Commit Graph

114 Commits

Author SHA1 Message Date
Andrew Rodham
935bc7af69 Fixed a crash caused by a callback being removed from a multicast delegate while it was still pending invocation
This was a tough one to track down. The problem showed up when closing a matinee editor whilst a preview camera was selected in the world. Several clients all hook into the EditorModeChanged event to do some cleanup when the matinee editor is closed.

When matinee was closed, it fired the event to say that the mode is changing. This broadcast took a copy of the invocation list, and proceeded to invoke each delegate. One of these handlers resulted in the preview actor being deleted, which ended up deleting its associated preview viewport. As part of the viewport's destructor it correctly removes its raw ptr from the mode changing delegate list. However, since this event is currently broadcasting, a copy of the delegate still exists in the local invocation list which is invoked later on. The trouble is, the user object has been destroyed by this time.

I have fixed this by moving the destruction of the preview actor to a subsequent event triggered when the matinee mode is exited. This is invoked immediately after the OnEditorModeChanged event, and fixes the issue because it waits until the first broadcast to finish before destroying the viewport.

The alternative would have been to make FEditorViewportClient derive from TSharedFromThis<> and use AddSP for its binding, but I don't think that publicizing the sharing of viewport clients is the right approach. I'd rather keep ownership of viewport clients more explicit.

Reviewed by Thomas.Sarkanen, Matt Kuhlenschmidt

[CL 2061973 by Andrew Rodham in Main branch]
2014-05-02 04:37:59 -04:00
Barnabas McManners
9445f57396 Diff functionality now supports Paths with whitespace.
#TTP 331892 - Editor: Blueprint Defaults Diff: Lauching diff tool does not work with spaces in paths

#branch UE4

#proj Editor.BehaviourTreeEditor
#proj Editor.WorldBrowser
#proj Editor.Levels
#proj Developer.AssetTool

#change Wrapped the file paths in double quotes, this means that the full path gets passed to P4Merge

#reviewedby Chris.Wood

[CL 2060955 by Barnabas McManners in Main branch]
2014-05-01 08:53:08 -04:00
Bob Tellez
cf896552ca Back out changelist 2060765. These temporary log changes are no longer needed.
[CL 2060800 by Bob Tellez in Main branch]
2014-05-01 01:01:20 -04:00
Bob Tellez
575a39d1ce UE4: Even more logs to help track down the cook crash.
[CL 2060765 by Bob Tellez in Main branch]
2014-04-30 23:46:04 -04:00
Daniel Broder
1b562a7b22 Merging using UE4-Fortnite-To-UE4 using CL 2058592.
Removed UENUM() from EMyTownBuildingsWidgetSorting and EMyFortRatingStarSize to fix compile issues and because UENUM() was unnecessary.

Also made hand-fix to UAIHotSpotRenderingComponent by removing HeaderGroup (obsolete).

Did not merge TRV_HAF_Outer_012_lower_border or TRV_HAF_Outer_030 umaps due to conflicts and based on advice from Stefan.

[CL 2060490 by Daniel Broder in Main branch]
2014-04-30 17:34:38 -04:00
Michael Trepka
70afdc986e Added MacClient and MacServer target platforms
[CL 2060348 by Michael Trepka in Main branch]
2014-04-30 16:19:30 -04:00
Andrew Brown
15c505e13b Content Browser: Enter and SpaceBar keys can now be remapped.
#ttp 333671 - EDITOR: Content Browser: Customizable shortcut for opening assets and folders

#branch UE4

#add Added two new commands so that the Enter and SpaceBar functionality can be remapped.

#change Renamed EAssetTypeActivationMethod types so they don't mention which key was used, but the action that key performed.

reviewed by Thomas.Sarkanen

[CL 2059964 by Andrew Brown in Main branch]
2014-04-30 10:58:31 -04:00
Terence Burns
ac1843bb68 Disabling glsl shader format for windows for now. there are a few issues with cooking to resolve first. A proper fix is incoming.
[CL 2059767 by Terence Burns in Main branch]
2014-04-30 08:00:27 -04:00
Wes Hunt
1d6799c404 Move Simplygon SDK binary to NotForLicensees
#codereview:nick.penwarden

