The property editor is not considered 'primary' for the purposes of spawning editors. This means that the property editor can be opened, for example, for a static mesh while the static mesh editor is open. Giving focus to both editors when the revlevant editor tries to repon now works correctly. Previously the static mesh editor would give focus to the property editor rather than open up a new mesh editor.
This addresses TTP#334576 - EDITOR: Content Browser: Right clicking on an asset and selecting 'details' will spawn a new details tab even if it is already opened
Reviewed by Tom Sarkanen, Matt Kuhlenschmidt
[CL 2095872 by Andrew Rodham in Main branch]
Fixed the flatten preview grid getting stuck on. Added a checkbox to toggle the display of the grid on/off.
[CL 2095768 by Gareth Martin in Main branch]
TTP# 335070 - Add GUI based way to specify additional non-asset files or paths to package
CookCommandlet now uses the project settings to work out which additional directories it should cook (this removes the need for the editor to pass this information to that UAT via the command line). I've left the COOKDIR option in the UAT/CookCommandlet as, while non of our projects seem to be using it, I'm not comfortable removing it in case any scripts are using it.
CopyBuildToStagingDirectory also uses these project settings to work out which additional directories it should stage when producing the staging manifest (these are split into UFS and non-UFS directories). This allows users to define additional directories in the editor (or directly in the settings file) which will always be staged regardless of how UAT is invoked.
All of these paths are specified in the settings file as relative to the project Content directory, and the editor will enforce this fact when using the directory picker.
Also mirrored the meta-data interface from UField on IPropertyHandle. This takes care of accessing the meta-data from the correct property, even when you're accessing an element inside an array (MattK approved!).
ReviewedBy Thomas.Sarkanen, Robert.Manuszewski, Max.Preussner
[CL 2088172 by Jamie Dale in Main branch]
This is a subset of changes (compiler warning fixes needed to compile Linux editor) from pull request 185 by sbc100, 3dluvr, wshearn, abarbu et al: https://github.com/EpicGames/UnrealEngine/pull/185
- Initialization order fixes
- Missing virtual destructors in classes with virtual funcs.
- Missing newlines at the end of file
#codereview Robert.Manuszewski
[CL 2085576 by Dmitry Rekman in Main branch]
#ttp 334645 - Editor: Property Matrix: Crash when copying/pasting multiple cells when some properties are invalid for some actors
#branch UE4
#change Prevented crash by stopping trying to access data when the cell is unbound
#change PasteTextAtCell was ignoring the cells in the first row with no string value (L419), but allows those in other rows (L462). Since unbound cells return empty strings this was changed to always allow (plus, it looked like a copy/paste error from L415). The alternative to changing this is to implement something similar to CL#2066840 which returns a string, but then ignores it.
reviewed by Andrew.Rodham
[CL 2073956 by Andrew Brown in Main branch]
Cleaned up the ui for toggling absolute and relative scale. We no longer show a hyperlink and use a dropdown menu instead.
[CL 2062387 by Matt Kuhlenschmidt in Main branch]