Backing out due to Horde cook breakage: https://horde.devtools.epicgames.com/job/620596dc6d374b98b0977945?step=dad9
#preflight https://horde.devtools.epicgames.com/job/6205b061672f831308bc87ef
[FYI] Simon.Therriault
Original CL Desc
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- Updating MessageBus protocol and CBor serialization backend to support communication between LWC and non LWC endpoints
#rb francis.hurteau, jason.walter
#lockdown alejandro.arango
#jira UE-142171
#preflight 62055181a155a4cddac2660c
#ROBOMERGE-AUTHOR: eric.mcdaniel
#ROBOMERGE-SOURCE: CL 18947525 in //UE5/Release-5.0/... via CL 18947673 via CL 18947789
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18947792 by eric mcdaniel in ue5-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]
- Reduced the CBOR encoded size of TArray<uint8>/TArray<int8> by a factor of two (approximatively) by encoding the bytes as byte string rather than CBOR arrays of numbers.
- The CborStructDeserializerBackend is fully backward compatible and can read the new and the old format without any code change.
- The CborStructSerializerBackend default to the new format, but can be configured to output the old format.
This partially addresses #jira UE-78722 - Potential Memory Leak with Disaster Recovery Plugin
- Sending large packages (containing 4K texture) to Disaster Recovery use about half the memory and bandwith previously required and greatly reduce the memory footprint of Disaster Recovery.
#rb Jamie.Dale, Francis.Hurteau (Swarm Review ID 9971661)
[CL 10321854 by Patrick Laflamme in Dev-VirtualProduction 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]
#UpgradeNotes: This is an API breaking change. See the documentation in IStructSerializerBackend and the changes in FJsonStructSerializerBackend and WebJSStructSerializerBackend for details.
#CodeReview: keli.hlodversson, justin.sargent
[CL 2684988 by Max Preussner in Main branch]