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UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildModule.cs

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Xml;
using Tools.DotNETCommon.CaselessDictionary;
namespace UnrealBuildTool
{
/// <summary>
/// Distribution level of module.
/// Note: The name of each entry is used to search for/create folders
/// </summary>
public enum UEBuildModuleDistribution
{
/// Binaries can be distributed to everyone
Public,
/// Can be used by UE4 but not required
CarefullyRedist,
/// Epic Employees and Contractors
NotForLicensees,
/// Epic Employees only
NoRedist,
}
/// <summary>
/// A unit of code compilation and linking.
/// </summary>
public abstract class UEBuildModule
{
/// <summary>
/// Checks what distribution level a particular path should have by checking for key folders anywhere in it
/// </summary>
public static UEBuildModuleDistribution GetModuleDistributionLevelBasedOnLocation(string FilePath)
{
// Get full path to ensure all folder separators are the same
FilePath = Path.GetFullPath(FilePath);
// Check from highest to lowest (don't actually need to check 'Everyone')
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
for (UEBuildModuleDistribution DistributionLevel = UEBuildModuleDistribution.NoRedist; DistributionLevel > UEBuildModuleDistribution.Public; DistributionLevel--)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string DistributionFolderName = String.Format("{0}{1}{0}", Path.DirectorySeparatorChar, DistributionLevel.ToString());
if (FilePath.IndexOf(DistributionFolderName, StringComparison.InvariantCultureIgnoreCase) >= 0)
{
return DistributionLevel;
}
if (DistributionLevel == UEBuildModuleDistribution.NotForLicensees)
{
// Extra checks for PS4 and XboxOne folders, which are equivalent to NotForLicensees
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string PS4FolderName = String.Format("{0}ps4{0}", Path.DirectorySeparatorChar);
string XboxFolderName = String.Format("{0}xboxone{0}", Path.DirectorySeparatorChar);
if (FilePath.IndexOf(PS4FolderName, StringComparison.InvariantCultureIgnoreCase) >= 0
|| FilePath.IndexOf(XboxFolderName, StringComparison.InvariantCultureIgnoreCase) >= 0)
{
return UEBuildModuleDistribution.NotForLicensees;
}
}
}
return UEBuildModuleDistribution.Public;
}
/// <summary>
/// Determines the distribution level of a module based on its directory and includes.
/// </summary>
public UEBuildModuleDistribution DetermineDistributionLevel()
{
List<string> PathsToCheck = new List<string>();
PathsToCheck.Add(ModuleDirectory.FullName);
PathsToCheck.AddRange(PublicIncludePaths);
PathsToCheck.AddRange(PrivateIncludePaths);
// Not sure if these two are necessary as paths will usually be in basic includes too
PathsToCheck.AddRange(PublicSystemIncludePaths);
PathsToCheck.AddRange(PublicLibraryPaths);
UEBuildModuleDistribution DistributionLevel = UEBuildModuleDistribution.Public;
if (!Rules.bOutputPubliclyDistributable)
{
// Keep checking as long as we haven't reached the maximum level
for (int PathIndex = 0; PathIndex < PathsToCheck.Count && DistributionLevel != UEBuildModuleDistribution.NoRedist; ++PathIndex)
{
DistributionLevel = Utils.Max(DistributionLevel, UEBuildModule.GetModuleDistributionLevelBasedOnLocation(PathsToCheck[PathIndex]));
}
}
return DistributionLevel;
}
/// <summary>
/// Converts an optional string list parameter to a well-defined hash set.
/// </summary>
protected static HashSet<string> HashSetFromOptionalEnumerableStringParameter(IEnumerable<string> InEnumerableStrings)
{
return InEnumerableStrings == null ? new HashSet<string>() : new HashSet<string>(InEnumerableStrings);
}
/// <summary>
/// The name that uniquely identifies the module.
/// </summary>
public readonly string Name;
/// <summary>
/// The type of module being built. Used to switch between debug/development and precompiled/source configurations.
/// </summary>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public UHTModuleType Type;
/// <summary>
/// The rules for this module
/// </summary>
public ModuleRules Rules;
/// <summary>
/// Path to the module directory
/// </summary>
public readonly DirectoryReference ModuleDirectory;
/// <summary>
/// Is this module allowed to be redistributed.
/// </summary>
private readonly bool? IsRedistributableOverride;
/// <summary>
/// The name of the .Build.cs file this module was created from, if any
/// </summary>
public FileReference RulesFile;
/// <summary>
/// The binary the module will be linked into for the current target. Only set after UEBuildBinary.BindModules is called.
/// </summary>
public UEBuildBinary Binary = null;
/// <summary>
/// Include path for this module's base directory, relative to the Engine/Source directory
/// </summary>
protected string NormalizedModuleIncludePath;
/// <summary>
/// The name of the _API define for this module
/// </summary>
protected readonly string ModuleApiDefine;
protected readonly HashSet<string> PublicDefinitions;
protected readonly HashSet<string> PublicIncludePaths;
protected readonly HashSet<string> PrivateIncludePaths;
protected readonly HashSet<string> PublicSystemIncludePaths;
protected readonly HashSet<string> PublicLibraryPaths;
protected readonly HashSet<string> PublicAdditionalLibraries;
protected readonly HashSet<string> PublicFrameworks;
protected readonly HashSet<string> PublicWeakFrameworks;
protected readonly HashSet<UEBuildFramework> PublicAdditionalFrameworks;
protected readonly HashSet<string> PublicAdditionalShadowFiles;
protected readonly HashSet<UEBuildBundleResource> PublicAdditionalBundleResources;
/// <summary>
/// Names of modules with header files that this module's public interface needs access to.
/// </summary>
protected List<UEBuildModule> PublicIncludePathModules;
/// <summary>
/// Names of modules that this module's public interface depends on.
/// </summary>
protected List<UEBuildModule> PublicDependencyModules;
/// <summary>
/// Names of DLLs that this module should delay load
/// </summary>
protected HashSet<string> PublicDelayLoadDLLs;
/// <summary>
/// Names of modules with header files that this module's private implementation needs access to.
/// </summary>
protected List<UEBuildModule> PrivateIncludePathModules;
/// <summary>
/// Names of modules that this module's private implementation depends on.
/// </summary>
protected List<UEBuildModule> PrivateDependencyModules;
/// <summary>
/// Extra modules this module may require at run time
/// </summary>
protected List<UEBuildModule> DynamicallyLoadedModules;
/// <summary>
/// Extra modules this module may require at run time, that are on behalf of another platform (i.e. shader formats and the like)
/// </summary>
protected List<UEBuildModule> PlatformSpecificDynamicallyLoadedModules;
/// <summary>
/// Files which this module depends on at runtime.
/// </summary>
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
public RuntimeDependencyList RuntimeDependencies;
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2836261 on 2016/01/20 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Flush FAsyncPackage cache after pre-load to reduce peak memory usage when async loading (5.5-10x). Change 2828630 on 2016/01/14 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Adding debug code to catch memory stomps in the async loading buffers that's independent from mallocstomp allocator. Changed the signature of PageProtect functions to be able to read-only protect memory. Change 2816129 on 2016/01/05 by Steve.Robb@Dev-Core Fixes for Realloc and alignment logic which caused redundant reallocations and incorrect binning. Change 2821054 on 2016/01/08 by Steve.Robb@Dev-Core Further Realloc savings when realigning within a block. Change 2806820 on 2015/12/17 by Steve.Robb@Dev-Core New AlignDown function, like Align, but which rounds a value/pointer down to the next alignment instead of up. Change 2806816 on 2015/12/17 by Steve.Robb@Dev-Core Sort UHT modules by type to improve iteration times in conjunction with makefiles. Change 2823235 on 2016/01/11 by Steve.Robb@Dev-Core UHT error messages about missing GENERATED_BODY() macros updated to represent intended use. Change 2806815 on 2015/12/17 by Steve.Robb@Dev-Core Module types split into Game and Engine runtime versions. Change 2833809 on 2016/01/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 StaticLoadObject will now respect LOAD_NoRedirects flag. Change 2811194 on 2015/12/22 by Bob.Tellez@Z2434_DevCore #UE4 Prevent loading packages that have a newer LegacyFileVersion since serialization for FCustomVersion is not forward compatible. UE-24443 Change 2806818 on 2015/12/17 by Steve.Robb@Dev-Core Removal of stats from MallocBinned2, to be readded later. Change 2807069 on 2015/12/17 by Steve.Robb@Dev-Core Clarification of some bucket hashing terminology. Change 2815117 on 2016/01/04 by Steve.Robb@Dev-Core Fix for a missing root build path on game modules. Change 2815673 on 2016/01/05 by Steve.Robb@Dev-Core Move FMalloc verification into a proxy object. Change 2822873 on 2016/01/11 by Steve.Robb@Dev-Core Fixes to off-by-one errors and removal of BinnedSizeLimit (assumed to be the same as MAX_POOLED_ALLOCATION_SIZE after OBO fix). Change 2822923 on 2016/01/11 by Steve.Robb@Dev-Core Simplification of MemSizeToPoolTable indexing. Change 2824974 on 2016/01/12 by Steve.Robb@Dev-Core Assert fixed. AllocateBlockFromPool's return value made debuggable. Change 2825241 on 2016/01/12 by Steve.Robb@Dev-Core UHT now returns an error code on a warning when -warningsaserrors is specified. Change 2825291 on 2016/01/12 by Steve.Robb@Dev-Core WarningsAsErrors enabled on UHT, after disabling the hardcoded behavior in CL# 2825241. Change 2829846 on 2016/01/15 by Steve.Robb@Dev-Core GitHub #1938 - wrong Max value of enum is used during net serialization Change 2829914 on 2016/01/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Reduce the amount of memory allocated for async cache buffers when guarding against memory stomps. Change 2829988 on 2016/01/15 by Steve.Robb@Dev-Core Generalized large pool allocations. More redundancy removed. Change 2831935 on 2016/01/18 by Chris.Wood@Chris.Wood.StreamB Added UserActivity property to crash description in CRP and CR website. [OR-12043] - Phone Home where crashes occur - pass context info to Crash Reporter DB column added to db-09 by ColinR matching this change. Published to server on Jan 18th 2016 Change 2834003 on 2016/01/19 by Chris.Wood@Chris.Wood.StreamB Added Linux to normal callstack parsing code on CR website [UE-25527] - Linux CrashReporter is missing information Published to server on Jan 19th 2016 Change 2835466 on 2016/01/20 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Core-Minimal Fix issue for cancelling package loads when there are still packages queued. Call their PackageLoadedDelegate with a "Cancelled" result. Should solve remaining issue with UE-24062 - "Calling CancelAsyncLoading triggers an assert in FAsyncPackage::DetachLinker()" - (ULevelStreaming::AsyncLevelLoadComplete was not being called if packages were still queued when cancel was issued) Change 2836803 on 2016/01/20 by Chris.Wood@Chris.Wood.StreamB CrashReportWebsite - fix exception thrown when parsing certain callstack formats Change 2837952 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Changing FAsyncIORequest to be stored as reference when cancelling IO requests to improve performance. Change 2838289 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 [CL 2845588 by Robert Manuszewski in Main branch]
2016-01-27 12:09:53 -05:00
/// <summary>
/// Returns a list of this module's immediate dependencies.
