UETOOL-293 - Behavior Tree Editor is sluggish
- Made the behavior tree and environmental query pins larger so they're easier to grab.
- Adjusted the node padding so that we don't add the padding for the pins when there aren't any pins.
- Added lodding so that node elements are culled out as you zoom out (to improve performance).
- Fixed connections being culled when they were still visible.
[CL 2528547 by Jamie Dale in Main branch]
#UE-12866 - Have node comments and reroute node comments act the same
#Branch UE4
#Proj Engine, GraphEditor
#includes some more general comment node / comment bubble fixes
[CL 2528202 by Ben Cosh 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]
SNodeTitle no longer compares cached node titles to the title the node wants to be to determine a reconstruction, it checks if the schema wants to purge all cached node titles.
#jira UE-8371 - Change Editor language while leaving Blueprint Editor node & pin names in English
[CL 2508681 by Michael Schoell in Main branch]
Moved the "GoToDocumentation" command from MaterialEditorCommands up to GraphEditorCommands.
#jira UE-11783 - Right click on BP nodes should offer link to API docs for node.
[CL 2506859 by Michael Schoell in Main branch]
#UE-13107 - Blueprint Editor: Newly-created Comments draw a redundant comment balloon on top by default
#UE-13301 - Comment depth is editable in the details panel for comment nodes
#Branch UE4
#Proj UnrealEd, GraphEditor
[CL 2505583 by Ben Cosh in Main branch]
#UE-13446 - Reference viewer comments allow the user to edit the comment.
#Branch UE4
#Proj GraphEditor, ReferenceViewer
[CL 2505569 by Ben Cosh in Main branch]
Refactored logic for what selection type is allowed in a SGraphActionMenu to the widgets that react to the selection.
#jira UE-11644 - Selected BP Variables do not refresh details properly
[CL 2493909 by Michael Schoell in Main branch]
- Currently gated by a setting in Editor Preferences..Graph Editors
- Alt+LMB Click on the spline to break the connection
- Ctrl+LMB Click on the spline to move the connection to a different pin
- Hover over the spline to highlight it
[CL 2483923 by Michael Noland in Main branch]
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]
- Move PinGeometries to be a member variable of FConnectionDrawingPolicy
- Known issue: The preview wire doesn't flip directions until it is connected to something
[CL 2457370 by Michael Noland in Main branch]