Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerPrivate.h
Ben Marsh 012e6f1e73 [INTEGRATE] Change 2418971 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/01/26 14:21:35
EngineMinimal.h no longer includes SlateCore.h or SlateBasics.h
	- This nearly halves the time it takes to recompile small game projects! (~14s -> ~8s)
	- This shrinks the PCH size for EngineMinimal by 161 MB on Windows (420 MB -> 259 MB, Development Editor Win64)
	- Note that Engine.h and EnginePrivate.h still include SlateCore.h and SlateBasics.h (not a clear detriment)
	- IMPORTANT: We need to verify all example games that use this still compile, and add release notes for user games that forgot to include Slate directly
	- This is all part of UE-7203

	#codereview james.golding,nick.atamas

[CL 2419751 by Ben Marsh in Main branch]
2015-01-26 20:24:15 -05:00

46 lines
1.2 KiB
C

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Core.h"
#include "CoreUObject.h"
#include "InputCore.h"
#include "EngineDefines.h"
#include "EngineSettings.h"
#include "EngineStats.h"
#include "EngineLogs.h"
#include "EngineGlobals.h"
#include "Engine/EngineBaseTypes.h"
#include "Engine/EngineTypes.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Actor.h"
#include "CollisionQueryParams.h"
#include "WorldCollision.h"
#include "Components/PrimitiveComponent.h"
#include "GameFramework/PlayerController.h"
#include "AI/Navigation/RecastNavMesh.h"
#include "GameFramework/Pawn.h"
#include "Components/CapsuleComponent.h"
#include "Engine/Engine.h"
#include "RenderResource.h"
#include "Shader.h"
#include "Engine/Canvas.h"
#include "EngineUtils.h"
//////////////////////////////////////////////////////////////////////////
#include "GameplayDebuggingTypes.h"
#include "GameplayDebugger.h"
#include "GameplayDebuggingReplicator.h"
#include "GameplayDebuggingHUDComponent.h"
#include "GameplayDebuggingControllerComponent.h"
#include "GameplayDebuggingComponent.h"
#if WITH_EDITOR
# include "UnrealEd.h" //right now it's needed here because of ECoordSystem
#endif
DECLARE_LOG_CATEGORY_EXTERN(LogGDT, Warning, All);