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]
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]
Improved and unified the folder drag and drop validation in the Content Browser
UE-9025 - User gets green check mark when trying to move class into content folder
The Content Browser folder drag and drop validation had not been updated to handle class folders. This meant that it was possible to crash the editor by dragging class folders around, and also meant that you were given misinformation when trying to copy a class around.
I've unified all the duplicated logic from SPathView, SAssetView, SAssetTreeItem, and SAssetViewItem into utility functions inside a new DragDropHandler in the Content Browser. This class correctly validates that you can only interact with assets and asset paths, but doesn't outright prevent you being able to include classes and class paths in your drag operations (it just warns you about them, and the strips them out of the drop lists).
[CL 2438229 by Matthew Griffin in Main branch]
Added a "C++" overlay for C++ source code folders in SPathView
UE-7184 - Show game c++ classes and engine c++ classes in the content browser
[CL 2419743 by Ben Marsh 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]
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.
#codereview robert.manuszewski
[CL 2400883 by Steve Robb in Main branch]
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN
[CL 2329610 by Wes Hunt in Main branch]
#ttp 342267 - Editor Usability: Select a folder in Content Browser and pressing F2 to rename it, triggers a rename of an actor or asset instead!
#branch UE4
SContentBrowser
Added functions for Can/Execute Rename/Delete which forward to the active context menu
Moved Rename/Delete bind commands to the content browser, so it can forward the request to the correct context menu
(this was necessary as it wasn't possible to bind to both context menus without the code complaining about it already being bound)
Modified GetFolderContextMenu to take an extra param to indicate whether it was the path view or asset view which called it - it then uses this to clear the asset view selection when the path view context menu is requested - we can then use the selection information to determine which context menu was opened later on when processing rename/delete (ideally it should clear when the path view recieves focus, but that's harder to determine).
FAssetContextMenu
Made Can/Execute Rename/Delete public - so they can be called by the Content Browser
Removed BindCommands as it's no longer needed
Removed condition for adding Rename to the menu, as it now always is and is greyed out if not possible.
FPathContextMenu
Added delegate for when rename folder is requested - the same as FAssetContextMenu
Added handling for whether folder renaming is possible, and executing.
Removed condition for adding Rename to the menu, as it now always is and is greyed out if not possible.
Fixed issue with Delete not mapping to keyboard shortcut
SPathView
Added function to rename folder (similar to SAssetView)
Fixed issue with VerifyFolderNameChanged not generating the correct path when checking to see if a folder exists (it was previous just checking to old path - which would always return true).
Modified FolderNameChanged to take 'OldPath' as a param (inline with the delegate change). This function is called when a folder is created or renamed... if it's the latter it has to handle moving the contents of the folder to the new location, which it could only do if it knew where the previous location was (again, similar to SAssetView)
SAssetTreeItem
Added extra param to FOnNameChanged (OldPath) - so we can move assets when a folder is renamed
FTreeItem
Renamed variable bNewFolder to bNamingFolder - as it's true whenever the folder is being named, not just when it's new
reviewed by Thomas.Sarkanen
[CL 2239648 by Andrew Brown in Main branch]
#proj UE4
#branch UE4
#summary Collections now store and display a custom colour based on the local user settings
#extra This works the same was as it does for folders.
#reviewedby Thomas.Sarkanen, Max.Preussner
[CL 2043079 by Jamie Dale in Main branch]