#UE4 - const FUniqueNetId / FOnlinePartyId changes
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2538253 by Josh.Markiewicz on 2015/05/05 17:39:19.
[CL 2540329 by Josh Markiewicz in Main branch]
Hide chat enty box in game after a message is sent
Hide chat box for emty strings or white spaces. Don't allow streams of white space to be sent as messages
[CL 2518885 by Nicholas Davies in Main branch]
#jira n/a
Hide chat entry box in Fortnite while ingame, and we don't have focus. Otherwise it stays on-screen
#Peer Review Antony Carter
[CL 2517385 by Nicholas Davies in Main branch]
* pivoted the channel info into separate events, added the channel type info.
New format:
Social.Chat.Counts.2 ; note the .2 extension since the original is already in the wild.
Name:<String> ; will be a user name or a channel name, depending on type.
Type:<Private|Channel> ; private chat is with one user, channel chats have more than one,
; and is named after the channel somehow (not totally sure how).
Count:<int> ; number of chats in that channel since the last flush.
#codereview:sam.zamani,eric.newman,darren.clary
[CL 2510808 by Wes Hunt in Main branch]
#UE4 - fixed GetJoinability function to return true in non JIP cases but with status flags properly set
- added bAllowInvites to GetJoinability because bInviteOnly is not enough as boolean
- added additional check to FOnlineSessionSearchResult::IsValid
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2492936 by Josh.Markiewicz on 2015/03/26 19:52:08.
[CL 2492947 by Josh Markiewicz in Main branch]
*because of tons of changes, I will supply the changelists in the email because it was too large for this checkin*
[CL 2483008 by Todd Eckert in Main branch]
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]