- Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes.
- Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely.
- Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category.
- Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly.
- Added & updated lots of icons! (those missing will be TTP'd)
- The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability.
- Unreal frontend options were also moved into a context menu within the General section
- Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category
- Undo history now under Edit menu
[CL 2324285 by Dan Hertzka in Main branch]
Did some polish on tooltips to better inform the user what is happening.
Can now edit native classes if a compiler is present (will open the header).
[CL 2309817 by Michael Schoell in Main branch]
Enabling this setting will allow marquee box selections in perspective viewports to select actors even if they are fully occluded by other actors.
This addresses TTP#333837 - Editor: Need an option for perspective view marquee select to allow selection of occluded actors.
[CL 2298131 by Andrew Rodham in Main branch]
Added new GetToolkitContextFName() function to IToolKit, most implementations of which return GetToolkitFName().
Tutorials button now exposes a different context depending on the type of Blueprint being edited. Updated BP-editor derived classes so that 'downstream' editors (e.g. Persona) are not affected.
Also edited padding & icon for tutorials.
[CL 2297866 by Thomas Sarkanen in Main branch]
- Store global bitfield of active feature levels
- Generate shaders for all active feature levels
- Add option to experimental settings to enable dynamic feature level
- Redirect GRHIFeatureLevel to GMaxRHIFeatureLevel - Effectively const now, ready to be removed
[CL 2296373 by Graeme Thornton in Main branch]
This addresses TTP#344926 - CRITICAL: Regression: EDITOR: Crash: Reload Level Editor
#codereview Robert.Manuszewski
[CL 2295194 by Andrew Rodham in Main branch]