UE-17880 - Show Collections shows up twice when box is checked and multiple content browsers
This used to be added via an extender, however the extender was bound once each time a Content Browser was opened, meaning it was possible to have the entry added multiple times if multiple Content Browsers were open.
This menu item is now handled by the SAssetView (the same as the other view options), and is also now disabled on dialogs where it doesn't make sense to change the "Show Collections" settings (eg, when using the load or save picker dialogs, as they don't contain a collections view).
[CL 2605762 by Jamie Dale in Main branch]
UETOOL-332 - Collections 2.0
UETOOL-369 - Want nested collections with collapsing
We now have version 2 collections which maintain a persistent GUID for each collection. Existing collections will be lazily updated to this version when they need to be re-saved.
This GUID is used by child collections to keep track their parents, and the collections view (as well as the quick asset management) now show a tree of collections. Collections in the main collection view tree can be re-parented via drag and drop.
Performing Content Browser searches against a given collection will also test to see if an object exists in child collections, and the asset view will now show you folder entries for child collections when viewing a parent (if folders are enabled in your Content Browser view settings).
[CL 2593321 by Jamie Dale in Main branch]
The text filter was stripping whitespace and storing the stripped version. This meant that a search term containing only whitespace could never be cleared again, as the filter never notified of a change in text.
The other issue was that some code was performing a pre-test to see if the text had changed, however this code was doing case-insensitive comparisons, which no longer suffice as the operators are case-sensitive.
[CL 2587373 by Jamie Dale in Main branch]
UETOOL-332 - Collections 2.0
UETOOL-366 - Ability to search and filter assets that are only in specific collections
This allows you to perform complex queries against any of the meta-data from the asset registry (using standard comparison operators), as well as being able to test other standard keys, such as the collections that contain a given asset, its name, path, or class.
The syntax supports sub-expression grouping, and also partial (unquoted), exact (quoted) starts with (s...), or ends with (...s) string matching, as well as standard logic operators (OR, AND, NOT).
ReviewedBy Andrew.Rodham
[CL 2578624 by Jamie Dale in Main branch]
UETOOL-332 - Collections 2.0
This avoids the need to repeat the module name throughout the code (and potentially performing an FName look up each time).
[CL 2572436 by Jamie Dale in Main branch]
UETOOL-332 - Collections 2.0
UETOOL-370 - Ability to assign many collections to a single asset very quickly
The collections view now provides check boxes next to each collection. These can be used to quickly add or remove a large selection of assets to or from a collection.
This feature is also available in the Content Browser via the asset context menu. The "Collections" section now contains a sub-menu which lists the available collections, and allows you to quickly add or remove the current selection to or from a collection.
[CL 2570749 by Jamie Dale in Main branch]
Hooked in feature packs to show in super search using tags in the FP manifests
Added some keywords to manifests for super search
[CL 2526727 by bruce nesbit 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]
#jira UE-10039 - The state of "Show Collections" in the Content Browser is not saved with the Editor layout
#reviewedby Matt.Kuhlenschmidt
[CL 2472013 by Richard TalbotWatkin in Main branch]
UE-9723 - Reworking the buttons on the content browser to be cleaner and one of them green.
#lockdown Matt.Kuhlenschmidt
[CL 2449856 by Matthew Griffin in Main branch]
Editor - Several visual improvements to the buttons in the editor that we want users to be drawn to clicking. Using font awesome in a few places to give the icons matching size and formatting to the text in the same button. Additionally fixing several focus issues with buttons, and things being refreshed at the wrong time, that was causing buttons to not be clickable in the My Blueprints view.
[CL 2447031 by Matthew Griffin in Main branch]
Generalized "Add Code to Project" dialog to allow creation of both c++ and blueprint class types.
The add component option when blueprintable components is enabled, now opens up this dialog rather than the parent class picker.
UE-8491 - IWCE: New C++ Component and New Blueprint Component should prompt you for a component type to subclass
[CL 2446735 by Matthew Griffin in Main branch]
Made "Add Feature or Content Pack..." always available from the "Add New" menu
It was previously only available when you had an asset path selected, but as this option has nothing to do with the currently selected path(s) it is now available regardless of whether you have an asset or class path selected.
[CL 2437790 by Matthew Griffin in Main branch]