#UE4 If you have actors from multiple levels selected, you can now move them to the selected level via the level browser. It will only move actors that are not already in the destination level.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2270697 by Bob.Tellez on 2014/08/25 12:47:35.
[CL 2270698 by Bob Tellez in Main branch]
#UE4 Deprecated ULevelStreaming::PackageName in favor of the new WorldAsset TAssetPtr. This will allow editor tools to properly follow references from persistent levels to sublevels. All existing usage of PackageName has been replaced with GetWorldAssetPackageName() and SetWorldAssetByPackageName().
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2269772 by Bob.Tellez on 2014/08/24 16:49:38.
[CL 2269774 by Bob Tellez in Main branch]
UE4: Consolidated worldassets command line checks to a static function in editorengine and one in the asset registry. This will make it easier to enable
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2255048 by Bob.Tellez on 2014/08/13 15:19:54.
[CL 2255061 by Bob Tellez in Main branch]
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it
#branch UE4
[CL 2238128 by Andrew Brown in Main branch]
#ttp 335669 - EDITOR: MATINEE: With matinee open if you move a matinee actor to the same or new level, it duplicates it
#branch UE4
#change Check to see if any of the selected actors are referenced in an open matinee, and ask the user if they want to close matinee to continue
reviewed by Thomas.Sarkanen
[CL 2225378 by Andrew Brown in Main branch]
#TTP 335685 - EDITOR: Level Browser: Allowed to click "move selected actor to level" on an actor that is already in the selected level
#branch UE4
#proj Editor.WorldBrowser
#proj Editor.Levels
#change Added a new method IsValidMoveActorsToLevel to both FLevelCollectionModel and FLevelCollectionViewModel, this is used to enable the Move Actor to level command for both cases. It scans the selected actors and checks their levels against the selected levels. If any actor is contained within any of the selected levels it disables the control. It also disables the control should there be no actors selected. If both of these cases pass it simply checks if the level is editable.
#reviewedby Chris.Wood
[CL 2113869 by Barnabas McManners in Main branch]
Breaking changes include:
* Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
* Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
* Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
* Added ability to specify an FEditorModeTools when creating an FEditorViewport
Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.
This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept
Reviewed by Michael Noland, Matt Kuhlenschmidt
[CL 2109245 by Andrew Rodham in Main branch]
#TTP 331892 - Editor: Blueprint Defaults Diff: Lauching diff tool does not work with spaces in paths
#branch UE4
#proj Editor.BehaviourTreeEditor
#proj Editor.WorldBrowser
#proj Editor.Levels
#proj Developer.AssetTool
#change Wrapped the file paths in double quotes, this means that the full path gets passed to P4Merge
#reviewedby Chris.Wood
[CL 2060955 by Barnabas McManners in Main branch]