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]
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]
- Removed the actor context menu options from the actor root in the components tree; can now only paste a component onto it
-> Necessary because multiple details panels can be open and locked to different actors, so the context menu options would not necessarily pertain to the right-clicked actor root
- Fixed ProcesFCustomizableTextObjectFactory::ProcessBuffer attempting to load an archetype when none had been parsed from T3D
[CL 2453563 by Dan Hertzka 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]
Make right-click on the root node in SCSEditor show Actor actions in LevelEditor and just the Component paste option in BlueprintEditor
[CL 2425968 by Ben Marsh in Main branch]
Component Editor: Removed a number of invalid assumptions about ActorContext being non-null if ever set
- Moved SCS editor mode enum to be a separate namespace to prevent mistakes (found a couple of ActorInstance ? X : Y instances that should have been (Actor != null) ? X : Y but were always using X since ActorInstance = 1)
#codereview Phillip.Kavan
[UE-8368]
[CL 2425707 by Ben Marsh in Main branch]
A few aesthetic changes for the component tree and details panel:
- Made header area of component tree darker to match details panel style
- Made details panel not have empty space where scrollbar should be. Scrollbar no longer takes up permanent space
- Removed old components tree
[CL 2419579 by Ben Marsh in Main branch]
[UE-7779] Components selected in the world are scrolled to in the component tree
- Fixed bug in SListView virtualization where the bottom row widget was not generated after a scroll was requested to an item at the top of the list
[CL 2419512 by Ben Marsh in Main branch]
In-world component editing
- Proper name is given to a new component on creation and when pasting nodes for IWCE component tree
UE-7864 - fixed as by-product of naming changes
UE-7831 - numbering follows the same pattern as the blueprint SCS editor
UE-7801 - Selection & selection overrides all work for "invisible" components that have an editor-only component
[CL 2419481 by Ben Marsh in Main branch]
In-World Component Editing
- Undo/Redo add component works
- Valid name is automatically assigned to a component when it's added
- Selection in the component list is a transaction
- Gave the SCSEditor the same style as the scene outliner (peach for selected+inactive)
[CL 2419456 by Ben Marsh 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]
SCS Editor now shows a root actor that you can select and see properties.
Draging and dropping components to the graph from SCS editor creates Getters.
Add components drop down has more common entries and better naming for some.
[CL 2419383 by Ben Marsh in Main branch]