Major changes:
- The widget reflector UI now uses tabs. The hierarchy and stats views have been moved to tabs, and new tabs have been added to support picking widgets from a snapshot.
- The widget reflector node trees are no longer using UObject types. The idea here was to make the serialization easier, but it didn't work and I ended up using JSON instead.
- When you take or load a widget snapshot, you're now shown the screenshot of the window associated with that snapshot, and are able to pick widgets from it as you would do with a live tree.
API changes:
- The tab spawners for the widget reflector and atlas visualizers are now registered automatically when the SlateReflector module is loaded. These are now the only way to create these windows.
- The tabbed layout within the widget reflector has made it impossible to create the widget reflector unless spawned via a tab manager. To this end, the following functions have been removed from ISlateReflectorModule:
- GetWidgetReflector
- GetAtlasVisualizer
- GetTextureAtlasVisualizer
- GetFontAtlasVisualizer
- These functions used to be used to create a raw widget reflector or atlas viewer widget.
- If you were doing this because you were placing it into your own window, you can take advantage of the fact that the widget reflector tab spawner is always available, and use the global tab manager to create your window and place a spawned widget reflector tab inside it - SummonPerfTestSuite in SPerfSuite.cpp provides an example of this.
- If you were doing this in the handler of your own widget reflector tab spawner, you can either just use the standard widget reflector tab spawner instead (you need to load the SlateReflector module once, and then "WidgetReflector" will be available to spawn via the global tab manager), or you can just use the DisplayWidgetReflector function of ISlateReflectorModule (which will internally do the same thing).
[CL 2661609 by Jamie Dale in Main branch]
Changed everything using SlateReflector to list it as a dynamic dependency. Nothing should ever need to link directly to SlateReflector as it just provides an interface for spawning the various debug UIs, such as the WidgetReflector.
Went through and made sure that the Engine/Runtime modules that use SlateReflector aren't using it in a shipping build. Also removed the testing code from AppFramework, and made sure that you can't try and spawn the test suite in a shipping build.
[CL 2660803 by Jamie Dale in Main branch]
UE-17599 - Rich Text for tutorials is not working in Main
Previously SMultiLineEditableText never cleared its selection when it lost focus, however recent changes to make it behave more like SEditableText had undone that behavior. This caused issues with some of our text editors, as they rely on the selection being preserved when focus is lost so that they can style the selected text.
I've added an option to control whether focus loss should clear the current selection, and have turned it off for our text editors.
#codereview Justin.Sargent, Ben.Cosh
[CL 2600404 by Jamie Dale 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]
[UE-14497] - Game client stops responding when the RMB is clicked in the Enter Your Hero Name textbox while in Full Screen mode
#codereview Nick.Atamas
[CL 2530347 by Chris Wood in Main branch]
On mac, window activation is not guaranteed syncronously when a window is created, thus any code that opened a window, then immediately opened some focus-sensitive operation, may fail.
I've fixed up three of the most common cases (SAssetView::ItemScrolledIntoView, STextEntryPopup and STextComboPopup) so they register an active tick to focus the widget when the window gains focus (optionally controllable from the .AutoFocus() argument)
This addresses UE-12929.
[CL 2521062 by Andrew Rodham in Main branch]
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).
EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.
Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)
GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.
This addresses UETOOL-270 (Most editor preferences should be project-agnostic)
[CL 2517558 by Andrew Rodham in Main branch]
Renamed the slot type from AbsoluteSize to ManualSize to avoid overloading the term "absolute".
Fixed some resizing issues when a ManualSize slot was used alongside the other slot types.
Improved the validation used when deciding whether a drag handle cursor should be shown, as this wasn't working correctly for ManualSize slots.
#codereview Nick.Atamas
[CL 2498725 by Jamie Dale in Main branch]
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]