValueNode` as private member similar in idea to existing `PropertyKeyNode`. It stores the generated `FPropertyNode` for a FOptionalValue's Value when it is set.
- Added helper function `GetOrCreateOptionalValueNode` which either returns the existing `OptionalValueNode` OR creates one if appropriate.
- Note: This is where we bind a lambda to our Optional's Value FPropertyNode's `RebuildChildren` event which is how we update/rebuild when needed. In places where we would update/rebuild we instead call our Value to do so instead if set and then update after that has been done via this callback.
Added new widget `SPropertyEditorOptional`
- This either:
- shows a dropdown of "Set all" or "Unset all" if we have multiple values selected
- generates the editor for whatever our set value is if we have a single value (See `GetSingleReadAddress`)
- shows a 'set value' button if we are not set
#JIRA UE-191200
#rb karen.jirak
#rb kurtis.schmidt
[CL 28253719 by jared cotton in ue5-main branch]
This fixes an issue where if you select an actor and then choose +Track component for another actor, they will both get a track. This should only happen if the actor is actually selected.
#jira UE-196636
#rb ludovic.chabant
[CL 28250405 by max chen in ue5-main branch]
This is controlled by the "Input.Debug.ShowBindingNames" CVar, and defaults to false
#rb Rex.Hill, Jason.Stasik
[CL 28241467 by jamie dale in ue5-main branch]
[Bugfix] fixed detail's diff code that assumed non-multiedit mode.
[Feature] Moved code in FDetailsDiffControl::GetLinkedScrollRate to FAsyncDetailViewDiff::GenerateScrollSyncRate so that it can be used without FDetailsDiffControl
[Feature] Made details splitter highlight colors use a callback rather than a map of conflicts so it's more versatile
[Feature] Changed the TreeDiffSpecification to use a virtual class TTreeDiffSpecification instead so that individual methods can be overriden for a specific use case
[Feature] Added callback to details splitter to tell it to ignore a row when highlighting
#rb dan.oconnor
[CL 28238088 by jordan hoffmann in ue5-main branch]
Adding back the "Reset to default" option to some landscape tool properties
#jira UE-156290, UE-152894
#rb luc.eygasier
[CL 28236473 by chris tchou in ue5-main branch]