Hooked in feature packs to show in super search using tags in the FP manifests
Added some keywords to manifests for super search
[CL 2526727 by bruce nesbit 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]
#jira UE-10039 - The state of "Show Collections" in the Content Browser is not saved with the Editor layout
#reviewedby Matt.Kuhlenschmidt
[CL 2472013 by Richard TalbotWatkin in Main branch]
UE-9723 - Reworking the buttons on the content browser to be cleaner and one of them green.
#lockdown Matt.Kuhlenschmidt
[CL 2449856 by Matthew Griffin in Main branch]
Editor - Several visual improvements to the buttons in the editor that we want users to be drawn to clicking. Using font awesome in a few places to give the icons matching size and formatting to the text in the same button. Additionally fixing several focus issues with buttons, and things being refreshed at the wrong time, that was causing buttons to not be clickable in the My Blueprints view.
[CL 2447031 by Matthew Griffin in Main branch]
Generalized "Add Code to Project" dialog to allow creation of both c++ and blueprint class types.
The add component option when blueprintable components is enabled, now opens up this dialog rather than the parent class picker.
UE-8491 - IWCE: New C++ Component and New Blueprint Component should prompt you for a component type to subclass
[CL 2446735 by Matthew Griffin in Main branch]
Made "Add Feature or Content Pack..." always available from the "Add New" menu
It was previously only available when you had an asset path selected, but as this option has nothing to do with the currently selected path(s) it is now available regardless of whether you have an asset or class path selected.
[CL 2437790 by Matthew Griffin in Main branch]
UE-8574 - Sync to content browser does not work for C++ classes
Two issues:
1) The Content Browser wasn't enabling the Engine or Plugin view filters if you synced to a class in those categories - this meant that you couldn't see the synced class as its parent folder was still hidden.
2) FNativeClassHierarchy::GetClassPath was returning a path with a trailing / if the class was in the module root folder - this never matched anything so nothing was synced.
[CL 2423895 by Jamie Dale in Main branch]
The "New Class" option is now always available in the "Add New" context menu
UE-7184 - Show game c++ classes and engine c++ classes in the content browser
It will use your project's source folder if you don't have a valid class path selected.
[CL 2419589 by Ben Marsh in Main branch]
Made the Content Browser filters work with C++ classes
UE-7184 - Show game c++ classes and engine c++ classes in the content browser
You can now filter on the "C++ Class" type, and the asset view no longer shows you all assets when you have a filter applied but only class paths selected.
[CL 2419541 by Ben Marsh in Main branch]
UE-7184 - Show game c++ classes and engine c++ classes in the content browser
The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.
For example:
- Game C++ Classes
- ShooterGame
- Classes
- Bots
- ShooterBot
- ShooterAIController
- [...]
- [...]
The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).
As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).
[CL 2409386 by Jamie Dale in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2401019 by Jamie Dale in Main branch]