#lockdown Nick.Penwarden
#rb none
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MAJOR FEATURES + CHANGES
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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]
- Mostly coming from MatthewL with changes.
- UE-19705 (getting MAC) - reworked to use ioctl
- UE-14633: IsFirstInstance is now a function on Linux
- UE-16061:dummy windows shouldn't be visible in the task bar.
- UE-18217 fixed.
- Unnecessary printf() removed.
- Set output to non-cached if running under debugger.
#platformnotify Josh.Adams
[CL 2698549 by Dmitry Rekman in Main branch]
- Seems that sometimes packaging fails because destination directory can be passed as -archivedirectory=../../../Foo (may happen if both Foo and RootDir() are in the same directory) and UAT incorrectly tries to create /Foo instead of Foo.
- The easier fix (in terms of testing) is to make sure that the directory paths are absolute.
[CL 2653243 by Dmitry Rekman in Main branch]
SLATE_TEXT_ATTRIBUTE was the macro that allowed the FString -> FText pass-through support, and was deprecated in 4.8 in favour of using SLATE_ATTRIBUTE with an FText type. This is being removed for 4.10 and SlateFileDialogs was still relying on the deprecated behaviour.
This change removes its reliance on SLATE_TEXT_ATTRIBUTE, and also cleans up a load of SLATE_ATTRIBUTE parameters should have been using SLATE_ARGUMENT instead.
#codereview Dmitry.Rekman
[CL 2628829 by Jamie Dale in Main branch]
- Uses separate style and not Core.
- A new button to create the directory.
#codereview Nick.Atamas, Matthew.Lewis, Josh.Adams
[CL 2592945 by Dmitry Rekman in Main branch]