Commit Graph

173 Commits

Author SHA1 Message Date
Joe Kirchoff
9879d7f52d UnrealBuildTool: Support VS2022 Preview
Default is still VS2019, running `GenerateProjectFiles.bat -2022` will create a solution and projects that pass -2022 to UnrealBuild tool when compiling from Visual Studio to force it to use the 2022 toolchain.
Please note, as the defaults are unchanged building from UnrealGameSync will still compile with VS2019 so I would disable that build if testing VS2022.
None of this is necessary to use VS2022, it can open VS2019 solutions and will use the Vs2019 toolchain to build.

#rb Ben.Marsh
#pf 60aebccd7d4b9f0001197729

[CL 16478477 by Joe Kirchoff in ue5-main branch]
2021-05-26 19:58:10 -04:00
joe kirchoff
154b8e9741 Remove build support for Visual Studio 2015
#rb Jonathan.Adamczewski
#preflight 60ad7f3b8194e700015e1d77

#ROBOMERGE-SOURCE: CL 16459038 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v818-16446889)

[CL 16459043 by joe kirchoff in ue5-release-engine-test branch]
2021-05-25 20:10:55 -04:00
Joe Kirchoff
75edf837e1 Remove build support for Visual Studio 2015
#rb Jonathan.Adamczewski
#preflight 60ad7f3b8194e700015e1d77

[CL 16459038 by Joe Kirchoff in ue5-main branch]
2021-05-25 20:10:26 -04:00
Marc Audy
e80ea6b959 Merge from Release-Engine-Staging @ 16444985
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16445122 by Marc Audy in ue5-release-engine-test branch]
2021-05-25 02:43:26 -04:00
joe kirchoff
56c81f683c UnrealBuildTool: Slightly optimize generated visual studio project to reduce memory usage
* Filter out numerous source files that match */Source/ThirdParty/* that should have already been filtered, this does not include Module.Build.cs or .tps files, or if bGatherThirdPartySource is enabled
* Filter out source files that match */third_party/* by default
* Add option bIncludeDotNetPrograms to remove all ..NET projects, doing so saved me around 400MB. Note if you disable the .NET projects UnrealBuildTool won't build before compiling (but GenerateProjectFiles.bat will still build it)

Attempted changes that did not reduce memory usage by a significant amount:
* Filtering out project configurations
* Filtering out Engine/Shaders or Engine/Content/Editor/Templates
* Increasing the shared include size, even making it large enough to contain every include path didn't really make a difference. Also it can't really be increased anyway because that entire property is added to the process environment when starting a build and there's a max environment size of around 32k

Other Fixes:
* Fix vs2019 ToolVersionString 15.0 -> 16.0
* Add VCProjectVersion to Project globals
* Update UniqueIdentifier GUIDs in projects to be stable by hashing the directory path and using that hash as the GUID
* Don't write ProjectConfiguration if filtered out (Didn't affect memory usage)
* Add optional configuration filter for Debug, DebugGame, & Development

#jira UE-111822
#rb none

#ROBOMERGE-SOURCE: CL 16319735 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)

[CL 16319758 by joe kirchoff in ue5-release-engine-test branch]
2021-05-13 17:39:22 -04:00
Joe Kirchoff
0e3c9f756f UnrealBuildTool: Slightly optimize generated visual studio project to reduce memory usage
* Filter out numerous source files that match */Source/ThirdParty/* that should have already been filtered, this does not include Module.Build.cs or .tps files, or if bGatherThirdPartySource is enabled
* Filter out source files that match */third_party/* by default
* Add option bIncludeDotNetPrograms to remove all ..NET projects, doing so saved me around 400MB. Note if you disable the .NET projects UnrealBuildTool won't build before compiling (but GenerateProjectFiles.bat will still build it)

Attempted changes that did not reduce memory usage by a significant amount:
* Filtering out project configurations
* Filtering out Engine/Shaders or Engine/Content/Editor/Templates
* Increasing the shared include size, even making it large enough to contain every include path didn't really make a difference. Also it can't really be increased anyway because that entire property is added to the process environment when starting a build and there's a max environment size of around 32k

Other Fixes:
* Fix vs2019 ToolVersionString 15.0 -> 16.0
* Add VCProjectVersion to Project globals
* Update UniqueIdentifier GUIDs in projects to be stable by hashing the directory path and using that hash as the GUID
* Don't write ProjectConfiguration if filtered out (Didn't affect memory usage)
* Add optional configuration filter for Debug, DebugGame, & Development

#jira UE-111822
#rb none

[CL 16319735 by Joe Kirchoff in ue5-main branch]
2021-05-13 17:38:21 -04:00
jonathan adamczewski
882f48323d UnrealBuildTool: Remove SupportsDotNetCoreProjects()
VS2019 is the minimum required VS version, and has support for NET Core projects - we no longer need this check.

