#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor
[CL 2547405 by Ben Cosh in Main branch]
Editor : Editor puts the project watermark as a badge in the TabWell background.
Project name prefix, badge color and text color can be controlled via:
EditorPerProjectUserSettings.ini:
---------------------------------
[LevelEditor]
ProjectNameWatermarkPrefix=DEV
ProjectBadgeBackgroundColor=(R=237,G=25,B=104,A=255)
ProjectBadgeTextColor=(R=0,G=0,B=0,A=255)
[CL 2533841 by Nick Atamas in Main branch]
- 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]