#ttp 338544 - EDITOR: Update Notifications "Show Log" to "Show Output Log"
#branch UE4
#change Changed hyperlink text to be more specific in individual instances of FNotificationInfo objects.
#reviewedby Chris.Wood
[CL 2108221 by Richard TalbotWatkin in Main branch]
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.
Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks
[CL 2104067 by Max Preussner in Main branch]
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# 335070 - Add GUI based way to specify additional non-asset files or paths to package
CookCommandlet now uses the project settings to work out which additional directories it should cook (this removes the need for the editor to pass this information to that UAT via the command line). I've left the COOKDIR option in the UAT/CookCommandlet as, while non of our projects seem to be using it, I'm not comfortable removing it in case any scripts are using it.
CopyBuildToStagingDirectory also uses these project settings to work out which additional directories it should stage when producing the staging manifest (these are split into UFS and non-UFS directories). This allows users to define additional directories in the editor (or directly in the settings file) which will always be staged regardless of how UAT is invoked.
All of these paths are specified in the settings file as relative to the project Content directory, and the editor will enforce this fact when using the directory picker.
Also mirrored the meta-data interface from UField on IPropertyHandle. This takes care of accessing the meta-data from the correct property, even when you're accessing an element inside an array (MattK approved!).
ReviewedBy Thomas.Sarkanen, Robert.Manuszewski, Max.Preussner
[CL 2088172 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]
I also added code to retain backwards compatibility. Existing settings from EditorUserSettings.ini will be migrated to EditorLayout.ini
#CodeReview: nick.atamas, matt.kuhlenschmidt
[CL 2074798 by Max Preussner in Main branch]
- Added functionality to GameActivity to query for the asset manager and the mode we are using for OBB data
- Added UI element to toggle OBB packing into APK in the project packaging config panel
- Added code to add a command line switch to turn on packing during building
- Changed build system so that it will write out a JavaBuildConfig file so we know at runtime where to find the data
- Change the build system to copy and rename the OBB so that it is in the APK's asset directory uncompressed
- Added IFileHandle implementation to handle reading from an Asset based OBB and changed the OBB locating code so deal with looking for the OBB in the APK
Submitted on behalf of Robert Jones.
#codereview Daniel.Lamb,Robert.Jones
[CL 2071675 by Daniel Lamb in Main branch]
Old "Linux" target platform is now called "LinuxNoEditor", so this needs to be patched up in places where target platform name was assumed to match platform name.
#codereview Josh.Adams, Peter.Sauerbrei, Michael.Trepka, Ben.Marsh
[CL 2068323 by Dmitry Rekman in Main branch]
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)
Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()
Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine
[CL 2057118 by Max Preussner in Main branch]
#ttp 330039 EDITOR: Platform-agnostic editor code depends on Windows-only VSAccessor headers
#detail Make sure we dont access modules that are not loaded in ShutdownModule().
[CL 2053203 by Thomas Sarkanen in Main branch]
- Added the Launcher localization folder to the list of folders searched for content to be translated
- Also added the localization paths from .ini files exposed through FPaths to this list as well
- Now you can add projects to the Translation Editor through an .ini file like this:
[Internationalization]
+LocalizationPaths=../../../Engine/Content/Localization/Engine
[CL 2049125 by Joe Conley in Main branch]
#proj UE4
#branch UE4
#summary The interface of FGenericTask is now changed. Removed GetTaskName() and changed GetStatId() to non-static and const.
#codereview Robert.Manuszewski
#codereview Jaroslaw.Surowiec
[CL 2048817 by Jaroslaw Palczynski 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]
#proj UE4
#branch UE4
#summary Changed UBT and UHT exit codes to inform about compilation result. The editor is reading exit code of UBT process and changes output message informing if this is a failure due to header changes.
#codereview Robert.Manuszewski
[CL 2044928 by Jaroslaw Palczynski in Main branch]