#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]
All changes regarding e-mail discussion titled "Asset registry shenanigans".
Changes:
1. Engine now actively is getting rid of short asset paths in FStringAssetReference during saving (for all packages) and loading (only for older packages).
2. Deprecated direct access to FStringAssetReference.AssetLongPathname and exposed it via ToString and SetPath -- SetPath is making sure the path is in correct format. If the path can't be found on disk, the path is cleared.
3. Also access to FStringAssetReference.AssetLongPathnam via Blueprints is guarded using custom Make node function that uses SetPath instead of simple assign.
4. StringAssetReferenceMap will now contain only paths to packages (not objects) and ini references
5. GetDependencies now has additional parameter that lets you chose if it should resolve ini references or not. It was left not as default to keep old behaviour.
[CL 2630589 by Jaroslaw Palczynski in Main branch]
Known minor bug: If multiple windows are open with pulses animating, only the one that is given the "dismiss all" command will stop animating. The others will continue until their windows are closed and reopened, or they are dismissed individually.
[CL 2486244 by Richard Hinckley in Main branch]
Tutorial contexts for IOS/Android/Whatever are now hooked up (console setup ones are still missing).
Analytics added for tutorial usage in various places.
Added ability to reset tutorial state with -ResetTutorials command-line flag.
Cleaned up some unused code (still a lot more to come here!).
[CL 2302314 by Thomas Sarkanen in Main branch]
Icon is only visible if content is available for the editor in question.
Split editor settings into two groups - one is persistent settings and one is progress/state.
Tutorials record their dismissed state, so users can permenantly disable the 'nag' for a particular tutorial.
Tutorial content now solidifies when the mouse is hovered over it, so it can be made easier to read.
Fixed crash on startup if an intro tutorial was displaying rich text.
Also fixed crash for TTP# 345094, where a zero-length tutorial was being accessed.
[CL 2275934 by Thomas Sarkanen in Main branch]