#rb CopyUp
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: ryan.vance
#ROBOMERGE-SOURCE: CL 12149088 via CL 12150247
#ROBOMERGE-BOT: (v659-12123632)
[CL 12150618 by ryan vance in Main branch]
Creation time of the makefile was being used to test whether dependencies have been modified, which is valid for external dependencies (since we want to catch any files modified after the build process starts), but not valid for files we create during the makefile building (such as response files).
Code attempting to detect response files was also incorrect, and would find any leaf files not included in a unity blob. Response files are now detected explicitly.
#rb none
#jira
#ROBOMERGE-SOURCE: CL 12039693 in //UE4/Release-4.25/... via CL 12039698
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)
[CL 12076084 by ben marsh in Main branch]
#rb none
#jira
#ROBOMERGE-SOURCE: CL 12038895 in //UE4/Release-4.25/... via CL 12038911
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)
[CL 12076066 by ben marsh in Main branch]
Any build targets have a DefaultBuildSettings property. For engine targets, this defaults to BuildSettingsVersion.Latest. For project targets, this defaults to BuildSettingsVersion.Release_4_23. For new projects, this will default to the engine version they are created from.
If a target is not using the latest default build settings, they will receive a message describing the settings that have changed, like this:
[Upgrade]
[Upgrade] Using UE 4.23 compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
[Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length.
[Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html.
[Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.Release_4_24;' in UnrealPak.Target.cs, and explicitly overriding desired settings.
[Upgrade]
Intent is to reduce friction for users initially upgrading to new engine versions, while notifying them of more optimal build settings being available, and letting them choose when (or if) to use them.
#rb none
[CL 8556769 by Ben Marsh in Dev-Build branch]
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 6453851 by Ben Marsh in Dev-Build branch]
These variables (and their dynamic initializers) were being treated as new, rather than being linked back to their original instances. UBT now outputs a mapping of object files to their original unity object file during a live coding compile, which allows Live++ to disambiguate between new and reconstructed instances.
#rb none
[CL 5988834 by Ben Marsh in Dev-Build branch]
If the directory timestamp has changed, we now rebuild a list of source files and compare it to the previous list. Visual Studio seems to write out a temporary file during a save operation, which modifes the directory timestamp and invalidates the makefile.
#rb none
#rnx
[CL 4672525 by Ben Marsh in Dev-Build branch]