[CL 2059288 by Wes Hunt in Main branch]
2014-04-29 21:57:28 -04:00
Wes Hunt
81b61895e7 Update comment NoRedist -> NotForLicensees
[CL 2059282 by Wes Hunt in Main branch]
2014-04-29 21:57:05 -04:00
Dmitry Rekman
123eaf1a69 Removed unused GetBuildArtifacts() from ITargetPlatform (this is now being done in UAT).
#codereview Peter.Sauerbrei

[CL 2059006 by Dmitry Rekman in Main branch]
2014-04-29 21:53:09 -04:00
Michael Trepka
8ce2803cab Removed obsolete GPrimaryMonitorWidth, GPrimaryMonitorHeight, GPrimaryMonitorWorkRect, GVirtualScreenRect and GGameWindow* global variables and functions that were used to initialize them.
[CL 2058972 by Michael Trepka in Main branch]
2014-04-29 21:52:56 -04:00
Jamie Dale
a3928adc10 Fixed VS_OPEN logspam caused by a deferred command being constantly requested until VS had finished opening
TTP# 331398 - EDITOR: Logspam when opening Visual Studio

Deferring a VS file open request used to use a deferred command to wait until VS had finished opening before opening the requested files, however, this command was essentially simulating a Tick, as if the command was not yet ready to be processed it was simply deferred again, leading to spammed output.

Rather than do this, I've added a Tick function which will attempt to open the entire list of pending files as a single call, rather than try each file individually like the command would.

ReviewedBy Thomas.Sarkanen, Chris.Wood, Max.Preussner

[CL 2058815 by Jamie Dale in Main branch]
2014-04-29 11:36:21 -04:00
Andrew Brown
b145f1d79e Simple and Group Stat Exec commands can now be triggered from the level viewport Show menu directly.
#ttp 306334 - ROCKET: TASK: PUNTABLE: Stats: FN: Make diagnostic stats discoverable and available in the UI (don't require console to toggle)

#branch UE4

#change
DECLARE_STATS_GROUP û Added additional param GroupCategory, for subfolder use in the UI. Fixedup all Stats Group usage so the category is now propagated through where it needs to be.
Currently all Group stats have the Category æAdvancedÆ, and all engine stats have the Category æSimpleÆ û this is just to differentiate them for now, better categories will come along in future.
Modified FindOrAddMetaData as it now broadcasts a delegate (via a TaskGraph) whenever a new stat meta data is added û this was needed as not all the stat groups are æregisteredÆ when the level viewports are created (they are drip loaded), so the viewports need to listen for any additions thereafter...
GroupDescription is displayed as a tooltip in the UI for the stat entry and we may want to localize these.
RenderStats & RenderGroupedWithHierarchy: Modified so that it now takes the viewport that it should render to as a param (which is also used to determine if each stat should be visible).
Removed StatsEnabled delegate in favour of StatCheckEnabled, StatEnabled, StatDisabled, StatDisableAll for more finite usage and feedback when toggling them.
Modified FHUDGroupManager HandleCommand It now uses the new delegates to work out whether it needs to enable or disable for the current viewport, so itÆs more involved than a simple toggle, itÆs more ôis the stat enabled for the current viewport, and is it enabled for any viewportö delegate querying so it can react accordingly.

Added struct FSimpleStatFuncs: Which contains info on each æSimple StatÆ such as; name, category, description, renderfunc, togglefunc and the side of the viewport it should be rendered to
ExecSimpleStat û Calls Exec for a registered Simple Stat, ensuring the correct viewport is set
IsSimpleStat û Checks to see if a stat is a registered Simple Stat or not
SetSimpleStat û Sets the state of a specified Simple Stats
SetSimpleStats - Sets the state of the specified Simple Stats
RenderSimpleStats û Renders the Simple Stats if they are enabled, and have Render functions assigned.
Each Exec function had the code it executes which itÆs toggled and rendered into functions

Added FStatUnitData & FStatHitchesData: Moved all the globals/static variables used when enabling Stat Unit/Hitches into a struct as itÆs now used by multiple viewports and they needed their own copies. Also moved their draw functions here too.

