[FYI] Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: Remove usage of obsolate BinarySerializer and replace with Json
#rnx
[CL 34437061 by joe kirchoff in ue5-main branch]
* Added artifact mode and rootpaths to CompileByteCode action. also enabled it to run remotely in uba
[CL 33849783 by henrik karlsson in ue5-main branch]
* Fixed so executable also run strip action to make sure exports that must exist will exist
* Fixed so clang-based platforms also work with merged modules.
* Removed pch stripping action now when we don't create stripped obj files anymore
[CL 33845112 by henrik karlsson in ue5-main branch]
* Changed so it is possible to have extra command line parameters in combination with rsp file on vc targets
* Changed so we don't create .strip.obj file anymore but instead use UbaObjTool to create an additional obj file that carry exports etc
[FYI] Joe.Kirchoff
[CL 33830727 by henrik karlsson in ue5-main branch]
Replace setting SUPPRESS_MONOLITHIC_HEADER_WARNINGS with UE_DIRECT_HEADER_COMPILE for header compilation situations
#rnx
#rb Christopher.Waters, Joe.Kirchoff
[CL 33672325 by marc audy in ue5-main branch]
* Remove pointless define/undef of it
* Set it to 1 consistently in all cases (even though we only check if it is defined)
[CL 33667364 by marc audy in ue5-main branch]
* Headers can have duplicate filenames which results in intermediate file conflicts, generate an intermediate subdirectory using the header relative path from the module root
* Don't use PCH for headers (also fix the original unmodified module compile environment being overwitten due to not making a copy !!!)
* Set SUPPRESS_MONOLITHIC_HEADER_WARNINGS=0 for header compiles
* Remove the need to generate a separate file to include the header with -SingleFile
* Fix /TC not being passed to clang-cl
* Disable a few clang #pragma related warnings
#rnx
#jira UE-214521
#rb christopher.waters
[CL 33608666 by joe kirchoff in ue5-main branch]
* Integrated uba cache client in to UBT. This is the first iteration and is only really tested on UnrealEditor win64 development -nopch.
Test by starting a UbaCacheService.exe somewhere and then compile using -UbaCache=<thatmachine> -UbaWriteCache
#rb joe.kirchoff
[CL 33214931 by henrik karlsson in ue5-main branch]