* Added option to generate assembly files while compiling cpp files.
* Supported only on MSVC compiler for now.
* The generated files have the .asm extension and are located in the same Intermediate folder as the corresponding .obj
#jira none
#rb Joe.Kirchoff
#preflight
[CL 24545403 by LouisPhilippe Seguin in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: Enable BuildSettings.V3 as default for Engine modules
#rnx
#rb Henrik.Karlsson
#jira UE-176989
[CL 24275425 by joe kirchoff in ue5-main branch]
Note: This also implicitly disables PCH usage if a private PCH isn't set (this was previously fatal, but we need to be more flexible if we're overriding from the target).
#rb joe.kirchoff
[CL 24225336 by ben woodhouse in ue5-main branch]
- Fixed up how UnrealArchitectureConfig classes have commandline applied
- Proper fix for UE-176691
#jira UE-176691
#rb joe.kirchoff
#preflight 63ebd379514832b2425b83c2
[CL 24217163 by Josh Adams in ue5-main branch]
- remove dependency on LaunchEngineLoop.cpp which also allows compilation against engine to succeed
- LowLevelTestsRunner no dependency on engine modules required: Launch, Core, Project
- EXPLICIT_TESTS_TARGET definition for self-contained tests: test modules and targets that derive from TestModuleRules/TestTargetRules respectively
- Cleanup Launch dependencies from existing explicit tests
- Cleanup redundant flags from existing explicit tests
- rename Self -> Foundation for in Horde
- additional platform fixes
Default #preflight 63e14d37244dc45a20e29337
All platform/tests LLTs #preflight 63e022f91b44ee7cb1c11d60
#rnx
[CL 24035900 by chris constantinescu in ue5-main branch]
Deduplicating the engine include order strings.
#rb joe.kirchoff, henrik.karlsson
#preflight 63d04702f2318350a2acf729
[CL 23844755 by christopher waters in ue5-main branch]
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]
[FYI] alex.kahn
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL23729890 - Nightly Win64 Build Error
[FYI] JeanMichel.Dignard
Original CL Desc
-----------------------------------------------------------------
Engine FExec (exec commands) changes
- Add Exec_Dev and Exec_Editor virtual functions to allow implementing Exec for specific configurations.
- Add a UBT flag: bAllowExecCommandsInShipping as a master switch to allow or remove Exec in shipping.
- The default Exec implementation calls both Exec_Dev and Exec_Editor, when they are available.
- Blueprint ExecuteConsoleCommand will now ask the console manager to process the command before falling back to Player and GEngine Exec. This is to make sure that if exec commands are disabled the blueprint node is still able to execute console commands.
#rb Josh.Adams
#preflight 63c570c002024f93d8011c2e
[CL 23735316 by alex kahn in ue5-main branch]
[FYI] JeanMichel.Dignard
Original CL Desc
-----------------------------------------------------------------
Engine FExec (exec commands) changes
- Add Exec_Dev and Exec_Editor virtual functions to allow implementing Exec for specific configurations.
- Add a UBT flag: bAllowExecCommandsInShipping as a master switch to allow or remove Exec in shipping.
- The default Exec implementation calls both Exec_Dev and Exec_Editor, when they are available.
- Blueprint ExecuteConsoleCommand will now ask the console manager to process the command before falling back to Player and GEngine Exec. This is to make sure that if exec commands are disabled the blueprint node is still able to execute console commands.
#rb Josh.Adams
#preflight 63c570c002024f93d8011c2e
[CL 23735315 by alex kahn in ue5-main branch]
- Add Exec_Dev and Exec_Editor virtual functions to allow implementing Exec for specific configurations.
- Add a UBT flag: bAllowExecCommandsInShipping as a master switch to allow or remove Exec in shipping.
- The default Exec implementation calls both Exec_Dev and Exec_Editor, when they are available.
- Blueprint ExecuteConsoleCommand will now ask the console manager to process the command before falling back to Player and GEngine Exec. This is to make sure that if exec commands are disabled the blueprint node is still able to execute console commands.
#rb Josh.Adams
#preflight 63c570c002024f93d8011c2e
[CL 23730460 by jeanmichel dignard in ue5-main branch]
- Adding -IWYUHeadersOnly command line option to restrict IWYU to just header files
- Adding IWYU support for -Module=XXX
#rb henrik.karlsson
#preflight 63c05f7e1a06fc61057cf347
[CL 23670631 by christopher waters in ue5-main branch]