FSceneViewport:
SwapStatCommands û Exchanges the enabled stats between two viewports, this is so when PIEing the stats which were enabled on the Level Viewport (if playing in active viewport only) get transposed to the Game Viewport, and then restored when PIE ends.
SEditorViewport:
ToggleStatCommand û Called when a stat is enabled/disabled from the UI
IsStatCommandVisible û Checks to see if a stat command should appear as visible in the UI
SEditorViewportViewMenu:
GenerateViewMenuContent û Made protected and virtual so it could be called externally.
FLevelViewportCommands: Added the code needed to generate commands for each of the Stat menu entries, however because not all stats are registered when this happens, it also creates some delegates to listen out for others that are registered later
Destructor û Needed to reset delegates
HandleNewGroupStat û Creates the new group stat commands
HandleNewStat û Creates the new stat command
FindStatIndex û Looks for where a stat should be inserted in the menu in order to maintain alphabetical order
SLevelViewport:
Modified the code so that the states of all the SimpleStats are saved so they can be restored next time the editor is ran (previously just handled FPS).
OnFloatingButtonClicked û Called whenever any of the level viewports floating buttons are clicked in order to correctly set the ælastÆ viewport global
OnToggleAllStatCommands û Called when the user selects æHide AllÆ from the viewport.
ToggleStatCommand û Called when the user selects any other stat option from the viewport.
BindStatCommand û Used to bind the menu action to the command name (used by delegate)

Added SLevelEditorViewportViewMenu (extends SEditorViewportViewMenu), and overrode GenerateViewMenuContent so that OnFloatingButtonClicked can be called whenever the menu is clicked on. This is also called during GenerateOptionsMenu, GenerateCameraMenu, GenerateShowMenu & OnToggleMaximize
Added global ptr GStatProcessingViewportClient (sim to Current, Last) used to keep track of which viewport the stat should be applied too (only valid within the scope of the Exec call).

FViewportClient:
Moved global ESoundShowFlags enum list into this class.
FCommonViewportClient:
Destructor û Needed to reset GStatProcessingViewportClient
FLevelEditorViewportClient
SetCurrentViewport û moved code responsible for setting the global æcurrentÆ viewport ptr into a func
SetLastKeyViewport û moved the code responsible for settings the global ælastÆ viewport ptr into a func
UGameViewportClient:
Destructor û Needed to cleanup delegate usage.
FViewportClient & FLevelEditorViewportClient & UGameViewportClient*
GetStatUnitData û The viewports copy of the variables needed when running the Stat Unit Exec
GetStatHitchesData û The viewports copy of the variables needed when running the Stat Hitches Exec
GetEnabledStats û Gets a list of all the stats which are enabled for the viewport
SetEnabledStats û Sets a list of all the stats which should be enabled for the viewport
IsStatEnabled û Checks to see if a specific stat is enabled for the viewport
SetStatEnabled û Sets a specifics stats state to enabled or disabled
GetSoundShowFlags û Gets which flags are enabled for the Stat Sounds Exec
SetSoundShowFlags û Sets which flags are enabled for the Stat Sounds Exec
HandleViewportStatCheckEnabled (delegate) û checks to see if a specific stat is enabled on this viewport
HandleViewportStatEnabled (delegate) û enables a specific stat for the viewport
HandleViewportStatDisabled (delegate) û disables a specific stat for the viewport
HandleViewportStatDisableAll (delegate) û disables all stats for the viewport
*FViewportClient has dummy virtual funcs and LevelEditor/Game both have the same implementations, the only differences is the GameViewports member variables are static so that the stat info persists between runs.

FLevelEditorViewportInstanceSettings deprecated bShowFPS in favour of an EnabledStats array (so we can track the state of all stats, not just FPS).
Added new config var bSaveSimpleStats: if enabled, restores previously enabled level viewport simple stats the next time the editor runs (defaults to false).

Modified FillShowFlagMenu so that thereÆs just one func and you specify where (if any) youÆd like a separator to occur.
Added FillShowStatsSubMenus so that menus can be generated which have submenus
Added the Stats sub menu to the View menu

Modified Execs so that the GStatProcessingViewportClient is set to the correct default viewport (if it wasnÆt specified), and clears again after itÆs been processed
HandleStatCommand now takes World and ViewportClient as params too û needed when Execs enabled other Execs so the world/viewport persists.
SetAverageUnitTimes û Added as a Setter func for GetAverageUnitTimes (moved code out of Stat Unit renderer and modified so that it only updates once per frame).

Stripped out all unneeded globals

[CL 2058522 by Andrew Brown in Main branch]
2014-04-29 04:04:27 -04:00
JJ Hoesing
8f73feb1a6 Added AdMob support for Android.
- In Edit/Project Settings/Android, set an AdMob Ad ID and then show and hide ads via blueprints.

