Commit Graph

185 Commits

Author SHA1 Message Date
jonathan adamczewski
4ece24e65a AutomationTool, BuildUtilities:
UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath
Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal

#jira none

[CL 16648181 by jonathan adamczewski in ue5-main branch]
2021-06-11 18:20:44 -04:00
jonathan adamczewski
f9cdd2dc5d UnrealBuildTool:
Move IsEngineInstalled() into BuildUtilities

#jira none

[CL 16642197 by jonathan adamczewski in ue5-main branch]
2021-06-11 11:37:23 -04:00
jonathan adamczewski
94b14ee042 UnrealBuildTool: move some path constants into BuildUtilities
RootDirectory, EngineDirectory, UnrealBuildToolPath are now found in BuildUtilities' UnrealBuild namesapce.

The way these are computed has changed. Previously, it was assumed that the application is UnrealBuildTool, and paths were constructed relative to that assembly.

Now, the assumption is that the process is located under a "Engine/Build/DotNET" sub-path and paths are constructed relative to that.

#jira none

[CL 16607440 by jonathan adamczewski in ue5-main branch]
2021-06-09 12:54:42 -04:00
jonathan adamczewski
44a6d5481e Move FileItem and DirectoryItem into BuildUtilities
#jira none

[CL 16596289 by jonathan adamczewski in ue5-main branch]
2021-06-08 19:05:33 -04:00
ben marsh
786dfd5db3 UBT: Compile marketplace plugin rules into a separate assembly, and do not overwrite files under the engine folder.
#jira UE-109436
#rb none
#rnx

#ROBOMERGE-SOURCE: CL 15571107 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15571137 by ben marsh in ue5-main branch]
2021-03-02 13:44:57 -04:00
Ben Marsh
6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00
Ben Marsh
68f5abeb09 UBT: Convert UnrealBuildTool to use nullable references.
#rb none
#rnx

[CL 14960546 by Ben Marsh in ue5-main branch]
2020-12-20 18:47:42 -04:00
Joakim Lindqvist
e7039d3d35 UBT and UAT now use .NET Core instead of Framework and Mono. This means that we use the same runtime on Windows, Linux and Mac. Further benefits including newer C# features and a lot of intresting features for the future around AOT and Tiered compilation.
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.

#rb ben.marsh

[CL 14834347 by Joakim Lindqvist in ue5-main branch]
2020-12-02 06:57:13 -04:00
Joakim Lindqvist
394b90b098 UBT changes required for netcore projects.
* Added support for more complex Msbuild conditions (using static property methods) as we use this to do per platform checks in the csprojs.
* Tweaks to the parsing of csprojs as expecations are different for netcore (mostly for how configurations are defined)
* Lastly if -dotnetcore flag is present when generating projects, use the netcore project files instead.

#rb ben.marsh

[CL 14572331 by Joakim Lindqvist in ue5-main branch]
2020-10-26 06:08:01 -04:00
Ben Marsh
52672b7bf5 Remove references to Enterprise from UBT.
#rb none

[CL 14354554 by Ben Marsh in ue5-main branch]
2020-09-20 15:18:41 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
josh adams
90ff579ecc - UBT/C++ changes needed for new Restricted locations
- Does not have the changes for new .ini file locations
#rb ben.marsh

#ROBOMERGE-SOURCE: CL 12676628 via CL 12676630 via CL 12676633
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12676637 by josh adams in Main branch]
2020-04-08 15:07:46 -04:00
michael sartain
43ef13a97b Fix UnrealBuildTool unused variable warnings
#jira none
#rb Ben.Marsh
[FYI] Andrew.Grant, Brandon.Schaefer

#ROBOMERGE-SOURCE: CL 12224860 in //UE4/Release-4.25/... via CL 12224862
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v663-12210973)

[CL 12224868 by michael sartain in Main branch]
2020-03-16 19:04:42 -04:00
ben marsh
80beb14b6d Fix installed files being deleted when cleaning a target from an installed engine build.
#rb none
#jira UE-90547, UE-89724

#ROBOMERGE-SOURCE: CL 12170007 in //UE4/Release-4.25/... via CL 12170010
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v661-12148976)

[CL 12170012 by ben marsh in Main branch]
2020-03-13 23:45:06 -04:00
ben marsh
592183f442 Prevent writing compiled assemblies to installed engine directory. Write them to the AppData folder instead.
#jira
#rb none

