- New "Size Map" feature that shows the resource size for selected assets in Content Browser
- Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets
- Select actors and press Alt+Shift+M to show sizes of assets used by those actors
- Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets
- Also added a new "Tree Map" general purpose Slate widget (STreeMap)
[CL 2521609 by Mike Fricker 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]
This allows you to align your view in the editor, select an actor in the
world outliner or in scene, right-click and select "Snap Actor to
Camera". Actor will then set its location and rotation to match the
view. This is super handy for quickly finding an awesome camera view in
the editor and then making your CameraActors match that view.
[CL 2501200 by Matt Kuhlenschmidt in Main branch]
When a selected actor is reinstanced, a details view (displaying details of the actor) needs to be refreshed.
An alternative solution: don't check SDetailsView::ShouldSetNewObjects (refresh always )
OR store an object's hash in SDetailsView (and compare it in the ShouldSetNewObjects)
#codereview Matt.Kuhlenschmidt, Nick.Whiting
[CL 2455053 by Maciej Mroz in Main branch]
[UE-8712] - Right-clicking a component in the world brings up a context menu with basic options
- Fixed issue where duplicated components retained incorrect AttachChildren
[CL 2447004 by Matthew Griffin in Main branch]
[UE-8315] - Duplicated components appear in the proper location in BP editor
[UE-8617] - Alt+LMB drag to duplicate component in world works
[UE-8802] - Fixed issues with location of duplicated component
[UE-9193] - Substantially reorganized cut, copy, paste, duplicate, and delete to work in the world. Moved most of the implementations to FComponentEditorUtils so it could be shared by the SCSEditor (in ActorInstance mode) and the level editor
Checking in to keep from getting too unwieldly/large.
Known issues:
- Paste doesn't always show up in the right place
- Paste always attaches to root in world
- Can crash when undoing transform manipulation with multiple duplicated components selected
[CL 2441362 by Matthew Griffin in Main branch]
Fixed missing padding after project name in editor title bar
- Also made the text ever-so-slightly more opaque
[CL 2438194 by Matthew Griffin in Main branch]
Editor: Remove "Customize Scripting Behavior" context menu option that went down the anonymous blueprint route; create a named Blueprint via the details panel instead [UE-9013]
[CL 2437798 by Matthew Griffin in Main branch]
#jira UE-8109 - The favorites list for levels displays a max of ten levels, but you are still given the option to add more
#change Changed favorites menu to not have an upper limit. Favorites now organized so the most recently added/opened is at the head of the list. Only the first five favorite levels are displayed on the main menu, the others are on a submenu.
[CL 2418402 by Richard TalbotWatkin in Main branch]
- Right-clicking a selected actor will open the context menu, not select the component
- Clicking the selected actor will not select a component if the click also focused the level viewport
- Right-clicking a selected component opens a 1-option context menu to select the owning actor
[CL 2402541 by Dan Hertzka in Main branch]