UE-9554 - Add BP/C++ Component's Show all classes list not expanded by default
It now hides the Object root if UObject is not a valid base class type, as this allows the next level of classes to be expanded out which looks much better when adding new component classes.
This involved a lot of shuffling of module dependencies so that we could link GameProjectGeneration to ClassViewer, as previously ClassViewer was directly linking to GameProjectGeneration.
I went through and fixed everything that was linking to GameProjectGeneration to instead list it as a dynamic dependency (which it is, as nothing needs to link to it), and then verified that everything was using ClassViewer correctly (found some places that were only marking it as a dynamic dependency without also adding it as an include module, causing issues with missing API macro definitions as they were including ClassViewer headers via a relative include path).
#codereview Andrew.Rodham
[CL 2451499 by Jamie Dale in Main branch]
UE-9699 - Fixing all the places we were setting the asset size to 0 explictly, the new default reasonable size is .1, all asset pickers now just use the default, unless they're the content browser.
#lockdown Matt.Kuhlenschmidt
[CL 2449865 by Matthew Griffin in Main branch]
Editor: Add/clarify make Blueprint actions to the Blueprints toolbar button
- Expose 'Blueprint from selected actor' (single actor; identical to invoking it from the details panel)
- Expose 'Blueprint from selected components' (harvests components from mutliple actors, ignoring the actor classes themselves)
- Rename 'New Blueprint Class' to 'New Empty Blueprint Class'
- Move the make blueprint options to the top of the menu and push level script to be the second category
[CL 2446921 by Matthew Griffin in Main branch]
Relabeled "Class Blueprint" as "Blueprint Class" throughout the editor and documentation.
#jira UE-7187 - "Class Blueprint" should be renamed to "Blueprint Class" throughout the editor and docs
[CL 2419450 by Ben Marsh in Main branch]
- CDO property values that have changed after hot-reload will now be propagated to the existing instances
- Adding code to a non-code project will no longer require restarting the editor to be able to work with new code (the new module will automatically be compiled and loaded)
[CL 2385307 by Robert Manuszewski in Main branch]
This change includes a large rework of the scene outliner to make it more expandable and flexible with what data it supports.
Tree items now support visitation to allow for external logic on custom columns etc without having to type check and cast.
Sorting has been overhauled to be more flexible and efficient. It now supports correct lexical comparison for numbers.
[CL 2354514 by Andrew Rodham in Main branch]
- made public headers compilable individually
- easier access to settings section delegates
- removed module singleton accessor
- moved non-trivial definitions into cpp files
- code & documentation cleanup
#UpgradeNotes:
- instead of ISettingsModule::Get() use FModuleManager::GetModulePtr<ISettingsModule>("Settings")
- instead of using FSettingsSectionDelegates assign delegates directly through the new ISettingsSection methods
[CL 2340711 by Max Preussner in Main branch]
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN
[CL 2329610 by Wes Hunt in Main branch]
- Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes.
- Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely.
- Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category.
- Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly.
- Added & updated lots of icons! (those missing will be TTP'd)
- The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability.
- Unreal frontend options were also moved into a context menu within the General section
- Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category
- Undo history now under Edit menu
[CL 2324285 by Dan Hertzka in Main branch]
Did some polish on tooltips to better inform the user what is happening.
Can now edit native classes if a compiler is present (will open the header).
[CL 2309817 by Michael Schoell in Main branch]