I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor 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 2399803 by Jamie Dale in Main branch]
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka 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 349345 - Editor: Asset pickers with custom filtering can show all object types
#branch UE4
#proj Editor.DetailCustomizations, Editor.PropertyEditor
[CL 2328545 by Richard TalbotWatkin in Main branch]
Merging using UE4-Fortnite-To-UE4-Fortnite-AbilitySystem
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2325082 by Bob.Tellez on 2014/10/09 23:41:13.
[CL 2325085 by Bob Tellez in Main branch]
#Fortnite Icon scale/aspect ratio fix for Image type slate brushes.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2325080 by Bob.Tellez on 2014/10/09 23:39:49.
[CL 2325084 by Bob Tellez in Main branch]
UE4: The customization for the slate brush asset now always shows the preview image at 40 pixels in height, while maintaining the aspect ratio of the brush. Also fixed an issue where customized rows were not getting alignment rules applied to them.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2323461 by Bob.Tellez on 2014/10/08 21:13:59.
[CL 2323462 by Bob Tellez in Main branch]
- Materials are usable on any brush type and there is a new dynamic brush type (FSlateMaterialBrush) for MIDs
[CL 2118849 by Matt Kuhlenschmidt in Main branch]