Fix for google play projects which don't have google play enabled initializing google play..
#codereview Peter.Sauerbrei
#codereview JJ.Hoesing
//depot/UE4-Releases/4.2/Engine/...
to //depot/UE4/Engine/...
[CL 2082297 by Daniel Lamb in Main branch]
There was a bug in setting affinity of a thread that assumed affinity from lookup table with key being a thread name. When names was appended with consecutive numbers (e.g. "RenderingThread 1") the mechanism failed. Refactored this to use special static consts describing affinity override'able by different platforms for different affinity types + possibility of setting affinity per thread.
#codereview Jaroslaw.Surowiec
[CL 2070197 by Jaroslaw Palczynski in Main branch]
- this was a regression caused by fixing gamepad button support. Apparently the volume buttons are coming through as gamepad buttons, so weren't hitting the keycode filtering code, causing the OS to think we were handling them.
- Special cased for now, although we should revisit gamepad handling in general.
[CL 2055082 by JJ Hoesing in Main branch]
- Add Google Play support on Android
- Add editor settings for Google Play - enabled/disabled, and the app id for the games service
- Hack in Google Play leaderboards, including blueprint support, proper online subsystem implementation will come in the future
- These leaderboards work in TappyChicken
#codereview josh.adams, jj.hoesing, michael.noland
[CL 2050175 by Ryan Gerleve in Main branch]
#proj UnrealEd
#branch UE4
#summary On startup external storage location is queried and cached for subsequent file ops
[CL 2046768 by Robert Jones in Main branch]
- We were telling the OS that we were handling all key input. Changed to only say we've handled mapped buttons.
[CL 2040339 by JJ Hoesing in Main branch]