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]
Fix empty actor types and basic shapes not appearing in the placement browser all classes menu or in search
[CL 2446932 by Matthew Griffin in Main branch]
Added the ability for asset type actions to provide an extra overlay layer for their asset thumbnails
UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail
Also cleaned up FAssetThumbnail::MakeThumbnailWidget so that it took a config struct (FAssetThumbnailConfig) rather than 7 or 8 defaulted parameters.
[CL 2419655 by Ben Marsh in Main branch]
Improvements to the way thumbnails are shown in the Content Browser
UE-7184 - Show game c++ classes and engine c++ classes in the content browser
C++ classes and Blueprints now both show you either a live-thumbnail (for asset types), or a class thumbnail for their class type. If showing a live-thumbnail, they also show a mini class icon at the bottom right of the thumbnail.
This iconography change has been applied to all asset types, and they now show you their asset type icon on the colored overlay, rather than show you the asset type text. They will still fallback to using the asset type text if there is no icon available for the asset type.
[CL 2419540 by Ben Marsh in Main branch]
Integrated MarcA's changes to display and edit per actor instance components.
Must set bInWorldBPEditing to true in experimental settings to enable.
#codereview dan.hertzka
[CL 2398903 by Matt Kuhlenschmidt in Main branch]
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka in Main branch]
#jira UE-1297 - Blueprintable Volumes - UI crash
#change Prevented BP-derived volumes from being populated in the Volumes list in placement mode, and from being included by UUnrealEdEngine::GetSortedVolumeClasses as plenty of code expects this to be a static list.
[CL 2374534 by Richard TalbotWatkin in Main branch]
Not changing the existing behavior, although unsure whether it matches the intent in some cases.
Rule of thumb: when || and && are in the same scope, they are evaluated as if && was in parentheses
E.g.
Pointer && Pointer->Foo() || Pointer->Bar()
is evaluated as
(Pointer && Pointer->Foo()) || Pointer->Bar()
(I fixed such cases in changelists before this one as they were certainly unsafe).
#codereview Nicholas.Davies, Matt.Kuhlenschmidt, Gareth.Martin, Daniel.Wright, Mike.Beach, Maciej.Mroz, Simon.Tovey, Michael.Schoell
[CL 2362986 by Dmitry Rekman 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]
The font has also been reduced in size to reduce the amount of wrapping on asset labels at small sizes.
Also polished the asset borders and shadows.
This addresses TTP 345457 and 345452.
[CL 2297910 by Andrew Rodham in Main branch]