- Call Pre/PostEditChangeProperty() on add, delete, rename key
- Update FBlackboardKeySelector references on all classes deriving from IBlackboardDataProvider when renaming a Blackboard key (used to beBehaviorTree only)
#rb Yoan.StAmant Stephen.Holmes
#ROBOMERGE-SOURCE: CL 10940202 via CL 10940204
#ROBOMERGE-BOT: (v626-10872990)
[CL 10940205 by mikko mononen in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 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]
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]
Tweaked and reworked the BT editor to allow for multiple modes (like the Blueprint Editor).
If a behavior tree uses a Blackboard, that blackboard is editable in the same asset editor, under "Blackboard mode".
Fixed a number of issues with re-focussing the BT debugger (and some issues that arose when switching BT editor modes). Debugging info should now be properly displayed when selecting AIs, switching modes, starting up the BT editor while playing etc.
Fixed a breakpoint bug where debug pause would be toggled rather than enabled, causing the game to run for a short time.
Added new icons for BT & BB modes.
Added various new guards against nullptr dereferences.
Displayed Actor label rather than FName when choosing actors to debug.
TTP# 337108 - Behaviour Tree Editor: Integrate Blackboard Editor into Behaviour Tree Editor
reviewed by Chris.Wood, Lukasz.Furman
[CL 2102883 by Thomas Sarkanen in Main branch]
- 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]