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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3178529) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3149443 on 2016/10/03 by Max.Preussner MediaAssets: Better parameter names for MediaPlayer BP functions Change 3149756 on 2016/10/03 by Max.Chen Sequence Recorder: Set some settings to be clamped at 0 (sequence length, recording delay, audio gain, audio input buffer size, nearby actor recording proximity) #jira UE-35233 Change 3149795 on 2016/10/03 by Max.Chen Curve Editor: Set tangent to user when flattening or straightening tangents only when the tangent mode is auto and the interp mode is cubic. #jira UE-36734 Change 3150378 on 2016/10/04 by Max.Preussner PS4Media: Made video buffer sizes for file and HLS sources configurable (UE-36807) #jira UE-36807 Change 3151414 on 2016/10/05 by Max.Chen Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null. #jira UE-35285 Change 3152038 on 2016/10/05 by Max.Preussner UdpMessaging: Code & documentation modernization pass Change 3152471 on 2016/10/05 by Max.Chen Cine Camera: Don't enable/disable actor ticking based soley on actor tracking since actor ticking is needed for other purposes. Instead, always enable actor ticking and only update actor tracking on tick if necessary. This fixes a bug where the cine camera actor won't tick if you hook in event tick. #jira UE-36625 Change 3152692 on 2016/10/05 by Max.Preussner Messaging: API code & documentation modernization pass Mostly removed shared pointer/ref typedefs as they prevent forward declarations and increase include complexity. Change 3153824 on 2016/10/06 by Max.Preussner Messaging: Renamed IConnectionBasedMessagingModule to ITcpMessagingModule and moved it into TcpMessaging I recommend that we refactor this API. The dependency should be reversed, i.e. instead of AndroidDeviceDiscovery depending on the TcpMessaging plug-in module, the Engine should provide a central registry that device discovery modules can notify, and that message transport plug-ins can register with and listen to OnConnectionAdded/Removed events etc. That way it supports an arbitrary number of transport plug-ins, and the Engine is not coupled to any of them. This functionality is not necessarily related to messaging, and the Messaging API is transport agnostic anyway. I'll think about this some more. Change 3153826 on 2016/10/06 by Max.Preussner Messaging: Removed remaining typedefs in IMessageTracer to enable forward declaration and reduce include dependencies Change 3153857 on 2016/10/06 by Max.Chen Sequencer: Set snap time to dragged key on by default. Change 3153980 on 2016/10/06 by Max.Preussner SessionServices: Removed typedefs; code and documentation modernization pass Change 3154313 on 2016/10/06 by Max.Chen Sequencer: Set the paste keys time to the current time, rather than the mouse time. Change 3154332 on 2016/10/06 by Max.Chen Sequencer: Remove click to rename shot functionality in the shot thumbnail. Added rename shot to the shot context menu. Change 3154377 on 2016/10/07 by Max.Chen Sequencer: Add ability to step to beginning and ends of sections/shots using the hotkeys: , and . Change 3154788 on 2016/10/07 by Max.Chen Sequencer: Fix offsets that created when moving multiple sections. The offsets were being created because section bounds were being generated for all sections except for the current section. Instead, they should be computed for all sections except for any that aren't being moved. #jira UE-29152 Change 3159274 on 2016/10/11 by Max.Preussner Core: Documentation fixes Change 3159275 on 2016/10/11 by Max.Preussner UdpMessaging: Added missing header Change 3160746 on 2016/10/12 by Max.Preussner MediaAssets: Added BP functions to query width, height, and aspect ratio of UMediaTexture instances #jira UE-37241 Change 3160975 on 2016/10/12 by Max.Preussner PS4Media: Better logging for SetRate failures Change 3160995 on 2016/10/12 by Max.Preussner MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248) #jira UE-37248 Change 3161066 on 2016/10/12 by Max.Preussner PS4Media: Enforcing minimum 8 byte alignment for media allocations Change 3161069 on 2016/10/12 by Max.Preussner PS4Media: Fixed log spam when setting play rate to current rate Change 3162567 on 2016/10/13 by Max.Preussner PS4Media: Made track switching code more readable Change 3163447 on 2016/10/14 by Max.Preussner PS4Media: Fixed array out of bounds assertions Change 3163772 on 2016/10/14 by Max.Preussner MfMedia: Fixed a number of timing related issues Change 3163980 on 2016/10/15 by Max.Chen Sequencer: Remove folder name numeric padding so that the naming convention is similar to creating objects in the level. Change 3164581 on 2016/10/17 by Andrew.Rodham Sequencer: Ensure global pre-animated state is restored in reverse order Change 3164582 on 2016/10/17 by Andrew.Rodham Sequencer: Ensure pre animated state is restored for all actor components before saving default state Change 3164583 on 2016/10/17 by Andrew.Rodham Sequencer: Re-enabled support for pre and post roll Change 3165464 on 2016/10/17 by Max.Chen Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user. Copy from Release-4.14 #jira UE-37416 Change 3165483 on 2016/10/17 by Max.Chen Sequencer: Enable restore state for attach section completion Change 3165771 on 2016/10/18 by Andrew.Rodham Sequencer: Force evaluate when rendering thumbnails #jira UE-37321 Change 3166057 on 2016/10/18 by Andrew.Rodham Sequencer: Only set defaults for tracks that have no keys, and where the requested default has changed #jira UE-37285 Change 3166218 on 2016/10/18 by Max.Preussner MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470) #jira UE-37470 Change 3166247 on 2016/10/18 by Max.Preussner WmfMedia: Showing progress bar while media is being resolved Change 3166289 on 2016/10/18 by Max.Preussner MfMedia: Showing progress bar while media is being resolved Change 3166993 on 2016/10/18 by Max.Preussner MfMedia: Fixed info string not reset on media close. Change 3166999 on 2016/10/19 by Max.Preussner Media: Fixed NV12 and NV21 support Change 3167008 on 2016/10/19 by Max.Preussner Media: Removed vertical NV12 alignment Change 3167029 on 2016/10/19 by Max.Preussner WmfMedia: Temp fix for RGB32 encoded AVIs rendering upside-down and too bright (UE-37505) #jira UE-37505 Change 3168593 on 2016/10/19 by Max.Chen