#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]
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]
Added back button to tutorials.
(Also fixed overridable text on next button and provided same for back button)
[CL 2448653 by Matthew Griffin in Main branch]
Added a "Play" button to editor tutorial assets in the Content Browser
UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail
"EditorTutorial" now provides some class type actions which show a "Play" button on Blueprints that derive from it.
ReviewedBy Thomas.Sarkanen
[CL 2419742 by Ben Marsh in Main branch]
Tutorials now return a valid UWorld, enabling audio playback, timers and all sorts of good stuff.
Stage started event now fires on first stage.
Skipping a stage from BP now rebuilds content properly.
Added events for tutorial launch and close.
[CL 2330093 by Thomas Sarkanen in Main branch]
Rearranged layout/padding a little to compensate for larger apparent button size.
Kept larger button hitbox, which required some custom border handling for the button.
TTP# 348109 - EDITOR: TUTORIALS: Add green buttons to tutorials
[CL 2314257 by Thomas Sarkanen in Main branch]
Also allow tutorials to be hidden from the browser if necessary
TTP# 347111 - TUTORIALS:Tutorials browser shows MacroLibraries based on EditorTutorial class
[CL 2305308 by Thomas Sarkanen in Main branch]
Tutorial contexts for IOS/Android/Whatever are now hooked up (console setup ones are still missing).
Analytics added for tutorial usage in various places.
Added ability to reset tutorial state with -ResetTutorials command-line flag.
Cleaned up some unused code (still a lot more to come here!).
[CL 2302314 by Thomas Sarkanen in Main branch]
Added new factory for import.
Removed old import dialog - importing is now done via the import button or reimport... in the asset editor.
Added path that the file was imported from to UEditorTutorial.
[CL 2300765 by Thomas Sarkanen in Main branch]