/// </summary>
/// <returns>An enumerable containing the dependencies of the module.</returns>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public IEnumerable<UEBuildModule> GetDirectDependencyModules()
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2836261 on 2016/01/20 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Flush FAsyncPackage cache after pre-load to reduce peak memory usage when async loading (5.5-10x). Change 2828630 on 2016/01/14 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Adding debug code to catch memory stomps in the async loading buffers that's independent from mallocstomp allocator. Changed the signature of PageProtect functions to be able to read-only protect memory. Change 2816129 on 2016/01/05 by Steve.Robb@Dev-Core Fixes for Realloc and alignment logic which caused redundant reallocations and incorrect binning. Change 2821054 on 2016/01/08 by Steve.Robb@Dev-Core Further Realloc savings when realigning within a block. Change 2806820 on 2015/12/17 by Steve.Robb@Dev-Core New AlignDown function, like Align, but which rounds a value/pointer down to the next alignment instead of up. Change 2806816 on 2015/12/17 by Steve.Robb@Dev-Core Sort UHT modules by type to improve iteration times in conjunction with makefiles. Change 2823235 on 2016/01/11 by Steve.Robb@Dev-Core UHT error messages about missing GENERATED_BODY() macros updated to represent intended use. Change 2806815 on 2015/12/17 by Steve.Robb@Dev-Core Module types split into Game and Engine runtime versions. Change 2833809 on 2016/01/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 StaticLoadObject will now respect LOAD_NoRedirects flag. Change 2811194 on 2015/12/22 by Bob.Tellez@Z2434_DevCore #UE4 Prevent loading packages that have a newer LegacyFileVersion since serialization for FCustomVersion is not forward compatible. UE-24443 Change 2806818 on 2015/12/17 by Steve.Robb@Dev-Core Removal of stats from MallocBinned2, to be readded later. Change 2807069 on 2015/12/17 by Steve.Robb@Dev-Core Clarification of some bucket hashing terminology. Change 2815117 on 2016/01/04 by Steve.Robb@Dev-Core Fix for a missing root build path on game modules. Change 2815673 on 2016/01/05 by Steve.Robb@Dev-Core Move FMalloc verification into a proxy object. Change 2822873 on 2016/01/11 by Steve.Robb@Dev-Core Fixes to off-by-one errors and removal of BinnedSizeLimit (assumed to be the same as MAX_POOLED_ALLOCATION_SIZE after OBO fix). Change 2822923 on 2016/01/11 by Steve.Robb@Dev-Core Simplification of MemSizeToPoolTable indexing. Change 2824974 on 2016/01/12 by Steve.Robb@Dev-Core Assert fixed. AllocateBlockFromPool's return value made debuggable. Change 2825241 on 2016/01/12 by Steve.Robb@Dev-Core UHT now returns an error code on a warning when -warningsaserrors is specified. Change 2825291 on 2016/01/12 by Steve.Robb@Dev-Core WarningsAsErrors enabled on UHT, after disabling the hardcoded behavior in CL# 2825241. Change 2829846 on 2016/01/15 by Steve.Robb@Dev-Core GitHub #1938 - wrong Max value of enum is used during net serialization Change 2829914 on 2016/01/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Reduce the amount of memory allocated for async cache buffers when guarding against memory stomps. Change 2829988 on 2016/01/15 by Steve.Robb@Dev-Core Generalized large pool allocations. More redundancy removed. Change 2831935 on 2016/01/18 by Chris.Wood@Chris.Wood.StreamB Added UserActivity property to crash description in CRP and CR website. [OR-12043] - Phone Home where crashes occur - pass context info to Crash Reporter DB column added to db-09 by ColinR matching this change. Published to server on Jan 18th 2016 Change 2834003 on 2016/01/19 by Chris.Wood@Chris.Wood.StreamB Added Linux to normal callstack parsing code on CR website [UE-25527] - Linux CrashReporter is missing information Published to server on Jan 19th 2016 Change 2835466 on 2016/01/20 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Core-Minimal Fix issue for cancelling package loads when there are still packages queued. Call their PackageLoadedDelegate with a "Cancelled" result. Should solve remaining issue with UE-24062 - "Calling CancelAsyncLoading triggers an assert in FAsyncPackage::DetachLinker()" - (ULevelStreaming::AsyncLevelLoadComplete was not being called if packages were still queued when cancel was issued) Change 2836803 on 2016/01/20 by Chris.Wood@Chris.Wood.StreamB CrashReportWebsite - fix exception thrown when parsing certain callstack formats Change 2837952 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Changing FAsyncIORequest to be stored as reference when cancelling IO requests to improve performance. Change 2838289 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 [CL 2845588 by Robert Manuszewski in Main branch]
2016-01-27 12:09:53 -05:00
{
return PublicDependencyModules.Concat(PrivateDependencyModules).Concat(DynamicallyLoadedModules).Concat(PlatformSpecificDynamicallyLoadedModules);
}
public UEBuildModule(
string InName,
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UHTModuleType InType,
DirectoryReference InModuleDirectory,
ModuleRules InRules,
FileReference InRulesFile
)
{
Name = InName;
Type = InType;
ModuleDirectory = InModuleDirectory;
Rules = InRules;
RulesFile = InRulesFile;
NormalizedModuleIncludePath = Utils.CleanDirectorySeparators(ModuleDirectory.MakeRelativeTo(UnrealBuildTool.EngineSourceDirectory), '/');
ModuleApiDefine = Name.ToUpperInvariant() + "_API";
PublicDefinitions = HashSetFromOptionalEnumerableStringParameter(InRules.Definitions);
PublicIncludePaths = HashSetFromOptionalEnumerableStringParameter(InRules.PublicIncludePaths);
PublicSystemIncludePaths = HashSetFromOptionalEnumerableStringParameter(InRules.PublicSystemIncludePaths);
PublicLibraryPaths = HashSetFromOptionalEnumerableStringParameter(InRules.PublicLibraryPaths);
PublicAdditionalLibraries = HashSetFromOptionalEnumerableStringParameter(InRules.PublicAdditionalLibraries);
PublicFrameworks = HashSetFromOptionalEnumerableStringParameter(InRules.PublicFrameworks);
PublicWeakFrameworks = HashSetFromOptionalEnumerableStringParameter(InRules.PublicWeakFrameworks);
PublicAdditionalFrameworks = InRules.PublicAdditionalFrameworks == null ? new HashSet<UEBuildFramework>() : new HashSet<UEBuildFramework>(InRules.PublicAdditionalFrameworks);
PublicAdditionalShadowFiles = HashSetFromOptionalEnumerableStringParameter(InRules.PublicAdditionalShadowFiles);
PublicAdditionalBundleResources = InRules.AdditionalBundleResources == null ? new HashSet<UEBuildBundleResource>() : new HashSet<UEBuildBundleResource>(InRules.AdditionalBundleResources);
PublicDelayLoadDLLs = HashSetFromOptionalEnumerableStringParameter(InRules.PublicDelayLoadDLLs);
PrivateIncludePaths = HashSetFromOptionalEnumerableStringParameter(InRules.PrivateIncludePaths);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
RuntimeDependencies = (InRules.RuntimeDependencies == null) ? new RuntimeDependencyList() : new RuntimeDependencyList(InRules.RuntimeDependencies);
IsRedistributableOverride = InRules.IsRedistributableOverride;
}
/// <summary>
/// Determines whether this module has a circular dependency on the given module
/// </summary>
public bool HasCircularDependencyOn(string ModuleName)
{
return Rules.CircularlyReferencedDependentModules.Contains(ModuleName);
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
/// <summary>
/// Find all the modules which affect the public compile environment. Searches through
/// </summary>
/// <param name="Modules"></param>
/// <param name="bIncludePathsOnly"></param>
/// <param name="DependencyModules"></param>
protected void FindModulesInPublicCompileEnvironment(List<UEBuildModule> Modules, Dictionary<UEBuildModule, bool> ModuleToIncludePathsOnlyFlag)
{
//
bool bModuleIncludePathsOnly;
if (!ModuleToIncludePathsOnlyFlag.TryGetValue(this, out bModuleIncludePathsOnly))
{
Modules.Add(this);
}
else if (!bModuleIncludePathsOnly)
{
return;
}
ModuleToIncludePathsOnlyFlag[this] = false;
foreach (UEBuildModule DependencyModule in PublicDependencyModules)
{
DependencyModule.FindModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
}
// Now add an include paths from modules with header files that we need access to, but won't necessarily be importing
foreach (UEBuildModule IncludePathModule in PublicIncludePathModules)
{
IncludePathModule.FindIncludePathModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
}
}
/// <summary>
/// Find all the modules which affect the public compile environment. Searches through
/// </summary>
/// <param name="Modules"></param>
/// <param name="bIncludePathsOnly"></param>
/// <param name="DependencyModules"></param>
protected void FindIncludePathModulesInPublicCompileEnvironment(List<UEBuildModule> Modules, Dictionary<UEBuildModule, bool> ModuleToIncludePathsOnlyFlag)
{
if (!ModuleToIncludePathsOnlyFlag.ContainsKey(this))
{
// Add this module to the list
Modules.Add(this);
ModuleToIncludePathsOnlyFlag.Add(this, true);
// Include any of its public include path modules in the compile environment too
foreach (UEBuildModule IncludePathModule in PublicIncludePathModules)
{
IncludePathModule.FindIncludePathModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
}
}
}
/// <summary>
/// Sets up the environment for compiling any module that includes the public interface of this module.
/// </summary>
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
public void AddModuleToCompileEnvironment(
UEBuildBinary SourceBinary,
bool bIncludePathsOnly,
HashSet<string> IncludePaths,
HashSet<string> SystemIncludePaths,
List<string> Definitions,
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
List<UEBuildFramework> AdditionalFrameworks
)
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// Add this module's public include paths and definitions.
AddIncludePathsWithChecks(IncludePaths, PublicIncludePaths);
AddIncludePathsWithChecks(SystemIncludePaths, PublicSystemIncludePaths);
Definitions.AddRange(PublicDefinitions);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// If this module is being built into a DLL or EXE, set up an IMPORTS or EXPORTS definition for it.
if (Binary == null)
{
// If we're referencing include paths for a module that's not being built, we don't actually need to import anything from it, but we need to avoid barfing when
// the compiler encounters an _API define. We also want to avoid changing the compile environment in cases where the module happens to be compiled because it's a dependency
// of something else, which cause a fall-through to the code below and set up an empty _API define.
if (bIncludePathsOnly)
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Log.TraceVerbose("{0}: Include paths only for {1} (no binary)", SourceBinary.Config.OutputFilePaths[0].GetFileNameWithoutExtension(), Name);
Definitions.Add(ModuleApiDefine + "=");
}
}
else
{
FileReference BinaryPath = Binary.Config.OutputFilePaths[0];
FileReference SourceBinaryPath = SourceBinary.Config.OutputFilePaths[0];
if (ProjectFileGenerator.bGenerateProjectFiles || (Binary.Config.Type == UEBuildBinaryType.StaticLibrary))
{
// When generating IntelliSense files, never add dllimport/dllexport specifiers as it
// simply confuses the compiler
Definitions.Add(ModuleApiDefine + "=");
}
else if (Binary == SourceBinary)
{
if (Binary.Config.bAllowExports)
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Log.TraceVerbose("{0}: Exporting {1} from {2}", SourceBinaryPath.GetFileNameWithoutExtension(), Name, BinaryPath.GetFileNameWithoutExtension());
Definitions.Add(ModuleApiDefine + "=DLLEXPORT");
}
else
{
Log.TraceVerbose("{0}: Not importing/exporting {1} (binary: {2})", SourceBinaryPath.GetFileNameWithoutExtension(), Name, BinaryPath.GetFileNameWithoutExtension());
Definitions.Add(ModuleApiDefine + "=");
}
}
else
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// @todo SharedPCH: Public headers included from modules that are not importing the module of that public header, seems invalid.
// Those public headers have no business having APIs in them. OnlineSubsystem has some public headers like this. Without changing
// this, we need to suppress warnings at compile time.
if (bIncludePathsOnly)
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Log.TraceVerbose("{0}: Include paths only for {1} (binary: {2})", SourceBinaryPath.GetFileNameWithoutExtension(), Name, BinaryPath.GetFileNameWithoutExtension());
Definitions.Add(ModuleApiDefine + "=");
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
else if (Binary.Config.bAllowExports)
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Log.TraceVerbose("{0}: Importing {1} from {2}", SourceBinaryPath.GetFileNameWithoutExtension(), Name, BinaryPath.GetFileNameWithoutExtension());
Definitions.Add(ModuleApiDefine + "=DLLIMPORT");
}
else
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Log.TraceVerbose("{0}: Not importing/exporting {1} (binary: {2})", SourceBinaryPath.GetFileNameWithoutExtension(), Name, BinaryPath.GetFileNameWithoutExtension());
Definitions.Add(ModuleApiDefine + "=");
}
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// Add the module's directory to the include path, so we can root #includes to it
IncludePaths.Add(NormalizedModuleIncludePath);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// Add the additional frameworks so that the compiler can know about their #include paths
AdditionalFrameworks.AddRange(PublicAdditionalFrameworks);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// Remember the module so we can refer to it when needed
foreach (UEBuildFramework Framework in PublicAdditionalFrameworks)
{
Framework.OwningModule = this;
}
}
static Regex VCMacroRegex = new Regex(@"\$\([A-Za-z0-9_]+\)");
/// <summary>
/// Checks if path contains a VC macro
/// </summary>
protected bool DoesPathContainVCMacro(string Path)
{
return VCMacroRegex.IsMatch(Path);
}
/// <summary>
/// Adds PathsToAdd to IncludePaths, performing path normalization and ignoring duplicates.
/// </summary>
protected void AddIncludePathsWithChecks(HashSet<string> IncludePaths, HashSet<string> PathsToAdd)
{
if (ProjectFileGenerator.bGenerateProjectFiles)
{
// Extra checks are switched off for IntelliSense generation as they provide
// no additional value and cause performance impact.
IncludePaths.UnionWith(PathsToAdd);
}
else
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (string Path in PathsToAdd)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string NormalizedPath = Path.TrimEnd('/');
// If path doesn't exist, it may contain VC macro (which is passed directly to and expanded by compiler).
if (Directory.Exists(NormalizedPath) || DoesPathContainVCMacro(NormalizedPath))
{
IncludePaths.Add(NormalizedPath);
}
}
}
}
/// <summary>
/// Sets up the environment for compiling this module.
/// </summary>
protected virtual void SetupPrivateCompileEnvironment(
HashSet<string> IncludePaths,
HashSet<string> SystemIncludePaths,
List<string> Definitions,
List<UEBuildFramework> AdditionalFrameworks
)
{
HashSet<UEBuildModule> VisitedModules = new HashSet<UEBuildModule>();
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2836261 on 2016/01/20 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Flush FAsyncPackage cache after pre-load to reduce peak memory usage when async loading (5.5-10x). Change 2828630 on 2016/01/14 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Adding debug code to catch memory stomps in the async loading buffers that's independent from mallocstomp allocator. Changed the signature of PageProtect functions to be able to read-only protect memory. Change 2816129 on 2016/01/05 by Steve.Robb@Dev-Core Fixes for Realloc and alignment logic which caused redundant reallocations and incorrect binning. Change 2821054 on 2016/01/08 by Steve.Robb@Dev-Core Further Realloc savings when realigning within a block. Change 2806820 on 2015/12/17 by Steve.Robb@Dev-Core New AlignDown function, like Align, but which rounds a value/pointer down to the next alignment instead of up. Change 2806816 on 2015/12/17 by Steve.Robb@Dev-Core Sort UHT modules by type to improve iteration times in conjunction with makefiles. Change 2823235 on 2016/01/11 by Steve.Robb@Dev-Core UHT error messages about missing GENERATED_BODY() macros updated to represent intended use. Change 2806815 on 2015/12/17 by Steve.Robb@Dev-Core Module types split into Game and Engine runtime versions. Change 2833809 on 2016/01/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 StaticLoadObject will now respect LOAD_NoRedirects flag. Change 2811194 on 2015/12/22 by Bob.Tellez@Z2434_DevCore #UE4 Prevent loading packages that have a newer LegacyFileVersion since serialization for FCustomVersion is not forward compatible. UE-24443 Change 2806818 on 2015/12/17 by Steve.Robb@Dev-Core Removal of stats from MallocBinned2, to be readded later. Change 2807069 on 2015/12/17 by Steve.Robb@Dev-Core Clarification of some bucket hashing terminology. Change 2815117 on 2016/01/04 by Steve.Robb@Dev-Core Fix for a missing root build path on game modules. Change 2815673 on 2016/01/05 by Steve.Robb@Dev-Core Move FMalloc verification into a proxy object. Change 2822873 on 2016/01/11 by Steve.Robb@Dev-Core Fixes to off-by-one errors and removal of BinnedSizeLimit (assumed to be the same as MAX_POOLED_ALLOCATION_SIZE after OBO fix). Change 2822923 on 2016/01/11 by Steve.Robb@Dev-Core Simplification of MemSizeToPoolTable indexing. Change 2824974 on 2016/01/12 by Steve.Robb@Dev-Core Assert fixed. AllocateBlockFromPool's return value made debuggable. Change 2825241 on 2016/01/12 by Steve.Robb@Dev-Core UHT now returns an error code on a warning when -warningsaserrors is specified. Change 2825291 on 2016/01/12 by Steve.Robb@Dev-Core WarningsAsErrors enabled on UHT, after disabling the hardcoded behavior in CL# 2825241. Change 2829846 on 2016/01/15 by Steve.Robb@Dev-Core GitHub #1938 - wrong Max value of enum is used during net serialization Change 2829914 on 2016/01/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Reduce the amount of memory allocated for async cache buffers when guarding against memory stomps. Change 2829988 on 2016/01/15 by Steve.Robb@Dev-Core Generalized large pool allocations. More redundancy removed. Change 2831935 on 2016/01/18 by Chris.Wood@Chris.Wood.StreamB Added UserActivity property to crash description in CRP and CR website. [OR-12043] - Phone Home where crashes occur - pass context info to Crash Reporter DB column added to db-09 by ColinR matching this change. Published to server on Jan 18th 2016 Change 2834003 on 2016/01/19 by Chris.Wood@Chris.Wood.StreamB Added Linux to normal callstack parsing code on CR website [UE-25527] - Linux CrashReporter is missing information Published to server on Jan 19th 2016 Change 2835466 on 2016/01/20 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Core-Minimal Fix issue for cancelling package loads when there are still packages queued. Call their PackageLoadedDelegate with a "Cancelled" result. Should solve remaining issue with UE-24062 - "Calling CancelAsyncLoading triggers an assert in FAsyncPackage::DetachLinker()" - (ULevelStreaming::AsyncLevelLoadComplete was not being called if packages were still queued when cancel was issued) Change 2836803 on 2016/01/20 by Chris.Wood@Chris.Wood.StreamB CrashReportWebsite - fix exception thrown when parsing certain callstack formats Change 2837952 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Changing FAsyncIORequest to be stored as reference when cancelling IO requests to improve performance. Change 2838289 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 [CL 2845588 by Robert Manuszewski in Main branch]
2016-01-27 12:09:53 -05:00
if (this.Type.IsGameModule())
{
Definitions.Add("DEPRECATED_FORGAME=DEPRECATED");
}
// Add this module's private include paths and definitions.
AddIncludePathsWithChecks(IncludePaths, PrivateIncludePaths);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// Find all the modules that are part of the public compile environment for this module.
List<UEBuildModule> Modules = new List<UEBuildModule>();
Dictionary<UEBuildModule, bool> ModuleToIncludePathsOnlyFlag = new Dictionary<UEBuildModule, bool>();
FindModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// Add in all the modules that are private dependencies
foreach (UEBuildModule DependencyModule in PrivateDependencyModules)
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
DependencyModule.FindModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
}
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
// And finally add in all the modules that are include path only dependencies
foreach (UEBuildModule IncludePathModule in PrivateIncludePathModules)
{
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
IncludePathModule.FindIncludePathModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
}
// Now set up the compile environment for the modules in the original order that we encountered them
foreach (UEBuildModule Module in Modules)
{
Module.AddModuleToCompileEnvironment(Binary, ModuleToIncludePathsOnlyFlag[Module], IncludePaths, SystemIncludePaths, Definitions, AdditionalFrameworks);
}
}
/// <summary>
/// Sets up the environment for linking any module that includes the public interface of this module.