Sequencer: Change paste at time to local time, so that the paste happens in the local time of the sequence rather than the global time if pasting in a shot level sequence. Change 3168626 on 2016/10/19 by Max.Chen Sequencer: Clamp to view bounds should snap to frame if frame snapping is on. Change 3168627 on 2016/10/19 by Max.Chen Sequencer: Initialize working and view range to be 10% larger than playback range. Change 3168760 on 2016/10/20 by Max.Preussner Media: Revamped media texture buffer management to support padded frames Added support for Windows bitmap buffers. Fixed a number of format, conversion and/or looping issues in WmfMedia and MfMedia. Not all shaders have been updated yet. Change 3169640 on 2016/10/20 by Max.Chen Sequencer: Add current camera to FLevelSequencePlayerSnapshot. Adjust DefaultBurnIn to include a few more parameters like focal length and focus distance. #jira UE-37407 Change 3170677 on 2016/10/21 by Max.Chen Movie Scene Capture: Add toggle to override engine scalability settings to cinematic scalability. #jira UE-36560 Change 3170710 on 2016/10/21 by Max.Preussner Media: Optimized handling of RGB input Change 3170712 on 2016/10/21 by Max.Preussner Media: Fixed NV21 conversion shader scaling Change 3170923 on 2016/10/21 by Max.Preussner UBT: Copied XboxOne project generator fix from Fortnite CL# 3170868 Change 3171494 on 2016/10/23 by Max.Chen Sequencer: Fix fbx export from master sequence not finding bound objects. #jira UE-35752 Change 3171506 on 2016/10/23 by Max.Chen Sequencer: Draw where in and out points of the shot section are, just like subsequences do. Change to only draw the green starting line if StartOffset is negative. #jira UE-35473 Change 3171743 on 2016/10/24 by Andrew.Rodham Editor: Added support for detail customizations on root structs - Also added the ability to add external struct data onto a detail category builder, and property type customization. Change 3171752 on 2016/10/24 by Andrew.Rodham Sequencer: Fixed spawnable ownership - Spawnables are no longer destroyed when the cursor leaves the master playback range. - Spawnable ownership now operates as it previously did before the evaluation rework. - bIgnoreOwnershipInEditor has been removed since its existence was a work around for when we didn't evaluate sub sequences from the master sequence. - FMovieSceneSequenceID is now a struct so that it can be used in array properties - Meta data now exists for each segment of an evaluation field. Currently this only includes the sub sequence IDs that exist at that time, but it may be expanded to include all evaluation entities (tracks + sections) in future so we don't have to calculate that at runtime. Change 3171756 on 2016/10/24 by Andrew.Rodham Sequencer: Added ability to trigger events with parameters - It's now possible to supply an event payload on event track keys which are to be passed to a given event. The structure must match the signature of the event, or a warning will be emitted. - Added a templated TGenericKeyArea, TKeyFrameManipulator and TCurveInterface that allow to generic manipulation of keyframe section data. In time we will port the other key areas over to this representation. - This new architecture affords the common manipulation of time-based keyframes in a value-agnostic manner. Change 3172935 on 2016/10/24 by Max.Preussner MediaPlayerEditor: Fixed MediaPlayer asset not being dirtied when creating media sound wave or texture for it Change 3173947 on 2016/10/25 by Max.Preussner SlateRemote: Disabled plug-in, but enabled server by default Change 3174510 on 2016/10/26 by Max.Chen Sequencer: Fix slomo track crash #jira UE-37802 Change 3174698 on 2016/10/26 by Andrew.Rodham UMG: Fixed objects bound to a panel slot animating their slot's content instead of the slot itself #jira UE-37775 Change 3174780 on 2016/10/26 by Max.Preussner MediaAssets: Accepting decoder defined buffer dimensions for RGB buffers Change 3174789 on 2016/10/26 by Max.Preussner MediaPlayerEditor: Showing desired player name instead of current player name if no media loaded Change 3174817 on 2016/10/26 by Max.Preussner WmfMedia: Added support for Motion JPEG (MJPG) Change 3174825 on 2016/10/26 by Max.Preussner WmfMedia: Added support for non-RGB32 uncompressed formats Change 3174834 on 2016/10/26 by Max.Preussner MediaPlayerAssets: Allow pausing while buffering media Change 3174886 on 2016/10/26 by Andrew.Rodham Core: Fixed range test that was testing incorrect behavior Change 3174889 on 2016/10/26 by Andrew.Rodham Sequencer: Fixed AssignActor behavior - Also ensure that cached object state is invalidated when playback context changes #jira UE-37798 Change 3174905 on 2016/10/26 by Andrew.Rodham Sequencer: Changed assert when failing to create an audio component to a log message - Audio no longer plays when GEngine->UseSound() is false #jira UE-37772 Change 3174980 on 2016/10/26 by Andrew.Rodham Sequencer: Remove warning when event endpoint could not be found for a given context #jira UE-37824 Change 3175001 on 2016/10/26 by Andrew.Rodham Sequencer: Evaluate sequence with EMovieScenePlaybackStatus::Jumping on Pause. - Also protect Pause() against reentrancy when being called from an event Change 3175012 on 2016/10/26 by Max.Chen Sequence Recorder: Fixes an empty working and view range after recording. On StopRecording() update playback range after nullifying the current sequence so that the playback range isn't empty. Added SetViewRange and SetWorkingRange. #jira UE-34191 Change 3177760 on 2016/10/28 by Max.Chen Sequence Recorder: Don't update the current sequence name if it's already set. This fixes a bug where if you pass in a sequence name to record to, it gets reset to the name in the sequence recorder settings. #jira UE-37808 Change 3178529 on 2016/10/28 by Max.Chen Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter #jira UE-37328 #2864 [CL 3178562 by Max Chen in Main branch]
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#include "ProfilerRawStatsForMemory.h"
#if STATS && UE_STATS_MEMORY_PROFILER_ENABLED
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
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#include "Stats/StatsMisc.h"
#include "ProfilingDebugging/DiagnosticTable.h"
/*-----------------------------------------------------------------------------
Sort helpers
-----------------------------------------------------------------------------*/
