* Preventing variable object type changes from breaking pin connections (when the type was changed to a super type)
* Turning "wasted cast" errors into node warnings.
* ValidateVariableNames() now walks the whole super chain to look for conflicting property names
* Added a warning to the SpawnActor node (to catch when users are passing a null class)
[CL 2527127 by Mike Beach in Main branch]
UE-13190 Cannot Delete Event Dispatcher inside of a child blueprint when the parent has an event dispatcher as well
Parameter "const FName&" was changed into "const FName" in some functions in BlueprintEditorUtils.
Fix for TRASHCLASS_ crash in UBlueprintEventNodeSpawner.
In ResolveSimpleMemberReference the GUID is primary data, the Name is secondary.
#codereview Mike.Beach
[CL 2525284 by Maciej Mroz in Main branch]
The problem is related to pins default value for an enum. But it seems, it should be fixed in the Marco node.
#codereview Mike.Beach, Michael.Schoell
[CL 2521782 by Maciej Mroz in Main branch]
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2518081 by Ben.Zeigler on 2015/04/20 15:20:39.
[CL 2519532 by Ben Zeigler in Main branch]
Blueprint node searching now leverages localized keyword metadata for searching, so searches can now be done in the current langauge and English to find the same nodes.
#jira UE-12049 - Using translated editor, Blueprint node search returns differ for English search terms compared to search terms in the current language
#codereview justin.sargent
[CL 2517785 by Michael Schoell in Main branch]
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).
EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.
Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)
GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.
This addresses UETOOL-270 (Most editor preferences should be project-agnostic)
[CL 2517558 by Andrew Rodham in Main branch]