A function with a World Context pin can also be flagged with new metadata CallableWithoutWorldContext which indicates it can be used in any context, even if GetWorld() is not implemented, the called function is responsible for providing a working alternative when World is null
World Centric functions can also be used in classes tagged with the ShowWorldContextPin metadata which indicates the class has a well defined method of supplying the world context that will be connected
[CL 2292921 by Marc Audy in Main branch]
#ttp 345524: HotReload: Strange temporary class names are visible in Placement Browser's "All Classes" list after a HotReload
#change Marked old classes as transient, made sure they're not in root set
#change Made sure class picker rejects transient UClass objects
[CL 2292085 by Robert Manuszewski in Main branch]
#change Made sure the correct target is passed to UBT when compiling engine/editor modules for non code-based game projects
#change Refactored FLevelEditorActionCallbacks::CanShowSourceCodeActions() code to FHotReloadModule::IsAnyGameModuleLoaded
[CL 2291052 by Robert Manuszewski in Main branch]
#UE4 Minor fix to error message when saving a package containing objects that reference a private object in another package.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2289543 by Bob.Tellez on 2014/09/08 13:00:18.
[CL 2289554 by Bob Tellez in Main branch]
This is reported as warning by clang 3.5.0. Arguably not a compiler's call, but it's indeed better to check that condition before calling the function and not inside it.
#codereview Zak.Middleton
[CL 2288261 by Dmitry Rekman in Main branch]
Added code to make sure the first GC index is never greater than the last non-GC index after DisregardForGC is closed.
Enabled DisregardForGC in ShooterGame so that it gets tested regularly
[CL 2286236 by Robert Manuszewski in Main branch]