/** Sorts allocations by size. */
struct FAllocationInfoSequenceTagLess
{
FORCEINLINE bool operator()( const FAllocationInfo& A, const FAllocationInfo& B ) const
{
return A.SequenceTag < B.SequenceTag;
}
};
/** Sorts allocations by size. */
struct FAllocationInfoSizeGreater
{
FORCEINLINE bool operator()( const FAllocationInfo& A, const FAllocationInfo& B ) const
{
return B.Size < A.Size;
}
};
/** Sorts combined allocations by size. */
struct FCombinedAllocationInfoSizeGreater
{
FORCEINLINE bool operator()( const FCombinedAllocationInfo& A, const FCombinedAllocationInfo& B ) const
{
return B.Size < A.Size;
}
};
/** Sorts node allocations by size. */
struct FNodeAllocationInfoSizeGreater
{
FORCEINLINE bool operator()( const FNodeAllocationInfo& A, const FNodeAllocationInfo& B ) const
{
return B.Size < A.Size;
}
};
/*-----------------------------------------------------------------------------
Callstack decoding/encoding
-----------------------------------------------------------------------------*/
/** Helper struct used to manipulate stats based callstacks. */
struct FStatsCallstack
{
/** Separator. */
static const TCHAR* CallstackSeparator;
/** Encodes decoded callstack a string, to be like '45+656+6565'. */
static FString Encode( const TArray<FName>& Callstack )
{
FString Result;
for (const auto& Name : Callstack)
{
FName optimizations and improvements Encoding improvements * New hash table implementation --- Move away from 16-bit hashes since we need more than 64k buckets to hold 2M entries efficiently --- Change to CityHash64, which is faster and stronger --- Remove hardcoded max limit * NAME_INDEX changed from contigouos int to monotonically increasing int --- Opens up for future deduplication schemes that are better than number suffix dedup. --- Saves some memory since we don't need to maintain a contiguous array --- Typed up to cause compile errors when used as integer directly * Avoid touching data repeatedly, normal path only does single hash of data * New constructor that allows supplying string length up front * Avoid dynamic allocations in string conversions >= 128 characters * Avoid extra copying when splitting numbers * More efficient IsPureAnsi check * Only do one global lazy initialization call instead of multiple * Switch to faster RW locks * Switch from single lock to sharded hash map with separate locks * Memory optimizations that reduces per entry overhead: 4 bytes slots, 2 byte headers and don't store null terminator Improved API & documentation * Document that IsValid() rarely makes sense * Hide global state such as GetNames() * Reduce amount of implementation details visible in header * NameTypes.h size down by ~1/3 while adding documentation, stronger type safety and new APIs Future possibilities * Memory savings: Removing public NAME_INDEX and global FName array allows using the 32-bit FNameEntryId for arbitrary deduplication schemes. This can save both actual stored strings memory by deduplication and half the size of FName instances from 8B to 4B in shipping / test configs by removing the number part. * Implementation can be tweaked further, for instance could persist 32-bit slot index hash inside slot to increase encoding performance in development / debug at the cost of memory. Perf & mem results for internal project: * Editor startup wall time: 12% speedup, 22.0s -> 19.5s --- Warm disk and asset registry cache --- Some gains from nametable serialization improvements --- Some of these gains might be from orthogonal asset discovery optimizations * Win64 Test Client memory usage with ~400k names: 30.3Mb -> 22.2Mb #rb steve.robb, pj.kack #jira UE-59973 [CL 5774657 by Johan Torp in Dev-Core branch]
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Result += TTypeToString<uint32>::ToString(Name.GetComparisonIndex().ToUnstableInt() );
Result += CallstackSeparator;
}
return Result;
}
/** Decodes encoded callstack to an array of FNames. */
static void DecodeToNames( const FName& EncodedCallstack, TArray<FName>& out_DecodedCallstack )
{
TArray<FString> DecodedCallstack;
DecodeToStrings( EncodedCallstack, DecodedCallstack );
// Convert back to FNames
for (const auto& It : DecodedCallstack)
{
FName optimizations and improvements Encoding improvements * New hash table implementation --- Move away from 16-bit hashes since we need more than 64k buckets to hold 2M entries efficiently --- Change to CityHash64, which is faster and stronger --- Remove hardcoded max limit * NAME_INDEX changed from contigouos int to monotonically increasing int --- Opens up for future deduplication schemes that are better than number suffix dedup. --- Saves some memory since we don't need to maintain a contiguous array --- Typed up to cause compile errors when used as integer directly * Avoid touching data repeatedly, normal path only does single hash of data * New constructor that allows supplying string length up front * Avoid dynamic allocations in string conversions >= 128 characters * Avoid extra copying when splitting numbers * More efficient IsPureAnsi check * Only do one global lazy initialization call instead of multiple * Switch to faster RW locks * Switch from single lock to sharded hash map with separate locks * Memory optimizations that reduces per entry overhead: 4 bytes slots, 2 byte headers and don't store null terminator Improved API & documentation * Document that IsValid() rarely makes sense * Hide global state such as GetNames() * Reduce amount of implementation details visible in header * NameTypes.h size down by ~1/3 while adding documentation, stronger type safety and new APIs Future possibilities * Memory savings: Removing public NAME_INDEX and global FName array allows using the 32-bit FNameEntryId for arbitrary deduplication schemes. This can save both actual stored strings memory by deduplication and half the size of FName instances from 8B to 4B in shipping / test configs by removing the number part. * Implementation can be tweaked further, for instance could persist 32-bit slot index hash inside slot to increase encoding performance in development / debug at the cost of memory. Perf & mem results for internal project: * Editor startup wall time: 12% speedup, 22.0s -> 19.5s --- Warm disk and asset registry cache --- Some gains from nametable serialization improvements --- Some of these gains might be from orthogonal asset discovery optimizations * Win64 Test Client memory usage with ~400k names: 30.3Mb -> 22.2Mb #rb steve.robb, pj.kack #jira UE-59973 [CL 5774657 by Johan Torp in Dev-Core branch]
