EditorUserSettings should no longer exist, in favor of EditorPerProjectUserSettings (which is already handled by these functions). Changed EditorUserSettings to EditorSettings to catch uses of EditorSettings classes
[CL 2529969 by Andrew Rodham in Main branch]
The editor per-project settings in some cases were not being loaded correctly when bGenerateDestIni was false, which caused the file to be altogether emptied. I've changed this code to load the config directly, rather than rely on the nuanced behavior of the FConfigCacheIni helper functions. Also change the code to back up the old settings, rather than destroy them.
[CL 2529955 by Andrew Rodham in Main branch]
The material side of this was actually working. When the refraction input is connected, the normal pin is active. The issue was just visual.
Material result node pin widgets were caching their colour on construction. Changed to recalculate each frame.
[CL 2529948 by Simon Tovey in Main branch]
- Reinstate some changes that were stomped by a bad merge:
- Change RemoteEndAbility back to RemoteEndOrCancelAbility
- Restore optional override blendout time parameter to CurrentMontageStop
- Fix issue where remote ability cancellation/ending didn't account for non-instanced abilities, resulting in server overflows on active counts in ability specs
#codereview David.Ratti
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2528989 by Billy.Bramer on 2015/04/28 15:53:31.
[CL 2529424 by Billy Bramer in Main branch]