Commit Graph

1074 Commits

Author SHA1 Message Date
Jack Porter
75f53c8388 Fix up iOS remote build after move from Mono to dotnet
- build UBT/UAT on remote Mac
- exclude unnecessary UBT platform source from rsync upload
- modifications to UBT to allow it to compile with Linux and Lumin excluded
- manually convert CRLF for Mac shell scripts after rsync upload
#review
#rb Brandon.Schaefer
#fyi Ben.Marsh

[CL 15045791 by Jack Porter in ue5-main branch]
2021-01-11 21:17:03 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
Ben Marsh
2a902bcbc8 UBT: Fix null reference when running IncludeTool, due to module without a binary.
#rb none
#rnx

[CL 14965291 by Ben Marsh in ue5-main branch]
2020-12-24 16:27:27 -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
1e9946779e UBT: Fix up a few more nullable references.
#rb none
#rnx

[CL 14960616 by Ben Marsh in ue5-main branch]
2020-12-20 20:07:40 -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
Ben Marsh
83f27d27e9 UBT: Mark platforms and project file generation code as not nullable aware.
#rb none
#rnx

[CL 14960496 by Ben Marsh in ue5-main branch]
2020-12-20 17:32:59 -04:00
Ben Marsh
1dbbee4ad7 Fix missing documentation warnings.
#rb none
#jira UE-103430

[CL 14931850 by Ben Marsh in ue5-main branch]
2020-12-15 12:18:29 -04:00
Josh Adams
939a2d3cb1 - Added a new SDLPlatform platform group for future use
#rb trivial

[CL 14914026 by Josh Adams in ue5-main branch]
2020-12-14 12:28:27 -04:00
Phillip Kavan
11c00323ea Remove exposed parts of the Blueprint nativization feature (deprecated), and decouple it from the editor/cooking phase.
#jira UE-103261
#rb Michael.Noland

[CL 14882147 by Phillip Kavan in ue5-main branch]
2020-12-08 16:28:03 -04:00
Tim Smith
f678576713 Added a limit to the number of actions live coding will handle by default. The user can change these limits and even request that the compilation try again withot enforcing the limit.
#rb ben.marsh
#jira UE-81480

[CL 14878398 by Tim Smith in ue5-main branch]
2020-12-08 09:47:08 -04:00
Ben Marsh
24dc06981b UBT: Remove support for outputting entire action graph for a target. This is not going to be valid with C++20 modules, since we require dependencies discovered at build time to feed back into the action graph execution.
#rb none
#rnx

[CL 14814704 by Ben Marsh in ue5-main branch]
2020-11-25 21:24:19 -04:00
Ben Marsh
96c997d826 UBT: Move logic for building response files and generating inputs and outputs for MSVC compilation into the VCCompileAction class.
#rb none
#rnx

[CL 14812826 by Ben Marsh in ue5-main branch]
2020-11-25 10:19:33 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Ben Marsh
b0bc57416c UBT: Remove timing fields from the action class. This is only used by the local executor, which is no longer the default.
#rb none

[CL 14807555 by Ben Marsh in ue5-main branch]
2020-11-23 16:04:24 -04:00
Ben Marsh
0e95359692 UBT: Remove the DistCC executor. We don't maintain this any more.
#rb none

[CL 14807528 by Ben Marsh in ue5-main branch]
2020-11-23 15:53:51 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Ben Marsh
598149c0c8 Add an option to force warnings as errors, even for deprecations. Need to enable in CIS to force determinism.
#rb none

[CL 14463055 by Ben Marsh in ue5-main branch]
2020-10-09 14:25:24 -04:00
Josh Adams
788aad5cb0 - Updated UEBuildPlatform[SDK] to look in DDPI.ini and not bother setting up SDKs for platforms that aren't enabled (no need to print out errors for missing platform SDKs for platforms that aren't valid, like consoles on Mac)
- Streamlined the logs for bad SDK versions, especially when multiple platforms have bad SDKs
- Skip over non-enabled platforms in some Turnkey commands

[CL 14462457 by Josh Adams in ue5-main branch]
2020-10-09 13:20:15 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Ben Marsh
4bdbe14958 Improvements to C++20 modules support.
- PCHs and unity builds are now automatically disabled when module support is enabled.
- C++20 mode is automatically enabled if module support is enabled.
- Added test for using a module implementation unit. Seems to work with force-included headers after all (but breaks if unity builds are on)

#rb none

[CL 14354711 by Ben Marsh in ue5-main branch]
2020-09-20 18:21:16 -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
Ben Marsh
57d9b51398 Initial support for C++20 modules.
Requires Visual Studio 2019 15.8 Preview 3, and targets to specify bEnableCppModules = true. Unsupported on other compilers.

Notes:
- Module interfaces need to be placed in .IXX files.
- Module/module dependencies are determined by a post-makefile/pre-build scan of all module interfaces using the compiler, and cause additional prerequisites to be inserted into the dependency graph before execution.
- Available module IFC search paths use normal UE module dependency rules.
- Header units are not currently supported.
- Regular C++ files cannot currently implement functions defined in module interfaces, due to the macros force included by UBT. These macros need to be placed in the global module fragment, but declaring a global module fragment must be done from the translation unit being compiled (making force-included headers invalid).

#rb none

[CL 14354539 by Ben Marsh in ue5-main branch]
2020-09-20 15:04:30 -04:00
Ben Marsh
03675533ea Rename UE4Game -> UnrealGame, UE4Client -> UnrealClient, UE4Server -> UnrealServer.
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.

Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.

Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects

#rb none

[CL 14301890 by Ben Marsh in ue5-main branch]
2020-09-11 15:54:42 -04:00