/// </summary>
protected virtual void SetupPublicLinkEnvironment(
UEBuildBinary SourceBinary,
List<string> LibraryPaths,
List<string> AdditionalLibraries,
List<string> Frameworks,
List<string> WeakFrameworks,
List<UEBuildFramework> AdditionalFrameworks,
List<string> AdditionalShadowFiles,
List<UEBuildBundleResource> AdditionalBundleResources,
List<string> DelayLoadDLLs,
List<UEBuildBinary> BinaryDependencies,
HashSet<UEBuildModule> VisitedModules
)
{
// There may be circular dependencies in compile dependencies, so we need to avoid reentrance.
if (VisitedModules.Add(this))
{
// Add this module's binary to the binary dependencies.
if (Binary != null
&& Binary != SourceBinary
&& !BinaryDependencies.Contains(Binary))
{
BinaryDependencies.Add(Binary);
}
// If this module belongs to a static library that we are not currently building, recursively add the link environment settings for all of its dependencies too.
// Keep doing this until we reach a module that is not part of a static library (or external module, since they have no associated binary).
// Static libraries do not contain the symbols for their dependencies, so we need to recursively gather them to be linked into other binary types.
bool bIsBuildingAStaticLibrary = (SourceBinary != null && SourceBinary.Config.Type == UEBuildBinaryType.StaticLibrary);
bool bIsModuleBinaryAStaticLibrary = (Binary != null && Binary.Config.Type == UEBuildBinaryType.StaticLibrary);
if (!bIsBuildingAStaticLibrary && bIsModuleBinaryAStaticLibrary)
{
// Gather all dependencies and recursively call SetupPublicLinkEnvironmnet
List<UEBuildModule> AllDependencyModules = new List<UEBuildModule>();
AllDependencyModules.AddRange(PrivateDependencyModules);
AllDependencyModules.AddRange(PublicDependencyModules);
foreach (UEBuildModule DependencyModule in AllDependencyModules)
{
bool bIsExternalModule = (DependencyModule as UEBuildExternalModule != null);
bool bIsInStaticLibrary = (DependencyModule.Binary != null && DependencyModule.Binary.Config.Type == UEBuildBinaryType.StaticLibrary);
if (bIsExternalModule || bIsInStaticLibrary)
{
DependencyModule.SetupPublicLinkEnvironment(SourceBinary, LibraryPaths, AdditionalLibraries, Frameworks, WeakFrameworks,
AdditionalFrameworks, AdditionalShadowFiles, AdditionalBundleResources, DelayLoadDLLs, BinaryDependencies, VisitedModules);
}
}
}
// Add this module's public include library paths and additional libraries.
LibraryPaths.AddRange(PublicLibraryPaths);
AdditionalLibraries.AddRange(PublicAdditionalLibraries);
Frameworks.AddRange(PublicFrameworks);
WeakFrameworks.AddRange(PublicWeakFrameworks);
AdditionalBundleResources.AddRange(PublicAdditionalBundleResources);
// Remember the module so we can refer to it when needed
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (UEBuildFramework Framework in PublicAdditionalFrameworks)
{
Framework.OwningModule = this;
}
AdditionalFrameworks.AddRange(PublicAdditionalFrameworks);
AdditionalShadowFiles.AddRange(PublicAdditionalShadowFiles);
DelayLoadDLLs.AddRange(PublicDelayLoadDLLs);
}
}
/// <summary>
/// Sets up the environment for linking this module.
/// </summary>
public virtual void SetupPrivateLinkEnvironment(
UEBuildBinary SourceBinary,
LinkEnvironment LinkEnvironment,
List<UEBuildBinary> BinaryDependencies,
HashSet<UEBuildModule> VisitedModules
)
{
// Allow the module's public dependencies to add library paths and additional libraries to the link environment.
SetupPublicLinkEnvironment(SourceBinary, LinkEnvironment.Config.LibraryPaths, LinkEnvironment.Config.AdditionalLibraries, LinkEnvironment.Config.Frameworks, LinkEnvironment.Config.WeakFrameworks,
LinkEnvironment.Config.AdditionalFrameworks, LinkEnvironment.Config.AdditionalShadowFiles, LinkEnvironment.Config.AdditionalBundleResources, LinkEnvironment.Config.DelayLoadDLLs, BinaryDependencies, VisitedModules);
// Also allow the module's public and private dependencies to modify the link environment.
List<UEBuildModule> AllDependencyModules = new List<UEBuildModule>();
AllDependencyModules.AddRange(PrivateDependencyModules);
AllDependencyModules.AddRange(PublicDependencyModules);
foreach (UEBuildModule DependencyModule in AllDependencyModules)
{
DependencyModule.SetupPublicLinkEnvironment(SourceBinary, LinkEnvironment.Config.LibraryPaths, LinkEnvironment.Config.AdditionalLibraries, LinkEnvironment.Config.Frameworks, LinkEnvironment.Config.WeakFrameworks,
LinkEnvironment.Config.AdditionalFrameworks, LinkEnvironment.Config.AdditionalShadowFiles, LinkEnvironment.Config.AdditionalBundleResources, LinkEnvironment.Config.DelayLoadDLLs, BinaryDependencies, VisitedModules);
}
}
/// <summary>
/// Compiles the module, and returns a list of files output by the compiler.
/// </summary>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public abstract List<FileItem> Compile(UEBuildTarget Target, UEToolChain ToolChain, CPPEnvironment GlobalCompileEnvironment, CPPEnvironment CompileEnvironment);
// Object interface.
public override string ToString()
{
return Name;
}
/// <summary>
/// Finds the modules referenced by this module which have not yet been bound to a binary
/// </summary>
/// <returns>List of unbound modules</returns>
public List<UEBuildModule> GetUnboundReferences()
{
List<UEBuildModule> Modules = new List<UEBuildModule>();
Modules.AddRange(PrivateDependencyModules.Where(x => x.Binary == null));
Modules.AddRange(PublicDependencyModules.Where(x => x.Binary == null));
return Modules;
}
[DebuggerDisplay("{Index}: {Module}")]
public class ModuleIndexPair
{
public UEBuildModule Module;
public int Index;
}
/// <summary>
/// Gets all of the modules referenced by this module
/// </summary>
/// <param name="ReferencedModules">Hash of all referenced modules with their addition index.</param>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
/// <param name="IgnoreReferencedModules">Hashset used to ignore modules which are already added to the list</param>
/// <param name="bIncludeDynamicallyLoaded">True if dynamically loaded modules (and all of their dependent modules) should be included.</param>
/// <param name="bForceCircular">True if circular dependencies should be processed</param>
/// <param name="bOnlyDirectDependencies">True to return only this module's direct dependencies</param>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public virtual void GetAllDependencyModules(List<UEBuildModule> ReferencedModules, HashSet<UEBuildModule> IgnoreReferencedModules, bool bIncludeDynamicallyLoaded, bool bForceCircular, bool bOnlyDirectDependencies)
{
}
/// <summary>
/// Gets all of the modules precompiled along with this module
/// </summary>
/// <param name="Modules">Set of all the precompiled modules</param>
public virtual void RecursivelyAddPrecompiledModules(List<UEBuildModule> Modules)
{
}
/// <summary>
/// Creates all the modules required for this target
/// </summary>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public void RecursivelyCreateModules(UEBuildTarget Target)
{
// Create all the include path modules. These modules may not be added to the target (and we don't process their dependencies), but they need
// to be created to set up their compile environment.
RecursivelyCreateIncludePathModulesByName(Target, Rules.PublicIncludePathModuleNames, ref PublicIncludePathModules);
RecursivelyCreateIncludePathModulesByName(Target, Rules.PrivateIncludePathModuleNames, ref PrivateIncludePathModules);
// Create all the dependency modules
RecursivelyCreateModulesByName(Target, Rules.PublicDependencyModuleNames, ref PublicDependencyModules);
RecursivelyCreateModulesByName(Target, Rules.PrivateDependencyModuleNames, ref PrivateDependencyModules);
RecursivelyCreateModulesByName(Target, Rules.DynamicallyLoadedModuleNames, ref DynamicallyLoadedModules);
RecursivelyCreateModulesByName(Target, Rules.PlatformSpecificDynamicallyLoadedModuleNames, ref PlatformSpecificDynamicallyLoadedModules);
}
private static void RecursivelyCreateModulesByName(UEBuildTarget Target, List<string> ModuleNames, ref List<UEBuildModule> Modules)
{
// Check whether the module list is already set. We set this immediately (via the ref) to avoid infinite recursion.
if (Modules == null)
{
Modules = new List<UEBuildModule>();
foreach (string ModuleName in ModuleNames)
{
UEBuildModule Module = Target.FindOrCreateModuleByName(ModuleName);
if (!Modules.Contains(Module))
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
Module.RecursivelyCreateModules(Target);
Modules.Add(Module);
}
}
}
}
private static void RecursivelyCreateIncludePathModulesByName(UEBuildTarget Target, List<string> ModuleNames, ref List<UEBuildModule> Modules)
{
// Check whether the module list is already set. We set this immediately (via the ref) to avoid infinite recursion.
if (Modules == null)
{
Modules = new List<UEBuildModule>();
foreach (string ModuleName in ModuleNames)
{
UEBuildModule Module = Target.FindOrCreateModuleByName(ModuleName);
RecursivelyCreateIncludePathModulesByName(Target, Module.Rules.PublicIncludePathModuleNames, ref Module.PublicIncludePathModules);
Modules.Add(Module);
}
}
}
};
/// <summary>
/// A module that is never compiled by us, and is only used to group include paths and libraries into a dependency unit.
/// </summary>
class UEBuildExternalModule : UEBuildModule
{
public UEBuildExternalModule(
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UHTModuleType InType,
string InName,
DirectoryReference InModuleDirectory,
ModuleRules InRules,
FileReference InRulesFile
)
: base(
InType: InType,
InName: InName,
InModuleDirectory: InModuleDirectory,
InRules: InRules,
InRulesFile: InRulesFile
)
{
}
// UEBuildModule interface.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public override List<FileItem> Compile(UEBuildTarget Target, UEToolChain ToolChain, CPPEnvironment GlobalCompileEnvironment, CPPEnvironment CompileEnvironment)
{
return new List<FileItem>();
}
};
/// <summary>
/// A module that is compiled from C++ code.
/// </summary>
public class UEBuildModuleCPP : UEBuildModule
{
public class AutoGenerateCppInfoClass
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
public class BuildInfoClass
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
/// <summary>
/// The wildcard of the *.generated.cpp file which was generated for the module
/// </summary>
public readonly string FileWildcard;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
public BuildInfoClass(string InWildcard)
{
Debug.Assert(InWildcard != null);
FileWildcard = InWildcard;
}
}
/// <summary>
/// Information about how to build the .generated.cpp files. If this is null, then we're not building .generated.cpp files for this module.
/// </summary>
public BuildInfoClass BuildInfo;
public AutoGenerateCppInfoClass(BuildInfoClass InBuildInfo)
{
BuildInfo = InBuildInfo;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
}
/// <summary>
/// Information about the .generated.cpp file. If this is null then this module doesn't have any UHT-produced code.
/// </summary>
public AutoGenerateCppInfoClass AutoGenerateCppInfo = null;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
public class SourceFilesClass
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
public readonly List<FileItem> MissingFiles = new List<FileItem>();
public readonly List<FileItem> CPPFiles = new List<FileItem>();
public readonly List<FileItem> CFiles = new List<FileItem>();
public readonly List<FileItem> CCFiles = new List<FileItem>();
public readonly List<FileItem> MMFiles = new List<FileItem>();
public readonly List<FileItem> RCFiles = new List<FileItem>();
public readonly List<FileItem> OtherFiles = new List<FileItem>();
public int Count
{
get
{
return MissingFiles.Count +
CPPFiles.Count +
CFiles.Count +
CCFiles.Count +
MMFiles.Count +
RCFiles.Count +
OtherFiles.Count;
}
}
/// <summary>
/// Copy from list to list helper.
/// </summary>
/// <param name="From">Source list.</param>
/// <param name="To">Destination list.</param>
private static void CopyFromListToList(List<FileItem> From, List<FileItem> To)
{
To.Clear();
To.AddRange(From);
}
/// <summary>
/// Copies file lists from other SourceFilesClass to this.
/// </summary>
/// <param name="Other">Source object.</param>
public void CopyFrom(SourceFilesClass Other)
{
CopyFromListToList(Other.MissingFiles, MissingFiles);
CopyFromListToList(Other.CPPFiles, CPPFiles);
CopyFromListToList(Other.CFiles, CFiles);
CopyFromListToList(Other.CCFiles, CCFiles);
CopyFromListToList(Other.MMFiles, MMFiles);
CopyFromListToList(Other.RCFiles, RCFiles);
CopyFromListToList(Other.OtherFiles, OtherFiles);
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
/// <summary>
/// Adds additional source cpp files for this module.
/// </summary>
/// <param name="Files">Files to add.</param>
public void AddAdditionalCPPFiles(IEnumerable<FileItem> Files)
{
SourceFilesToBuild.CPPFiles.AddRange(Files);
}
/// <summary>
/// A list of the absolute paths of source files to be built in this module.
/// </summary>
public readonly SourceFilesClass SourceFilesToBuild = new SourceFilesClass();
/// <summary>
/// A list of the source files that were found for the module.
/// </summary>
public readonly SourceFilesClass SourceFilesFound = new SourceFilesClass();
/// <summary>
/// The directory for this module's generated code
/// </summary>
public readonly DirectoryReference GeneratedCodeDirectory;
/// <summary>
/// The preprocessor definitions used to compile this module's private implementation.
/// </summary>
HashSet<string> Definitions;
/// When set, allows this module to report compiler definitions and include paths for Intellisense
IntelliSenseGatherer IntelliSenseGatherer;
public List<string> IncludeSearchPaths = new List<string>();
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
public class ProcessedDependenciesClass
{
/// <summary>
/// The file, if any, which is used as the unique PCH for this module
/// </summary>
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
public FileItem UniquePCHHeaderFile = null;
}
/// <summary>
/// The processed dependencies for the class
/// </summary>
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
public ProcessedDependenciesClass ProcessedDependencies = null;
/// <summary>
/// Hack to skip adding definitions to compile environment. They will be baked into source code by external code.
