In-memory network replay streamer implementation - useful for storing local, transient replays without hitting the disk or network.
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Integrated using branch UE4-Orion-To-UE4 of change#2704828 by Ryan.Gerleve on 2015/09/24 14:19:13.
[CL 2704881 by Ryan Gerleve in Main branch]
Allow overriding the replay streamer module by name at runtime.
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Integrated using branch UE4-Orion-To-UE4 of change#2677662 by Ryan.Gerleve on 2015/09/02 16:54:01.
[CL 2677684 by Ryan Gerleve in Main branch]
FNullNetworkReplayStreamer can now play back live replays.
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Integrated using branch UE4-Orion-To-UE4 of change#2677431 by Ryan.Gerleve on 2015/09/02 15:08:36.
[CL 2677495 by Ryan Gerleve in Main branch]
2620313 - Fix issue where we would get disconnected from the replay server if we paused for too long. Fixes OR-2753.
2628891 - First pass on bug replay events:
- pressing J when in a game saves a bug event
- loading that replay enumerates all bug events and adds them to the timeline bar
2630827 - Bugs on the replay timeline are clickable and will teleport the camera to the location where the bug was entered. Code is messy and needs cleanup.
2638789 - Add text box to replay list widget that filters replays by an event group
[CL 2638900 by Bart Bressler in Main branch]
Integrating PeteK changes to allow custom events in replays
2623455 - Replay changes to allow custom events
#codereview david.ratti
[CL 2635371 by Bart Bressler in Main branch]
Include the HTTP response code in the logs if an HTTP request to the replay service fails.
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Integrated using branch UT_To_UE4 of change#2599358 by Ryan.Gerleve on 2015/06/24 14:58:31.
[CL 2599401 by Ryan Gerleve in Main branch]
The engine now notifies the replay system about players who join in progress.
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Integrated using branch UT_To_UE4 of change#2592351 by Ryan.Gerleve on 2015/06/18 14:22:24.
[CL 2592935 by Ryan Gerleve in Main branch]