Commit Graph

6 Commits

Author SHA1 Message Date
Ben Marsh
7ad04edd54 Live Coding: Fix crashes when patching adaptive non-unity files in game modules containing static global variables.
Live++ reads object files at startup for game modules, and assigns unique ids to each compiland (used to disambiguate static variables). When compiling the patch, these compilands are modified to reference a unique id for the unity blob, causing the variables to be reconstructed.

Solution is to generate a JSON file to each output directory containing object files containing the mapping, and to use that to assign compiland ids at startup.

#rb none
#jira UE-74036

[CL 6455253 by Ben Marsh in 4.22 branch]
2019-05-14 18:11:40 -04:00
Ben Marsh
d2f0c98735 Fix missing include paths in generated project files in binary builds, due to exception while generating project files due to missing module.
#rb none
#jira UE-73075

[CL 6017285 by Ben Marsh in 4.22 branch]
2019-04-19 14:44:01 -04:00
Ben Marsh
339de68518 LiveCoding: Add support for lazy loading modules. This lets us enable live coding for the entire engine without a large startup penalty. Project modules are still preloaded by default.
#rb none
#jira

[CL 5437980 by Ben Marsh in 4.22 branch]
2019-03-18 18:06:51 -04:00
Brandon Schaefer
e8a22ecc4d Live coding is only available for Win32/Win64, dont try to include diasdk dir for other platforms
#jira none
#rb Ben.Marsh

[CL 5318794 by Brandon Schaefer in 4.22 branch]
2019-03-06 15:50:29 -05:00
Ben Marsh
d0bdb3856f Prevent LiveCodingServer module building for targets by default.
#rb none
#rnx
#jira

[CL 5305237 by Ben Marsh in 4.22 branch]
2019-03-05 16:08:00 -05:00
Ben Marsh
e1fe0cc030 Integrating live coding feature (aka Live++) into UE4.
Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.

Changes vs standalone Live++ version:

* UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
* Adding new source files is supported.
* Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
* Settings are exposed in the editor's project settings dialog.
* Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
* Does not require a standalone licensed version of Live++.

Known issues:

* Does not currently support class layout changes / object reinstancing

#rb none
#fyi Marc.Audy, Stefan.Boberg, Nick.Penwarden
#jira

[CL 5304722 by Ben Marsh in 4.22 branch]
2019-03-05 15:54:02 -05:00