#lockdown Nick.Penwarden
#rb none
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MAJOR FEATURES + CHANGES
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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]
#change Rollback of accidental merge 2581810. Discussed alternate solution with Ben.Marsh
#platformnotify Josh.Adams
[CL 2582768 by Andrew Brown in Main branch]
#jira UE-8407 - Trying to open project from Newer version to older version of the Editor
#reviewedby Ben.Marsh
[CL 2515634 by Richard TalbotWatkin in Main branch]
Slate Widget was failing, because of missing Slate dependencies. Testing introduced a couple of problems which all was fixed by this CL:
1. I introduced AdditionalDependencies in .uproject file and change "Add Code To Project..." procedure to fill this array if needed. UBT reads this field and builds the project with required modules. Needed for Slate classes.
2. Changed UHT to #include missing headers in generated.h files if it was missing an include for it's super class. It was causing problems if we were trying to add a subclass of BrushShape -- BrushShape.h didn't have #include "Brush.h" and UBrushShape was inheriting from UBrush.
3. Above problems also occured for Slate classes, but not all of them was UCLASSes, so I had to fixed that manually.
4. "Add Code To Project..." functionality was not invalidating UBT makefiles, which lead to omitting new source files during hot-reloading (even thought it was reporting a success). This change also should improve a bit performance, cause right now there is no "gathering" step -- there is only invalidate step which is a lot quicker.
5. Fixed "Selected Class Source" link to source class in Slate Widget and Slate Widget Style class.
#codereview Robert.Manuszewski
[CL 2481488 by Jaroslaw Palczynski in Main branch]
This is needed for UBT to update its makefiles when we add new code via the editor.
Updating UBT makefiles is more typically handled by re-generating project files, however on Windows we use DTE to inject new files directly into Visual Studio in an attempt to avoid re-generating project files (as it produces modal popups that block operations), so we need to perform a gather instead so that UBT knows things have changed.
ReviewedBy Mike.Fricker
[CL 2446903 by Jamie Dale in Main branch]
* Only try to build UBT if it's not present in the *target* engine directory (as opposed to the running engine directory). Fixes problems with running from launcher installation.
* Fix building UBT from paths that contain spaces.
* Better logging of what's going on when trying to build UBT (and possible failure points)
* Remove duplicate entries in installation list, and make sure that every path is stored in the same way. Was allowing a number of paths to contain relative portions.
#codereview Carlos.Cuello
[CL 2424385 by Ben Marsh in Main branch]
The main changes are as follows:
1. moved Json out of Core into own module 'Json'
2. moved 3 i10n classes (Json serializers) from Core into a new module 'Internationalization' *
3. fixed up 2 i10n classes in Core to not instantiate the 3 Json-based classes. instead they are now passed in as a dependency
*) (2) and (3) were required to decouple the I10n code in Core from Json. Much of the i10n code probably doesn't belong into Core in the first place, but there is no time to fix this right now.
The following cosmetic changes were also made:
- NULL to nullptr
- namespaced enums to enum classes
- renamed the three i10n Json serializer classes to comply with naming conventions
- removed file header comments (not used)
- documentation, spelling, spacing etc,
#UpgradeNotes: If your module is including Json.h then you have to add 'Json' to your Build.cs module dependencies.
#ReviewedBy: justin.sargent, saul.abreu
[CL 2310420 by Max Preussner in Main branch]
TTP# 337511 - ANALYTICS: Store Epic Account ID and Machine Unique GUIDs on Users Machine. Send with Every Event.
This works differently to what the TTP originally asked for, but I've checked with MaxP/MattK/WesH and we're okay with the way this works, as it avoids an annoyingly tight dependency between the analytics and the editor.
On the request of MattK, I also changed FPlatformMisc::GetRegistryString to be FPlatformMisc::GetStoredValue and added a corresponding FPlatformMisc::SetStoredValue. These will store generic key->value pairs using a platform specific store (the registry on Windows, and an INI file on other platforms).
DesktopPlatform uses these to provide access to the Machine ID and Epic Account ID (the Epic Account ID is set when the user logs into the Launcher).
The Editor sends an "Editor.ProgramStarted" event containing this data. This can then be tied to the current analytics session via the analytics session ID.
Tested on Windows and OS X.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2113818 by Jamie Dale in Main branch]