#codereview dmitry.rekman
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2714557 by Ben.Zeigler on 2015/10/02 11:53:56.
[CL 2714558 by Ben Zeigler in Main branch]
Move UseNativeSerialization, UseBinarySerialization and StaticSerializeItem from UStructProperty to UScriptStruct so they're easily accesible without a property
#codereview maciej.mroz, robert.manuszewski
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2713864 by Ben.Zeigler on 2015/10/01 19:34:35.
[CL 2713868 by Ben Zeigler in Main branch]
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[AUTOMERGE] Integrated using branch ue4-orion-to-ue4 of change#2713510 by Zak.Middleton on 2015/10/01 16:08:33.
[CL 2713523 by Zak Middleton in Main branch]
Blueprint multithreading improvements
Moved various exception-handling-related variables from static/global to TLS.
Fixed instance of static contention in execLet.
reviewed by Maciej.Mroz
[CL 2709073 by Thomas Sarkanen in Main branch]
Attempt to spawn a PlayerState for the replay spectator controller during client replay recording, by falling back to the default game mode object if the authority game mode can't be found (only if GetNetMode() != NM_Client).
Expose the ability to get an actor's FNetworkGUID, and the actor that corresponds to an FNetworkGUID, if available. Allows games to correlate actors across multiple local worlds if there is a client-server relationship between them.
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Integrated using branch UE4-Orion-To-UE4 of change#2705235 by Ryan.Gerleve on 2015/09/24 17:12:18.
[CL 2705290 by Ryan Gerleve in Main branch]
- Native UProperties of an unconverted type, are replaced with properties of the first native type.
- support for Cast and DynamicCast
- various fixes
#codereview Mike.Beach, Robert.Manuszewski
[CL 2704010 by Maciej Mroz in Main branch]
FText used to always perform two allocations, one for the shared display string pointer, and another for the text history.
This change allows text that is generated at runtime (such as via FText::AsNumber) to allocate its string and history together in a single allocation. Profiling shows that this almost negates the cost of the text history, without having to remove the text history (which is essential for FText serialization).
This means that we never have to take the hit of a second allocation for text which is generated at runtime and never serialized. Should text that was generated at runtime be serialized, then it will call TGeneratedTextData::PersistText to perform the allocation of the shared display string pointer, and allow the text to be saved, gathered, and localized.
This change also removes some allocations from FTextHistory_Base and FFormatArgumentValue, makes the text history types fully movable, and allows you to move the arguments passed to FText::Format if you know you no longer need your own copy.
[CL 2702379 by Jamie Dale in Main branch]