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]
This commit adds the framework APIs, editor and rendering features needed to support live streaming. Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.)
- Game live streaming
- Allows general support for live internet streaming of game video and audio
- Web cam video feed can be overlaid onto game viewports automatically
- New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game
- New IGameLiveStreaming API that allows you to start broadcasting through C++
- Editor live streaming
- The editor UI now displays a "broadcast" button automatically when a live streaming service is available
- Broadcasting of all desktop editor windows is supported (configured in preferences)
- If you have a web cam, video will be displayed automatically while broadcasting in a new editor window
- New "Live Streaming" editor preference tab with many new settings for configuring broadcasting
- New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed
- Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands
- These allow you to easily test live streaming in games without writing UI code
- Built-in help is available for these new commands
- To implement a live streaming plugin:
- Inherit from the new ILiveStreamingService interface
- Register your "LiveStreaming" feature with the IModularFeatures system
- Other changes:
- Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle()
- Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore)
- Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented
[CL 2115377 by Mike Fricker in Main branch]