- Added cast flag support to a handful of the most commonly used classes in the engine, determined by tracking all calls to IsA() over typical workflows.
- Result: reduced IsA() function calls from 21k to 1k instances per frame in a large test scene (1.0ms to 0.06ms per frame).
#codereview Steve.Robb
[CL 2398934 by Zak Middleton in Main branch]
- Especially in modular builds, remote linking speeds up build times very significantly
- Also enabled remote resource compilation, which also makes modular builds faster when XGE is installed
[CL 2398662 by Mike Fricker in Main branch]
- This change improves the quality of IntelliSense and error list results in Visual Studio and Xcode
- This fixes definitions from Program targets from being set on the UE4 project that caused undesirable IntelliSense results
- For example, we never want WITH_EDITORONLY_DATA=1 or IS_PROGRAM=1 to be set for engine modules
[CL 2398646 by Mike Fricker in Main branch]
Added ability to adaptively change display units to a more appropriate range on numerical property editors. This behaviour can be disabled with a AllowUnitRangeAdaption=False meta tag.
Spin boxes now accept a numeric type interface which allows customization of numeric handling.
[CL 2398620 by Andrew Rodham in Main branch]
- We need to allow for binariy names to be overriden as opposed to appname.
- - Appname was being used as a part of the binaryname, which was fine for development but not other configs. AppName_xp-Win32-Shipping, and we needed it to be AppName-Win32-Shipping_xp.
Added the capacity to specify that XP is supported in an ini.
[CL 2398563 by Terence Burns in Main branch]
- This changes improves the usefulness of IntelliSense on Visual Studio or Xcode code completion
- IntelliSense compiler definitions and include paths are now configured for editor targets which are inclusive of much more code
- For example, all code that was wrapped with WITH_EDITORONLY_DATA is now visible to the IntelliSense compiler
[CL 2397499 by Mike Fricker in Main branch]
Properly set build as default if the project is code and user has compiler when using Quick Launch in UFE (similar to editor's Launch On)
#ufe
[CL 2393170 by Peter Sauerbrei in Main branch]
- Disclaimer: This is all experimental forward-looking stuff, we don't recommend using this yet!
- Added native support for Clang command-line on Windows ('clang-cl' is not required, but still supported)
- Clang debug symbols are now Visual Studio compatible (use latest Clang 3.6.0 prelease build.)
- Clang linker (LLD.exe) now works with most UE4 binaries, but debug symbols won't work
- New 'WindowsPlatform.bUseVCCompilerArgs' that controls whether to the VC-style wrapper with Clang
- Implemented precompiled header support (requires native Clang binary.) There are still a few bugs in Clang with struct packing which prevent us from using PCHs on Windows though.
- Editor still can't compile under Clang because of some DX header file issues, possibly system include related.
- Unreal Build Tool: Reduced default performance spew when using the local executor (non-XGE builds.)
[CL 2393051 by Mike Fricker in Main branch]