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uint32 NameInt = 0;
TTypeFromString<uint32>::FromString(NameInt, *It );
FNameEntryId Id = FNameEntryId::FromUnstableInt(NameInt);
const FName LongName = FName(Id, Id, 0 );
out_DecodedCallstack.Add( LongName );
}
}
/** Converts the encoded callstack into human readable callstack. */
static FString GetHumanReadable( const FName& EncodedCallstack )
{
TArray<FName> DecodedCallstack;
DecodeToNames( EncodedCallstack, DecodedCallstack );
const FString Result = GetHumanReadable( DecodedCallstack );
return Result;
}
/** Converts the encoded callstack into human readable callstack. */
static FString GetHumanReadable( const TArray<FName>& DecodedCallstack )
{
FString Result;
const int32 NumEntries = DecodedCallstack.Num();
//for (int32 Index = DecodedCallstack.Num() - 1; Index >= 0; --Index)
for (int32 Index = 0; Index < NumEntries; ++Index)
{
const FName LongName = DecodedCallstack[Index];
const FString ShortName = FStatNameAndInfo::GetShortNameFrom( LongName ).ToString();
//const FString Group = FStatNameAndInfo::GetGroupNameFrom( LongName ).ToString();
FString Desc = FStatNameAndInfo::GetDescriptionFrom( LongName );
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
Desc.TrimStartInline();
if (Desc.Len() == 0)
{
Result += ShortName;
}
else
{
Result += Desc;
}
if (Index != NumEntries - 1)
{
Result += TEXT( " -> " );
}
}
Result.ReplaceInline( TEXT( "STAT_" ), TEXT( "" ), ESearchCase::CaseSensitive );
return Result;
}
protected:
/** Decodes encoded callstack to an array of strings. Where each string is the index of the FName. */
static void DecodeToStrings( const FName& EncodedCallstack, TArray<FString>& out_DecodedCallstack )
{
EncodedCallstack.ToString().ParseIntoArray( out_DecodedCallstack, CallstackSeparator, true );
}
};
const TCHAR* FStatsCallstack::CallstackSeparator = TEXT( "+" );
/*-----------------------------------------------------------------------------
Allocation info
-----------------------------------------------------------------------------*/
FAllocationInfo::FAllocationInfo( uint64 InOldPtr, uint64 InPtr, int64 InSize, const TArray<FName>& InCallstack, uint32 InSequenceTag, EMemoryOperation InOp, bool bInHasBrokenCallstack )
: OldPtr( InOldPtr )
, Ptr( InPtr )
, Size( InSize )
, EncodedCallstack( *FStatsCallstack::Encode( InCallstack ) )
, SequenceTag( InSequenceTag )
, Op( InOp )
, bHasBrokenCallstack( bInHasBrokenCallstack )
{
}
FAllocationInfo::FAllocationInfo( const FAllocationInfo& Other )
: OldPtr( Other.OldPtr )
, Ptr( Other.Ptr )
, Size( Other.Size )
, EncodedCallstack( Other.EncodedCallstack )
, SequenceTag( Other.SequenceTag )
, Op( Other.Op )
, bHasBrokenCallstack( Other.bHasBrokenCallstack )
{
}
/*-----------------------------------------------------------------------------
FNodeAllocationInfo
-----------------------------------------------------------------------------*/
void FNodeAllocationInfo::SortBySize()
{
ChildNodes.ValueSort( FNodeAllocationInfoSizeGreater() );
for (auto& It : ChildNodes)
{
It.Value->SortBySize();
}
}
void FNodeAllocationInfo::PrepareCallstackData( const TArray<FName>& InDecodedCallstack )
{
DecodedCallstack = InDecodedCallstack;
EncodedCallstack = *FStatsCallstack::Encode( DecodedCallstack );
HumanReadableCallstack = FStatsCallstack::GetHumanReadable( DecodedCallstack );
}
/*-----------------------------------------------------------------------------
FRawStatsMemoryProfiler
-----------------------------------------------------------------------------*/
FRawStatsMemoryProfiler::FRawStatsMemoryProfiler( const TCHAR* InFilename )
: FStatsReadFile( InFilename, true )
, NumDuplicatedMemoryOperations( 0 )
, NumMemoryOperations( 0 )
, LastSequenceTagForNamedMarker( 0 )
{}
void FRawStatsMemoryProfiler::PreProcessStats()
{
Super::PreProcessStats();
// Begin marker.
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Snapshots.Emplace( LastSequenceTagForNamedMarker, TEXT( "BeginSnapshot" ) );
}
void FRawStatsMemoryProfiler::PostProcessStats()
{
Super::PostProcessStats();
const double StartTime = FPlatformTime::Seconds();
if (!IsProcessingStopped())
{
SortSequenceAllocations();
// End marker.
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Snapshots.Emplace( TNumericLimits<uint32>::Max(), TEXT( "EndSnapshot" ) );
// Copy snapshots.
SnapshotsToBeProcessed = Snapshots;
UE_LOG( LogStats, Log, TEXT( "NumMemoryOperations: %i" ), NumMemoryOperations );
UE_LOG( LogStats, Log, TEXT( "SequenceAllocationNum: %i" ), SequenceAllocationArray.Num() );
GenerateAllocationMap();
DumpDebugAllocations();
}
if (!IsProcessingStopped())
{
StageProgress.Set( 100 );
const double TotalTime = FPlatformTime::Seconds() - StartTime;
UE_LOG( LogStats, Log, TEXT( "Post-Processing took %.2f sec(s)" ), TotalTime );
}
else
{
UE_LOG( LogStats, Warning, TEXT( "Post-Processing stopped, abandoning" ) );
}
}
void FRawStatsMemoryProfiler::DumpDebugAllocations()
{
#if UE_BUILD_DEBUG
// Dump problematic allocations
DuplicatedAllocMap.ValueSort( FAllocationInfoSizeGreater() );
uint64 TotalDuplicatedMemory = 0;
for (const auto& It : DuplicatedAllocMap)
{
const FAllocationInfo& Alloc = It.Value;
TotalDuplicatedMemory += Alloc.Size;
}
UE_LOG( LogStats, Warning, TEXT( "Dumping duplicated alloc map" ) );
UE_LOG( LogStats, Warning, TEXT( "TotalDuplicatedMemory: %llu bytes (%.2f MB)" ), TotalDuplicatedMemory, TotalDuplicatedMemory / 1024.0f / 1024.0f );
const float MaxPctDisplayed = 0.9f;
uint64 DisplayedSoFar = 0;
for (const auto& It : DuplicatedAllocMap)
{
const FAllocationInfo& Alloc = It.Value;
const FString& AllocCallstack = It.Key;
UE_LOG( LogStats, Log, TEXT( "%lli (%.2f MB) %s" ), Alloc.Size, Alloc.Size / 1024.0f / 1024.0f, *AllocCallstack );
DisplayedSoFar += Alloc.Size;
const float CurrentPct = (float)DisplayedSoFar / (float)TotalDuplicatedMemory;
if (CurrentPct > MaxPctDisplayed)
{
break;
}
}
#endif // UE_BUILD_DEBUG
}
void FRawStatsMemoryProfiler::FreeDebugInformation()
{
DuplicatedAllocMap.Empty();
ZeroAllocMap.Empty();
}
void FRawStatsMemoryProfiler::GenerateAllocationMap()
{
/** Map of currently alive allocations. Ptr to AllocationInfo. */
TMap<uint64, FAllocationInfo> AllocationMap;
// Initialize the begin snapshot.
