Commit Graph

13 Commits

Author SHA1 Message Date
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f 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
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Mike Fricker
65e7557229 [INTEGRATE] Compile times: Working on eliminating <Module>Classes.h header files
- This checkin eliminates use of all <Module>Classes.h files in Engine, with the exception of UnrealEdClasses.h
- Compilation speed-ups for all of the modules affected, now that they are including what they use
- No effective changes other than C++ includes

[CL 2686054 by Mike Fricker in Main branch]
2015-09-10 08:48:03 -04:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mieszko Zielinski
3af68be1f1 Made EQS avaiable as experimental feature in the editor #UE4
- also fixed EQS editor crashing when adding or clicking on tests

[CL 2340426 by Mieszko Zielinski in Main branch]
2014-10-24 17:47:36 -04:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Michael Noland
8e21e38390 Editor: Add UFactory::CanCreateNew and make bCreateNew a protected member
[CL 2117678 by Michael Noland in Main branch]
2014-06-26 02:59:25 -04:00
Mieszko Zielinski
fea9d66d25 Extracting AI code from the engine into a separate module, pass 1 #UE4
- merged over from Fortnite branch
- includes adjusting all game projects that use AI code
- contains a nasty AIModule <-> Engine circular dependency. To be removed ASAP

[CL 2085468 by Mieszko Zielinski in Main branch]
2014-05-29 17:06:50 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00