alphabetize gameplay tags imported from INI file
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2602290 by David.Ratti on 2015/06/26 11:12:23.
[CL 2602298 by David Ratti in Main branch]
update default gameplay cue notify path to be valid
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2590115 by David.Ratti on 2015/06/17 10:46:40.
[CL 2590117 by David Ratti in Main branch]
GameplayCue Editor improvement pass:
* I switched this to use a TreeView instead of nested ListViews.
* This fixes the scrolling bug that Dave mentioned where some items were missing until you scrolled.
* Currently automatically expand any items that have handlers. Do we want that?
* We could organize the tags hierarchically. Would that be useful?
* Instead of double-clicking, handlers are now Hyperlinks for more obvious navigation.
* Added search button to suggest that you have to hit [Enter] or click the button for search to actually take place.
* Search highlights matching substring as a reminder that a search is active (i.e. you are not seeing all the items).
* Known Issue : Right now after clicking [Add New] to add a handler, you have to press [Search] before it to shows up.
* Now uses SUserWidget pattern
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2586937 by Nick.Atamas on 2015/06/13 14:43:29.
[CL 2587459 by David Ratti in Main branch]
GameplayCue Editor tool first pass
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2583077 by David.Ratti on 2015/06/10 14:39:58.
[CL 2585143 by David Ratti in Main branch]
UE-16078 - Crash hovering over texture reference in material
A lot of asset editors were overriding GetToolkitName to implement custom logic (sometimes because the default logic would cause a crash), and these asset editors now also need to override GetToolkitToolTipText too.
[CL 2564832 by Jamie Dale in Main branch]
#jira UE-15787 - Creating a child blueprint of an anim blueprint does not result in an anim blueprint
#reviewedby Benn.Gallagher
[CL 2558443 by Richard TalbotWatkin in Main branch]
null check
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2557572 by David.Ratti on 2015/05/19 15:55:56.
[CL 2557573 by David Ratti in Main branch]
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]
Consistent null checks, fixes for copy/pasted conditions, copy pasted LOCTEXT identifiers, comparisons against literals of the wrong type, missing return statements, dead code, and some system calls that were ignoring their return value
[CL 2494390 by Dan Oconnor in Main branch]
Some P4V problem with backing out large changelist missed some files.
#codereview Robert.Manuszewski
[CL 2481366 by Jaroslaw Palczynski in Main branch]
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]