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]
[UE-14461] - Added search bar that filters palette items
[UE-14155] - Mesh isn't added by proc foliage in addition to type asset when type asset is used
[UE-14528] - Instance count on the thumbnail disappears when thumbnail is too small and rounded off when value gets big
- Added thumbnail size slider to palette view options
- Add type/mesh drag-drop zone moved to be within the palette
- Ctrl + Wheel, Ctrl + MMB + drag, and "[" "]" adjust the size of the foliage brush in the viewport
- Key bindings for foliage commands work in the viewport
- Separate UI commands for palette item actions
- Rearranged view options and collapse details buttons
[CL 2528817 by Dan Hertzka in Main branch]
UETOOL-293 - Behavior Tree Editor is sluggish
- Made the behavior tree and environmental query pins larger so they're easier to grab.
- Adjusted the node padding so that we don't add the padding for the pins when there aren't any pins.
- Added lodding so that node elements are culled out as you zoom out (to improve performance).
- Fixed connections being culled when they were still visible.
[CL 2528547 by Jamie Dale in Main branch]
#UE-12866 - Have node comments and reroute node comments act the same
#Branch UE4
#Proj Engine, GraphEditor
#includes some more general comment node / comment bubble fixes
[CL 2528202 by Ben Cosh in Main branch]
- fixed overflow issue
- fixed big actor issue
- hide static mesh again because it causes GLEO if editor is opened
- LODParentPrimitive is now private - have setter/getter
- Made sure LODActor isn't placed manually
- Added proper map error
- Removed it from FGlobalComponentReregisterContext because I don't think we'll need it anymore.
[CL 2527688 by Lina Halper in Main branch]