#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 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]
Cases:
- literal - "3.14"
- variable access - "MyVar"
- new local variavle - "a"
UE-17139 Math Expressions fail to compile when output pin connected
[CL 2591759 by Maciej Mroz in Main branch]
- FBPTerminal::InlineGeneratedParameter added - the result of the function is directly used as input parameter, it's not stroed in a lical variable
- FKismetFunctionContext::InlineGeneratedParameter
- MathExpressionHandler - compile (to out intermediate representation) a subgraph using "reverse polish notation" approach
- Math Expression node is not longer expanded
- VMBackend supports InlineGeneratedParameter and InlineGeneratedParameter
#codereview Nick.Whiting, Mike.Beach
[CL 2587365 by Maciej Mroz in Main branch]
The Math Expression graph will be completely missing from the diff display, it is regenerated each time and the important detail is the math expression the user inputs. The node's math expression will show up if there are differences between two Blueprints.
#jira UE-9785 - Math expression nodes always appear in BP Diff
[CL 2582830 by Michael Schoell in Main branch]
Behind the scenes, variables are converted to their Guid and are converted back to their name for display. The token parser was updated to handle these Guid's which are inside brackets { }.
Added some helper functions for looking up a Member Variable's Guid by name and a Member Variable's name by Guid.
#jira UE-9915 - Renaming Blueprint variables breaks MathExpression node on restart
#jira UE-12363 - Math expression node doesn't work with local variables.
[CL 2500113 by Michael Schoell in Main branch]
Shifted a lot of pin adding functionality from Blueprint Details customizion to the nodes themselves or BlueprintEditorUtils.
#jira UE-11334 - Dragging a pin to a node that can add pins (function entry/exit, custom events...) should add a pin of the type to the node.
[CL 2497224 by Michael Schoell in Main branch]
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]