#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]
Also create an empty Content folder always on project creation - this is to support template-based blank projects, which otherwise would not populate the Content folder at all, causing the Content folder directory watcher to not initialize on startup.
#rb paul.chipchase
#fyi chris.gagnon
[CL 9755310 by sebastian nordgren in Dev-Editor branch]
Descriptions have been removed from the New Project wizard pages. First page has been renamed to "Select Template Category".
#jira UE-81579
#rb chris.gagnon
[CL 9566294 by sebastian nordgren in Dev-Editor branch]
Removed extra sentence from description that was considered clutter.
Removed languages listing from templates because enterprise did not want it.
"Categories" label is hidden in New Project mode.
#jira UE-80876
#rb paul.chipchase
#fyi chris.gagnon
[CL 9363827 by sebastian nordgren in Dev-Editor branch]
Hooked up XR and Raytracing into the project creation phase.
Changed to use GameProjectDialog.* placeholder icons that are currently just some random AssetIcons.
Removed bSkipProjectSettings INI option, in favour of just having an enum value (ETemplateSetting::All) to control it.
#rb chris.gagnon
[CL 8672009 by sebastian nordgren in Dev-Editor branch]
New Project dialog no longer displays the Languages Available field in the preview window if the selected category contains no templates.
Added warning for cases when a template is referring to a category that doesn't exist.
#jira UE-79758
#rb paul.chipchase
#lockdown chris.gagnon
[CL 8570377 by sebastian nordgren in Dev-Editor branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3678071 by JeanLuc.Corenthin
Fixed a bug in AActor::CheckComponentInstanceName. The implementation was crashing with name containing only digits.
Change 3706350 by Jamie.Dale
Fixed broken style from the Python merge
Change 3709830 by Jamie.Dale
Exposed FVector4 and FQuat to TBaseStructure
Change 3713856 by Jamie.Dale
Added missing FVector4-= operator
Change 3716874 by Martin.Sevigny
UAT ListThirdPartySoftware: Add support for external project. New parameter -ProjectPath to specifiy path to .uproject so the build rules of the project are parsed and the folder is part of the search for TPS files.
Change 3728856 by Patrick.Boutot
Get the value of each row for a specific column/property in a data table. It doesn't include the title of that column.
Change 3739050 by Jamie.Dale
Exposed FPlane to TBaseStructure
[CL 3769674 by JeanMichel Dignard 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]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2399803 by Jamie Dale in Main branch]