For atos specify the architecture and properly escape the path. When parsing the results read all the digits from the line number, not just the first. Don't abandon opening the file when only a filename is specified as atos only returns filenames, not filepaths.
#codereview michael.trepka
[CL 2093090 by Mark Satterthwaite in Main branch]
Split the process of updating source code symbols and launching the current source code accessor accross different tasks in the task graph, forcing the launch to occur on the main thread.
TTP# 333862 - Editor: Source Access: Assert/Crash when using "Goto code defintiion" in Blueprint graph
reviewed by Andrew.Brown
[CL 2059712 by Thomas Sarkanen in Main branch]
#ttp 330039 EDITOR: Platform-agnostic editor code depends on Windows-only VSAccessor headers
#detail Source code access is now extensible via plugins, so any new editors can be easily added.
#add Added SourceCodeAccess module that routes access via plugins.
#change Moved much of the old VSAccessor code into a new VisualStudioSourceCodeAccess plugin.
#add Added a counterpart XCode plugin & migrated the code from FSourceCodeNavigation (Applescript etc.) into there.
#remove Removed applescript for XCode access (it is now done via code).
#remove Removed source code access functionality from platform layer.
#add Added details customization for source code access settings, so users can choose their own accessor.
#remove Removed dependencies on VSAccessor.
#change Changed API in SWidget to not require building a string to be parsed, instead this acesses and forwards filenames & line numbers.
#extra Tested on Mac by Mark S.
reviewed by Andrew.Brown
[CL 2048697 by Thomas Sarkanen in Main branch]
#Branch UE4
#Proj BlueprintGraph, GraphEditor, Kismet, UnrealEd
#Summary Added code to navigate the users IDE to native functions and variables. Added options in the graph and myblueprint node context menus to navigate to the native code they represent.
#Add Added function FSourceCodeNavigation::NavigateToProperty to locate and open the header file where the variable is defined.
#Add Added function FSourceCodeNavigation::NavigateToFunction to locate the source code from the symbolmap and open the IDE at the definition location.
#Change Moved the code used to determine the correct modulename from FSourceCodeNavigation::GatherFunctionsForActors to FSourceCodeNavigation::FindClassModuleName so other functions didn't have to replicate the code.
#Change added Goto Code Definition for native variable nodes and native call_function nodes in the blueprint graph node context menu.
#Change added Goto Code Definition for native variables in the myblueprint node context menu.
#Add Added GotoNativeFunctionDefinition, IsSelectionNativeFunction, GotoNativeVariableDefinition and IsSelectionNativeVariable to FBlueprintEditor so the context menu actions can call these functions to goto source code.
ReviewedBy Chris.Wood
[CL 2044026 by Ben Cosh in Main branch]