It is now Game -> Mod -> Program -> Engine -> Enterprise
This resolves issues were a Program in the game source root would take all the source code away from the Game project.
In this case now though the Program source is put into the Game project, it is best to have program target in a Programs folder under the game source rather then at the same level as the game targets.
#rb none
[review]-7795550 ben.marsh
(ushell-p4-cherrypick of 7839052 by Joakim.Lindqvist)
Fixed incorrect check for non enigne modules which broke in 7839052.
Also changed local function to a member to fix build issue.
#rb none
#jira UE-76985
[CL 7865223 by Joakim Lindqvist in 4.23 branch]
- extensions are included in the solution
- extension automation projects are included under Automation, and built as part of AutomationTool
#rb josh.adams
[CL 6662967 by David Harvey in Main branch]
#rb none
#jira UE-71501
#ROBOMERGE-SOURCE: CL 5392870 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5392891 by ben marsh in Main branch]
#rb none
#rnx
#jira
#ROBOMERGE-SOURCE: CL 5271663 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5271664 by ben marsh in Main branch]
#rb none
#jira UE-69239
#ROBOMERGE-SOURCE: CL 4951803 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 4968336 by ben marsh in Main branch]
* A makefile is now constructed for each target, and the outdated actions are combined into a single graph before execution.
* Makefiles are used in all build modes, regardless of whether they are saved to disk, and represent the vector by which a target's build actions are passed to the executor.
* The -JsonExport= argument has been removed, and a separate JsonExport mode has been added (invoke with eg. "-Mode=JsonExport UE4Editor Win64 Development")
* Multiple action history files are kept open at one time, and a hierarchy is used for each target.
#rb none
[CL 4667512 by Ben Marsh in Dev-Build branch]
* A standalone Win32 application called cl-filter is used to parse output from running the Visual Studio compiler with the /showIncludes option, and generate a dependency list similar to Clang.
* Actions which produce an external dependency list declare it explicitly. If the dependency list is missing, or any of the contents are out of date, the action is rebuilt.
* The contents of dependency lists are cached by the CppDependencyCache class for future iterations.
#rb none
[CL 4665060 by Ben Marsh in Dev-Build branch]