Deprecate GetLastError and replace with FText* output parameters on fallible methods.
Use hierarchy of guard types to document access requirements for internal methods.
Separate cache updates from cache access. Cache updates must be performed explicitly so that read->write lock update and possible preemption is clear.
#rb logan.buchy
[CL 33120048 by robert millar in ue5-main branch]
[FYI] robert.millar
Original CL Desc
-----------------------------------------------------------------
Making collection manager thread safe to allow future work to run content browser search in parallel.
Deprecate GetLastError and replace with FText* output parameters on fallible methods.
Use hierarchy of guard types to document access requirements for internal methods.
Separate cache updates from cache access. Cache updates must be performed explicitly so that read->write lock update and possible preemption is clear.
#rb logan.buchy
[CL 33030091 by bob tellez in ue5-main branch]
Deprecate GetLastError and replace with FText* output parameters on fallible methods.
Use hierarchy of guard types to document access requirements for internal methods.
Separate cache updates from cache access. Cache updates must be performed explicitly so that read->write lock update and possible preemption is clear.
#rb logan.buchy
[CL 33005243 by robert millar in ue5-main branch]
* Only AddToCollection, RemoveFromCollection, SetColor and Reparent will not commit to perforce server if setting is off
* Creating collections notably must commit otherwise it will not be added to a source control working set
* Tunnelled the behaviour of submitting to SCC through the Internal helper function as it does not have the context to decide what workflow is running.
#rb brooke.hubert, robert.millar
[CL 31892830 by logan buchy in ue5-main branch]
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e281694758d0bf2ea1399
[CL 21960082 by bryan sefcik in ue5-main branch]
#ROBOMERGE-AUTHOR: bob.tellez
#ROBOMERGE-SOURCE: CL 18327503 via CL 18327514 via CL 18327529 via CL 18328464 via CL 18328574
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18328663 by bob tellez in ue5-release-engine-test branch]
Supplied by David.Bollo of The Coalition.
Fixes some non unity compile errors
[FYI] David.Bollo
#jira none
#ROBOMERGE-SOURCE: CL 17206575 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17206608 by dan phillips in ue5-release-engine-test branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
UETOOL-332 - Collections 2.0
UETOOL-401 - Add support for dynamic collections
You can now reference both static and dynamic collections in the Content Browser text filter, including recursive references (the evaluator guards against cyclic collection references).
The text filter now recursively gathers up any dynamic collection references when the filter text is changed. These are then tested depth first as sub-expressions against each object, to see whether the object is "contained" within the given dynamic collection.
[CL 2615416 by Jamie Dale in Main branch]
UETOOL-332 - Collections 2.0
UETOOL-401 - Add support for dynamic collections
These collections can be created from a text search in the Content Browser, and allow you to store a search query so it can be reused or shared.
They have some limitations compared to static collections:
- As they never know what objects they actually contain, they can't be displayed in the "Collections" list in asset tooltips.
- They cannot contain child collections.
[CL 2615029 by Jamie Dale in Main branch]
UE-17782 - Editor must be restarted for New Collections to appear after syncing
These use FFileCache to avoid detecting changes that are made by the collection manager itself.
This also fixes some issues when merging collection sets together, and fixes some places where UI wouldn't update when a collection was changed due to an update or merge.
[CL 2612319 by Jamie Dale in Main branch]
This used to maintain an up-to-date cache as soon as a change happened. This lead to extra complexity in some cases, and often would keep caches up-to-date that weren't currently even being used.
Adding, removing, or updating a collection will now just mark the relevant parts of the cache as dirty so that they can be updated (using a well defined, safe, full update) the next time something requests them.
[CL 2610959 by Jamie Dale in Main branch]