- Support for dynamically loaded native uclass object
- for classes that are forward-declared in header, there is a proper include in .cpp
- delegate declaration are moved into class scope
[CL 2680142 by Maciej Mroz in Main branch]
Fixes/improvements for dependency preloading
- Move dependency lookups earlier in synchronous package load so that they happen BEFORE the source package has its linker created
- Put loose (non-map based) packages FIRST in the PAK file. Matches general access patterns better and gets higher pak seek contiguity.
[CL 2680002 by Graeme Thornton in Main branch]
ArrayProperty will no longer assume "()" is an empty array. This was a bug.
GameplayTag pins will no longer store "()" for empty sized arrays.
UserDefinedStructureEditor now uses a normal DetailsView instead of a StructureDetails view, leveraging the same code that supports local variables in Blueprints.
#jira UE-20381 - Adding Elements to multiple Struct Arrays of a specific variable type is unreliable
[CL 2678541 by Michael Schoell in Main branch]
Force inlined some of the functions as they were not inlined by the compiler.
Added GC array pool leak checks
[CL 2678415 by Robert Manuszewski in Main branch]
#codereview michael.noland, Jaroslaw.Palczynski
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2672504 by Ben.Zeigler on 2015/08/28 12:43:30.
[CL 2673370 by Ben Zeigler in Main branch]
#UE4 Followup change about detecting legal indicies in the export map hash after code review.
#RB Fred.Kimberley
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2668230 by Bob.Tellez on 2015/08/25 16:00:47.
[CL 2672474 by Bob Tellez in Main branch]
#UE4 Added ensures to help track down the cause of FORT-14157. This will also avoid the crash, but there might be a deeper issue here.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2668165 by Bob.Tellez on 2015/08/25 15:30:29.
[CL 2672473 by Bob Tellez in Main branch]
Improvements and fixes for dependency preloading
- Fix check when mutliple load requests reference a shared asset
- Added a package load flag to disable dependency preloading on that package
- Fix a crash when loading default materials by disabling preloading
- Added WIP code to cooker to sort maps in pak file.
Display level load times for persistent levels when using "stat levels"
[CL 2669089 by Graeme Thornton in Main branch]
#UE4 #CoreUObject #Redirectors
- Allow the active class redirectors map to be loaded from all config files so plugins can define redirectors
[CL 2667833 by David Nikdel in Main branch]
Fix the StringAssetReferences list to be more efficient, don't store duplicate tuples or empty string references
Fix it so loading blueprints properly sets ThreadContext.SerializedObject, this broke during the async refactor awhile ago
#codereview michael.noland, robert.manuszewski
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2665095 by Ben.Zeigler on 2015/08/21 18:13:36.
[CL 2666720 by Ben Zeigler in Main branch]
- Leaking those structures (get allocated in autogenerated code) polluted valgrind's memcheck with thousands of fake leaks.
#codereview Robert.Manuszewski, Steve.Robb
[CL 2665430 by Dmitry Rekman in Main branch]
It's supposed to be used while cooking to fix references to objects (BPGC, UDS, UDE), that where converted into a native code.
Converted items have "ReplaceConverted" meta data generated. The MD stores original object path (and all it's redirected paths).
#codereview Nick.Whiting, Mike.Beach, Robert.Manuszewski
[CL 2664247 by Maciej Mroz in Main branch]