[CL 2057848 by JJ Hoesing in Main branch]
2014-04-28 12:19:40 -04:00
Terence Burns
b225d39240 Windows XP game support added.
XP support is off by default and currently only supported for win32 builds using Visual Studio 2013
I have updated a lot of platform atomic calls to use 32 bits as 64 is not supported on windows xp.
Added extra checks in d3d11 to ensure that these cached shaders are for that platform.
Added a validity check to the TextInputMethodSystem before we try and process input.
128 bit atomics disabled for header generator. Causes issues with xp compilation. Reviewed by Steve Robb.
Texture Memory size stats changed to from bytes to kilobytes to satisfy dependency for 32 bit atomics.

Note: OpenGL is the default RHI for WindowsXP.

[CL 2057787 by Terence Burns in Main branch]
2014-04-28 11:19:24 -04:00
Matthew Griffin
40695e5258 Allowing Compression Info class to be selected by cooked platform
Moved functions to check for and select Compressed Audio Info class to the audio device as the audio formats are not accessible in cooked builds (and shouldn't really need to be either).

[CL 2057758 by Matthew Griffin in Main branch]
2014-04-28 10:49:16 -04:00
Max Preussner
b63129a60c Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG.
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)

Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()

Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine

[CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
Maciej Mroz
598ce2b0a0 #ue4 BP, UDS: Tooltips for structures and variables
[CL 2057091 by Maciej Mroz in Main branch]
2014-04-26 11:11:00 -04:00
Rolando Caloca
db73016843 Fix GL ES2 emulation shader compiler issue
[CL 2056544 by Rolando Caloca in Main branch]
2014-04-25 12:05:31 -04:00
Matthew Griffin
fb32e49bba Created Opus audio format for streaming sounds
Added an audio format for Opus, which also required a resampler to make sure that all imported sounds are converted to a compatible sample rate.
Added the speex resampler from the opus tools package to the third party source, including built libraries for windows and mac.
Changed FVorbisAudioInfo so that it inherits from an interface for any kind of compressed audio, which can be used everywhere instead of being wrapped in #WITH_VORBIS.
Added FOpusAudioInfo to decompress Opus data, not sure at this point whether it's only going to be used for streaming audio but works for non-streamed playback.

[CL 2056352 by Matthew Griffin in Main branch]
2014-04-25 08:39:14 -04:00
kevin hamilton
b4ee303301 Automation:
Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/...
Milestone 1 and 2 combined  (CL# 2047358 to 2055524)

 -Run external tools
 -Repeat tests N times
 -Visual difference for editor vs game tests
 -Static mesh UV test
 -Editor window screenshots
 -Automation test presets
 -Static mesh editor test

[CL 2055603 by kevin hamilton in Main branch]
2014-04-24 12:38:41 -04:00
Robert Manuszewski
b93afb83cf Moved DDCUtils from NoRedist to NotForLicensees
[CL 2055506 by Robert Manuszewski in Main branch]
2014-04-24 11:13:09 -04:00
Mikolaj Sieluzycki
bbcea54981 #ttp 303393 UObject improvement: Remove header groups
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.

