Cleaning UnrealEngine Development Win64, on a ThreadRipper
Before: 270 seconds
After: 63 seconds
#jira none
#rnx
#preflight 626b29bbb17dd9121b63f219
[CL 19982248 by jonathan adamczewski in ue5-main branch]
Fixed comment issue at the end of function declarations.
Fixed nested include file issue.
Fixed issue with RigVM visible arguments.
Updated NoExportTypes.h to mark two structures as core types.
Fixed type check for bit fields in Getter/Setters.
#rb none
#rnx
#preflight 623daea315497b40c209e1c5
[CL 19510306 by Tim Smith in ue5-main branch]
- so they can be independently wiped
- fix for build errors caused by stale files leftover from moved/renamed UBT module
#rb jonathan.adamczewski, tim.smith
#rnx
#preflight 6238de1704769ab493478dc1
#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: markus.breyer
#ROBOMERGE-SOURCE: CL 19458771 via CL 19462083 via CL 19463537 via CL 19475357 via CL 19475717
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v935-19464907)
[CL 19476295 by marc audy in ue5-main branch]
- When a file list is specified, any headers identified via a scan are added to a separate list of files to be compiled. These are always considered optional; since we don't know for sure whether they're part of the target, they are excluded from checks that require a matching binary to be identified for them.
- The -IgnoreInvalidFiles argument doesn't seem to have been working as intended, since the BuildBinaries will already contain all binaries for the target despite claims made in a comment (so bBuildShouldContinue will default to, and remain set to, false).
- While we could fix the logic to filter the binaries built for single-file compiles, it seems simpler to keep the same codepath as regular builds.
#preflight none
[CL 19408219 by Ben Marsh in ue5-main branch]
2) Fixed TObjectPtr formatting for return value
3) Fixed TMap formatting when template arguments are also templates.
4) Fixed -Test option
#rnx
#rb trivial
#preflight 6230e6be6d230f4cc8ea6f7a
[CL 19391964 by Tim Smith in ue5-main branch]
Tested against UnrealEditor, ShooterGame, QAGame, FortniteGame, Lyra, CitySample, and a local project
Ciode review was a preliminary review for a coding style.
#rnx
#rb jonathan.adamczewski, joe.kirchoff
#preflight 6220cfb76f26901529b6514e
[CL 19243710 by Tim Smith in ue5-main branch]
- Prevent the unnecessary scanning of response files
- Prevent the unnecessary scanning and distribution of header files for other platforms
- Add bAllowOverVpn and VpnSubnets XmlConfigFile settings to allow restriction of distribution over VPN
- Utilize ProgressWriter to better mark up progress text as is done with other executor implementations
#jira none
#rb joe.kirchoff
#preflight none
[CL 19208610 by jeff newquist in ue5-main branch]