* IWYUToolChain - Fixed bug where ordering of produced files had changed and toolchain assumed .o file would be first
#rb none
[CL 25826870 by henrik karlsson in ue5-main branch]
* Added -BoxNoWrite command line option. When this is set, intermediate/output files are not written to disk (for now there are a few exceptions such as ispc h-files and pch-files)
* Binaries with bug fixes
Added -BoxPrintSummary command line option. By default summary is now not written out to log
#rb joe.kirchoff
[CL 25821777 by henrik karlsson in ue5-main branch]
* Add new setting CppStandardEngine so this can be controlled separately for engine module
* CppStandard no longer requires RequiresUniqueBuildEnvironment as it does not affect engine modules
#rb christopher.waters
[CL 25821375 by joe kirchoff in ue5-main branch]
- Whether the binaries were created with debug info.
- Engine 'compatible' version from build info.
- CIS job URL that created the binaries.
- Currently executing CIS job URL.
#rb johan.berg
[CL 25796770 by robert millar in ue5-main branch]
[OverrideSDK]
SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e
[CL 25767233 by josh adams in ue5-main branch]
- Issue a warning when ThinLTO flag is specified on the command line but has no effect.
#rb Brandon Schaefer
[REVIEW]
#preflight 647a06fcf40c6565433192ac
[CL 25762597 by arciel rekman in ue5-main branch]
- Rename StorageClientBase to BundleStorageClient. The current implementation assumes that bundles will be used for storage.
- Use ReadAsync() methods on NodeHandle to expand content, rather than requiring a TreeReader to be passed around.
#preflight none
[CL 25737520 by Ben Marsh in ue5-main branch]
#fyi Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: Fix failure to open/browse to source file in Visual Studio
* Always update PrimaryProjectName.txt when a project specific solution is generated
* -Game solution is always placed under the project directory, update SourceCodeAccessor according, this code was out of date
#rnx
#jira UE-114382
#preflight 6449c0c4401d328ad93a635b
[CL 25732405 by joe kirchoff in ue5-main branch]
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]