Slate Widget was failing, because of missing Slate dependencies. Testing introduced a couple of problems which all was fixed by this CL:
1. I introduced AdditionalDependencies in .uproject file and change "Add Code To Project..." procedure to fill this array if needed. UBT reads this field and builds the project with required modules. Needed for Slate classes.
2. Changed UHT to #include missing headers in generated.h files if it was missing an include for it's super class. It was causing problems if we were trying to add a subclass of BrushShape -- BrushShape.h didn't have #include "Brush.h" and UBrushShape was inheriting from UBrush.
3. Above problems also occured for Slate classes, but not all of them was UCLASSes, so I had to fixed that manually.
4. "Add Code To Project..." functionality was not invalidating UBT makefiles, which lead to omitting new source files during hot-reloading (even thought it was reporting a success). This change also should improve a bit performance, cause right now there is no "gathering" step -- there is only invalidate step which is a lot quicker.
5. Fixed "Selected Class Source" link to source class in Slate Widget and Slate Widget Style class.
#codereview Robert.Manuszewski
[CL 2481488 by Jaroslaw Palczynski in Main branch]
UE-7184 - Show game c++ classes and engine c++ classes in the content browser
The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.
For example:
- Game C++ Classes
- ShooterGame
- Classes
- Bots
- ShooterBot
- ShooterAIController
- [...]
- [...]
The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).
As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).
[CL 2409386 by Jamie Dale in Main branch]
The auto-startup module list is now compiled to:
1. Exe if the target is a program.
2. Game module binary if the target is game, editor etc.
#codereview Robert.Manuszewski
[CL 2344885 by Jaroslaw Palczynski in Main branch]
The main changes are as follows:
1. moved Json out of Core into own module 'Json'
2. moved 3 i10n classes (Json serializers) from Core into a new module 'Internationalization' *
3. fixed up 2 i10n classes in Core to not instantiate the 3 Json-based classes. instead they are now passed in as a dependency
*) (2) and (3) were required to decouple the I10n code in Core from Json. Much of the i10n code probably doesn't belong into Core in the first place, but there is no time to fix this right now.
The following cosmetic changes were also made:
- NULL to nullptr
- namespaced enums to enum classes
- renamed the three i10n Json serializer classes to comply with naming conventions
- removed file header comments (not used)
- documentation, spelling, spacing etc,
#UpgradeNotes: If your module is including Json.h then you have to add 'Json' to your Build.cs module dependencies.
#ReviewedBy: justin.sargent, saul.abreu
[CL 2310420 by Max Preussner in Main branch]