auto BeginSnapshot = SnapshotsToBeProcessed[0];
SnapshotsToBeProcessed.RemoveAt( 0 );
PrepareSnapshot( BeginSnapshot.Value, AllocationMap );
auto CurrentSnapshot = SnapshotsToBeProcessed[0];
UE_LOG( LogStats, Log, TEXT( "Generating memory operations map" ) );
const int32 NumSequenceAllocations = SequenceAllocationArray.Num();
const int32 OnePercent = FMath::Max( NumSequenceAllocations / 100, 1024 );
for (int32 AllocationIndex = 0; AllocationIndex < NumSequenceAllocations; AllocationIndex++)
{
if (AllocationIndex % OnePercent == 0)
{
UpdateGenerateMemoryMapProgress( AllocationIndex );
if (IsProcessingStopped())
{
break;
}
}
const FAllocationInfo& Alloc = SequenceAllocationArray[AllocationIndex];
// Check named marker/snapshots
if (Alloc.SequenceTag > CurrentSnapshot.Key)
{
SnapshotsToBeProcessed.RemoveAt( 0 );
PrepareSnapshot( CurrentSnapshot.Value, AllocationMap );
CurrentSnapshot = SnapshotsToBeProcessed[0];
}
if (Alloc.Op == EMemoryOperation::Alloc)
{
ProcessAlloc( Alloc, AllocationMap );
}
else if (Alloc.Op == EMemoryOperation::Realloc)
{
// Previous Alloc or Realloc
if (Alloc.OldPtr != 0)
{
ProcessFree( Alloc, AllocationMap, true );
}
#if UE_BUILD_DEBUG
if (Alloc.OldPtr == 0 && Alloc.Size == 0)
{
const FString ReallocCallstack = FStatsCallstack::GetHumanReadable( Alloc.EncodedCallstack );
UE_LOG( LogStats, VeryVerbose, TEXT( "ReallocZero: %s %i %i/%i [%i]" ), *ReallocCallstack, Alloc.Size, Alloc.OldPtr, Alloc.Ptr, Alloc.SequenceTag );
}
#endif // UE_BUILD_DEBUG
if (Alloc.Ptr != 0)
{
ProcessAlloc( Alloc, AllocationMap );
}
}
else if (Alloc.Op == EMemoryOperation::Free)
{
ProcessFree( Alloc, AllocationMap, false );
}
}
auto EndSnapshot = SnapshotsToBeProcessed[0];
SnapshotsToBeProcessed.RemoveAt( 0 );
PrepareSnapshot( EndSnapshot.Value, AllocationMap );
// We don't need the allocation map. Each snapshot has its own copy.
AllocationMap.Empty();
SnapshotNamesArray = SnapshotNamesSet.Array();
UE_LOG( LogStats, Verbose, TEXT( "NumDuplicatedMemoryOperations: %i" ), NumDuplicatedMemoryOperations );
UE_LOG( LogStats, Verbose, TEXT( "NumZeroAllocs: %i" ), NumZeroAllocs );
}
void FRawStatsMemoryProfiler::ProcessAlloc( const FAllocationInfo& AllocInfo, TMap<uint64, FAllocationInfo>& AllocationMap )
{
if( AllocInfo.Size == 0 )
{
NumZeroAllocs++;
ZeroAllocMap.Add( FStatsCallstack::GetHumanReadable( AllocInfo.EncodedCallstack ), AllocInfo );
}
const FAllocationInfo* Found = AllocationMap.Find( AllocInfo.Ptr );
if (!Found)
{
AllocationMap.Add( AllocInfo.Ptr, AllocInfo );
}
else
{
NumDuplicatedMemoryOperations++;
#if UE_BUILD_DEBUG
const FString FoundCallstack = FStatsCallstack::GetHumanReadable( Found->EncodedCallstack );
const FString AllocCallstack = FStatsCallstack::GetHumanReadable( AllocInfo.EncodedCallstack );
UE_LOG( LogStats, VeryVerbose, TEXT( "DuplicatedAlloc" ) );
UE_LOG( LogStats, VeryVerbose, TEXT( "FoundCallstack: %s [%s]" ), *FoundCallstack, Found->Op==EMemoryOperation::Alloc ? TEXT("Alloc") : TEXT("Realloc") );
UE_LOG( LogStats, VeryVerbose, TEXT( "AllocCallstack: %s [%s]" ), *AllocCallstack, AllocInfo.Op==EMemoryOperation::Alloc ? TEXT("Alloc") : TEXT("Realloc") );
UE_LOG( LogStats, VeryVerbose, TEXT( "Size: %i/%i Ptr: %llu/%llu Tag: %i/%i" ), Found->Size, AllocInfo.Size, Found->Ptr, AllocInfo.Ptr, Found->SequenceTag, AllocInfo.SequenceTag );
// Store the old pointer.
DuplicatedAllocMap.Add( FoundCallstack, *Found );
#endif // UE_BUILD_DEBUG
// Replace pointer.
AllocationMap.Add( AllocInfo.Ptr, AllocInfo );
}
}
void FRawStatsMemoryProfiler::ProcessFree( const FAllocationInfo& FreeInfo, TMap<uint64, FAllocationInfo>& AllocationMap, const bool bReallocFree )
{
// bReallocFree is not needed here, but it's easier to read the code.
const uint64 PtrToBeFreed = bReallocFree ? FreeInfo.OldPtr : FreeInfo.Ptr;
const FAllocationInfo* Found = AllocationMap.Find( PtrToBeFreed );
if (Found)
{
const bool bIsValid = FreeInfo.SequenceTag > Found->SequenceTag;
if (!bIsValid)
{
UE_LOG( LogStats, Warning, TEXT( "InvalidFree Ptr: %llu, Seq: %i/%i" ), PtrToBeFreed, FreeInfo.SequenceTag, Found->SequenceTag );
}
AllocationMap.Remove( PtrToBeFreed );
}
else
{
#if UE_BUILD_DEBUG
const FString FWACallstack = FStatsCallstack::GetHumanReadable( FreeInfo.EncodedCallstack );
UE_LOG( LogStats, VeryVerbose, TEXT( "FreeWithoutAlloc: %s, %llu" ), *FWACallstack, PtrToBeFreed );
#endif // UE_BUILD_DEBUG
}
}
void FRawStatsMemoryProfiler::UpdateGenerateMemoryMapProgress( const int32 AllocationIndex )
{
const double CurrentSeconds = FPlatformTime::Seconds();
if (CurrentSeconds > LastUpdateTime + NumSecondsBetweenUpdates)
{
const int32 PercentagePos = int32( 100.0*AllocationIndex / SequenceAllocationArray.Num() );
StageProgress.Set( PercentagePos );
UE_LOG( LogStats, Verbose, TEXT( "Processing allocations %3i%% (%10i/%10i)" ), PercentagePos, AllocationIndex, SequenceAllocationArray.Num() );
LastUpdateTime = CurrentSeconds;
}
// Abandon support.
