- This change greatly improves compile times for game plugin modules
- Game modules never depend on the game itself, so there was no reason not to use shared PCHs by default
[CL 2649311 by Mike Fricker in Main branch]
- Fixed small game-specific plugins always using non-unity and getting a unique PCH
- You can now override the default behavior of UBT which compiles small game modules for "fast iteration"
- Many small game modules have a low frequency of iteration, and never need a unique PCH or non-unity enabled
- You can use the following module-specific variables to override the default behavior:
MinSourceFilesForUnityBuildOverride = 1;
MinFilesUsingPrecompiledHeaderOverride = BuildConfiguration.MinFilesUsingPrecompiledHeader;
[CL 2648185 by Mike Fricker in Main branch]
Excluding the editor for a platform no longer excludes the Tools node, which includes tools used for non-editor targets
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2647003 by Bob.Tellez on 2015/08/06 16:52:16.
[CL 2647005 by Bob Tellez in Main branch]
* Moving Ionic.Zip source code into UE4 from UE4 source.
* Only one left should be in Binaries/DotNET.
* Moving TPS info to source location.
* Deleting several copies that were floating around.
Assembly Resolve Refactor
* Added AssemblyUtils.InstallAssemblyResolver to handle resolving of known assemblies that may not exist in the same folder as the referencing assembly.
* This is now installed by UAT and UBT, which should handle all needs to load Ionic.Zip and RPCUtility.exe from scripts that install into subfolders of Binaries/DotNET.
* Other assemblies can be added easily as necesary, centralizing the location where this is handled.
* Removed AssemblyResolver from RPCUtilHelper as UBT handles it automatically now.
* Removed Ionic.Zip references from projects that weren't really using it.
#codereview:ben.marsh
[CL 2646891 by Wes Hunt in Main branch]