Fixed being able to move components created in a blueprint.
Introduced an FSelectedEditableComponentIterator to iterate over only the movable components
[CL 2435554 by Matthew Griffin in Main branch]
Refactored component and actor renaming to work well and as the user expects from bor the viewport and the component tree. UE-8213
#codereview micheal.noland
[CL 2435340 by Matthew Griffin in Main branch]
Show a warning when viewing blueprinted components. These components are read only and can only be modified in the blueprint editor
[CL 2435314 by Matthew Griffin in Main branch]
[UE-8152] - All previously existing drag-and-drop functionality now works with components in the world as follows:
1. If multiple actors are selected and the drop is on one of the selected actors, the dropped object will be applied (if possible) to all components in each selected actor.
2. If multiple components are selected and the drop is on one of the selected components, the dropped object will be applied (if possible) to all selected components.
3. If the drop is onto a component that is not selected, it will apply only to that component.
4. If the drop is onto a component within a selected actor, but only one actor is selected, same as #3.
- Fixed crash when trying to apply material to non-existent slot when applying to multiple actors
[CL 2433465 by Matthew Griffin in Main branch]
Editor - Fixing a bug where decorators dragged over the viewport that don't create something in the world (materials) are not properly restored when dragged out of the viewport.
[CL 2433332 by Matthew Griffin in Main branch]
#jira UE-7808 - Editor slows exponentially when selecting an instanced static mesh in viewport that has a large number of instances
[CL 2427864 by Richard TalbotWatkin in Main branch]
SCSEditor will no longer select a separator if right clicked.
Fixed some code that wasn't filtering out separators from the selected nodes.
Don't clear the selection in the SCSEditor unless we are actually going to remove a node, better handling of cosing the next note to select in the treeview when a delete occurs.
[CL 2425976 by Ben Marsh in Main branch]
Make right-click on the root node in SCSEditor show Actor actions in LevelEditor and just the Component paste option in BlueprintEditor
[CL 2425968 by Ben Marsh in Main branch]
[UE-8147] - Details window locks as before, updated work with the component tree
- Once locked, can change component selection to update the details, but the level selection is not affected
- After unlocking, any component selection will force the level selection to match
[CL 2425907 by Ben Marsh in Main branch]
Improved the validation when drag-and-dropping a class into the level viewport
UE-7184 - Show game c++ classes and engine c++ classes in the content browser
It now prevents the placement of non-placeable classes that have come from an asset or class drag (Content Browser or Class Viewer).
[CL 2425767 by Ben Marsh in Main branch]
[UE-8251] [UE-8216] - Can no longer have a component selected in addition to an actor that isn't the component owner
- Fixed a number of undo issues with the new in-tree Actor root node
- Fixed undo issue where going from select component->select different actor->undo would cause the different actor to incorrectly still be flagged as selected
- Fixed component selection visualization undo issues (components were not being modified when override delegates were bound/unbound)
[CL 2425757 by Ben Marsh in Main branch]
Component Editor: Removed a number of invalid assumptions about ActorContext being non-null if ever set
- Moved SCS editor mode enum to be a separate namespace to prevent mistakes (found a couple of ActorInstance ? X : Y instances that should have been (Actor != null) ? X : Y but were always using X since ActorInstance = 1)
#codereview Phillip.Kavan
[UE-8368]
[CL 2425707 by Ben Marsh in Main branch]