#TTP 304083 - ROCKET: TASK: K2: Change verbage on the super call nodes
#Branch UE4
#Proj CoreUObject
ReviewedBy Chris.Wood
[CL 2251181 by Ben Cosh in Main branch]
ttp#343166 CRITICAL: ElementalVR: CRASH: Occurs when compiling BP_SimplePlanet.
#codereview Nick.Whiting, Mike.Beach
[CL 2248352 by Maciej Mroz in Main branch]
#TTP 340083 - +UE4: K2: Add editor exposed configuration of script max loop iterations count
#Branch UE4
#Proj Engine, CoreUObject
#Change added base engine config value MaximumLoopIterationCount defaulted to the same value as RUNAWAY_LIMIT in scriptcore.cpp
#Change added UEngine::MaximumLoopIterationCount UProperty to receive and store the config value
#Change replaced RUNAWAY_LIMIT define in sciptcore.cpp with GMaximumScriptLoopIterations and switched checks to use this variable
#Change added FBlueprintCoreDelegates::SetScriptMaximumLoopIterations as a feeder function to set GMaximumScriptLoopIterations in the CoreUObjectModule.
#Change Added call to update GMaximumScriptLoopIterations in UEngine::Init and UEditorEngine::PlayInEditor to forward any user changes at key points.
#codereview Chris.Wood, Mike.Beach
[CL 2246761 by Ben Cosh in Main branch]
The reference should always be retrieved from MostRecentPropertyAddress. There is no need to copy the parameter.
#codereview Michael.Noland, Nick.Whiting, Robert.Manuszewski
[CL 2244148 by Maciej Mroz in Main branch]
#TTP 342432 - CRITICAL: SWINGNINJA: CRASH: Opening P_City2 in uncooked game
#Branch UE4
#Proj CoreUObject
#Change simplified the check for attempting to find exports in memory first to be just a test for a cooked data build.
#info The assert was caused by UBlueprintGeneratedClass::ConditionalRecompileClass being triggered during the FScopedDependencyGather destructor on MyCharacter blueprint. The blueprint in question was not serialised in and the GeneratedClass member was null ( which pushed the load to EndLoad in LoadPackage ). The game can be forced to load without asserts but still has issues and I've found that only by forcing RegenerateBlueprintClass on MyCharacter_C results in the maps loading correctly. This change basically ensures that uncooked data builds follow the same load path, really shouldn't affect cooked data builds.
ReviewedBy Nick.Whiting, Robert.Manuszewski
[CL 2244025 by Ben Cosh in Main branch]
#codereview Robert.Manuszewski
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2227752 by Ben.Zeigler on 2014/07/22 18:46:09.
[CL 2239266 by Ben Zeigler in Main branch]
#change Moved static class initalization to CoreUObject module (StartupModule)
#change Re-ordered PreInit initialization
#change Fixed a crash (when using dashes from Outlook) and duplicated code in commandline initialization
[CL 2238173 by Robert Manuszewski in Main branch]
#UE4 Fixed a WorldAssets issue caused by reseting loaders while in EndLoad. Initializing a world no longer resets loaders and even if it did, LoadPackage can now handle the case properly.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2236494 by Bob.Tellez on 2014/07/29 19:13:22.
[CL 2236495 by Bob Tellez in Main branch]
TTP #341661 CORE: 'Obj refs' output is sometimes missing property names.
#codereview Robert.Manuszewski
[CL 2235667 by Mikolaj Sieluzycki in Main branch]
#change Classes will now be defer registered instead of being created during static initialization
#change Added class re-instancing after hot-reload
#change Changes to UHT to keep track of generated code changes
#change Refactored a few CoreUObject delegates to a common namespace struct.
[CL 2235479 by Robert Manuszewski in Main branch]