#jira none

[CL 16175554 by jonathan adamczewski in ue5-main branch]
2021-04-30 22:12:17 -04:00
jonathan adamczewski
6050e64605 ProjectFileGenerator.cs:
IsRunningOnMono -> !IsRunningOnWindows

#trivial
#jira none

[CL 16174952 by jonathan adamczewski in ue5-main branch]
2021-04-30 20:04:55 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
ben marsh
252afb693c UBT: Rename UE4CSharp.prog files to *.uprogram.
#rb none
#jira UE-104764

#ROBOMERGE-SOURCE: CL 15440534 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15454164 by ben marsh in ue5-main branch]
2021-02-18 13:09:06 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -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
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
d841d84ddb Missing files.
#rb none
#rnx

[CL 14962041 by Ben Marsh in ue5-main branch]
2020-12-21 22:17:17 -04:00
Ben Marsh
f86c977d59 Forking DotNETUtilities into EpicGames.Common, to allow unification with Horde. Uses Core-style hierarchical naming, and excludes classes that have counterparts in NET Core. DotNETUtilities will be deprecated/made as a wrapper around EpicGames.Common.
#rb none
#rnx

[CL 14961221 by Ben Marsh in ue5-main branch]
2020-12-21 11:50:46 -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
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
Joakim Lindqvist
302f1f8ddd UBT can now filter out any project which requires dotnet support from the solution, which we do for VS2017 as it does not support Dotnet Core 3+
#rb ben.marsh

[CL 14855498 by Joakim Lindqvist in ue5-main branch]
2020-12-04 12:20:48 -04:00
Joakim Lindqvist
e7039d3d35 UBT and UAT now use .NET Core instead of Framework and Mono. This means that we use the same runtime on Windows, Linux and Mac. Further benefits including newer C# features and a lot of intresting features for the future around AOT and Tiered compilation.
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.

#rb ben.marsh

[CL 14834347 by Joakim Lindqvist in ue5-main branch]
2020-12-02 06:57:13 -04:00
Joakim Lindqvist
b4d3e129ca Moved logic for finding automation tool projects into msbuild, making the generated .reference file from UBT redundant.
This makes it possible to build UAT with these references without having to run UBT first. Thus also fixes net core building of the project.

This adds about 5 seconds to the build time of automation tool but eliminates the need to run UBT and should avoid the need to implement -compile in UAT (in the end saving more then these 5 seconds)

This essentially does the same as UBT did before, create a .reference file on disk that can then be read by msbuild, it just does this in msbuild as well so we have fewer components involved.

#rb ben.marsh

[CL 14640899 by Joakim Lindqvist in ue5-main branch]
2020-11-03 08:00:07 -04:00
Joakim Lindqvist
394b90b098 UBT changes required for netcore projects.
* Added support for more complex Msbuild conditions (using static property methods) as we use this to do per platform checks in the csprojs.
* Tweaks to the parsing of csprojs as expecations are different for netcore (mostly for how configurations are defined)
* Lastly if -dotnetcore flag is present when generating projects, use the netcore project files instead.

#rb ben.marsh

[CL 14572331 by Joakim Lindqvist in ue5-main branch]
2020-10-26 06:08:01 -04:00
Joakim Lindqvist
4aa09904f2 UnrealBuildTool now supports running as a net core project.
Added a set of netcore csprojs to BuildUtilities and DotnetUtilities that build to a seperate output folder. This allows other tools to still target .net framework (like UAT for instance).
UBT is still by default targeted as .net framework.

Note that UBT built for net core has a different output directory Engine/Binaries/DotNet/UnrealBuildTool/UnrealBuildTool.exe - this is due to how a netcore project output looks with signficantly more files that are related to that application (that would be overwritten if using a shared directory).

To opt in to this set UE_USE_DOTNET=1 environment variable.
Please note that due to the changed output directory a lot of tooling will likely break at this point.

#rb ben.marsh

[CL 14419918 by Joakim Lindqvist in ue5-main branch]
2020-10-05 08:13:04 -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
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
Ben Marsh
be7034ec27 Rename UE4Editor to UE5Editor, and generated solution/projects from UE4 -> UE5.
UE4Game/Client/Server targets left intact for the time being.

#rb none

[CL 14288076 by Ben Marsh in ue5-main branch]
2020-09-10 09:10:30 -04:00