You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Live Coding: Fix crashes when patching adaptive non-unity files in game modules containing static global variables.
Live++ reads object files at startup for game modules, and assigns unique ids to each compiland (used to disambiguate static variables). When compiling the patch, these compilands are modified to reference a unique id for the unity blob, causing the variables to be reconstructed.
Solution is to generate a JSON file to each output directory containing object files containing the mapping, and to use that to assign compiland ids at startup.
#rb none
#jira UE-74036
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 6455253 in //UE4/Release-4.22/... via CL 6455273
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 6512984 by ben marsh in Dev-VR branch]
This commit is contained in:
@@ -140,4 +140,8 @@ private:
|
||||
|
||||
// all patches loaded so far along with recorded data how to load them into other processes
|
||||
types::vector<ModulePatch*> m_compiledModulePatches;
|
||||
|
||||
// BEGIN EPIC MOD - Allow mapping from object files to their unity object file
|
||||
types::StringMap<uint32_t> m_objFileToCompilandId;
|
||||
// END EPIC MOD
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user