if (bShouldStopProcessing == true)
{
SetProcessingStage( EStatsProcessingStage::SPS_Stopped );
}
}
void FRawStatsMemoryProfiler::ProcessSpecialMessageMarkerOperation( const FStatMessage& Message, const FStackState& StackState )
{
const FName RawName = Message.NameAndInfo.GetRawName();
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1 GC and WeakObjectPtr performance optimizations. - Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray - Moved WeakObjectPtr serial numbersto FUObjectArray - Added pre-allocated UObject array Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1 Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved. Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920 UHT will now use makefiles to speed up iterative runs. Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963 Hot-reload performance optimizations: 1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier). 2. Parallelized search for old CDOs referencers. Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster Dependency preloading improvements - Asset registry dependencies now resolve asset redirectors - Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1 Allow UnfocusedVolumeMultiplier to be set programmatically Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1 When cooking, don't add imports that are outers of objects excluded from the current cook target. Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core Inline storage for TFunction. Fix for delegate inline storage on Win64. Some build fixes. Visualizer fixes for new TFunction format. Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec CrashReporter Web - Search by Platform Added initial support for streams (GetBranchesAsListItems, CopyToJira) Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString. Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core Some TSet function optimisations: Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent). Taking local copies of HashSize during iterations. Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core BulkData zero byte allocations are now handled by an RAII object which owns the memory. Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core FName::operator== and != optimised to be a single comparison. Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro) Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360) Also fixed starting condition. Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1 PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus) Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core PR #1540 - Specifying a different Saved folder at launch through a command line parameter Integrated and optimized. #lockdown Nick.Penwarden [CL 2772222 by Robert Manuszewski in Main branch]
2015-11-18 16:20:49 -05:00
if (RawName == FStatConstants::RAW_NamedMarker)
{
const FName NamedMarker = Message.GetValue_FName();
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Snapshots.Emplace( LastSequenceTagForNamedMarker, NamedMarker );
}
}
void FRawStatsMemoryProfiler::ProcessMemoryOperation( EMemoryOperation MemOp, uint64 Ptr, uint64 NewPtr, int64 Size, uint32 SequenceTag, const FStackState& StackState )
{
if (MemOp == EMemoryOperation::Alloc)
{
NumMemoryOperations++;
// Add a new allocation.
SequenceAllocationArray.Add(
FAllocationInfo(
0,
Ptr,
Size,
StackState.Stack,
SequenceTag,
EMemoryOperation::Alloc,
StackState.bIsBrokenCallstack
) );
LastSequenceTagForNamedMarker = SequenceTag;
}
else if (MemOp == EMemoryOperation::Realloc)
{
NumMemoryOperations++;
const uint64 OldPtr = Ptr;
// Add a new realloc.
SequenceAllocationArray.Add(
FAllocationInfo(
OldPtr,
NewPtr,
Size,
StackState.Stack,
SequenceTag,
EMemoryOperation::Realloc,
StackState.bIsBrokenCallstack
) );
LastSequenceTagForNamedMarker = SequenceTag;
}
else if (MemOp == EMemoryOperation::Free)
{
NumMemoryOperations++;
// Add a new free.
SequenceAllocationArray.Add(
FAllocationInfo(
0,
Ptr,
0,
StackState.Stack,
SequenceTag,
EMemoryOperation::Free,
StackState.bIsBrokenCallstack
) );
}
}
void FRawStatsMemoryProfiler::SortSequenceAllocations()
{
FScopeLogTime SLT( TEXT( "SortSequenceAllocations" ), nullptr, FScopeLogTime::ScopeLog_Milliseconds );
// Sort all memory operation by the sequence tag, iterate through all operation and generate memory usage.
SequenceAllocationArray.Sort( FAllocationInfoSequenceTagLess() );
// Abandon support.
if (bShouldStopProcessing == true)
{
SetProcessingStage( EStatsProcessingStage::SPS_Stopped );
}
}
void FRawStatsMemoryProfiler::GenerateScopedTreeAllocations( const TMap<FName, FCombinedAllocationInfo>& ScopedAllocations, FNodeAllocationInfo& out_Root )
{
FScopeLogTime SLT( TEXT( "GenerateScopedTreeAllocations" ), nullptr, FScopeLogTime::ScopeLog_Milliseconds );
// Decode all scoped allocations, generate tree for allocations and combine them.
for (const auto& It : ScopedAllocations)
{
const FName& EncodedCallstack = It.Key;
const FCombinedAllocationInfo& CombinedAllocation = It.Value;
// Decode callstack.
TArray<FName> DecodedCallstack;
FStatsCallstack::DecodeToNames( EncodedCallstack, DecodedCallstack );
const int32 AllocationLenght = DecodedCallstack.Num();
check( DecodedCallstack.Num() > 0 );
FNodeAllocationInfo* CurrentNode = &out_Root;
// Accumulate with thread root node.
CurrentNode->Accumulate( CombinedAllocation );
// Iterate through the callstack and prepare all nodes if needed, and accumulate memory.
TArray<FName> CurrentCallstack;
const int32 NumEntries = DecodedCallstack.Num();
for (int32 Idx1 = 0; Idx1 < NumEntries; ++Idx1)
{
const FName NodeName = DecodedCallstack[Idx1];
CurrentCallstack.Add( NodeName );
FNodeAllocationInfo* Node = nullptr;
const bool bContainsNode = CurrentNode->ChildNodes.Contains( NodeName );
if (!bContainsNode)
{
Node = new FNodeAllocationInfo;
Node->Depth = Idx1;
Node->PrepareCallstackData( CurrentCallstack );
CurrentNode->ChildNodes.Add( NodeName, Node );
}
else
{
Node = CurrentNode->ChildNodes.FindChecked( NodeName );
}
// Accumulate memory usage and num allocations for all nodes in the callstack.
Node->Accumulate( CombinedAllocation );
// Move to the next node.
Node->Parent = CurrentNode;
CurrentNode = Node;
}
}
out_Root.SortBySize();
}
void FRawStatsMemoryProfiler::ProcessAndDumpUObjectAllocations( const FName SnapshotName )
{
if (!SnapshotsWithAllocationMap.Contains(SnapshotName))
{
UE_LOG( LogStats, Warning, TEXT( "Snapshot not found: %s" ), *SnapshotName.ToString() );
return;
}
const TMap<uint64, FAllocationInfo>& AllocationMap = SnapshotsWithAllocationMap.FindChecked( SnapshotName );
FScopeLogTime SLT( TEXT( "ProcessingUObjectAllocations" ), nullptr, FScopeLogTime::ScopeLog_Seconds );
UE_LOG( LogStats, Warning, TEXT( "Processing UObject allocations" ) );
const FString ReportName = FString::Printf( TEXT( "%s-Memory-UObject" ), *GetPlatformName() );
FDiagnosticTableViewer MemoryReport( *FDiagnosticTableViewer::GetUniqueTemporaryFilePath( *ReportName ), true );
// Write a row of headings for the table's columns.
MemoryReport.AddColumn( TEXT( "Size (bytes)" ) );
MemoryReport.AddColumn( TEXT( "Size (MB)" ) );
MemoryReport.AddColumn( TEXT( "Count" ) );
MemoryReport.AddColumn( TEXT( "UObject class" ) );
MemoryReport.CycleRow();
TMap<FName, FCombinedAllocationInfo> UObjectAllocations;
// To minimize number of calls to expensive DecodeCallstack.
