We now have the capacity to set a uproperty value anywhere in the config file hierarchy
Satisfies UEPLAT-429
The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.
[CL 2521330 by Terence Burns in Main branch]
- Do not display if simplygon isn't found
- Do not allow it to use CreateProxyMesh if simplygon isn't found
https://jira.ol.epicgames.net/browse/UE-8454
[CL 2492807 by Lina Halper in Main branch]
Allow placement of a ReceiveTick event in Blueprinted ActorComponents
bActive no longer required to keep ticking in components
bAutoActivate no longer default in newly created C++ component classes
[CL 2425846 by Ben Marsh in Main branch]
* Added ability to do collision traces using a collision profile instead of a trace channel and response params. The UWorld trace functions are the same except they end with "ByProfile" (ex. SweepSingleByProfile).
* Added a custom detail widget that allows collision profiles to be set as BP properties.
* Added a custom graph pin widget for setting collision profiles as pins on a node. It also supports the property being set to expose on spawn.
* Added FCollisionProfileName struct. This is a BlueprintType used by the custom widgets.
* Made the custom widgets work with profile redirects. The property will be fixed up next time the BP is compiled.
* Registered a custom setter for FCollisionProfileName pin to work when set to expose on spawn.
#codereview David.Ratti, Lina.Halper
[CL 2365065 by Frank Gigliotti in Main branch]
Slate now has the concept of composite fonts and font families (via FCompositeFont and FTypeface). A composite font is a font that contains a default font family, as well as any number of sub-font families which should be used for a given set of character ranges. This change will greatly improve the localization support for fonts.
UFont assets can now use two forms of caching "offline" (which is the way they have always worked historically), and "runtime" (which utilizes the Slate font cache to cache glyphs on demand). These runtime cached UFont assets are now the only way to specify which font to use for a UMG widget, and address the previous issues about ensuring that the required font files were staged for your game.
The Slate font cache now works on FFontData instances, rather than filenames. This allows the UFont asset to embed a blob of TTF or OTF font data inside it, rather than require the fonts be loaded from files on disk.
The Canvas text renderer has been updated to support runtime cached UFont assets. This gives our legacy Canvas based tools the same improved font localization support as the rest of the Slate-based editor UI.
UFont asset creation has been changed to use runtime caching by default, and additionally, you can now import a TTF or OTF file via the Content Browser and it will automatically create a UFont asset. If you still want an offline cached UFont asset, you can just change the cache type in the font editor, and the usual font picker dialog will appear and allow you to generate a font texture atlas.
[CL 2342203 by Jamie Dale in Main branch]
Removed code that explicitly checks for UCurveLinearColor and added functions to curve owner interface so that this struct can display the gradient editor as well.
Tidied up some of the curve customisation that this was based on, only including what's needed, forward declarations in single place, removed unused comments.
UE-4434 - GitHub 529 : Curve linear color + Customization
Integrated from PR #529 by iniside
[CL 2339661 by Matthew Griffin in Main branch]
This is an API breaking change. If you previously experimented with media assets, you will have to rebuild your Blueprints, UMG widgets, etc. If you don't want to lose your existing Blueprints, you can add the following line to your project's Engine.ini, which will map the old class name to the new one (you will still need to replace existing MediaAsset nodes with MediaPlayer nodes):
[/Script/Engine.Engine]
+ActiveClassRedirects=(OldClassName="MediaAsset",NewClassName="MediaPlayer")
[CL 2291399 by Max Preussner in Main branch]
Also removed tabs from the project browser dialogs when they're not necessary. Fixed up some incorrect icon sizes to work with the new layout.
[CL 2290664 by Andrew Rodham in Main branch]