/// </summary>
public bool bSkipDefinitionsForCompileEnvironment = false;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2884592 on 2016/02/27 by Maciej.Mroz Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports #codereview Robert.Manuszewski Change 2884607 on 2016/02/27 by Maciej.Mroz CDO of DynamicClass is postponed as a regular CDO creation. This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading. #codereview Robert.Manuszewski, Mike.Beach Change 2885915 on 2016/02/29 by Michael.Schoell Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them. UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node. Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term. #jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly Change 2887269 on 2016/03/01 by Maciej.Mroz Fixes related to DisregardForGC: - merged 2885687 from Dev-Core branch - ensure CDO of newly added class is created in CloseDisregardForGC Change 2887273 on 2016/03/01 by Maciej.Mroz GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC(); Change 2892502 on 2016/03/03 by Maciej.Mroz More descriptive ensures. Change 2892509 on 2016/03/03 by Maciej.Mroz Minor changes in Orion code, necessary to compile the project with nativized Blueprints #codereview David.Ratti Change 2892513 on 2016/03/03 by Maciej.Mroz Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded. Change 2894347 on 2016/03/04 by Michael.Schoell Fixed crash with the Array Item Get node in the disassembler. #jira UE-27734 - Error in TeamLobby Change 2895311 on 2016/03/04 by Michael.Schoell Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text). #jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam) Change 2896714 on 2016/03/07 by Ben.Cosh Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes. #UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on #Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject #codereview Phillip.Kavan Change 2897335 on 2016/03/07 by Dan.Oconnor Unshelved from pending changelist '2889006': We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal #jira UE-26310 Change 2899151 on 2016/03/08 by Phillip.Kavan [UEBP-112] BP profiler - pure node timings change summary: - first-pass revisions for tracking/visualizing pure node execution timings while profiling - trace path debugging support (default: off) #codereview Ben.Cosh Change 2901763 on 2016/03/09 by Michael.Schoell Can undo/redo nodes added using shortcuts. Also fixed issue with macro nodes added using shortcuts not being selected. #jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts Change 2902762 on 2016/03/10 by Phillip.Kavan [UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active. change summary: - modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain. #codereview Ben.Cosh Change 2907961 on 2016/03/14 by Maciej.Mroz #jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool Change 2908013 on 2016/03/14 by Maciej.Mroz EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all. #codereview Robert.Manuszewski, Steve.Robb Change 2908033 on 2016/03/14 by Maciej.Mroz Various fixes and improvements related to initialization sequence of converted Dynamic Classes. [CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
public int FindNumberOfGeneratedCppFiles()
{
return ((null == GeneratedCodeDirectory) || !GeneratedCodeDirectory.Exists()) ? 0
: (GeneratedCodeDirectory.EnumerateFileReferences("*.generated.*.cpp", SearchOption.AllDirectories).Count()
+ GeneratedCodeDirectory.EnumerateFileReferences("*.generated.cpp", SearchOption.AllDirectories).Count());
}
/// <summary>
/// Categorizes source files into per-extension buckets
/// </summary>
private static void CategorizeSourceFiles(IEnumerable<FileItem> InSourceFiles, SourceFilesClass OutSourceFiles)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (FileItem SourceFile in InSourceFiles)
{
string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant();
if (!SourceFile.bExists)
{
OutSourceFiles.MissingFiles.Add(SourceFile);
}
else if (Extension == ".CPP")
{
OutSourceFiles.CPPFiles.Add(SourceFile);
}
else if (Extension == ".C")
{
OutSourceFiles.CFiles.Add(SourceFile);
}
else if (Extension == ".CC")
{
OutSourceFiles.CCFiles.Add(SourceFile);
}
else if (Extension == ".MM" || Extension == ".M")
{
OutSourceFiles.MMFiles.Add(SourceFile);
}
else if (Extension == ".RC")
{
OutSourceFiles.RCFiles.Add(SourceFile);
}
else
{
OutSourceFiles.OtherFiles.Add(SourceFile);
}
}
}
public UEBuildModuleCPP(
string InName,
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UHTModuleType InType,
DirectoryReference InModuleDirectory,
DirectoryReference InGeneratedCodeDirectory,
IntelliSenseGatherer InIntelliSenseGatherer,
IEnumerable<FileItem> InSourceFiles,
ModuleRules InRules,
bool bInBuildSourceFiles,
FileReference InRulesFile
)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
: base(
InName,
InType,
InModuleDirectory,
InRules,
InRulesFile
)
{
GeneratedCodeDirectory = InGeneratedCodeDirectory;
IntelliSenseGatherer = InIntelliSenseGatherer;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
CategorizeSourceFiles(InSourceFiles, SourceFilesFound);
if (bInBuildSourceFiles)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
SourceFilesToBuild.CopyFrom(SourceFilesFound);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
Definitions = HashSetFromOptionalEnumerableStringParameter(InRules.Definitions);
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (string Def in Definitions)
{
Log.TraceVerbose("Compile Env {0}: {1}", Name, Def);
}
}
// UEBuildModule interface.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public override List<FileItem> Compile(UEBuildTarget Target, UEToolChain ToolChain, CPPEnvironment GlobalCompileEnvironment, CPPEnvironment CompileEnvironment)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(CompileEnvironment.Config.Target.Platform);
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List<FileItem> LinkInputFiles = new List<FileItem>();
if (ProjectFileGenerator.bGenerateProjectFiles && IntelliSenseGatherer == null)
{
// Nothing to do for IntelliSense, bail out early
return LinkInputFiles;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CPPEnvironment ModuleCompileEnvironment = CreateModuleCompileEnvironment(Target, CompileEnvironment);
IncludeSearchPaths = ModuleCompileEnvironment.Config.CPPIncludeInfo.IncludePaths.ToList();
IncludeSearchPaths.AddRange(ModuleCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths.ToList());
if (IntelliSenseGatherer != null)
{
// Update project file's set of preprocessor definitions and include paths
IntelliSenseGatherer.AddIntelliSensePreprocessorDefinitions(ModuleCompileEnvironment.Config.Definitions);
IntelliSenseGatherer.AddInteliiSenseIncludePaths(ModuleCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths, bAddingSystemIncludes: true);
IntelliSenseGatherer.AddInteliiSenseIncludePaths(ModuleCompileEnvironment.Config.CPPIncludeInfo.IncludePaths, bAddingSystemIncludes: false);
// Bail out. We don't need to actually compile anything while generating project files.
return LinkInputFiles;
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// Throw an error if the module's source file list referenced any non-existent files.
if (SourceFilesToBuild.MissingFiles.Count > 0)
{
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
throw new BuildException(
"UBT ERROR: Module \"{0}\" references non-existent files:\n{1} (perhaps a file was added to the project but not checked in)",
Name,
string.Join("\n", SourceFilesToBuild.MissingFiles.Select(M => M.AbsolutePath))
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
);
}
// For an executable or a static library do not use the default RC file -
// If the executable wants it, it will be in their source list anyway.
// The issue here is that when making a monolithic game, the processing
// of the other game modules will stomp the game-specific rc file.
if (Binary.Config.Type == UEBuildBinaryType.DynamicLinkLibrary)
{
// Add default PCLaunch.rc file if this module has no own resource file specified
if (SourceFilesToBuild.RCFiles.Count <= 0)
{
FileReference DefRC = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Runtime", "Launch", "Resources", "Windows", "PCLaunch.rc");
FileItem Item = FileItem.GetItemByFileReference(DefRC);
SourceFilesToBuild.RCFiles.Add(Item);
}
// Always compile in the API version resource separately. This is required for the module manager to detect compatible API versions.
FileReference ModuleVersionRC = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, "Runtime", "Core", "Resources", "Windows", "ModuleVersionResource.rc.inl");
FileItem ModuleVersionItem = FileItem.GetItemByFileReference(ModuleVersionRC);
if (!SourceFilesToBuild.RCFiles.Contains(ModuleVersionItem))
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
SourceFilesToBuild.RCFiles.Add(ModuleVersionItem);
}
}
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Process all of the header file dependencies for this module
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
this.CachePCHUsageForModuleSourceFiles(Target, ModuleCompileEnvironment);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Make sure our RC files have cached includes.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (FileItem RCFile in SourceFilesToBuild.RCFiles)
{
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
RCFile.CachedCPPIncludeInfo = ModuleCompileEnvironment.Config.CPPIncludeInfo;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
}
// Check to see if this is an Engine module (including program or plugin modules). That is, the module is located under the "Engine" folder
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
bool IsPluginModule = ModuleDirectory.IsUnderDirectory(DirectoryReference.Combine(Target.ProjectDirectory, "Plugins"));
bool IsGameModule = !IsPluginModule && !ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory);
// Should we force a precompiled header to be generated for this module? Usually, we only bother with a
// precompiled header if there are at least several source files in the module (after combining them for unity
// builds.) But for game modules, it can be convenient to always have a precompiled header to single-file
// changes to code is really quick to compile.
int MinFilesUsingPrecompiledHeader = BuildConfiguration.MinFilesUsingPrecompiledHeader;
if (Rules.MinFilesUsingPrecompiledHeaderOverride != 0)
{
MinFilesUsingPrecompiledHeader = Rules.MinFilesUsingPrecompiledHeaderOverride;
}
else if (IsGameModule && BuildConfiguration.bForcePrecompiledHeaderForGameModules)
{
// This is a game module with only a small number of source files, so go ahead and force a precompiled header
// to be generated to make incremental changes to source files as fast as possible for small projects.
MinFilesUsingPrecompiledHeader = 1;
}
// Engine modules will always use unity build mode unless MinSourceFilesForUnityBuildOverride is specified in
// the module rules file. By default, game modules only use unity of they have enough source files for that
// to be worthwhile. If you have a lot of small game modules, consider specifying MinSourceFilesForUnityBuildOverride=0
// in the modules that you don't typically iterate on source files in very frequently.
int MinSourceFilesForUnityBuild = 0;
if (Rules.MinSourceFilesForUnityBuildOverride != 0)
{
MinSourceFilesForUnityBuild = Rules.MinSourceFilesForUnityBuildOverride;
}
else if (IsGameModule)
{
// Game modules with only a small number of source files are usually better off having faster iteration times
// on single source file changes, so we forcibly disable unity build for those modules
MinSourceFilesForUnityBuild = BuildConfiguration.MinGameModuleSourceFilesForUnityBuild;
}
// Should we use unity build mode for this module?
bool bModuleUsesUnityBuild = false;
if (BuildConfiguration.bUseUnityBuild || BuildConfiguration.bForceUnityBuild)
{
if (BuildConfiguration.bForceUnityBuild)
{
Log.TraceVerbose("Module '{0}' using unity build mode (bForceUnityBuild enabled for this module)", this.Name);
bModuleUsesUnityBuild = true;
}
else if (Rules.bFasterWithoutUnity)
{
Log.TraceVerbose("Module '{0}' not using unity build mode (bFasterWithoutUnity enabled for this module)", this.Name);
bModuleUsesUnityBuild = false;
}
else if (SourceFilesToBuild.CPPFiles.Count < MinSourceFilesForUnityBuild)
{
Log.TraceVerbose("Module '{0}' not using unity build mode (module with fewer than {1} source files)", this.Name, MinSourceFilesForUnityBuild);
bModuleUsesUnityBuild = false;
}
else
{
Log.TraceVerbose("Module '{0}' using unity build mode (enabled in BuildConfiguration)", this.Name);
bModuleUsesUnityBuild = true;
}
}
else
{
Log.TraceVerbose("Module '{0}' not using unity build mode (disabled in BuildConfiguration)", this.Name);
}
// The environment with which to compile the CPP files
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CPPEnvironment CPPCompileEnvironment = ModuleCompileEnvironment;
// Precompiled header support.
bool bWasModuleCodeCompiled = false;
if (BuildPlatform.ShouldUsePCHFiles(CompileEnvironment.Config.Target.Platform, CompileEnvironment.Config.Target.Configuration))
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
DateTime PCHGenTimerStart = DateTime.UtcNow;
// The code below will figure out whether this module will either use a "unique PCH" (private PCH that will only be included by
// this module's code files), or a "shared PCH" (potentially included by many code files in many modules.) Only one or the other
// will be used.
FileItem SharedPCHHeaderFile = null;
// In the case of a shared PCH, we also need to keep track of which module that PCH's header file is a member of
string SharedPCHModuleName = String.Empty;
if (BuildConfiguration.bUseSharedPCHs && CompileEnvironment.Config.bIsBuildingLibrary)
{
Log.TraceVerbose("Module '{0}' was not allowed to use Shared PCHs, because we're compiling to a library", this.Name);
}
bool bUseSharedPCHFiles = BuildConfiguration.bUseSharedPCHs && !CompileEnvironment.Config.bIsBuildingLibrary && GlobalCompileEnvironment.SharedPCHHeaderFiles.Count > 0;
if (bUseSharedPCHFiles)
{
FileReference SharingPCHHeaderFilePath = null;
bool bIsASharedPCHModule = bUseSharedPCHFiles && GlobalCompileEnvironment.SharedPCHHeaderFiles.Any(PCH => PCH.Module == this);
if (bIsASharedPCHModule)
{
SharingPCHHeaderFilePath = FileReference.Combine(UnrealBuildTool.EngineSourceDirectory, Rules.SharedPCHHeaderFile);
}
// We can't use a shared PCH file when compiling a module
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// with exports, because the shared PCH can only have imports in it to work correctly.
bool bAllowSharedPCH = (Rules.PCHUsage == ModuleRules.PCHUsageMode.NoSharedPCHs) ? false : true;
bool bCanModuleUseOwnSharedPCH = bAllowSharedPCH && bIsASharedPCHModule && !Binary.Config.bAllowExports && ProcessedDependencies.UniquePCHHeaderFile.Reference == SharingPCHHeaderFilePath;
if (bAllowSharedPCH && (!bIsASharedPCHModule || bCanModuleUseOwnSharedPCH))
{
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Figure out which shared PCH tier we're in
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List<UEBuildModule> ReferencedModules = new List<UEBuildModule>();
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
this.GetAllDependencyModules(ReferencedModules, new HashSet<UEBuildModule>(), bIncludeDynamicallyLoaded: false, bForceCircular: false, bOnlyDirectDependencies: true);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
int LargestSharedPCHHeaderFileIndex = -1;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (UEBuildModule DependencyModule in ReferencedModules)
{
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// These Shared PCHs are ordered from least complex to most complex. We'll start at the last one and search backwards.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
for (int SharedPCHHeaderFileIndex = GlobalCompileEnvironment.SharedPCHHeaderFiles.Count - 1; SharedPCHHeaderFileIndex > LargestSharedPCHHeaderFileIndex; --SharedPCHHeaderFileIndex)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
SharedPCHHeaderInfo CurSharedPCHHeaderFile = GlobalCompileEnvironment.SharedPCHHeaderFiles[SharedPCHHeaderFileIndex];
if (DependencyModule == CurSharedPCHHeaderFile.Module ||
(bIsASharedPCHModule && CurSharedPCHHeaderFile.Module == this)) // If we ourselves are a shared PCH module, always at least use our own module as our shared PCH header if we can't find anything better
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
SharedPCHModuleName = CurSharedPCHHeaderFile.Module.Name;
SharedPCHHeaderFile = CurSharedPCHHeaderFile.PCHHeaderFile;
LargestSharedPCHHeaderFileIndex = SharedPCHHeaderFileIndex;
break;
}
}
if (LargestSharedPCHHeaderFileIndex == GlobalCompileEnvironment.SharedPCHHeaderFiles.Count - 1)
{
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// We've determined that the module is using our most complex PCH header, so we can early-out
break;
}
}
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Did we not find a shared PCH header that is being included by this module? This could happen if the module is not including Core.h, even indirectly.
if (String.IsNullOrEmpty(SharedPCHModuleName))
{
throw new BuildException("Module {0} doesn't use a Shared PCH! Please add a dependency on a Shared PCH module to this module's dependency list", this.Name);
}
// Keep track of how many modules make use of this PCH for performance diagnostics
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
SharedPCHHeaderInfo LargestSharedPCHHeader = GlobalCompileEnvironment.SharedPCHHeaderFiles[LargestSharedPCHHeaderFileIndex];
++LargestSharedPCHHeader.NumModulesUsingThisPCH;
// Don't allow game modules to use engine PCHs in DebugGame - the optimization settings aren't correct.
// @todo: we should be creating shared PCHs ahead of time, and only using them if our settings match. as it is, the first modules compiled
// (which are currently plugins) get to call the shots for how the shared PCH gets built, and that might be a game plugin built in debug...
if(Target.Configuration == UnrealTargetConfiguration.DebugGame && SharedPCHHeaderFile.Reference.IsUnderDirectory(UnrealBuildTool.EngineDirectory) && !RulesFile.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
{
SharedPCHModuleName = null;
SharedPCHHeaderFile = null;
}
}
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
else
{
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
Log.TraceVerbose("Module '{0}' cannot create or use Shared PCHs, because it needs its own private PCH", this.Name);
}
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// The precompiled header environment for all source files in this module that use a precompiled header, if we even need one
PrecompileHeaderEnvironment ModulePCHEnvironment = null;
// If there was one header that was included first by enough C++ files, use it as the precompiled header.
