//depot/UE4-Fortnite/Engine/Source/Developer/FriendsAndChat/Private/FriendsAndChatManager.cpp
to //depot/UE4/Engine/Source/Developer/FriendsAndChat/Private/Layers/DataAccess/FriendsAndChatManager.cpp
[CL 2593565 by Antony Carter in Main branch]
[UE-16568] - Replacing a Widget and then reusing it's name for another widget will cause a crash
#change Renaming the replaced widget into the transient package in FWidgetBlueprintEditorUtils::ReplaceWidgets(). Approach copied from DeleteWidgets().
#change Add extra defensive check to FWidgetBlueprintEditorUtils::VerifyWidgetRename() to make sure that the rename won't cause a crash by running a dummy rename with the REN_Test flag. Performance feels fine while editing the name in the editable text box.
#codereview Nick.Darnell
[CL 2593538 by Chris Wood in Main branch]
#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor
#info this change is more scoped and more robust than CL 2547405.
[CL 2593389 by Ben Cosh in Main branch]
UETOOL-332 - Collections 2.0
UETOOL-369 - Want nested collections with collapsing
We now have version 2 collections which maintain a persistent GUID for each collection. Existing collections will be lazily updated to this version when they need to be re-saved.
This GUID is used by child collections to keep track their parents, and the collections view (as well as the quick asset management) now show a tree of collections. Collections in the main collection view tree can be re-parented via drag and drop.
Performing Content Browser searches against a given collection will also test to see if an object exists in child collections, and the asset view will now show you folder entries for child collections when viewing a parent (if folders are enabled in your Content Browser view settings).
[CL 2593321 by Jamie Dale in Main branch]