[CL 2055361 by Mikolaj Sieluzycki in Main branch]
2014-04-24 08:49:31 -04:00
Robert Manuszewski
aa11e3bbbf Merging UE4-Pretest @ 2042161 to UE4
Change 1996384 by Andrew Brown:
	322252 - EDITOR: Asset picker displays incorrect text when there are no filter results.
Change 1996385 by Andrew Brown:
	321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize()
Change 1996977 by Andrew Brown:
	309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint
Change 2034873 by Jaroslaw Palczynski:
	More robust VS installation detection.
Change 2039693 by Jaroslaw Palczynski:
	327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables
Change 1978978 by Jaroslaw Surowiec:
	- Removed obsolete AllowEliminatingReferences from the FArchive
Change 2020326 by Maciej Mroz:
	pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins
Change 2017608 by Maciej Mroz:
	pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo
Change 2017463 by Maciej Mroz:
	PinTypeSelector can lins unloaded UDStructs
Change 2019979 by Maciej Mroz:
	pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes
Change 2024469 by Maciej Mroz:
	MemberReference variable added to PinType. It's necessary for delegate's signature.
Change 2024049 by Maciej Mroz:
	HasExternalBlueprintDependencies added to UK2Node_DynamicCast
Change 2024586 by Maciej Mroz:
	FillSimpleMemberReference fix
Change 2024472 by Maciej Mroz:
	workaround for delegates signature in pintype removed.
Change 2023997 by Maciej Mroz:
	BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo.
Change 2021934 by Maciej Mroz:
	typo in a comment
Change 2020355 by Maciej Mroz:
	Back out changelist 2020342
Change 2022178 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint
Change 2021958 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint
Change 1986247 by Maciej Mroz:
	User Defined Structures: circle dependency fixed. Early version.
Change 1985107 by Maciej Mroz:
	UserDefinedStruct cannot have a field of a non-native type
Change 1986278 by Maciej Mroz:
	pretest ensureMsgf in Struct::link
Change 1986250 by Maciej Mroz:
	User Defined Struct: Non native classes are accepted types od values in structures.
Change 1980955 by Maciej Mroz:
	Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed.
Change 2041215 by Maciej Mroz:
	ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD.
Change 1984316 by Maciej Mroz:
	New User Defined Structure. WIP - there are still problems with circular dependencies.
Change 2011616 by Maciej Mroz:
	UserDefinedStructures - various problems fixed.
Change 2011609 by Maciej Mroz:
	more robust HasExternalBlueprintDependencies implementation
Change 2016697 by Maciej Mroz:
	pretest BP: UDStruct - default value propagation in cooked build
Change 2016288 by Maciej Mroz:
	pretest BP: UDStruct: Renaming variables wont break links from make/break nodes
Change 1987637 by Maciej Mroz:
	CustomStruct icons placeholders
Change 1987422 by Maciej Mroz:
	Better tooltips for variables in MyBlueprint
Change 1991387 by Maciej Mroz:
	UDStructures fixes:
Change 2029165 by Maciej Mroz:
	BP: better comment for incomatible pins
Change 2030016 by Maciej Mroz:
	8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints
Change 2030017 by Maciej Mroz:
	Unused UDStructure code removed (PPF_UseDefaultsForUDStructures)
Change 2028856 by Maciej Mroz:
	BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible).
Change 2026701 by Maciej Mroz:
	k2: odd error on an add item node within a function (see attached image in details)
Change 2028160 by Maciej Mroz:
	PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory
Change 2028165 by Maciej Mroz:
	BP: BreakHitResult function has proper icon.
Change 2033340 by Maciej Mroz:
	ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables
Change 2034255 by Maciej Mroz:
	EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620
Change 2037682 by Maciej Mroz:
	ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint
Change 2033142 by Maciej Mroz:
	CreateDelegate Node uses internally FMemberReference. Refactor.
Change 2032329 by Maciej Mroz:
	ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint
Change 2032420 by Maciej Mroz:
	ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables
Change 2033139 by Maciej Mroz:
	Functions generated from CustomEvents can be also identified by GUID
Change 2026631 by Maciej Mroz:
	BP. UDStruct: Invalid structs are handled better.
Change 2025344 by Maciej Mroz:
	UDStruct enabled by default
Change 2026672 by Maciej Mroz:
	EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes
Change 2026411 by Maciej Mroz:
	ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error.
Change 2025342 by Maciej Mroz:
	GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked.
Change 2025570 by Steve Robb:
	Moved dependency processing to its own function.
Change 2033235 by Steve Robb:
	String improvements
Change 2035830 by Steve Robb:
	Workaround for FriendsAndChat crash in Fortnite.
Change 2035115 by Steve Robb:
	UBT build time regression fixes.
Change 2034162 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2034181 by Steve Robb:
	Removal of any references to .generated.inl
Change 2020165 by Steve Robb:
	BuildPublicAndPrivateUObjectHeaders factored out into its own function.
Change 2020187 by Steve Robb:
	CreateModuleCompileEnvironment function factored out.
Change 2020055 by Steve Robb:
	Refactoring of Unity.cs to remove complex and duplicate iteration.
Change 2020083 by Steve Robb:
	Another use of dictionary utilities.
Change 2031049 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2025728 by Steve Robb:
	Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function.
Change 2020068 by Steve Robb:
	A couple of helpful utility functions for populating dictionaries.
Change 2032307 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere

[CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00