// Only use precompiled headers for projects with enough files to make the PCH creation worthwhile.
if (SharedPCHHeaderFile != null || SourceFilesToBuild.CPPFiles.Count >= MinFilesUsingPrecompiledHeader)
{
FileItem PCHToUse;
if (SharedPCHHeaderFile != null)
{
ModulePCHEnvironment = ApplySharedPCH(GlobalCompileEnvironment, CompileEnvironment, ModuleCompileEnvironment, SourceFilesToBuild.CPPFiles, ref SharedPCHHeaderFile);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (ModulePCHEnvironment != null)
{
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// @todo SharedPCH: Ideally we would exhaustively check for a compatible compile environment (definitions, imports/exports, etc)
// Currently, it's possible for the shared PCH to be compiled differently depending on which module UBT happened to have
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// include it first during the build phase. This could create problems with deterministic builds, or turn up compile
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// errors unexpectedly due to compile environment differences.
Log.TraceVerbose("Module " + Name + " uses existing Shared PCH '" + ModulePCHEnvironment.PrecompiledHeaderIncludeFilename + "' (from module " + ModulePCHEnvironment.ModuleName + ")");
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
PCHToUse = SharedPCHHeaderFile;
}
else
{
PCHToUse = ProcessedDependencies.UniquePCHHeaderFile;
}
if (PCHToUse != null)
{
// Update all CPPFiles to point to the PCH
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (FileItem CPPFile in SourceFilesToBuild.CPPFiles)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
CPPFile.PCHHeaderNameInCode = PCHToUse.AbsolutePath;
CPPFile.PrecompiledHeaderIncludeFilename = PCHToUse.Reference;
}
}
// A shared PCH was not already set up for us, so set one up.
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
if (ModulePCHEnvironment == null && SourceFilesToBuild.CPPFiles.Count > 0)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
FileItem PCHHeaderFile = ProcessedDependencies.UniquePCHHeaderFile;
string PCHModuleName = this.Name;
if (SharedPCHHeaderFile != null)
{
PCHHeaderFile = SharedPCHHeaderFile;
PCHModuleName = SharedPCHModuleName;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string PCHHeaderNameInCode = SourceFilesToBuild.CPPFiles[0].PCHHeaderNameInCode;
ModulePCHEnvironment = new PrecompileHeaderEnvironment(PCHModuleName, PCHHeaderNameInCode, PCHHeaderFile, ModuleCompileEnvironment.Config.CLRMode, ModuleCompileEnvironment.Config.OptimizeCode);
if (SharedPCHHeaderFile != null)
{
// Add to list of shared PCH environments
GlobalCompileEnvironment.SharedPCHEnvironments.Add(ModulePCHEnvironment);
Log.TraceVerbose("Module " + Name + " uses new Shared PCH '" + ModulePCHEnvironment.PrecompiledHeaderIncludeFilename + "'");
}
else
{
Log.TraceVerbose("Module " + Name + " uses a Unique PCH '" + ModulePCHEnvironment.PrecompiledHeaderIncludeFilename + "'");
}
}
}
else
{
Log.TraceVerbose("Module " + Name + " doesn't use a Shared PCH, and only has " + SourceFilesToBuild.CPPFiles.Count.ToString() + " source file(s). No Unique PCH will be generated.");
}
// Compile the C++ source or the unity C++ files that use a PCH environment.
if (ModulePCHEnvironment != null)
{
// Setup a new compile environment for this module's source files. It's pretty much the exact same as the
// module's compile environment, except that it will include a PCH file.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CPPEnvironment ModulePCHCompileEnvironment = ModuleCompileEnvironment.DeepCopy();
ModulePCHCompileEnvironment.Config.PrecompiledHeaderAction = PrecompiledHeaderAction.Include;
ModulePCHCompileEnvironment.Config.PrecompiledHeaderIncludeFilename = ModulePCHEnvironment.PrecompiledHeaderIncludeFilename.Reference;
ModulePCHCompileEnvironment.Config.PCHHeaderNameInCode = ModulePCHEnvironment.PCHHeaderNameInCode;
if (SharedPCHHeaderFile != null)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
// Shared PCH headers need to be force included, because we're basically forcing the module to use
// the precompiled header that we want, instead of the "first include" in each respective .cpp file
ModulePCHCompileEnvironment.Config.bForceIncludePrecompiledHeader = true;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List<FileItem> CPPFilesToBuild = SourceFilesToBuild.CPPFiles;
if (bModuleUsesUnityBuild)
{
// unity files generated for only the set of files which share the same PCH environment
CPPFilesToBuild = Unity.GenerateUnityCPPs(ToolChain, Target, CPPFilesToBuild, ModulePCHCompileEnvironment, Name);
}
// Check if there are enough unity files to warrant pch generation (and we haven't already generated the shared one)
if (ModulePCHEnvironment.PrecompiledHeaderFile == null)
{
if (SharedPCHHeaderFile != null || CPPFilesToBuild.Count >= MinFilesUsingPrecompiledHeader)
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
CPPOutput PCHOutput;
if (SharedPCHHeaderFile == null)
{
PCHOutput = PrecompileHeaderEnvironment.GeneratePCHCreationAction(
ToolChain,
Target,
CPPFilesToBuild[0].PCHHeaderNameInCode,
ModulePCHEnvironment.PrecompiledHeaderIncludeFilename,
ModuleCompileEnvironment,
ModuleCompileEnvironment.Config.OutputDirectory,
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
ModuleCompileEnvironment.Config.PCHOutputDirectory,
Name,
true);
}
else
{
UEBuildModuleCPP SharedPCHModule = (UEBuildModuleCPP)Target.FindOrCreateModuleByName(SharedPCHModuleName);
CPPEnvironment SharedPCHCompileEnvironment = GlobalCompileEnvironment.DeepCopy();
SharedPCHCompileEnvironment.Config.bEnableShadowVariableWarning = SharedPCHModule.Rules.bEnableShadowVariableWarnings;
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
List<UEBuildModule> Modules = new List<UEBuildModule>();
Dictionary<UEBuildModule, bool> ModuleToIncludePathsOnlyFlag = new Dictionary<UEBuildModule, bool>();
SharedPCHModule.FindModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag);
foreach (UEBuildModule Module in Modules)
{
Module.AddModuleToCompileEnvironment(
Binary,
ModuleToIncludePathsOnlyFlag[Module],
SharedPCHCompileEnvironment.Config.CPPIncludeInfo.IncludePaths,
SharedPCHCompileEnvironment.Config.CPPIncludeInfo.SystemIncludePaths,
SharedPCHCompileEnvironment.Config.Definitions,
SharedPCHCompileEnvironment.Config.AdditionalFrameworks);
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
PCHOutput = PrecompileHeaderEnvironment.GeneratePCHCreationAction(
ToolChain,
Target,
CPPFilesToBuild[0].PCHHeaderNameInCode,
ModulePCHEnvironment.PrecompiledHeaderIncludeFilename,
SharedPCHCompileEnvironment,
DirectoryReference.Combine(CompileEnvironment.Config.OutputDirectory, "SharedPCHs"),
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
(CompileEnvironment.Config.PCHOutputDirectory == null)? null : DirectoryReference.Combine(CompileEnvironment.Config.PCHOutputDirectory, "SharedPCHs"),
"Shared",
false);
}
ModulePCHEnvironment.PrecompiledHeaderFile = PCHOutput.PrecompiledHeaderFile;
ModulePCHEnvironment.OutputObjectFiles.Clear();
ModulePCHEnvironment.OutputObjectFiles.AddRange(PCHOutput.ObjectFiles);
}
else if (CPPFilesToBuild.Count < MinFilesUsingPrecompiledHeader)
{
Log.TraceVerbose("Module " + Name + " doesn't use a Shared PCH, and only has " + CPPFilesToBuild.Count.ToString() + " unity source file(s). No Unique PCH will be generated.");
}
}
if (ModulePCHEnvironment.PrecompiledHeaderFile != null)
{
// Link in the object files produced by creating the precompiled header.
LinkInputFiles.AddRange(ModulePCHEnvironment.OutputObjectFiles);
// if pch action was generated for the environment then use pch
ModulePCHCompileEnvironment.PrecompiledHeaderFile = ModulePCHEnvironment.PrecompiledHeaderFile;
// Use this compile environment from now on
CPPCompileEnvironment = ModulePCHCompileEnvironment;
}
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(Target, CPPCompileEnvironment, CPPFilesToBuild, Name).ObjectFiles);
bWasModuleCodeCompiled = true;
}
if (BuildConfiguration.bPrintPerformanceInfo)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
double PCHGenTime = (DateTime.UtcNow - PCHGenTimerStart).TotalSeconds;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
TotalPCHGenTime += PCHGenTime;
}
}
if (!bWasModuleCodeCompiled && SourceFilesToBuild.CPPFiles.Count > 0)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List<FileItem> CPPFilesToCompile = SourceFilesToBuild.CPPFiles;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (bModuleUsesUnityBuild)
{
CPPFilesToCompile = Unity.GenerateUnityCPPs(ToolChain, Target, CPPFilesToCompile, CPPCompileEnvironment, Name);
}
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(Target, CPPCompileEnvironment, CPPFilesToCompile, Name).ObjectFiles);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
if (AutoGenerateCppInfo != null && AutoGenerateCppInfo.BuildInfo != null && !CPPCompileEnvironment.bHackHeaderGenerator)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
string[] GeneratedFiles = Directory.GetFiles(Path.GetDirectoryName(AutoGenerateCppInfo.BuildInfo.FileWildcard), Path.GetFileName(AutoGenerateCppInfo.BuildInfo.FileWildcard));
foreach (string GeneratedFilename in GeneratedFiles)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
FileItem GeneratedCppFileItem = FileItem.GetItemByPath(GeneratedFilename);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CachePCHUsageForModuleSourceFile(Target, CPPCompileEnvironment, GeneratedCppFileItem);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// @todo ubtmake: Check for ALL other places where we might be injecting .cpp or .rc files for compiling without caching CachedCPPIncludeInfo first (anything platform specific?)
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(Target, CPPCompileEnvironment, new List<FileItem> { GeneratedCppFileItem }, Name).ObjectFiles);
}
}
// Compile C files directly.
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(Target, CPPCompileEnvironment, SourceFilesToBuild.CFiles, Name).ObjectFiles);
// Compile CC files directly.
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(Target, CPPCompileEnvironment, SourceFilesToBuild.CCFiles, Name).ObjectFiles);
// Compile MM files directly.
LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(Target, CPPCompileEnvironment, SourceFilesToBuild.MMFiles, Name).ObjectFiles);
// Compile RC files.
LinkInputFiles.AddRange(ToolChain.CompileRCFiles(Target, CPPCompileEnvironment, SourceFilesToBuild.RCFiles).ObjectFiles);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return LinkInputFiles;
}
private PrecompileHeaderEnvironment ApplySharedPCH(CPPEnvironment GlobalCompileEnvironment, CPPEnvironment CompileEnvironment, CPPEnvironment ModuleCompileEnvironment, List<FileItem> CPPFiles, ref FileItem SharedPCHHeaderFile)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
// Check to see if we have a PCH header already setup that we can use
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
FileItem SharedPCHHeaderFileCopy = SharedPCHHeaderFile;
PrecompileHeaderEnvironment SharedPCHEnvironment = GlobalCompileEnvironment.SharedPCHEnvironments.Find(Env => Env.PrecompiledHeaderIncludeFilename == SharedPCHHeaderFileCopy);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (SharedPCHEnvironment == null)
{
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return null;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// Don't mix CLR modes
if (SharedPCHEnvironment.CLRMode != ModuleCompileEnvironment.Config.CLRMode)
{
Log.TraceVerbose("Module {0} cannot use existing Shared PCH '{1}' (from module '{2}') because CLR modes don't match", Name, SharedPCHEnvironment.PrecompiledHeaderIncludeFilename.AbsolutePath, SharedPCHEnvironment.ModuleName);
SharedPCHHeaderFile = null;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return null;
}
// Don't mix RTTI modes
if (Rules.bUseRTTI)
{
Log.TraceVerbose("Module {0} cannot use existing Shared PCH '{1}' (from module '{2}') because RTTI modes don't match", Name, SharedPCHEnvironment.PrecompiledHeaderIncludeFilename.AbsolutePath, SharedPCHEnvironment.ModuleName);
SharedPCHHeaderFile = null;
return null;
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// Don't mix non-optimized code with optimized code (PCHs won't be compatible)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
ModuleRules.CodeOptimization SharedPCHCodeOptimization = SharedPCHEnvironment.OptimizeCode;
ModuleRules.CodeOptimization ModuleCodeOptimization = ModuleCompileEnvironment.Config.OptimizeCode;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (CompileEnvironment.Config.Target.Configuration != CPPTargetConfiguration.Debug)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
if (SharedPCHCodeOptimization == ModuleRules.CodeOptimization.InNonDebugBuilds)
{
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
SharedPCHCodeOptimization = ModuleRules.CodeOptimization.Always;
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (ModuleCodeOptimization == ModuleRules.CodeOptimization.InNonDebugBuilds)
{
ModuleCodeOptimization = ModuleRules.CodeOptimization.Always;
}
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (SharedPCHCodeOptimization != ModuleCodeOptimization)
{
Log.TraceVerbose("Module {0} cannot use existing Shared PCH '{1}' (from module '{2}') because optimization levels don't match", Name, SharedPCHEnvironment.PrecompiledHeaderIncludeFilename.AbsolutePath, SharedPCHEnvironment.ModuleName);
SharedPCHHeaderFile = null;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return null;
}
return SharedPCHEnvironment;
}
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
public static FileItem CachePCHUsageForModuleSourceFile(UEBuildTarget Target, CPPEnvironment ModuleCompileEnvironment, FileItem CPPFile)
{
if (!CPPFile.bExists)
{
throw new BuildException("Required source file not found: " + CPPFile.AbsolutePath);
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
DateTime PCHCacheTimerStart = DateTime.UtcNow;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(ModuleCompileEnvironment.Config.Target.Platform);
List<string> IncludePathsToSearch = ModuleCompileEnvironment.Config.CPPIncludeInfo.GetIncludesPathsToSearch(CPPFile);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking
// for header dependencies
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
CPPFile.CachedCPPIncludeInfo = ModuleCompileEnvironment.Config.CPPIncludeInfo;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
FileItem PCHFile = CachePCHUsageForCPPFile(Target, CPPFile, BuildPlatform, IncludePathsToSearch, ModuleCompileEnvironment.Config.CPPIncludeInfo.IncludeFileSearchDictionary);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
if (BuildConfiguration.bPrintPerformanceInfo)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
double PCHCacheTime = (DateTime.UtcNow - PCHCacheTimerStart).TotalSeconds;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
TotalPCHCacheTime += PCHCacheTime;
}
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
return PCHFile;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public void CachePCHUsageForModuleSourceFiles(UEBuildTarget Target, CPPEnvironment ModuleCompileEnvironment)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
if (ProcessedDependencies == null)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
DateTime PCHCacheTimerStart = DateTime.UtcNow;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(ModuleCompileEnvironment.Config.Target.Platform);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
bool bFoundAProblemWithPCHs = false;
FileItem UniquePCH = null;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (FileItem CPPFile in SourceFilesFound.CPPFiles) // @todo ubtmake: We're not caching CPPEnvironments for .c/.mm files, etc. Even though they don't use PCHs, they still have #includes! This can break dependency checking!