TMap<FName, FName> UObjectCallstackToClassMapping;
uint64 NumAllocations = 0;
uint64 TotalAllocatedMemory = 0;
for (const auto& It : AllocationMap)
{
const FAllocationInfo& Alloc = It.Value;
FName UObjectClass = UObjectCallstackToClassMapping.FindRef( Alloc.EncodedCallstack );
if (UObjectClass == NAME_None)
{
TArray<FName> DecodedCallstack;
FStatsCallstack::DecodeToNames( Alloc.EncodedCallstack, DecodedCallstack );
for (int32 Index = DecodedCallstack.Num() - 1; Index >= 0; --Index)
{
const FName LongName = DecodedCallstack[Index];
const bool bValid = UObjectRawNames.Contains( LongName );
if (bValid)
{
const FString ObjectName = FStatNameAndInfo::GetShortNameFrom( LongName ).GetPlainNameString();
UObjectClass = *ObjectName.Left( ObjectName.Find( TEXT( "//" ) ) );;
UObjectCallstackToClassMapping.Add( Alloc.EncodedCallstack, UObjectClass );
break;
}
}
}
if (UObjectClass != NAME_None)
{
FCombinedAllocationInfo& CombinedAllocation = UObjectAllocations.FindOrAdd( UObjectClass );
CombinedAllocation += Alloc;
TotalAllocatedMemory += Alloc.Size;
NumAllocations++;
}
}
// Dump memory to the log.
UObjectAllocations.ValueSort( FCombinedAllocationInfoSizeGreater() );
const float MaxPctDisplayed = 0.90f;
int32 CurrentIndex = 0;
uint64 DisplayedSoFar = 0;
UE_LOG( LogStats, VeryVerbose, TEXT( "Index, Size (Size MB), Count, UObject class" ) );
for (const auto& It : UObjectAllocations)
{
const FCombinedAllocationInfo& CombinedAllocation = It.Value;
const FName& UObjectClass = It.Key;
UE_LOG( LogStats, VeryVerbose, TEXT( "%2i, %llu (%.2f MB), %llu, %s" ),
CurrentIndex,
CombinedAllocation.Size,
CombinedAllocation.Size / 1024.0f / 1024.0f,
CombinedAllocation.Count,
*UObjectClass.GetPlainNameString() );
// Dump stats
MemoryReport.AddColumn( TEXT( "%llu" ), CombinedAllocation.Size );
MemoryReport.AddColumn( TEXT( "%.2f MB" ), CombinedAllocation.Size / 1024.0f / 1024.0f );
MemoryReport.AddColumn( TEXT( "%llu" ), CombinedAllocation.Count );
MemoryReport.AddColumn( *UObjectClass.GetPlainNameString() );
MemoryReport.CycleRow();
CurrentIndex++;
DisplayedSoFar += CombinedAllocation.Size;
const float CurrentPct = (float)DisplayedSoFar / (float)TotalAllocatedMemory;
if (CurrentPct > MaxPctDisplayed)
{
break;
}
}
UE_LOG( LogStats, VeryVerbose, TEXT( "Allocated memory: %llu bytes (%.2f MB)" ), TotalAllocatedMemory, TotalAllocatedMemory / 1024.0f / 1024.0f );
// Add a total row.
MemoryReport.CycleRow();
MemoryReport.CycleRow();
MemoryReport.CycleRow();
MemoryReport.AddColumn( TEXT( "%llu" ), TotalAllocatedMemory );
MemoryReport.AddColumn( TEXT( "%.2f MB" ), TotalAllocatedMemory / 1024.0f / 1024.0f );
MemoryReport.AddColumn( TEXT( "%llu" ), NumAllocations );
MemoryReport.AddColumn( TEXT( "TOTAL" ) );
MemoryReport.CycleRow();
}
void FRawStatsMemoryProfiler::DumpScopedAllocations( const TCHAR* Name, const TMap<FString, FCombinedAllocationInfo>& CombinedAllocations )
{
if (CombinedAllocations.Num() == 0)
{
UE_LOG( LogStats, Warning, TEXT( "No scoped allocations: %s" ), Name );
return;
}
FScopeLogTime SLT( TEXT( "ProcessingScopedAllocations" ), nullptr, FScopeLogTime::ScopeLog_Seconds );
UE_LOG( LogStats, Warning, TEXT( "Dumping scoped allocations: %s" ), Name );
const FString ReportName = FString::Printf( TEXT( "%s-Memory-Scoped-%s" ), *GetPlatformName(), Name );
FDiagnosticTableViewer MemoryReport( *FDiagnosticTableViewer::GetUniqueTemporaryFilePath( *ReportName ), true );
// Write a row of headings for the table's columns.
MemoryReport.AddColumn( TEXT( "Size (bytes)" ) );
MemoryReport.AddColumn( TEXT( "Size (MB)" ) );
MemoryReport.AddColumn( TEXT( "Count" ) );
MemoryReport.AddColumn( TEXT( "Callstack" ) );
MemoryReport.CycleRow();
FCombinedAllocationInfo Total;
const float MaxPctDisplayed = 0.90f;
int32 CurrentIndex = 0;
UE_LOG( LogStats, VeryVerbose, TEXT( "Index, Size (Size MB), Count, Stat desc" ) );
for (const auto& It : CombinedAllocations)
{
const FCombinedAllocationInfo& CombinedAllocation = It.Value;
//const FName& EncodedCallstack = It.Key;
const FString AllocCallstack = It.Key;// GetCallstack( EncodedCallstack );
UE_LOG( LogStats, VeryVerbose, TEXT( "%2i, %llu (%.2f MB), %llu, %s" ),
CurrentIndex,
CombinedAllocation.Size,
CombinedAllocation.Size / 1024.0f / 1024.0f,
CombinedAllocation.Count,
*AllocCallstack );
// Dump stats
MemoryReport.AddColumn( TEXT( "%llu" ), CombinedAllocation.Size );
MemoryReport.AddColumn( TEXT( "%.2f MB" ), CombinedAllocation.Size / 1024.0f / 1024.0f );
MemoryReport.AddColumn( TEXT( "%llu" ), CombinedAllocation.Count );
MemoryReport.AddColumn( *AllocCallstack );
MemoryReport.CycleRow();
CurrentIndex++;
Total += CombinedAllocation;
}
UE_LOG( LogStats, VeryVerbose, TEXT( "Allocated memory: %llu bytes (%.2f MB)" ), Total.Size, Total.SizeMB );
// Add a total row.
