TTP# 343066 - CRITICAL: Regression: EDITOR: GameName case not detected when having Always load last project on startup checked
It was possible for the Core modules to load before some of the code paths in LaunchEngineLoop had finished setting the GGameName variable correctly. This resulted in FGenericPlatformMisc::GameDir caching the incorrect GameDir path, and subsequently caused FConfigCacheIni::InitializeConfigSystem to load the wrong set of config files.
ReviewedBy Robert.Manuszewski
[CL 2244310 by Jamie Dale 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]
Plugin reference in the .uproject file has a "Description" field which allows setting a customizable message if the plugin is not available. Allows distribution of samples which require a plugin, but without including the plugin itself.
[CL 2237188 by Ben Marsh 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]
The settings are stored in game agnostic ini configs now. This fixes TTP340388 - CRITICAL: Mac: EDITOR: Automatic scalability settings are not applied after selecting the option to detect and apply changes (from the prompt).
[CL 2234223 by Andrew Rodham in Main branch]
In contrast to the previous system, this does not require special-casing for Rocket builds and will work correctly for nightlies and other out-of-band releases. It also removes the requirement for games to adhere to a strict format of version string on Windows for the editor to be able to load them, since the new data is injected indepdendently of the default resource by UBT.
#codereview Robert.Manuszewski, Michael.Trepka
[CL 2111949 by Ben Marsh in Main branch]
https://udn.unrealengine.com/questions/208357/use-logging-in-shipping1-not-enabling-logging-in-s.html
This was failing the IsDebuggerPresent() check used when adding FOutputDeviceDebug, because IsDebuggerPresent() is hard-coded to return 0 when UE_BUILD_SHIPPING is set.
This change always adds FOutputDeviceDebug for a Shipping build with logging explicitly enabled.
Also fixed a minor whitespace issue in Build.h.
ReviewedBy Thomas.Sarkanen
#codereview Max.Preussner
[CL 2109099 by Jamie Dale in Main branch]