{
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Build a single list of include paths to search.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
List<string> IncludePathsToSearch = ModuleCompileEnvironment.Config.CPPIncludeInfo.GetIncludesPathsToSearch(CPPFile);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking
// for header dependencies
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
CPPFile.CachedCPPIncludeInfo = ModuleCompileEnvironment.Config.CPPIncludeInfo;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Find headers used by the source file.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
FileItem PCH = UEBuildModuleCPP.CachePCHUsageForCPPFile(Target, CPPFile, BuildPlatform, IncludePathsToSearch, ModuleCompileEnvironment.Config.CPPIncludeInfo.IncludeFileSearchDictionary);
if (PCH == null)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
throw new BuildException("Source file \"{0}\" is not including any headers. We expect all modules to include a header file for precompiled header generation. Please add an #include statement.", CPPFile.AbsolutePath);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
if (UniquePCH == null)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
UniquePCH = PCH;
}
else if (!UniquePCH.Info.Name.Equals(PCH.Info.Name, StringComparison.InvariantCultureIgnoreCase)) // @todo ubtmake: We do a string compare on the file name (not path) here, because sometimes the include resolver will pick an Intermediate copy of a PCH header file and throw off our comparisons
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
// OK, looks like we have multiple source files including a different header file first. We'll keep track of this and print out
// helpful information afterwards.
bFoundAProblemWithPCHs = true;
}
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
ProcessedDependencies = new ProcessedDependenciesClass { UniquePCHHeaderFile = UniquePCH };
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
if (bFoundAProblemWithPCHs)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
// Map from pch header string to the source files that use that PCH
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
Dictionary<FileReference, List<FileItem>> UsageMapPCH = new Dictionary<FileReference, List<FileItem>>();
foreach (FileItem CPPFile in SourceFilesToBuild.CPPFiles)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
// Create a new entry if not in the pch usage map
UsageMapPCH.GetOrAddNew(CPPFile.PrecompiledHeaderIncludeFilename).Add(CPPFile);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
if (BuildConfiguration.bPrintDebugInfo)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
Log.TraceVerbose("{0} PCH files for module {1}:", UsageMapPCH.Count, Name);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
int MostFilesIncluded = 0;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
if (CurPCH.Value.Count > MostFilesIncluded)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
MostFilesIncluded = CurPCH.Value.Count;
}
Log.TraceVerbose(" {0} ({1} files including it: {2}, ...)", CurPCH.Key, CurPCH.Value.Count, CurPCH.Value[0].AbsolutePath);
}
}
if (UsageMapPCH.Count > 1)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
// Keep track of the PCH file that is most used within this module
FileReference MostFilesAreIncludingPCH = null;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
int MostFilesIncluded = 0;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH.Where(PCH => PCH.Value.Count > MostFilesIncluded))
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
MostFilesAreIncludingPCH = CurPCH.Key;
MostFilesIncluded = CurPCH.Value.Count;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
// Find all of the files that are not including our "best" PCH header
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
StringBuilder FilesNotIncludingBestPCH = new StringBuilder();
foreach (KeyValuePair<FileReference, List<FileItem>> CurPCH in UsageMapPCH.Where(PCH => PCH.Key != MostFilesAreIncludingPCH))
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (FileItem SourceFile in CurPCH.Value)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
FilesNotIncludingBestPCH.AppendFormat("{0} (including {1})\n", SourceFile.AbsolutePath, CurPCH.Key);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
}
// Bail out and let the user know which source files may need to be fixed up
throw new BuildException(
"All source files in module \"{0}\" must include the same precompiled header first. Currently \"{1}\" is included by most of the source files. The following source files are not including \"{1}\" as their first include:\n\n{2}",
Name,
MostFilesAreIncludingPCH,
FilesNotIncludingBestPCH);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
}
if (BuildConfiguration.bPrintPerformanceInfo)
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
double PCHCacheTime = (DateTime.UtcNow - PCHCacheTimerStart).TotalSeconds;
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
TotalPCHCacheTime += PCHCacheTime;
}
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
private static FileItem CachePCHUsageForCPPFile(UEBuildTarget Target, FileItem CPPFile, UEBuildPlatform BuildPlatform, List<string> IncludePathsToSearch, Dictionary<string, FileItem> IncludeFileSearchDictionary)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
// @todo ubtmake: We don't really need to scan every file looking for PCH headers, just need one. The rest is just for error checking.
// @todo ubtmake: We don't need all of the direct includes either. We just need the first, unless we want to check for errors.
List<DependencyInclude> DirectIncludeFilenames = CPPEnvironment.GetDirectIncludeDependencies(Target, CPPFile, BuildPlatform, bOnlyCachedDependencies: false);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (BuildConfiguration.bPrintDebugInfo)
{
Log.TraceVerbose("Found direct includes for {0}: {1}", Path.GetFileName(CPPFile.AbsolutePath), string.Join(", ", DirectIncludeFilenames.Select(F => F.IncludeName)));
}
if (DirectIncludeFilenames.Count == 0)
{
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return null;
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
DependencyInclude FirstInclude = DirectIncludeFilenames[0];
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// The pch header should always be the first include in the source file.
// NOTE: This is not an absolute path. This is just the literal include string from the source file!
CPPFile.PCHHeaderNameInCode = FirstInclude.IncludeName;
// Resolve the PCH header to an absolute path.
// Check NullOrEmpty here because if the file could not be resolved we need to throw an exception
if (FirstInclude.IncludeResolvedNameIfSuccessful != null &&
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// ignore any preexisting resolve cache if we are not configured to use it.
BuildConfiguration.bUseIncludeDependencyResolveCache &&
// if we are testing the resolve cache, we force UBT to resolve every time to look for conflicts
!BuildConfiguration.bTestIncludeDependencyResolveCache)
{
CPPFile.PrecompiledHeaderIncludeFilename = FirstInclude.IncludeResolvedNameIfSuccessful;
return FileItem.GetItemByFileReference(CPPFile.PrecompiledHeaderIncludeFilename);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
// search the include paths to resolve the file.
FileItem PrecompiledHeaderIncludeFile = CPPEnvironment.FindIncludedFile(CPPFile.PCHHeaderNameInCode, !BuildConfiguration.bCheckExternalHeadersForModification, IncludePathsToSearch, IncludeFileSearchDictionary);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
if (PrecompiledHeaderIncludeFile == null)
{
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
throw new BuildException("The first include statement in source file '{0}' is trying to include the file '{1}' as the precompiled header, but that file could not be located in any of the module's include search paths.", CPPFile.AbsolutePath, CPPFile.PCHHeaderNameInCode);
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
CPPEnvironment.IncludeDependencyCache[Target].CacheResolvedIncludeFullPath(CPPFile, 0, PrecompiledHeaderIncludeFile.Reference);
CPPFile.PrecompiledHeaderIncludeFilename = PrecompiledHeaderIncludeFile.Reference;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return PrecompiledHeaderIncludeFile;
}
/// <summary>
/// Creates a compile environment from a base environment based on the module settings.
/// </summary>
/// <param name="BaseCompileEnvironment">An existing environment to base the module compile environment on.</param>
/// <returns>The new module compile environment.</returns>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public CPPEnvironment CreateModuleCompileEnvironment(UEBuildTarget Target, CPPEnvironment BaseCompileEnvironment)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CPPEnvironment Result = BaseCompileEnvironment.DeepCopy();
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
if (Binary == null)
{
// Adding this check here as otherwise the call to Binary.Config.IntermediateDirectory will give an
// unhandled exception
throw new BuildException("UEBuildBinary not set up for module {0}", this.ToString());
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// Override compile environment
Result.Config.bFasterWithoutUnity = Rules.bFasterWithoutUnity;
Result.Config.OptimizeCode = Rules.OptimizeCode;
Result.Config.bUseRTTI = Rules.bUseRTTI;
Result.Config.bUseAVX = Rules.bUseAVX;
Result.Config.bEnableBufferSecurityChecks = Rules.bEnableBufferSecurityChecks;
Result.Config.MinSourceFilesForUnityBuildOverride = Rules.MinSourceFilesForUnityBuildOverride;
Result.Config.MinFilesUsingPrecompiledHeaderOverride = Rules.MinFilesUsingPrecompiledHeaderOverride;
Result.Config.bBuildLocallyWithSNDBS = Rules.bBuildLocallyWithSNDBS;
Result.Config.bEnableExceptions = Rules.bEnableExceptions;
Result.Config.bEnableShadowVariableWarning = Rules.bEnableShadowVariableWarnings;
Result.Config.bUseStaticCRT = (Target.Rules != null && Target.Rules.bUseStaticCRT);
Result.Config.OutputDirectory = DirectoryReference.Combine(Binary.Config.IntermediateDirectory, Name);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes).
if (Target.Configuration == UnrealTargetConfiguration.DebugGame)
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
{
if (!ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory))
{
Result.Config.Target.Configuration = CPPTargetConfiguration.Debug;
Result.Config.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1");
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
}
// Add the module's private definitions.
Result.Config.Definitions.AddRange(Definitions);
// Setup the compile environment for the module.
SetupPrivateCompileEnvironment(Result.Config.CPPIncludeInfo.IncludePaths, Result.Config.CPPIncludeInfo.SystemIncludePaths, Result.Config.Definitions, Result.Config.AdditionalFrameworks);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
// @hack to skip adding definitions to compile environment, they will be baked into source code files
if (bSkipDefinitionsForCompileEnvironment)
{
Result.Config.Definitions.Clear();
Result.Config.CPPIncludeInfo.IncludePaths = new HashSet<string>(BaseCompileEnvironment.Config.CPPIncludeInfo.IncludePaths);
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return Result;
}
public class UHTModuleInfoCacheType
{
public UHTModuleInfoCacheType(IEnumerable<string> InHeaderFilenames, UHTModuleInfo InInfo)
{
HeaderFilenames = InHeaderFilenames;
Info = InInfo;
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
public IEnumerable<string> HeaderFilenames = null;
public UHTModuleInfo Info = null;
}
private UHTModuleInfoCacheType UHTModuleInfoCache = null;
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
/// Total time spent generating PCHs for modules (not actually compiling, but generating the PCH's input data)
public static double TotalPCHGenTime = 0.0;
/// Time spent caching which PCH header is included by each module and source file
public static double TotalPCHCacheTime = 0.0;
/// <summary>
/// If any of this module's source files contain UObject definitions, this will return those header files back to the caller
/// </summary>
/// <returns>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public UHTModuleInfoCacheType GetCachedUHTModuleInfo(EGeneratedCodeVersion GeneratedCodeVersion)
{
if (UHTModuleInfoCache == null)
{
IEnumerable<string> HeaderFilenames = Directory.GetFiles(ModuleDirectory.FullName, "*.h", SearchOption.AllDirectories);
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UHTModuleInfo Info = ExternalExecution.CreateUHTModuleInfo(HeaderFilenames, Name, ModuleDirectory, Type, GeneratedCodeVersion);
UHTModuleInfoCache = new UHTModuleInfoCacheType(Info.PublicUObjectHeaders.Concat(Info.PublicUObjectClassesHeaders).Concat(Info.PrivateUObjectHeaders).Select(x => x.AbsolutePath).ToList(), Info);
}
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
return UHTModuleInfoCache;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public override void GetAllDependencyModules(List<UEBuildModule> ReferencedModules, HashSet<UEBuildModule> IgnoreReferencedModules, bool bIncludeDynamicallyLoaded, bool bForceCircular, bool bOnlyDirectDependencies)
{
List<UEBuildModule> AllDependencyModules = new List<UEBuildModule>();
AllDependencyModules.AddRange(PrivateDependencyModules);
AllDependencyModules.AddRange(PublicDependencyModules);
if (bIncludeDynamicallyLoaded)
{
AllDependencyModules.AddRange(DynamicallyLoadedModules);
AllDependencyModules.AddRange(PlatformSpecificDynamicallyLoadedModules);
}
foreach (UEBuildModule DependencyModule in AllDependencyModules)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
if (!IgnoreReferencedModules.Contains(DependencyModule))
{
// Don't follow circular back-references!
bool bIsCircular = HasCircularDependencyOn(DependencyModule.Name);
if (bForceCircular || !bIsCircular)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
IgnoreReferencedModules.Add(DependencyModule);
if (!bOnlyDirectDependencies)
{
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
// Recurse into dependent modules first
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
DependencyModule.GetAllDependencyModules(ReferencedModules, IgnoreReferencedModules, bIncludeDynamicallyLoaded, bForceCircular, bOnlyDirectDependencies);
UnrealBuildTool: Experimental fast C++ include dependency scanning - Adds experimental super-fast C++ outdated file checking - This feature is turned off for now as we continue to test and improve it - You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml - Here is the basic idea: - We no longer exhaustively scan all includes and build up a big graph every invocation - Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled - The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin") - On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date - Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature. UnrealBuildTool: Determination of which modules have UObjects is now faster - We now cache which modules have UObjects and load those for the next session UnrealBuildTool: Module "shared" precompiled header determination is now much faster - We no longer scan all C++ includes for a module to figure out which "shared" PCH to use - Instead, we use the module dependencies specified in the module's *.Build.cs file - For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH Other UBT optimizations: - Reduced calls to string formatting functions when setting up API definitions for all modules - Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml - We no longer check for "external" headers when scanning includes (this code didn't work at all) - Optimized CleanDirectorySeparators() utility function to avoid string copies Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder [CL 2238266 by Mike Fricker in Main branch]
2014-07-31 09:34:11 -04:00
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
ReferencedModules.Add(DependencyModule);
}
}
}
}
public override void RecursivelyAddPrecompiledModules(List<UEBuildModule> Modules)
{
if (!Modules.Contains(this))
{
Modules.Add(this);
// Get the dependent modules
List<UEBuildModule> DependentModules = new List<UEBuildModule>();
if (PrivateDependencyModules != null)
{
DependentModules.AddRange(PrivateDependencyModules);
}
if (PublicDependencyModules != null)
{
DependentModules.AddRange(PublicDependencyModules);
}
if (DynamicallyLoadedModules != null)
{
DependentModules.AddRange(DynamicallyLoadedModules);
}
if (PlatformSpecificDynamicallyLoadedModules != null)
{
DependentModules.AddRange(PlatformSpecificDynamicallyLoadedModules);
}
// Find modules for each of them, and add their dependencies too
foreach (UEBuildModule DependentModule in DependentModules)
{
DependentModule.RecursivelyAddPrecompiledModules(Modules);
}
}
}
}
/// <summary>
/// A module that is compiled from C++ CLR code.
/// </summary>
class UEBuildModuleCPPCLR : UEBuildModuleCPP
{
/// <summary>
/// The assemblies referenced by the module's private implementation.
/// </summary>
HashSet<string> PrivateAssemblyReferences;
public UEBuildModuleCPPCLR(
string InName,
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
UHTModuleType InType,
DirectoryReference InModuleDirectory,
DirectoryReference InGeneratedCodeDirectory,
IntelliSenseGatherer InIntelliSenseGatherer,
IEnumerable<FileItem> InSourceFiles,
ModuleRules InRules,
bool bInBuildSourceFiles,
FileReference InRulesFile
)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
: base(InName, InType, InModuleDirectory, InGeneratedCodeDirectory, InIntelliSenseGatherer,
InSourceFiles, InRules,
bInBuildSourceFiles, InRulesFile)
{
PrivateAssemblyReferences = HashSetFromOptionalEnumerableStringParameter(InRules.PrivateAssemblyReferences);
}
// UEBuildModule interface.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
public override List<FileItem> Compile(UEBuildTarget Target, UEToolChain ToolChain, CPPEnvironment GlobalCompileEnvironment, CPPEnvironment CompileEnvironment)
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CPPEnvironment ModuleCLREnvironment = CompileEnvironment.DeepCopy();
// Setup the module environment for the project CLR mode
ModuleCLREnvironment.Config.CLRMode = CPPCLRMode.CLREnabled;
// Add the private assembly references to the compile environment.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
foreach (string PrivateAssemblyReference in PrivateAssemblyReferences)
{
ModuleCLREnvironment.AddPrivateAssembly(PrivateAssemblyReference);
}
// Pass the CLR compilation environment to the standard C++ module compilation code.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
return base.Compile(Target, ToolChain, GlobalCompileEnvironment, ModuleCLREnvironment);
}
public override void SetupPrivateLinkEnvironment(
UEBuildBinary SourceBinary,
LinkEnvironment LinkEnvironment,
List<UEBuildBinary> BinaryDependencies,
HashSet<UEBuildModule> VisitedModules
)
{
base.SetupPrivateLinkEnvironment(SourceBinary, LinkEnvironment, BinaryDependencies, VisitedModules);
// Setup the link environment for linking a CLR binary.
