#UE4 Handled a case where the engine config is not available (like in CrashReportClient)
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2527207 by Bob.Tellez on 2015/04/27 13:59:31.
[CL 2527210 by Bob Tellez in Main branch]
- Removed lambdas and TFunctions from FArchiveAsync (this was the culprit of the regression)
- Added THREADSAFE_UOBJECTS to easily disable UObject multithreading safety and potential overhead (not that it even exists)
- Moved a few functions so that they're not called too often (they come up in profiles)
UE-14282
#lockdown Zachary.EdgertonJones
[CL 2522599 by Robert Manuszewski in Main branch]
UClass went from 424 bytes with 19 bytes padding to 408 with 3.
UStruct went from 160 bytes with 8 bytes padding to 152 with 0.
UScriptStruct went from 176 bytes with 10 bytes padding to 168 with 2.
[CL 2521584 by Jeff Farris in Main branch]
We now have the capacity to set a uproperty value anywhere in the config file hierarchy
Satisfies UEPLAT-429
The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.
[CL 2521330 by Terence Burns in Main branch]
#UE4 Wrapped expensive stat gathering in #if LOOKING_FOR_PERF_ISSUES and added a yield when flushing async loading in a multithreaded environment
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2519624 by Bob.Tellez on 2015/04/21 14:14:05.
[CL 2519625 by Bob Tellez in Main branch]