#ROBOMERGE-SOURCE: CL 11619452 in //UE4/Release-4.25/... via CL 11619471
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v655-11596533)

[CL 11619492 by ben marsh in Main branch]
2020-02-25 16:49:43 -05:00
Stefan Boberg
55a8b15f1f Copying //UE4/Dev-Core to Main (//UE4/Main)
#rb none

[CL 11258477 by Stefan Boberg in Main branch]
2020-02-05 14:26:36 -05:00
devin doucette
74fb5e239f Deterministic generation of .sln and .vcxproj files
Visual Studio solution files and project files are now generated deterministically by UnrealBuildTool to reduce solution and project reloads.

Three sources of non-determinism are addressed by this change:

1. VisualStudioSolutionFolder now uses a deterministic guid based on its folder path in the solution. Note that this relies on MasterProjectFolder.AddSubFolder avoiding sibling folders with duplicate names.
2. The Visualizers folder now uses a hard-coded Guid.
3. RulesCompiler.FindAllRulesFiles now sorts cached paths.

#rb Ben.Marsh

[CL 10983140 by devin doucette in Dev-Core branch]
2020-01-14 12:06:17 -05:00
ben marsh
03ae195b79 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536 via CL 10870955
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v624-10872983)

[CL 10876681 by ben marsh in Dev-Build branch]
2020-01-05 17:24:44 -05:00
Ryan Durand
9ef3748747 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870955 by Ryan Durand in Main branch]
2019-12-26 23:01:54 -05:00
Ben Marsh
53ec591dee Use strongly typed directory reference objects for additional directories.
#rb none
#rnx

[CL 10082990 by Ben Marsh in Dev-Build branch]
2019-11-08 10:37:21 -05:00
Ben Marsh
6b88e2ae98 Merging CL 10078845: Added AdditionalRootDirectories to project file. This allows projects to compile modules from source code stored in shared directories.
#rb none
#rnx

[CL 10078924 by Ben Marsh in Dev-Build branch]
2019-11-07 21:01:48 -05:00
Ben Marsh
ec2464a292 UBT: Add a mechanism for versioning which build settings UBT should use by default.
Any build targets have a DefaultBuildSettings property. For engine targets, this defaults to BuildSettingsVersion.Latest. For project targets, this defaults to BuildSettingsVersion.Release_4_23. For new projects, this will default to the engine version they are created from.

If a target is not using the latest default build settings, they will receive a message describing the settings that have changed, like this:

    [Upgrade]
    [Upgrade] Using UE 4.23 compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
    [Upgrade]     bLegacyPublicIncludePaths = false                 => Omits subfolders from public include paths to reduce compiler command line length.
    [Upgrade]     PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs   => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html.
    [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.Release_4_24;' in UnrealPak.Target.cs, and explicitly overriding desired settings.
    [Upgrade]

Intent is to reduce friction for users initially upgrading to new engine versions, while notifying them of more optimal build settings being available, and letting them choose when (or if) to use them.

#rb none

[CL 8556769 by Ben Marsh in Dev-Build branch]
2019-09-06 15:59:52 -04:00
Josh Adams
2eb5796bba - Revamped the Platform Extension plugin support to go back to just passing one directory to ReadPluginsFromDirectory now that the directory swap allows it
#rb ben.marsh

[CL 7954514 by Josh Adams in Dev-Build branch]
2019-08-12 17:59:42 -04:00
Josh Adams
84150c0c8f - Changed the directory structure from /Platforms/Engine to /Engine/Platforms (and .../Project/Platforms)
- Some fixes to get project platform files compiling
#rb ben.marsh

[CL 7294119 by Josh Adams in Dev-Build branch]
2019-07-12 16:09:23 -04:00
phillip kavan
1e136d48c0 Fix for a regression that caused nativized Blueprint struct types to fail UHT property validation at build time.
#rnx
#rb None
[FYI] Ben.Marsh
#jira UE-75209

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: phillip.kavan
#ROBOMERGE-SOURCE: CL 6673665 in //UE4/Main/...
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build) (v364-6709755)

[CL 6714018 by phillip kavan in Dev-Build branch]
2019-05-31 14:13:36 -04:00