#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]
#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]
#UE4 Added support to drag and drop world assets on the level browser (specifically the level list in SWorldHierarchy) to add them as sublevels.
#codereview Dmitriy.Dyomin
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2222841 by Bob.Tellez on 2014/07/17 18:26:40.
[CL 2227532 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
#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]
Splitted World Browser views into three independent windows, each window can be summoned from a hierarchy view or details view toolbar
World composition can now be toggled through WorldSettings - bEnableWorldComposition. Once enabled persistent level will be treated as a world root. No more '?worldcompistion' parameter workarounds. 'Open World' command was removed, as levels saved with world composition enabled can be open through 'Open Level' command.
Added bEnableWorldOriginRebasing parameter to WorldSettings, which contols whether world origin shifting should be used
[CL 2072584 by Dmitriy Dyomin in Main branch]
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski
[CL 2064306 by Mikolaj Sieluzycki 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]