Yes please, here comes a bad example of some includes of my MaterialManager:
I’m also forced by the engine to use the same name for the precompiled header
in my library files which are shared between multiple projects. So I can’t use the
project name, but instead use “precompiled.h”.
Which at some point in time will lead to big misunderstandings of the compiler,
especially concerning plugins.
#include "precompiled.h"
#include "MaterialManager.h"
#include "MaterialNode.h"
#include <iostream>
#include "UnrealEd.h"
#include "Materials/MaterialExpressionClamp.h"
#include "Materials/MaterialExpressionComponentMask.h"
#include "Materials/MaterialExpressionConstant.h"
#include "Materials/MaterialExpressionConstant3Vector.h"
#include "Materials/MaterialExpressionLinearInterpolate.h"
#include "Materials/MaterialExpressionPower.h"
#include "Materials/MaterialExpressionMultiply.h"
#include "Materials/MaterialExpressionSpeedTree.h"
#include "Materials/MaterialExpressionTextureCoordinate.h"
#include "Materials/MaterialExpressionTextureSample.h"
#include "Materials/MaterialExpressionTwoSidedSign.h"
#include "Materials/MaterialExpressionVertexColor.h"
#include "Materials/MaterialExpressionMaterialFunctionCall.h"
#include "Materials/MaterialExpressionCustom.h"
#include "Materials/MaterialExpressionTime.h"
#include "Materials/MaterialFunction.h"