TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
TTP# 332489 - TOOLS FEATURE: Editor: Allow user to designate which platforms a project is designed for; warn user when deploying to platforms that will result in a bad time
There is now a "Target Platforms" tab in the project settings which allows you to choose which platforms your project will target. This information is stored inside the .uproject file.
If you try and launch, cook, or package for a project that isn't on the supported list, then you'll see a suppressible warning notifying you that the project may not run as expected. This is also conveyed to you via a warning icon next to platforms which aren't set as a target.
Additionally the target platform icons are shown in the tooltip on the "Open Project" dialog, as well as in the tab area of the level editor.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2088161 by Jamie Dale in Main branch]
TTP# 332794 - EDITOR: Usability improvements for the New Class Wizard
GetClassLocation was failing because it was doing the validation based upon the current project, and not the project that was being created. I've changed the validation logic and creation functions to use a module context that must be provided; this allows the functions used to generate code for a new project to override the module validation information.
[CL 2075544 by Jamie Dale in Main branch]
TTP# 332794 - EDITOR: Usability improvements for the New Class Wizard
Abstracted away the parent class information into FNewClassInfo, which can hold either a UClass*, or an enum value corresponding to a pre-defined non-UObject type class (currently; an empty class, a Slate widget, and a Slate widget style).
Made the interface of GenerateClassHeaderFile and GenerateClassCPPFile more consistent. They now both take an unprefixed class name as well as the base class information; any extra information they can then generate internally. They also no longer rely on the filename to work out the class name, as the Slate classes may add a prefix or suffix to the filename due to the way the templates are set-up.
Updated everything in the SNewClassDialog and GameProjectUtils that was previously working with a UClass* to work with a FNewClassInfo instead.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2075367 by Jamie Dale in Main branch]
TTP# 332794 - EDITOR: Usability improvements for the New Class Wizard
It now displays a checkbox for Public and Private, with a tooltip explaining what each option means. If you're not using a Public/Private layout for your code, it disables these options and also displays a tooltip explaining why.
Clicking on one of these check boxes will adjust the current path to place the class either in the Public or Private folder, preserving any sub-path information correctly.
Finally, when creating a class in the Public or Classes folder, the class wizard will now automatically add the MODULENAME_API macro to the class declaration.
Also improved the button alignment used for the wizard.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2072761 by Jamie Dale in Main branch]
#ttp 333947 the landscape_worldmachine project cannot be opened on my machine because the project name is longer than 20 characters.
reviewed by Thomas.Sarkanen
[CL 2061059 by Andrew Copland in Main branch]
#ttp 332328 Content Browser: Need new warnings about long relative path lengths for assets
#proj Editor
#branch UE4
reviewed by Thomas.Sarkanen
[CL 2055478 by Andrew Copland in Main branch]
#proj UE4
#branch UE4
#summary Made the source path validation more lenient when adding code to a project for the first time
#change GameProjectUtils::CalculateSourcePaths no longer checks that the module source folder exists on disk if the project contains no code.
#change GameProjectUtils::IsValidSourcePath no longer allows partial module name matches (to match both MyModule, and MyModuleEditor) if the project contains no code.
#reviewedby Thomas.Sarkanen, Max.Preussner
[CL 2049803 by Jamie Dale in Main branch]
#proj UE4
#branch UE4
#summary You can now choose where to place a class added via the New Class Wizard
#extra This tries to be smart about your placement if you have Public and Private folders for your project.
- By default the header would go into Public, and the source file would go into Private.
- If you select the Public/Classes folder for the path, the source file will still go into Private.
- If you have a sub-path, eg) /Public/MyStuff/MyClass.h, this will be mirrored in the placement of the source file, eg) /Private/MyStuff/MyClass.cpp
#extra If you're not using Public or Private folders it will just place the source at whatever path you specified.
#extra It will verify that your source code is going to a valid module folder for your game, and also allows matching of modules that start with your game name, eg) MyGame, MyGameEditor.
#reviewedby Thomas.Sarkanen, Max.Preussner
[CL 2046528 by Jamie Dale in Main branch]