Users can now choose a set of relevant units to display applicable properties in.
Setting a single unit for a given type will result in only that unit ever being used. When multiple exist, the most appropriate unit will be shown when a property editor is opened, and will remain in this unit until something else is selected.
[CL 2519064 by Andrew Rodham 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]
Also added a default input unit that is used when no units are specified on a text input.
This addresses UE-11863 and UE-9313
[CL 2499638 by Andrew Rodham in Main branch]
Fix various issues with default transform property value propagation and "live" property defaults editing in the Blueprint editor.
#jira UE-8111 - Adjusting values of components do not update in realtime
change summary:
- revised/consolidated transform propagation code to make direct use of GetArchetypeInstances() for RF_ArchetypeObject template objects, now that GetArchetypes() is able to find SCS component templates stored in the BPGC.
- removed unnecessary/unused default transform value propagation methods and code paths.
- ensure that the SCS viewport calls Invalidate() on refresh so that changes are reflected in the preview viewport. this may have been a regression from preview actor instance update changes made to support single-screen mode.
#codereview Maciej.Mroz, Marc.Audy
[CL 2446868 by Matthew Griffin in Main branch]
Transform (location, rotation, scale) change from an original component template is propagated into overridden component templates.
- Reset works properly.
- Rotation is fixed
#codereview Phillip.Kavan
[CL 2435541 by Matthew Griffin in Main branch]
Transform (location, rotation, scale) change from an original component template is propagated into overridden component templates. - WIP
#codereview
[CL 2435512 by Matthew Griffin in Main branch]
The display name, filter string, and tooltips for the property editor (and associated detail customizations) are now stored as FText rather than FString. This allows us to remove SLATE_TEXT_ARGUMENT from the detail customization widgets.
[CL 2372595 by Jamie Dale in Main branch]
#ttp 347906 - Editor: righclick "mirror" for scale values in details window is not working
#branch UE4
#proj Editor.DetailCustomizations
#reviewedby Matt.Kuhlenschmidt
[CL 2314206 by Richard TalbotWatkin in Main branch]
- Modified FComponentTransformDetails to fix various issues with default rotation value propagation.
- Consolidated default transform value propagation code into FComponentEditorUtils to eliminate some redundancy.
#codereview Maciej.Mroz,James.Golding
[CL 2307467 by Phillip Kavan in Main branch]
The location & rotation will be overwritten at spawn/placement time, so editing those values in the Blueprint editor Details tab would have no effect at construction time and was thus causing some confusion.
Note that native root component transform information was not previously editable. This change exposes the Scale for both native and non-native root components for editing and hides the Location/Rotation fields.
Also added some extra information to the root component's Rich Tooltip in Components mode of the Blueprint editor, to indicate why the location & rotation fields of the Transform section are not available for editing.
#codereview James.Golding,Zak.Middleton,David.Nikdel
[CL 2230963 by Phillip Kavan in Main branch]
#ttp 339291 - Level Editor Details panel transform copy/paste not compatible with Blueprint Details panel transform
#branch UE4
#proj Editor.DetailCustomizations
#reviewedby Chris.Wood
[CL 2169038 by Richard TalbotWatkin in Main branch]
Cleaned up the ui for toggling absolute and relative scale. We no longer show a hyperlink and use a dropdown menu instead.
[CL 2062387 by Matt Kuhlenschmidt in Main branch]