#UE4 Add bUseFullTimeLimit to ProcessAsyncLoading. If true, it will use the entire timeslice, even if it's partially blocked on I/O. Otherwise it does a max of one package per frame.
Set this to be true when doing high priority async loading. This causes async loading to happen much faster due to the number of packages, but costs some CPU time.
Fix the timelimit value passed in for high priority async loading.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2048434 by Ben.Zeigler on 2014/04/15 21:49:08.
[CL 2050028 by Ben Zeigler in Main branch]
#proj UE4
#branch UE4
#summary The interface of FGenericTask is now changed. Removed GetTaskName() and changed GetStatId() to non-static and const.
#codereview Robert.Manuszewski
#codereview Jaroslaw.Surowiec
[CL 2048817 by Jaroslaw Palczynski in Main branch]
#Summary Updated the config system to handle single element arrays as arrays, and not as single properties.
#Note This is only applicable to default*.ini files, as these require array syntax when saving
[CL 2048693 by Terence Burns in Main branch]
#UE4 Significant performance increases for cooking/saving packages. Don't resize an array to number of existing objects in the export tagger, this can be > 1 million. Change the export name lookup table from a 2 million index array to a map.
#codereview robert.manuszewski
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2038207 by Ben.Zeigler on 2014/04/01 18:52:10.
[CL 2040283 by Ben Zeigler in Main branch]
Phase 1
Added platform to the cooked file requests so that the cooker just cooks files for the requested platform.
Reviewed Daniel Wright
[CL 2038767 by Daniel Lamb in Main branch]