#UE4 Malloc profiler fixup
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2517829 by Bob.Tellez on 2015/04/20 13:06:48.
[CL 2517830 by Bob Tellez in Main branch]
#change Removed GGameName usage from code and replaced it with FApp::*GameName API
#change Added FApp::SetGameName(), FApp::IsGameNameEmpty()
#change Added IFileManager::GetFilenameOnDisk to get the correct case of a filename on disk
#change Renamed GGameName to GInternalGameName
[CL 2328446 by Robert Manuszewski in Main branch]
- Changed Core module to use Core.h (removed CorePrivate.h)
- CorePrivate.h only included Core.h, so their PCHs were identical other than name
- Does not affect modular builds, as we need different defines for DLLExport/DLLImport for private and public PCH headers
[CL 2221011 by Mike Fricker in Main branch]
#proj core
#branch UE4
#summary Moved global variables to statics in FApp. Removed unused GUnclampedDeltaTime.
#codereview robert.manuszewski
[CL 2043034 by Mikolaj Sieluzycki in Main branch]
- Platform memory
- Added LogMemory to log all memory related things
- Separated PlatformMemory stats from Allocator stats, added MemoryAllocator group for allocator stats, added MemoryPlatform for platform memory specific stats, stats for these groups are updated once per frame in FEngineLoop::Tick, stats are duplicated, so they can be accessed if STATS is not enabled
- Removed outdated code, references to unsupported platforms like PS3 or Xbox360
- Updated MallocProfiler to support these changed, increased malloc profiler file version to 4
- From now FGenericPlatformMemory.GetStats contains FPlatformMemoryConstants so there is no need to call the second method
- Improved memory reporting for Windows platform, other platforms need to be updated separately
- Misc tweak and fixes
#codereview Robert.Manuszewski
[CL 2038526 by Jaroslaw Surowiec in Main branch]