Commit Graph

217 Commits

Author SHA1 Message Date
josh adams
8a379d2aeb - Made AutomationTool references be non-copy-local, so it loads the .dlls from AutomatonTools\AutomationScripts. This solves the problem of making changes in automation scripts, then RunUAT would fail to get the changes, because building AT would copy the .dll's next to the .exe, but then iterating on automation scripts and using RunUAT (without building AT.exe proper), would not copy new dlls on top of the ones next to the .exe
- Added a task to AutomationTool.csproj to delete the stale (bad) dlls that were next to the .exe
#rb Joe.Kirchoff

[CL 30576493 by josh adams in ue5-main branch]
2024-01-11 15:47:26 -05:00
josh adams
cd4c4e0639 Need to back this out because it will no have forever-stale dlls next to the .exe
[Backout] - CL30504014
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Made AutomationTool references be non-copy-local, so it loads the .dlls from AutomatonTools\AutomationScripts. This solves the problem of making changes in automation scripts, then RunUAT would fail to get the changes
#rb Joe.Kirchoff

[CL 30504141 by josh adams in ue5-main branch]
2024-01-09 09:58:22 -05:00
josh adams
1f86808603 - Made AutomationTool references be non-copy-local, so it loads the .dlls from AutomatonTools\AutomationScripts. This solves the problem of making changes in automation scripts, then RunUAT would fail to get the changes
#rb Joe.Kirchoff

[CL 30504031 by josh adams in ue5-main branch]
2024-01-09 09:53:45 -05:00
dmytro ivanov
4937d0eacb Adding support for >=2 Android devices in VS+AGDE when pushing libUnreal.so outside of .apk.
Implements support for patching .vcxproj.user files.

#jira UE-200682
#rb Chris.Babcock

[CL 30479151 by dmytro ivanov in ue5-main branch]
2024-01-08 07:55:34 -05:00
joe kirchoff
79fcc418c7 UnrealBuildTool: Experimental -VisualStudioLinux for project gen, which creates .vcxproj that allow remote debugging on linux. This currently probably only works for monolithic programs with no extra requried files
#rnx

[CL 29203721 by joe kirchoff in ue5-main branch]
2023-10-27 19:22:34 -04:00
joe kirchoff
b8df0ef6da UnrealBuildTool: Fix overridden output path in vcxproj for non-win64
#rnx

[CL 29197884 by joe kirchoff in ue5-main branch]
2023-10-27 17:02:30 -04:00
dmytro ivanov
8734aacbaf Add option to update .vcxproj.user files during project generation
#jira UE-186383
#rb Chris.Babcock

[CL 28965010 by dmytro ivanov in ue5-main branch]
2023-10-20 10:18:22 -04:00
joe kirchoff
896ac82855 UnrealBuildTool: Fix vs output path when TargetRules.OutputFile is set
#rnx

[CL 28903219 by joe kirchoff in ue5-main branch]
2023-10-18 20:54:02 -04:00
chris constantinescu
1aeb7faa75 LLT: Pre-analyse dependency graph of low level test targets before setting compilation flags for UE components
Use -Mode=Test by default for all LLT Project to enable pre-analysis of dependency graph.
#jira UE-193632
#rb Sean.Sweeney

[CL 28313218 by chris constantinescu in ue5-main branch]
2023-09-28 06:52:15 -04:00
bryan sefcik
53cbe526bb Updated the debugger and cmdline arguments to be local or remote based on the host architecture.
#jira
[FYI] joe.kirchoff and josh.adams
#rnx

[CL 27078667 by bryan sefcik in ue5-main branch]
2023-08-14 14:20:12 -04:00
bryan sefcik
01b619ae9c Readded splitting up the architectures in VS. In the case of Win64, the name in VS stays the same(i.e. not Win64-x64) but the other architectures have the -<architecture> suffix. This gets around an issue where VS would reset the selected config/platform because the name changed.
#jira
#rb joe.kirchoff

[CL 27032388 by bryan sefcik in ue5-main branch]
2023-08-11 12:50:25 -04:00
bryan sefcik
ca12a1a2e0 Cleaned up the project generator API by passing a struct of commonly used arguments. This makes it easier for us to add/remove arguments.
#rb joe.kirchoff
#jira