MemoryReport.CycleRow();
MemoryReport.CycleRow();
MemoryReport.CycleRow();
MemoryReport.AddColumn( TEXT( "%llu" ), Total.Size );
MemoryReport.AddColumn( TEXT( "%.2f MB" ), Total.SizeMB );
MemoryReport.AddColumn( TEXT( "%llu" ), Total.Count );
MemoryReport.AddColumn( TEXT( "TOTAL" ) );
MemoryReport.CycleRow();
}
void FRawStatsMemoryProfiler::GenerateScopedAllocations( const TMap<uint64, FAllocationInfo>& InAllocationMap, TMap<FName, FCombinedAllocationInfo>& out_CombinedAllocations, uint64& TotalAllocatedMemory, uint64& NumAllocations )
{
FScopeLogTime SLT( TEXT( "GenerateScopedAllocations" ), nullptr, FScopeLogTime::ScopeLog_Milliseconds );
for (const auto& It : InAllocationMap)
{
const FAllocationInfo& Alloc = It.Value;
FCombinedAllocationInfo& CombinedAllocation = out_CombinedAllocations.FindOrAdd( Alloc.EncodedCallstack );
CombinedAllocation += Alloc;
TotalAllocatedMemory += Alloc.Size;
NumAllocations++;
}
// Sort by size.
out_CombinedAllocations.ValueSort( FCombinedAllocationInfoSizeGreater() );
}
void FRawStatsMemoryProfiler::PrepareSnapshot( const FName SnapshotName, const TMap<uint64, FAllocationInfo>& InAllocationMap )
{
FScopeLogTime SLT( TEXT( "PrepareSnapshot" ), nullptr, FScopeLogTime::ScopeLog_Milliseconds );
// Make sure the snapshot name is unique.
FName UniqueSnapshotName = SnapshotName;
while (SnapshotNamesSet.Contains( UniqueSnapshotName ))
{
UniqueSnapshotName = FName( UniqueSnapshotName, UniqueSnapshotName.GetNumber() + 1 );
}
SnapshotNamesSet.Add( UniqueSnapshotName );
SnapshotsWithAllocationMap.Add( UniqueSnapshotName, InAllocationMap );
TMap<FName, FCombinedAllocationInfo> SnapshotCombinedAllocations;
uint64 TotalAllocatedMemory = 0;
uint64 NumAllocations = 0;
GenerateScopedAllocations( InAllocationMap, SnapshotCombinedAllocations, TotalAllocatedMemory, NumAllocations );
SnapshotsWithScopedAllocations.Add( UniqueSnapshotName, SnapshotCombinedAllocations );
// Decode callstacks.
// Replace encoded callstacks with human readable name. For easier debugging.
TMap<FString, FCombinedAllocationInfo> SnapshotDecodedCombinedAllocations;
for (auto& It : SnapshotCombinedAllocations)
{
const FString HumanReadableCallstack = FStatsCallstack::GetHumanReadable( It.Key );
SnapshotDecodedCombinedAllocations.Add( HumanReadableCallstack, It.Value );
}
SnapshotsWithDecodedScopedAllocations.Add( UniqueSnapshotName, SnapshotDecodedCombinedAllocations );
UE_LOG( LogStats, Warning, TEXT( "PrepareSnapshot: %s Alloc: %i Scoped: %i Total: %.2f MB" ), *UniqueSnapshotName.ToString(), InAllocationMap.Num(), SnapshotCombinedAllocations.Num(), TotalAllocatedMemory / 1024.0f / 1024.0f );
}
void FRawStatsMemoryProfiler::CompareSnapshots( const FName BeginSnaphotName, const FName EndSnaphotName, TMap<FName, FCombinedAllocationInfo>& out_Result )
{
FScopeLogTime SLT( TEXT( "CompareSnapshots" ), nullptr, FScopeLogTime::ScopeLog_Milliseconds );
const auto BeginSnaphotPtr = SnapshotsWithScopedAllocations.Find( BeginSnaphotName );
const auto EndSnapshotPtr = SnapshotsWithScopedAllocations.Find( EndSnaphotName );
if (BeginSnaphotPtr && EndSnapshotPtr)
{
// Process data.
TMap<FName, FCombinedAllocationInfo> BeginSnaphot = *BeginSnaphotPtr;
TMap<FName, FCombinedAllocationInfo> EndSnaphot = *EndSnapshotPtr;
TMap<FName, FCombinedAllocationInfo> Result;
for (const auto& It : EndSnaphot)
{
const FName Callstack = It.Key;
const FCombinedAllocationInfo EndCombinedAlloc = It.Value;
const FCombinedAllocationInfo* BeginCombinedAllocPtr = BeginSnaphot.Find( Callstack );
if (BeginCombinedAllocPtr)
{
FCombinedAllocationInfo CombinedAllocation;
CombinedAllocation += EndCombinedAlloc;
CombinedAllocation -= *BeginCombinedAllocPtr;
if (CombinedAllocation.IsAlive())
{
out_Result.Add( Callstack, CombinedAllocation );
}
}
else
{
out_Result.Add( Callstack, EndCombinedAlloc );
}
}
// Sort by size.
out_Result.ValueSort( FCombinedAllocationInfoSizeGreater() );
}
}
void FRawStatsMemoryProfiler::CompareSnapshotsHumanReadable( const FName BeginSnaphotName, const FName EndSnaphotName, TMap<FString, FCombinedAllocationInfo>& out_Result )
{
FScopeLogTime SLT( TEXT( "CompareSnapshotsHumanReadable" ), nullptr, FScopeLogTime::ScopeLog_Milliseconds );
const auto BeginSnaphotPtr = SnapshotsWithDecodedScopedAllocations.Find( BeginSnaphotName );
const auto EndSnapshotPtr = SnapshotsWithDecodedScopedAllocations.Find( EndSnaphotName );
if (BeginSnaphotPtr && EndSnapshotPtr)
{
// Process data.
TMap<FString, FCombinedAllocationInfo> BeginSnaphot = *BeginSnaphotPtr;
TMap<FString, FCombinedAllocationInfo> EndSnaphot = *EndSnapshotPtr;
for (const auto& It : EndSnaphot)
{
const FString& Callstack = It.Key;
const FCombinedAllocationInfo EndCombinedAlloc = It.Value;
const FCombinedAllocationInfo* BeginCombinedAllocPtr = BeginSnaphot.Find( Callstack );
if (BeginCombinedAllocPtr)
{
FCombinedAllocationInfo CombinedAllocation;
CombinedAllocation += EndCombinedAlloc;
CombinedAllocation -= *BeginCombinedAllocPtr;
if (CombinedAllocation.IsAlive())
{
out_Result.Add( Callstack, CombinedAllocation );
}
}
else
{
out_Result.Add( Callstack, EndCombinedAlloc );
}
}
// Sort by size.
out_Result.ValueSort( FCombinedAllocationInfoSizeGreater() );
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
}
#endif // STATS && UE_STATS_MEMORY_PROFILER_ENABLED