Add Runtime/Engine/Private as and Engine private include path
Rename Engine/Private/Materials/MaterialInstance.h to MaterialInstanceSupport.h because it was causing ambiguities
Move cpp files from Classes and Public into Private
#codereview steve.robb, Robert.Manuszewski, nick.penwarden
[CL 2078806 by James Golding in Main branch]
Moved log declaration to after Core and added parentesis around !check to satisfy the clang compiler.
#CodeReview Billy.Bramer
[CL 2078718 by Terence Burns in Main branch]
[AUTOMERGE]
- Step one of gameplay tag refactor: deletion of un-used and unfixed content
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067362 by Billy.Bramer on 2014/05/08 16:08:55.
[AUTOMERGE]
Gameplay Tag Refactor
Unshelved from AntonyC's pending changelist '2003772':
#TTP 322200 - Gameplay Tags: Refactor how tags are stored/queried
#proj Fortnite.Editor
#summary Refactored Tags from FName array to a FGamplayTag
#change removed all FName Tags and replaces with FGameplayTag
#added added tag verification so that new tags are not created at runtime
#added added new object version for data upgrade on all tagcontainers to be in new format and only store leaf most tags
#added requestgameplaytag function to FortGlobals, so that the tag manager can be started up before first use
#added New GraphPin for single tags
#change Added mode to SGamplayTagWidget to allow single select
#change PropertyArray fixed to now support empty arrays in the ImportText
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Additional Changes/Modifications
- Add new BlueprintGameplayTagLibrary to expose tag container functions to blueprints; Will add more in future post-refactor
- Fix bug with AddLeafTagToContainer incorrectly clearing the wrong container
- Remove default parameters for TagContainer.HasTag and fix call-sites to remain logically consistent with old behavior
- Make FName constructor for tag explicit
- Fix incorrect requirements check in combat effect
- Expose tag asset interface to blueprints
- Remove serialization fix-up from game data (manually fixed up)
- Remove version bump and serialization fix-up on tag container (will be re-done from main branch post merge)
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067378 by Billy.Bramer on 2014/05/08 16:15:42.
[AUTOMERGE]
#UE4 Fixed up GameplayTag usage in the SkillSystem module
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067576 by Bob.Tellez on 2014/05/08 18:38:58.
[AUTOMERGE]
- Linker build fix on gameplay tags
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067708 by Billy.Bramer on 2014/05/08 21:18:36.
[AUTOMERGE]
- Minor optimization in header
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067709 by Billy.Bramer on 2014/05/08 21:22:27.
[AUTOMERGE]
- Gameplay tag refactor, round 3
- Fortnite asset conversion/update
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068202 by Billy.Bramer on 2014/05/09 11:13:36.
[AUTOMERGE]
- Fix gameplay tag reimporting failing to reinitialize the tag table
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068787 by Billy.Bramer on 2014/05/09 18:11:23.
[AUTOMERGE]
#UE4 Fixed up GameplayTag usage in the SkillSystem module after merge from main
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2070710 by Fred.Kimberley on 2014/05/12 15:57:13.
#codereview Fred.Kimberley, David.Ratti
[CL 2078452 by Billy Bramer in Main branch]
Loading the same world that is already loaded directly now early-outs.
Loading a sublevel of the currently edited world now keeps the sublevel in memory, patches the owning world, and properly GCs the old world.
Redirectors are now unloaded during editor cleanse (map transitions) to prevent references to worlds from preventing GC.
Already-loaded worlds are no longer unloaded when the editor switches to begin editing them. Switching away from that world, however, does unload it naturally.
[CL 2078350 by Bob Tellez in Main branch]
TTP 335792. CRITICAL: Regression: ROCKET: Code Templates fail to generate project files).
Engine should be dependent on platform specific modules, use SetupNewlyLoadedModules instead.
#codereview peter.sauerbrei, ben.marsh
[CL 2078124 by Ankit Khare in Main branch]
Refactor update scale for body instance
Fix some more cases where show collision and pxvis collision don't agree
TTP#334723
[CL 2078036 by Ori Cohen in Main branch]
* fixed shadow artifacs with very small objects
TTP 335863 UE4: RENDERING: BLOCKER: Directional light preshadows broken
[CL 2077885 by Martin Mittring in Main branch]