[CL 26854215 by bryan sefcik in ue5-main branch]
2023-08-04 14:18:11 -04:00
bryan sefcik
dd629c9b68 Turned off the creation of the additional platform/architectures options until I figure out a way to not have VS reset what current config/platform was previously selected.
[FYI] joe.kirchoff
#jira

[CL 26825507 by bryan sefcik in ue5-main branch]
2023-08-03 16:24:09 -04:00
bryan sefcik
33c066c2cc Updated the exe name logic to take into account the project/platform architecture when it is set.
#jira
#fyi joe.kirchoff

[CL 26821373 by bryan sefcik in ue5-main branch]
2023-08-03 14:51:09 -04:00
bryan sefcik
9a81ca5c26 Added support to have multiple architectures per platform in the VS sln/projects.
Updated the project generators to search the VS platform directory when HasVisualStudioSupport is called to find out whether a platform is supported. This fixes several issues where platforms were being generated like they were supported by the host machine but actually weren't.

#rb joe.kirchoff
#jira

[CL 26795017 by bryan sefcik in ue5-main branch]
2023-08-02 20:27:20 -04:00
joe kirchoff
da089d0875 Support for .natstepfilter
#rnx
#jira UE-190863
#jira UE-191341

#ushell-cherrypick of 26715542 by Joe.Kirchoff

[CL 26723680 by joe kirchoff in ue5-main branch]
2023-07-31 18:02:16 -04:00
chris constantinescu
c45d474014 UnrealVS - do not project prepend project path for Editor configuration in the case of test targets
- Project generation will add a new IsTestTarget property in the "Globals" property group section of the project file for explicit test target projects
- UnrealVS checks for this property and does not change the command line for test targets
- TestRunner removes all project argument logic - that can be passed after --extra-args using -project="Path/To/*.uproject" and/or -projectdir="Path/To/Project"
- OSS and Online global handlers, which occur during the Catch2 session, will read project name and/or directory using SetProjectNameAndDirectory from TestCommon/Initialization.h
#jira UE-189840

[CL 26688348 by chris constantinescu in ue5-main branch]
2023-07-28 17:20:05 -04:00
bryan sefcik
ecec5d7fac Added the system include paths to the common include path logic to propagate the heavily used system include paths up to the common list.
Removed some redundant common path logic that didn't take into account env value limits.

#jira UE-190877

[CL 26594955 by bryan sefcik in ue5-main branch]
2023-07-25 20:28:42 -04:00
joe kirchoff
01a82374aa UnrealBuildTool: Allow configuring toolchain and toolchain version to control what msvc version is used when clang is used to compile
#rb Tim.Smith

[CL 26449366 by joe kirchoff in ue5-main branch]
2023-07-18 17:55:15 -04:00
bryan sefcik
7949d94c62 Removed the redundant writing of the additional options.
#jira

[CL 26376338 by bryan sefcik in ue5-main branch]
2023-07-07 13:16:48 -04:00
bryan sefcik
2b6aa1b68a Updated the VS project generator code to check to see if there are common settings that should apply to all of the source files.
#jira

[CL 26369995 by bryan sefcik in ue5-main branch]
2023-07-05 15:18:51 -04:00
bryan sefcik
8d879983bc Moved the default VS include paths to the common file.
#jira

[CL 26170375 by bryan sefcik in ue5-main branch]
2023-06-21 20:04:42 -04:00
joe kirchoff
b9d5be3238 UnrealBuildTool: Add msvc conformance flags to generated projects for intellisense
#rnx
#jira none
#rb Bryan.Sefcik
#lockdown Aurel.Cordonnier

[CL 25998354 by joe kirchoff in ue5-main branch]
2023-06-14 18:33:35 -04:00
bryan sefcik
450934b44f Support to compile separate files in VS using the "Compile" menu item when you right click on the files.
[FYI] joe.kirchoff
#rb christopher.waters
#jira

[CL 25829893 by bryan sefcik in ue5-main branch]
2023-06-06 17:48:11 -04:00
bryan sefcik
eaab0fef8a Added a common UECommon.props file that contains common properties all VS projects need.
Split the common paths into separate properties to save some memory.

Before: 82.6 MB (86,654,951 bytes)
After: 72.3 MB (75,873,141 bytes)

#rb joe.kirchoff
#preflight 647811487f02573726caf5f6
#jira

[CL 25730657 by bryan sefcik in ue5-main branch]
2023-06-01 12:58:20 -04:00