#codereview dmitry.rekman
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2714557 by Ben.Zeigler on 2015/10/02 11:53:56.
[CL 2714558 by Ben Zeigler in Main branch]
Move UseNativeSerialization, UseBinarySerialization and StaticSerializeItem from UStructProperty to UScriptStruct so they're easily accesible without a property
#codereview maciej.mroz, robert.manuszewski
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2713864 by Ben.Zeigler on 2015/10/01 19:34:35.
[CL 2713868 by Ben Zeigler in Main branch]
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[AUTOMERGE] Integrated using branch ue4-orion-to-ue4 of change#2713510 by Zak.Middleton on 2015/10/01 16:08:33.
[CL 2713523 by Zak Middleton in Main branch]
Blueprint multithreading improvements
Moved various exception-handling-related variables from static/global to TLS.
Fixed instance of static contention in execLet.
reviewed by Maciej.Mroz
[CL 2709073 by Thomas Sarkanen in Main branch]
Attempt to spawn a PlayerState for the replay spectator controller during client replay recording, by falling back to the default game mode object if the authority game mode can't be found (only if GetNetMode() != NM_Client).
Expose the ability to get an actor's FNetworkGUID, and the actor that corresponds to an FNetworkGUID, if available. Allows games to correlate actors across multiple local worlds if there is a client-server relationship between them.
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Integrated using branch UE4-Orion-To-UE4 of change#2705235 by Ryan.Gerleve on 2015/09/24 17:12:18.
[CL 2705290 by Ryan Gerleve in Main branch]