Add a InitNotifyFlags function to UBTAuxiliaryNode, UBTTaskNode, UBTCompositeNode, UBTDecorator and UBTService to setup the various flags that must be set when some functions are overriden.
Add macros to call those functions, this is necessary as those functions are protected.
Use those macros in various nodes (not all of them, this is not possible for some blueprint tasks)
#tests PIE
Maxime.Mercier, Karl.Dubois, Guillaume.Arruda
[FYI] nicolas.bonnelly, Guillaume.Guay, Loic.Devaux, Mieszko.Zielinski, Guillaume.Morreel
#rnx
#ROBOMERGE-AUTHOR: charles.lefebvre
#ROBOMERGE-SOURCE: CL 18385614 via CL 18385628 via CL 18385644 via CL 18434568 via CL 18435684
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18436637 by charles lefebvre in ue5-release-engine-test branch]
- Part 2/2 of removing CL18339735 & CL18328294. These changes cause multiple unresponsive AIs.
Original CL Desc
-----------------------------------------------------------------
Add a InitNotifyFlags function to UBTAuxiliaryNode, UBTTaskNode, UBTCompositeNode and UBTDecorator to setup the various flags that must be set when some functions are overriden.
Add macros to call those functions, this is necessary as those functions are protected.
Use those macros in various nodes (not all of them, this is not possible for some blueprint tasks)
#tests 100% repro in local cooked builds in Test targets.
[FYI] charles.lefebvre, Maxime.Mercier, Mieszko.Zielinski, nicolas.bonnelly, Guillaume.Guay
#rb guillaume.morreel, loic.devaux
#rnx
#ROBOMERGE-AUTHOR: karl.dubois
#ROBOMERGE-SOURCE: CL 18349522 via CL 18349525 via CL 18349530 via CL 18349715 via CL 18349725
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18350095 by karl dubois in ue5-release-engine-test branch]
Add macros to call those functions, this is necessary as those functions are protected.
Use those macros in various nodes (not all of them, this is not possible for some blueprint tasks)
#tests PIE
[REVIEW] Maxime.Mercier, Mieszko.Zielinski
[FYI] nicolas.bonnelly, karl.dubois, Guillaume.Guay, Loic.Devaux
#rnx
#ROBOMERGE-AUTHOR: charles.lefebvre
#ROBOMERGE-SOURCE: CL 18328294 via CL 18328312 via CL 18328326 via CL 18329146 via CL 18329236
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18329324 by charles lefebvre in ue5-release-engine-test branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#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]