LinkEnvironment.Config.CLRMode = CPPCLRMode.CLREnabled;
}
}
public class UEBuildFramework
{
public UEBuildFramework(string InFrameworkName)
{
FrameworkName = InFrameworkName;
}
public UEBuildFramework(string InFrameworkName, string InFrameworkZipPath)
{
FrameworkName = InFrameworkName;
FrameworkZipPath = InFrameworkZipPath;
}
public UEBuildFramework(string InFrameworkName, string InFrameworkZipPath, string InCopyBundledAssets)
{
FrameworkName = InFrameworkName;
FrameworkZipPath = InFrameworkZipPath;
CopyBundledAssets = InCopyBundledAssets;
}
public UEBuildModule OwningModule = null;
public string FrameworkName = null;
public string FrameworkZipPath = null;
public string CopyBundledAssets = null;
}
public class UEBuildBundleResource
{
public UEBuildBundleResource(string InResourcePath, string InBundleContentsSubdir = "Resources", bool bInShouldLog = true)
{
ResourcePath = InResourcePath;
BundleContentsSubdir = InBundleContentsSubdir;
bShouldLog = bInShouldLog;
}
public string ResourcePath = null;
public string BundleContentsSubdir = null;
public bool bShouldLog = true;
}
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
public class PrecompileHeaderEnvironment
{
/// <summary>
/// The name of the module this PCH header is a member of
/// </summary>
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
public readonly string ModuleName;
/// <summary>
/// PCH header file name as it appears in an #include statement in source code (might include partial, or no relative path.)
/// This is needed by some compilers to use PCH features.
/// </summary>
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
public string PCHHeaderNameInCode;
/// <summary>
/// The source header file that this precompiled header will be generated for
/// </summary>
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
public readonly FileItem PrecompiledHeaderIncludeFilename;
/// <summary>
/// Whether this precompiled header will be built with CLR features enabled. We won't mix and match CLR PCHs with non-CLR PCHs
/// </summary>
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
public readonly CPPCLRMode CLRMode;
/// <summary>
/// Whether this precompiled header will be built with code optimization enabled.
/// </summary>
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
public readonly ModuleRules.CodeOptimization OptimizeCode;
/// <summary>
/// The PCH file we're generating
/// </summary>
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
public FileItem PrecompiledHeaderFile = null;
/// <summary>
/// Object files emitted from the compiler when generating this precompiled header. These will be linked into modules that
/// include this PCH
/// </summary>
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
public readonly List<FileItem> OutputObjectFiles = new List<FileItem>();
public PrecompileHeaderEnvironment(string InitModuleName, string InitPCHHeaderNameInCode, FileItem InitPrecompiledHeaderIncludeFilename, CPPCLRMode InitCLRMode, ModuleRules.CodeOptimization InitOptimizeCode)
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
{
ModuleName = InitModuleName;
PCHHeaderNameInCode = InitPCHHeaderNameInCode;
PrecompiledHeaderIncludeFilename = InitPrecompiledHeaderIncludeFilename;
CLRMode = InitCLRMode;
OptimizeCode = InitOptimizeCode;
}
/// <summary>
/// Creates a precompiled header action to generate a new pch file
/// </summary>
/// <param name="PCHHeaderNameInCode">The precompiled header name as it appeared in an #include statement</param>
/// <param name="PrecompiledHeaderIncludeFilename">Name of the header used for pch.</param>
/// <param name="ProjectCPPEnvironment">The environment the C/C++ files in the project are compiled with.</param>
/// <param name="OutputDirectory">The folder to save the generated PCH file to</param>
/// <param name="ModuleName">Name of the module this PCH is being generated for</param>
/// <param name="bAllowDLLExports">True if we should allow DLLEXPORT definitions for this PCH</param>
/// <returns>the compilation output result of the created pch.</returns>
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
public static CPPOutput GeneratePCHCreationAction(UEToolChain ToolChain, UEBuildTarget Target, string PCHHeaderNameInCode, FileItem PrecompiledHeaderIncludeFilename, CPPEnvironment ProjectCPPEnvironment, DirectoryReference OutputDirectory, DirectoryReference PCHOutputDirectory, string ModuleName, bool bAllowDLLExports)
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
{
// Find the header file to be precompiled. Don't skip external headers
if (PrecompiledHeaderIncludeFilename.bExists)
{
// Create a Dummy wrapper around the PCH to avoid problems with #pragma once on clang
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947) ========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
string PCHGuardDefine = Path.GetFileNameWithoutExtension(PrecompiledHeaderIncludeFilename.AbsolutePath).ToUpperInvariant();
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
string LocalPCHHeaderNameInCode = ToolChain.ConvertPath(PrecompiledHeaderIncludeFilename.AbsolutePath);
string TmpPCHHeaderContents = String.Format("#ifndef __AUTO_{0}_H__\n#define __AUTO_{0}_H__\n//Last Write: {2}\n#include \"{1}\"\n#endif//__AUTO_{0}_H__", PCHGuardDefine, LocalPCHHeaderNameInCode, PrecompiledHeaderIncludeFilename.LastWriteTime);
FileReference DummyPath = FileReference.Combine(
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
ProjectCPPEnvironment.Config.OutputDirectory,
Path.GetFileName(PrecompiledHeaderIncludeFilename.AbsolutePath));
FileItem DummyPCH = FileItem.CreateIntermediateTextFile(DummyPath, TmpPCHHeaderContents);
// Create a new C++ environment that is used to create the PCH.
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
CPPEnvironment ProjectPCHEnvironment = ProjectCPPEnvironment.DeepCopy();
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
ProjectPCHEnvironment.Config.PrecompiledHeaderAction = PrecompiledHeaderAction.Create;
ProjectPCHEnvironment.Config.PrecompiledHeaderIncludeFilename = PrecompiledHeaderIncludeFilename.Reference;
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
ProjectPCHEnvironment.Config.PCHHeaderNameInCode = PCHHeaderNameInCode;
ProjectPCHEnvironment.Config.OutputDirectory = OutputDirectory;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3016173 on 2016/06/16 by Lukasz.Furman fixed path updates in nested move tasks #jira FORT-25742 Change 3015722 on 2016/06/15 by Bob.Tellez #UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence #JIRA OR-14102 Change 3015626 on 2016/06/15 by Bob.Tellez #UE4 Experimental fix for hitches involving spinlocks in windows. #JIRA FORT-25253 Change 3015473 on 2016/06/15 by Bob.Tellez #UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines. #JIRA FORT-25748 Change 3014721 on 2016/06/15 by Bob.Tellez #UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate. #JIRA FORT-25689 Change 3014323 on 2016/06/15 by Rob.Cannaday When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party #jira FORT-25407 #tests front end parties, being kicked from outpost lobby Change 3013712 on 2016/06/14 by Bob.Tellez #UE4 Fix DrawNetDriverDebug crash during map transitions Change 3013418 on 2016/06/14 by Mark.Satterthwaite Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. #jira FORT-24510 Change 3013394 on 2016/06/14 by Mark.Satterthwaite Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe. #jira FORT-24808 Change 3012977 on 2016/06/14 by Fred.Kimberley Add a blueprint exposed function to evaluate an attribute from a given base value. Change 3012755 on 2016/06/14 by Bob.Tellez #UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe #JIRA FORT-113 Change 3011948 on 2016/06/13 by Mark.Satterthwaite Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions. Change 3011659 on 2016/06/13 by Bob.Tellez #UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag. Change 3011647 on 2016/06/13 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #tests multiple account login, frontend only Change 3011436 on 2016/06/13 by Nick.Cooper #UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation #jira FORT-23606 Change 3010411 on 2016/06/12 by Bob.Tellez #UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps. #jira FORT-113, FORT-22222 Change 3009885 on 2016/06/10 by Billy.Bramer #jira FORT-25361 [FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses - Fix some resultant bugs from swapping attributes to be struct-based: - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math - Fix issue where subsequent changes to the aggregator's base value on the client would be lost Change 3009514 on 2016/06/10 by Bob.Tellez #UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes. Change 3009197 on 2016/06/10 by Michael.Trepka Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway Change 3008392 on 2016/06/09 by Ben.Zeigler #jira FORT-25244 Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable. Change 3008106 on 2016/06/09 by Lukasz.Furman fixed cutting corners near navmesh obstacles in detour crowd's string pulling #jira FORT-24981 Change 3008039 on 2016/06/09 by Bob.Tellez #UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded. Change 3007864 on 2016/06/09 by Fred.Kimberley Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects. Change 3007682 on 2016/06/09 by Michael.Trepka Re-enabled reverb on Mac Change 3006971 on 2016/06/08 by Saul.Abreu #fortnite #jira FORT-25169 Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event. Change 3006933 on 2016/06/08 by Chris.Gagnon Fixed up all the Power levle widget use cases. #Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924 Change 3006633 on 2016/06/08 by Dmitry.Rekman Linux: propagate ensure message to the CR (FORT-23030). - Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA. #tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message #jira FORT-23030 Change 3006036 on 2016/06/08 by Rob.Cannaday Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server. #jira FORT-18687 Change 3005216 on 2016/06/07 by Bob.Tellez #UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works. Change 3004857 on 2016/06/07 by Rob.Cannaday Fix for incorrect reason displayed for inability to join party #jira FORT-13517 Change 3004811 on 2016/06/07 by Michael.Trepka Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures. Change 3004553 on 2016/06/07 by Lukasz.Furman fixed AnySpawners activating before navmesh unlock & rebuild #jira FORT-25067 Change 3004083 on 2016/06/07 by Bob.Tellez #UE4 Fixing GenerateApplicationPath for monolithic games. Change 3003457 on 2016/06/06 by Bob.Tellez #UE4 Add a little info to a warning about failing to load a file for streaming. Change 3003256 on 2016/06/06 by Bob.Tellez #UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac Change 3003146 on 2016/06/06 by jonathan.lindquist switching from a ceil and lerp technique to an if statement to provide better transform results. Change 3002048 on 2016/06/06 by Daniel.Broder Support for setting Scalar and Vector Materials by Index rather than by name on MIDs. This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step. #RB Stephan.Delmer #CodeReview Bob.Tellez #UE4 #ReleaseNote Change 3001315 on 2016/06/05 by Daniel.Broder Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly. #RB Stephan.Delmer Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once). #CodeReview Ori.Cohen #UE4 #Fortnite #BugFix Change 3001001 on 2016/06/04 by Fred.Kimberley Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type. Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes. Change 3000613 on 2016/06/03 by Sam.Spiro #fort online 24747 Take change from SamZ to get connection change delegates firing correctly Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed) #RB Ben.Zeigler Change 3000482 on 2016/06/03 by Rob.Cannaday Fix problem where newly added friends don't recognize party invitations #jira FORT-19415 From CL 2953432: Ignore presence updates for local user with different resources #jira OR-19929 #tests front end party invites Change 2998044 on 2016/06/02 by Lukasz.Furman fixed path box intersection test used to verify if hotspot is still required for updated path #jira FORT-24422 Change 2997948 on 2016/06/02 by Eric.Newman Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing Change 2997660 on 2016/06/02 by Chris.Wood Changed Linux server crash handler to force CRC log paths to match main engine log. [UE-30259] - Some server crashes are missing from crashreporter database Should allow us to have CRC logs uploaded to S3 along with main logs easily. Change 2996702 on 2016/06/01 by Bob.Tellez #UE4 You can now use Edit Asset on Level assets in the reference viewer. Change 2996683 on 2016/06/01 by Tim.Tillotson #fortnite Fix analytics comments, changed a few NULL to nullptr, and removed stale code. #JIRA FORT-23833 Change 2996548 on 2016/06/01 by Bob.Tellez #Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon. Change 2996322 on 2016/06/01 by Bob.Tellez #UE4 Fix for specifying more than one ini override on the command line Change 2996306 on 2016/06/01 by Bob.Tellez #UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3. Change 2995634 on 2016/06/01 by Jonathan.Lindquist imrpoving the wind magnitude and noise texture Change 2995249 on 2016/05/31 by Bob.Tellez #UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook. Change 2992135 on 2016/05/26 by Bob.Tellez #UE4 extern for GuardedMain in LaunchLinux to fix nonunity Change 2991912 on 2016/05/26 by jonathan.lindquist moved a texture sample into a new grouping Change 2991738 on 2016/05/26 by Bob.Tellez #UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified. Change 2991449 on 2016/05/26 by Lukasz.Furman AI Ftests will now delay spawning until navmesh is ready #fortnite Change 2990705 on 2016/05/25 by Chris.Gagnon New stats panel, upon stat changes there is a delta pop up. New Squads Tab. Navigation from nodes to squad slots working. Added GetAnimationCurrentTime() to UMG Animation API. #RB Fred.Kimberley, Saul.Abreu Change 2990286 on 2016/05/25 by Bob.Tellez #UE4 Fix logging error regarding max tag container replication size Change 2990285 on 2016/05/25 by Bob.Tellez #UE4 Fix for crash when using "ShowDebug Game" client side Change 2989977 on 2016/05/25 by Lukasz.Furman auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required #fortnite Change 2989174 on 2016/05/24 by Bob.Tellez #UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet. Change 2988571 on 2016/05/24 by Jonathan.Lindquist submitting a fix for grass-like hierarchy layouts Change 2985428 on 2016/05/20 by Bob.Tellez Experimenting with making UGS CIS not rebuild UBT when incremental building. Change 2985319 on 2016/05/20 by Bob.Tellez #UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate. Change 2985258 on 2016/05/20 by Billy.Bramer - Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute Change 2985157 on 2016/05/20 by Bob.Tellez Experimenting with non-unity CIS Change 2984664 on 2016/05/19 by Bob.Tellez #UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged. Change 2984663 on 2016/05/19 by Bob.Tellez #UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable. Change 2984613 on 2016/05/19 by Bob.Tellez #UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors. Change 2984508 on 2016/05/19 by Billy.Bramer - Add constructors for the new struct based attribute Change 2983883 on 2016/05/19 by Lukasz.Furman disabled movement mode in EQS testing pawn to prevent it from falling at PIE start #ue4 Change 2983770 on 2016/05/19 by Bob.Tellez #UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool. #JIRA FORT-24303 Change 2982306 on 2016/05/18 by Bob.Tellez Also experimenting with not updating version files in UGS CIS. Change 2982154 on 2016/05/18 by Lukasz.Furman changed navwalking geometry conforming to use building prop special case #jira FORT-24215 Change 2982019 on 2016/05/18 by Bob.Tellez Trying out incremental CIS builds Change 2981192 on 2016/05/17 by Bob.Tellez #UE4 No longer staging movie files for dedicated server builds. Change 2981023 on 2016/05/17 by Lukasz.Furman added new mode for NavWalking geometry conforming: prefer height closer to current one this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars Change 2980578 on 2016/05/17 by Lukasz.Furman added option for disabling path replan in crowd manager, turned it off in fortnite this must be handled through path update events and corridor assignment or else hotspot detection will break #jira FORT-24116 Change 2980364 on 2016/05/17 by Lukasz.Furman unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings #jira FORT-24045 Change 2980360 on 2016/05/17 by Lukasz.Furman more detailed logs for using custom navlinks #jira FORT-23990 Change 2979880 on 2016/05/16 by Bob.Tellez #UE4 Raising scalability threshold for high end machines to adjust for modern hardware. Change 2979522 on 2016/05/16 by Saul.Abreu #fortnite Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute. Change 2977690 on 2016/05/13 by Daniel.Broder Made most FBox functions FORCEINLINE to improve DebugGame performance. #Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%. #CodeReview Bob.Tellez #UE4 #ReleaseNotes Change 2977517 on 2016/05/13 by Daniel.Broder Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%! #CodeReview Bob.Tellez #Fortnite Wind perf improvement in DebugGame builds. #UE4 #ReleaseNote Change 2974910 on 2016/05/11 by Bob.Tellez #UE4 More graceful handling of export class names in string asset references. Change 2974095 on 2016/05/11 by Bob.Tellez #UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index. Change 2973663 on 2016/05/11 by John.Abercrombie [implemented by Ben.Marsh] UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add: <BuildConfiguration> <PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory> </BuildConfiguration> Change 2972603 on 2016/05/10 by Saad.Nader #Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst. Change 2971741 on 2016/05/09 by Bob.Tellez #UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook. Change 2969838 on 2016/05/06 by Bob.Tellez #Fortnite Added FN PS4 to build scripts Change 2969542 on 2016/05/06 by Bob.Tellez #UE4 Fixed a crash that involved renaming SCS nodes during compile on load. #JIRA FORT-23754 Change 2969520 on 2016/05/06 by Billy.Bramer - Fix missing virtual destructor now that the initter struct has virtual members Change 2969467 on 2016/05/06 by Billy.Bramer - Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game - Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now) - Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels - Fix typos in the initter - Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate - Allow attribute init data to come from several curve tables instead of just one - Remove reimport bindings from attribute metadata and global curve table, as neither was in use Change 2969279 on 2016/05/06 by John.Abercrombie Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused Change 2966311 on 2016/05/04 by Rob.Cannaday Fix PS4 Orion players being able to whisper chat with non-Orion players #jira OR-20626 #tests chat with launcher, fortnite (From //Orion/Dev-General CL 2963555) Change 2966255 on 2016/05/04 by Bob.Tellez #UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash. #JIRA FORT-23604 Change 2966083 on 2016/05/04 by Bob.Tellez #UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels. Change 2965669 on 2016/05/04 by Nicholas.Davies Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat #OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher #RB Antony.Carter Change 2965316 on 2016/05/03 by Ben.Zeigler #jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail Manual merge of CL #2907874: When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates. This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case. The fix is to add the request to the list when it is cancelled if we did not find it. Change 2965164 on 2016/05/03 by Bob.Tellez #UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP! Change 2963754 on 2016/05/02 by Billy.Bramer - Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss - This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly) Change 2962922 on 2016/05/02 by Lukasz.Furman fixed gameplay debugger in "simulate in editor" mode Change 2959860 on 2016/04/28 by David.Nikdel #OGF #McpProfile - Add Profile Write Lock support to client API NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet. #CodeReview: Ben.Zeigler Change 2959810 on 2016/04/28 by Jonathan.Lindquist A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question) Change 2959336 on 2016/04/28 by Bob.Tellez #UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage) Change 2958942 on 2016/04/28 by Jonathan.Lindquist Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes Change 2958644 on 2016/04/27 by Jonathan.Lindquist lowering default recursive steps Change 2956612 on 2016/04/26 by Jonathan.Lindquist A few new saftey measures Change 2956197 on 2016/04/26 by Fred.Kimberley Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator. Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one. Change 2955386 on 2016/04/25 by Jonathan.Lindquist Fixed a ui bug related to the first time path geo generator is run Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts. Change 2955230 on 2016/04/25 by Billy.Bramer - Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes Change 2954899 on 2016/04/25 by Fred.Kimberley Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes. Change 2953511 on 2016/04/22 by Bob.Tellez #UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec. Change 2953496 on 2016/04/22 by Chris.Gagnon When the console closes it now properly restores the viewports input state (both focus and capture). Change 2952930 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks #jira FORT-23041 Change 2951765 on 2016/04/21 by John.Abercrombie Removed unused code when initializing attribute sets Change 2951617 on 2016/04/21 by Jonathan.Lindquist new elements to the grass shader to include wind influence also adding a test model and the latest version of canopy creator Change 2950861 on 2016/04/21 by Jonathan.Lindquist Submitting a new material for grass so that it may react to the wind New wind test maps Functions to support global wind a new "fuzzy" mat functions Adding wind to the rift portals Change 2950725 on 2016/04/20 by Bob.Tellez Fixups for non NewEC in GetLastSucceededCL Change 2950695 on 2016/04/20 by Bob.Tellez Adding a small helper function to get the last succeeded CL of a given node. Change 2950616 on 2016/04/20 by Maury.Mountain hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots Change 2950207 on 2016/04/20 by Bob.Tellez #UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map. Change 2950162 on 2016/04/20 by Lukasz.Furman fixed processing of repath requests, added infinite loop protection #jira FORT-23090 Change 2949974 on 2016/04/20 by Lukasz.Furman another batch of fixes for hotspot tasks getting out of sync: abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed Change 2949923 on 2016/04/20 by Rob.Cannaday FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown #tests PIE start game / shutdown Change 2949210 on 2016/04/19 by Bob.Tellez #UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally. #JIRA FORT-23024 Change 2947381 on 2016/04/18 by Rob.Cannaday Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe #jira FORT-22861 #tests front end partying Change 2945301 on 2016/04/15 by Michael.Trepka Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind Change 2944422 on 2016/04/14 by Michael.Trepka Fixed Mono compile errors in UAT Change 2944375 on 2016/04/14 by Fred.Kimberley Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag. Change 2944040 on 2016/04/14 by Michael.Trepka Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick Change 2943864 on 2016/04/14 by Lukasz.Furman fixed initialization order of gameplay debugger replicators on client #jira FORT-22885 Change 2943228 on 2016/04/13 by Bob.Tellez #UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type. Change 2942303 on 2016/04/13 by Daniel.Broder Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything. #RB Bob.Tellez #UE4 Change 2941919 on 2016/04/13 by Jonathan.Lindquist Adding a new maxscript that allows artists to procedurally generate trees. Change 2941816 on 2016/04/13 by Saul.Abreu Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs. Change 2941752 on 2016/04/12 by jonathan.lindquist adding a new function to optimize trees and fix a few issues Change 2941519 on 2016/04/12 by Jonathan.Lindquist submitting a new warning regarding file unit types Change 2940980 on 2016/04/12 by John.Abercrombie Turned Graphs off by default in the Visual Logger Change 2940134 on 2016/04/11 by Billy.Bramer - Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported - Change row struct combo box on the data table importer to be sorted alphabetically Change 2938828 on 2016/04/08 by David.Hunt #FN || Economy Rebuild Updating several code references to items and item paths that no longer exist, with Bob's help. This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed. #CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello Change 2938675 on 2016/04/08 by Lukasz.Furman fixed gameplay debugger displaying paths of killed pawns #fortnite Change 2938426 on 2016/04/08 by Rob.Cannaday Implement new command line party invitation format into Fortnite #jira FORT-22685 #tests launch with command line party invite Integrate CLs 2908339 and 2917498 from Orion Change 2938367 on 2016/04/08 by Billy.Bramer - Mark the reimport data table factory with UNREALED_API for external use - Change CSVImportFactory to respect the class of existing data being reimported upon Change 2937319 on 2016/04/07 by Lukasz.Furman improved gameplay task info in gameplay debugger tool Change 2937178 on 2016/04/07 by Lukasz.Furman fixed aborting undermine tasks when player becomes reachable #jira FORT-22240, FORT-22077 Change 2937166 on 2016/04/07 by Saul.Abreu Fixed redundant typename in TPair that was causing clang compilation errors. Change 2937093 on 2016/04/07 by Saul.Abreu #fortnite Made ElementSetType protected again in the Map family. Change 2937044 on 2016/04/07 by Saul.Abreu Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types. Change 2936940 on 2016/04/07 by Bob.Tellez #UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile. Change 2936696 on 2016/04/07 by Bob.Tellez #UE4 Blueprint names are once again part of Blueprint compile log messages. Change 2936572 on 2016/04/07 by Lukasz.Furman added more debug logs for tracking rare NaN error in player movement #jira FORT-19426 Change 2934892 on 2016/04/06 by Lukasz.Furman fixed updating hotspot information after all tasks instigated by it are finished #jira FORT-22515 Change 2933664 on 2016/04/05 by Michael.Trepka Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished Change 2933554 on 2016/04/05 by Lukasz.Furman fixed taker's portal move (priorities of gameplay tasks spawned by path following) #jira FORT-22482 Change 2933343 on 2016/04/05 by John.Abercrombie Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent - AnimInstance can be used through an accessor Change 2933300 on 2016/04/05 by Lukasz.Furman fixed number of spawned AI in FTests using PreSpawnDelay #fortnite Change 2933171 on 2016/04/05 by Lukasz.Furman added PreSpawnDelay param to function test spawn sets #fortnite Change 2931072 on 2016/04/01 by Lukasz.Furman changed pawn actions to gameplay tasks #jira FORT-21314 Change 2930987 on 2016/04/01 by Billy.Bramer - Add method to data table to get all rows as a type - Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported) - Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason" Change 2929651 on 2016/03/31 by Nick.Cooper #Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress #jira FORT-21330 #RB ben.zeigler Change 2929360 on 2016/03/31 by Daniel.Broder Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load. Thanks to Bob for what I needed to check to early-out and avoid the crash. #RB Bob.Tellez #UE4 Change 2928845 on 2016/03/31 by Nicholas.Davies Add fix for chat text not clearing #jira FORT-22049 Textbox does not clear when text is sent through chat Change 2928574 on 2016/03/30 by Ben.Zeigler Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect Change 2928572 on 2016/03/30 by Ben.Zeigler #Jira FORT-20763 Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load Change 2928436 on 2016/03/30 by Bob.Tellez #UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created. Change 2928372 on 2016/03/30 by Bob.Tellez #UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton. Change 2926805 on 2016/03/29 by Bob.Tellez #UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level. Change 2926752 on 2016/03/29 by Bob.Tellez #UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability. Change 2926189 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path Change 2924921 on 2016/03/28 by Lukasz.Furman removed log message showing as navmesh generation error when it skips over degenerated poly #fortnite Change 2924843 on 2016/03/28 by Lukasz.Furman added more debug logs for navmesh's failed triangulate() #jira FORT-22186 Change 2924719 on 2016/03/28 by Lukasz.Furman fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces #jira FORT-22132 Change 2921698 on 2016/03/24 by Lukasz.Furman fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication #fortnite Change 2920395 on 2016/03/23 by Bob.Tellez #UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future. Change 2920343 on 2016/03/23 by Ben.Zeigler In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow #RB josh.markiewicz Change 2920310 on 2016/03/23 by Bob.Tellez #UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init Change 2920254 on 2016/03/23 by Aaron.McLeran FORT-22090 Re-disabling reverb. Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037 Change 2920249 on 2016/03/23 by Rob.Cannaday Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember Don't trigger "member left" type events if we are leaving the party #jira FORT-20422 #jira FORT-21726 Change 2920178 on 2016/03/23 by Bob.Tellez #UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack. Change 2919858 on 2016/03/23 by Bob.Tellez #UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread. Change 2919775 on 2016/03/23 by Bob.Tellez #UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again. Change 2919233 on 2016/03/22 by Bob.Tellez #UE4 Removing a warning that is pretty chatty in our cooked logs. Change 2919125 on 2016/03/22 by Bob.Tellez #UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines. Change 2918831 on 2016/03/22 by Bob.Tellez #UE4 Fixed a bug where WinInet response headers were not properly being trimmed. #JIRA FORT-22054 Change 2917722 on 2016/03/21 by Ben.Zeigler Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times Resave assets that directly referenced FortniteServer Change 2917588 on 2016/03/21 by Bob.Tellez #UE4 Fixed shadow variable that I introduced Change 2914169 on 2016/03/17 by Ben.Zeigler Disable extra logging that was added to track down Auth issues, they look to be resolved Change 2912626 on 2016/03/16 by Bob.Tellez #UE4 Success messages should not be warnings. Change 2911171 on 2016/03/15 by Bob.Tellez #UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading Change 2911170 on 2016/03/15 by Billy.Bramer #jira [FORT-6139] Trap models persist after destroying supporting structure in Outpost - Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer - Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs Change 2911009 on 2016/03/15 by Bob.Tellez #UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances. #JIRA FORT-21605 Change 2910295 on 2016/03/15 by Bob.Tellez #UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible. Change 2909324 on 2016/03/14 by Bob.Tellez #UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet. Change 2905920 on 2016/03/11 by Lukasz.Furman fixed crowd simulation getting stuck with invalid velocity (moonwalking husks) #fortnite Change 2905612 on 2016/03/11 by Bob.Tellez #UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes. [CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00
ProjectPCHEnvironment.Config.PCHOutputDirectory = PCHOutputDirectory;
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
if (!bAllowDLLExports)
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
for (int CurDefinitionIndex = 0; CurDefinitionIndex < ProjectPCHEnvironment.Config.Definitions.Count; ++CurDefinitionIndex)
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
{
// We change DLLEXPORT to DLLIMPORT for "shared" PCH headers
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change 2889610 on 2016/03/02 by Ben.Marsh Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked. Change 2891866 on 2016/03/03 by Matthew.Griffin Removed Rocket specific batch files and made sure installed build won't try to include them Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead Change 2893349 on 2016/03/03 by Ben.Marsh Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub. Change 2894703 on 2016/03/04 by Ben.Marsh Include *.usf when looking for the last code changelist. Also update version to 1.68. Change 2897991 on 2016/03/07 by Ben.Marsh Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69. Change 2898005 on 2016/03/07 by Ben.Marsh Minor changes to support BuildGraph: * UE4Build now has a static function that can update version files. * Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils. * FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...". Change 2898095 on 2016/03/07 by Ben.Marsh UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts. Change 2898248 on 2016/03/07 by Ben.Marsh UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this. Change 2898615 on 2016/03/08 by Matthew.Griffin Removed last uses of RunningRocket function All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances. Change 2898681 on 2016/03/08 by Matthew.Griffin Removed Automation.RunningRocket function as there are no more uses Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc. #lockdown Nick.Penwarden [CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
string OldDefinition = ProjectPCHEnvironment.Config.Definitions[CurDefinitionIndex];
if (OldDefinition.EndsWith("=DLLEXPORT"))
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
{
ProjectPCHEnvironment.Config.Definitions[CurDefinitionIndex] = OldDefinition.Replace("DLLEXPORT", "DLLIMPORT");
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
}
}
}
// Cache our CPP environment so that we can check for outdatedness quickly. Only files that have includes need this.
DummyPCH.CachedCPPIncludeInfo = ProjectPCHEnvironment.Config.CPPIncludeInfo;
Log.TraceVerbose("Found PCH file \"{0}\".", PrecompiledHeaderIncludeFilename);
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
// Create the action to compile the PCH file.
return ToolChain.CompileCPPFiles(Target, ProjectPCHEnvironment, new List<FileItem>() { DummyPCH }, ModuleName);
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
}
throw new BuildException("Couldn't find PCH file \"{0}\".", PrecompiledHeaderIncludeFilename);
Experimental UnrealBuildTool makefile support UnrealBuildTool 'Makefiles' allow for very fast iterative builds. - New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default) - Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time. - Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly. - The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully. - Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information. - Events that can invalidate the 'UBT Makefile': - Adding/removing .cpp files - Adding/removing .h files with UObjects - Adding new UObject types to a file that didn't previously have any - Changing global build settings (most settings in this file qualify.) - Changed code that affects how Unreal Header Tool works - You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files - New command-line parameters added: - "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes) - "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled - "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything - "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled - "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not - "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must Other changes: - UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different - C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization) - The method that UBT uses to find the CoreUObject module timestamp was rewritten - Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks - The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable - Cleaned up the comments and member variables in the "Action" class, while making it serializable - Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles. - Removed support for Actions to tinker with Stdout and Stderror (was not used for anything) - Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file - Plugin intermediate include directories are now selected on demand rather than cached early - Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile) - Removed Action.StatusDetailedDescription, was not used for anything - Removed UEBuildConfiguration.bExcludePlugins, was not used for anything - Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything [CL 2254472 by Mike Fricker in Main branch]
2014-08-13 08:17:43 -04:00
}
}
}