#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]
#jira UE-16765 - Details panel is blank when selecting BSP surfaces if 'Clicking BSP Enables Brush' is disabled.
[CL 2584208 by Richard TalbotWatkin in Main branch]
+ Add a toolbar button for adding additional objects to animate.
+ Add combo buttons to object binding tracks for adding additional property tracks.
+ Make the animation outliner resizable.
+ Add widgets for editing key values to the animation outliner.
+ Add buttons for navigating to previous and next keys, and for adding a key at the current time to the animation outliner.
[CL 2583673 by Frank Fella in Main branch]
Added WorldProperties icons back in as we want to show them in the settings sub menu now to match plugins.
UE-16205
[CL 2581017 by Matthew Griffin in Main branch]
UE-14641 - Fix PushMenu() to use QueryPopupMethod()
Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API
#codereview Nick.Atamas
[CL 2579277 by Chris Wood in Main branch]
There are now overloads to FUIAction that take a FGetActionCheckState delegate which is able to return any of the entries from ECheckBoxState. FIsActionChecked still exists for backwards compatibility, and converts the returned bool into a ECheckBoxState via a passthrough function.
#codereview Matt.Kuhlenschmidt
[CL 2570717 by Jamie Dale in Main branch]
- PreUnloadCallback() was not called in all cases a module could be unloaded (Buggy!)
- PostLoadCallback() was never called for modules unless the module happened to be loaded with LoadModuleWithCallback(). (Very confusing!)
- These functions were really just called when dynamically unloading and loading modules (not hot reload, and not when starting up or shutting down.) This was very confusing. For the most part you can achieve the same result by overriding StartupModule() and ShutdownModule().
- Additional context: CL 1607584 and https://udn.unrealengine.com/questions/246629/why-is-preunloadcallback-not-called-in-unloadmodul.html
[CL 2562810 by Mike Fricker in Main branch]
'Lighting Components' -> 'Ambient Occlusion' affects both DFAO and SSAO now
Added 'Screen Space Ambient Occlusion' show flag under 'Lighting Features'
[CL 2557658 by Daniel Wright in Main branch]
Added several additional layer action commands:
- Move selection up a layer (Ctrl+PageUp, also changes active layer)
- Move selection down a layer (Ctrl+PageDown, also changes active layer)
- Move selection to top layer (Shift+Ctrl+PageUp, also changes active layer)
- Move selection to bottom layer (Shift+Ctrl+PageDown, also changes active layer)
- Cycle active snap layer forwards (Alt+PageUp)
- Cycle active snap layer backwards (Alt+PageDown)
Changed the snap layer viewport toolbar button to be a reasonable minimum width, reducing horizontal bounciness when switching layers
Snap layers in the project settings are now automatically sorted by depth when they are edited
[CL 2554371 by Michael Noland in Main branch]
New FActorRange, TActorRange and FSelectedActorRange.
Some example usage of the new range types.
FNetRelevantActorIterator removed, as it's not used.
FTickableLevelFilter removed.
Actor iterators' operator bool made explicit.
#codereview robert.manuszewski
[CL 2553370 by Steve Robb in Main branch]
#UE-11573 - Overriden property values do not survive property renames in Actor Components
#Branch UE4
#Proj LevelEditor
[CL 2547405 by Ben Cosh in Main branch]
Editor : Editor puts the project watermark as a badge in the TabWell background.
Project name prefix, badge color and text color can be controlled via:
EditorPerProjectUserSettings.ini:
---------------------------------
[LevelEditor]
ProjectNameWatermarkPrefix=DEV
ProjectBadgeBackgroundColor=(R=237,G=25,B=104,A=255)
ProjectBadgeTextColor=(R=0,G=0,B=0,A=255)
[CL 2533841 by Nick Atamas in Main branch]