Now we will use the existing LinuxPlatfromSDK or if doesn't exist make a new one and correctly register it
#jira UE-193418
#rb Josh.Adams, Zack.Neyland
[CL 27317278 by Brandon Schaefer in 5.3 branch]
- Sometimes PGO data gets stale and can needs to be removed (until a new one is collected) because it can even break the build. Instead of changing the build scripts each time when such an update process happens, add a way for UBT to silently ignore non-existent PGO data (when the file exists but has 0 size).
#rb Josh.Adams
[REVIEW] [at]Josh.Adams
#rnx
[CL 27069599 by arciel rekman in 5.3 branch]
#rb Brandon.Schaefer
#jira none
#[review] @Brandon.Schaefer
#ushell-cherrypick of 26414958 by Arciel.Rekman
[CL 26741928 by Arciel Rekman in 5.3 branch]
- Allow for per-project override in a project's platform's config folder (this is merging with my other work on per-project SDKs and validation of multi-target builds)
- More versions will move over after this
#rb david.harvey
#[robomerge][bot5] -FNMain
#ushell-cherrypick of 26150552 by josh.adams
[CL 26152902 by calvin zheng in 5.3 branch]
- This reduces Shipping server binary by a couple megabytes, and also helps reduce work during the LTO/PGO builds.
#rb Yuriy.ODonnell
[REVIEW] [at]Yuriy.ODonnell
[CL 25984505 by arciel rekman in ue5-main branch]
[OverrideSDK]
SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e
[CL 25767233 by josh adams in ue5-main branch]
- Issue a warning when ThinLTO flag is specified on the command line but has no effect.
#rb Brandon Schaefer
[REVIEW]
#preflight 647a06fcf40c6565433192ac
[CL 25762597 by arciel rekman in ue5-main branch]
* Use object type rather than var
* Remove double newlines
* Use pattern matching
#rnx
#preflight 647780095d23eca37d28a387
[CL 25706751 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: More automated code cleanup
#rnx
[CL 25695155 by joe kirchoff in ue5-main branch]