Fix an issue where FCrashReportClient would not call its dtor due to being held by SCrashReportClient
#jira UE-75354
[CODEREVIEW] Arciel.Rekman
[at]Arciel.Rekman
#rb Arciel.Rekman
#ROBOMERGE-SOURCE: CL 7675363 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v381-7673386)
[CL 7675365 by brandon schaefer in Main branch]
Remove old CrashReportHelper
Move files dealing with crash upload and reporting to Runtime/CrashReportCore from CrashReportClient
Addition of CrashReporter Plugin in Fortnite for use with IOS
#rb brandon.schaefer, chris.bunner
#ROBOMERGE-OWNER: peter.sauerbrei
#ROBOMERGE-AUTHOR: peter.sauerbrei
#ROBOMERGE-SOURCE: CL 5814730 via CL 5814731 via CL 5814748 via CL 5817030
[CL 5817031 by peter sauerbrei in Main branch]
Calling FGenericCrashContext::AddGameData(TEXT("Foo"), TEXT("Bar")) will add a key/value, which will also be sent as an analytics event from CrashReportClient (with the key name "GameData.Foo").
#rb none
[FYI] Wes.Hunt, Bob.Tellez
#ROBOMERGE-SOURCE: CL 4986525 via CL 4987702
[CL 4993491 by ben marsh in Main branch]
- Added support for compression plugins
- Removed the Custom compression concept, now using plugins properly
- Modified UnrealPak to use FNames, and allow for multiple compression methods (fallbacks on error or unavailability, etc)
- Added project settings for compression method selection for UnrealPak, and additional settings to be passed to UnrealPak (for instance, to control compression size/speed, etc)
- Deprecated a bunch of old function calls
- Improved pak file "old format" reading ability
- Brought over some changes from Fortnite for pak file encryption and memory savings
- Implemented a parallel compression pull request (#4129) to speed up pak file compression
#jira UE-51294
#rb ben.marsh
[CL 4480944 by Josh Adams in Dev-Core branch]