This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
#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]
#jira UE-58680
#rb none
#ROBOMERGE-SOURCE: CL 9886489 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v553-9872581)
[CL 9886492 by richard talbotwatkin in Main branch]
#jira UE-76282
#rb matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 9248925 via CL 9248984
#ROBOMERGE-BOT: (v443-9013191)
[CL 9248988 by christina tempelaarl in Main branch]
#rb christina.tempelaarl, max.chen
#ROBOMERGE-SOURCE: CL 8614943 via CL 8629397
#ROBOMERGE-BOT: (v409-8614070)
[CL 8631380 by nicolas nebel in Main branch]
#jira UE-76282
#rb matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 8090647 via CL 8095882
#ROBOMERGE-BOT: (v401-8057353)
[CL 8095986 by christina tempelaarl in Main branch]
#jira UE-76282
#rb matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 8090572 via CL 8095875
#ROBOMERGE-BOT: (v401-8057353)
[CL 8095983 by christina tempelaarl in Main branch]
#jira UE-76282
#rb none
#ROBOMERGE-SOURCE: CL 7841944 via CL 7860809
#ROBOMERGE-BOT: (v389-7813075)
[CL 7860859 by christina tempelaarl in Main branch]
Removed Snap/Align To Marked Point.
#jira UE-76282
#rb matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 7646924 via CL 7646943
#ROBOMERGE-BOT: (v372-7473910)
[CL 7646949 by christina tempelaarl in Main branch]
Fix water spline metadata not appearing when selecting a key
#ROBOMERGE-SOURCE: CL 7059548 via CL 7059974
#ROBOMERGE-BOT: (v367-6836689)
[CL 7059987 by matt kuhlenschmidt 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]