The editor per-project settings in some cases were not being loaded correctly when bGenerateDestIni was false, which caused the file to be altogether emptied. I've changed this code to load the config directly, rather than rely on the nuanced behavior of the FConfigCacheIni helper functions. Also change the code to back up the old settings, rather than destroy them.
[CL 2529955 by Andrew Rodham in Main branch]
- Fix for build receipt (related: UE-13763).
- Handling root:/ etc paths which are sometimes passed to the lower level without expansion.
#codereview Terence.Burns
[CL 2527976 by Dmitry Rekman in Main branch]
- fixed overflow issue
- fixed big actor issue
- hide static mesh again because it causes GLEO if editor is opened
- LODParentPrimitive is now private - have setter/getter
- Made sure LODActor isn't placed manually
- Added proper map error
- Removed it from FGlobalComponentReregisterContext because I don't think we'll need it anymore.
[CL 2527688 by Lina Halper in Main branch]
Back out changelist 2516445. A better fix is incoming.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2517700 by Bob.Tellez on 2015/04/20 11:43:01.
[CL 2527196 by Bob Tellez in Main branch]
It was erroneously being migrated to a project-agnostic location, but project specific settings are stored in here. GIsBuildMachine checks have also been removed as they were deemed no longer necessary since build machines serialise project agnostic config in Engine/Saved (not elsewhere on disk)
[CL 2524975 by Andrew Rodham in Main branch]