Commit Graph

1560 Commits

Author SHA1 Message Date
joe kirchoff
c5fd3412c1 UnrealBuildTool: Always add CppStandard to PCH variant name, to prevent creating duplicate PCH when the engine's cpp standard is mismatched with a project
#rnx

[CL 25826166 by joe kirchoff in ue5-main branch]
2023-06-06 15:59:09 -04:00
joe kirchoff
3cde89ad9a BuildSettingsVersion.V4: Default CppStandard to Cpp20. Latest is not being updated to V4 with this change and will happen at a later date
* 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]
2023-06-06 13:38:28 -04:00
josh adams
022c45da8b - Disabled the per-project SDK initialization, as it's causing TargetRules to get created early when using -TargetType, which causes problems
#rb trivial

[CL 25810324 by josh adams in ue5-main branch]
2023-06-05 23:25:26 -04:00
robert millar
6bdae7d69e Additional crash reporting information.
- 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]
2023-06-05 13:22:14 -04:00
galeone
431c09150e [UBT] Add support for Code coverage on Linux
#rb Brandon.Schaefer, Jerome.Delattre, Joe.Kirchoff

[CL 25794147 by galeone in ue5-main branch]
2023-06-05 12:03:25 -04:00
josh adams
c3941a4ccf - Fix for per-project SDK version commandline parsing with -architecture, which was trying to use UEBuildPlatform before it had been initialized
#rb trivial
#preflight 647d66be8549b02876bfb623

[CL 25787133 by josh adams in ue5-main branch]
2023-06-05 01:01:26 -04:00
bryan sefcik
e40d241cde Updated the shared pch logic to not follow the private module dependencies/includes when getting all the possible modules referenced in the pch header.
#jira
#preflight 647bc13b67505cf55c9db0c0

[CL 25783023 by bryan sefcik in ue5-main branch]
2023-06-03 19:34:57 -04:00
joe kirchoff
1cda8cd286 UnrealBuildTool: Revert change to print out diagnostics on an exception
#rnx

[CL 25774991 by joe kirchoff in ue5-main branch]
2023-06-02 17:46:19 -04:00
joe kirchoff
0695fa5a30 UnrealBuildTool: Print upgrade warning when a validate exception happens, not always
#rnx
#preflight 647a3d80f40c6565434472bf

[CL 25770470 by joe kirchoff in ue5-main branch]
2023-06-02 15:11:16 -04:00
joe kirchoff
d16542d547 UnrealBuildTool: If a target fails to vaildate, print any upgrade warnings in case those are the reason
#rnx
#preflight 647a354f1c5c2b3fa2d33cdb

[CL 25769090 by joe kirchoff in ue5-main branch]
2023-06-02 14:35:59 -04:00
josh adams
f6381544e2 - Allow a project to override the Main SDK version for a platform (the platform's project Engine.ini would set
[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]
2023-06-02 13:42:59 -04:00
chris constantinescu
fcf133c0ae NDA platforms in restricted - move some parts into the platform folders
#rb Jerome.Delattre
#preflight 6478ecb71c5c2b3fa23f041d

[CL 25741561 by chris constantinescu in ue5-main branch]
2023-06-01 16:57:35 -04:00
bryan sefcik
5fcc1c97a3 Updated the shared pch logic to traverse the dependency tree to find the best shared pch for each module. The logic before would only look at the direct dependencies which if changed could result in possibly worse compile times because a less optimal pch could be picked.
Note: There however are occasions where the old logic can give better shared pchs because it doesn't check whether there is a circular dependency. The new logic does check for circular dependencies so it can sometimes return a safer but less optimal shared PCH. If we find the old logic gives a better shared pch then we go ahead and use it. This will be removed after some of the circular dependencies are resolved.

#rb joe.kirchoff
#preflight 6477e3b87f02573726be946c

[CL 25720154 by bryan sefcik in ue5-main branch]
2023-05-31 23:29:01 -04:00
joe kirchoff
acacd6a8de UnrealBuildTool: More automated code cleanup
* Use object type rather than var
* Remove double newlines
* Use pattern matching

#rnx
#preflight 647780095d23eca37d28a387

[CL 25706751 by joe kirchoff in ue5-main branch]
2023-05-31 13:37:21 -04:00
joe kirchoff
acf80ab609 [Backout] - CL25694851
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: More automated code cleanup

#rnx

[CL 25695155 by joe kirchoff in ue5-main branch]
2023-05-30 19:55:37 -04:00
joe kirchoff
7ed1a39679 UnrealBuildTool: More automated code cleanup
#rnx

[CL 25694864 by joe kirchoff in ue5-main branch]
2023-05-30 19:36:05 -04:00
joe kirchoff
c04da27b3b UnrealBuildTool: More automated code cleanup
#rnx
#preflight 64767efb4b1ead7c7f428c7a

[CL 25693857 by joe kirchoff in ue5-main branch]
2023-05-30 18:59:32 -04:00
joe kirchoff
36d266e932 UnrealBuildTool: Automated code cleanup
#rnx
#preflight 6476799e947ff6973c225619

[CL 25693241 by joe kirchoff in ue5-main branch]
2023-05-30 18:38:07 -04:00
joe kirchoff
57a8fe409c UnrealBuildTool: Use expression body for simple properties and accessors
#rnx
#preflight 64766abcfe6a3b258a04cb50

[CL 25691579 by joe kirchoff in ue5-main branch]
2023-05-30 18:01:50 -04:00
chris constantinescu
e4566803bb LLT: the .is_unreal_test file path doesn't depend on having a project file or not
#rb Stephen.Ma
#preflight 6474f04e4b1ead7c7f0ece5b

[CL 25674274 by chris constantinescu in ue5-main branch]
2023-05-30 06:17:15 -04:00
chris constantinescu
af8f098f9c LLT targets with project files - solution directory missing case
#rb Stephen.Ma
#preflight skip

[CL 25652009 by chris constantinescu in ue5-main branch]
2023-05-26 16:23:08 -04:00
rex hill
db72795a2b [UnrealBuildTool] Add option to throw exception when plugin in DisablePlugins list is enabled by another plugin's dependency
#preflight 6470d4ff5b1dc793b717b5ea
#rb joe.kirchoff, josh.adams

[CL 25650788 by rex hill in ue5-main branch]
2023-05-26 15:09:09 -04:00
marc audy
b85c7f6304 [Backout] - CL25633679
[FYI] jodon.karlik
Original CL Desc
-----------------------------------------------------------------
UBT: Recursively gather the PublicDependencies and link the entire chain so the writer of a module does not need to understand the linking requirements of every Plugin they use.

#jira UE-166371
#preflight 646fbee150786bb5ba9e2ed2

[CL 25646787 by marc audy in ue5-main branch]
2023-05-26 12:41:53 -04:00
jodon karlik
6c93e02c88 UBT: Recursively gather the PublicDependencies and link the entire chain so the writer of a module does not need to understand the linking requirements of every Plugin they use.
#jira UE-166371
#preflight 646fbee150786bb5ba9e2ed2

[CL 25646395 by jodon karlik in ue5-main branch]
2023-05-26 12:35:49 -04:00
Joe Kirchoff
3a974f2a9d UnrealBuildTool: Print reference chain correctly for include path modules. Process references before include path modules
#rnx
#rb trivial
#preflight 646fc9db2739064275f3c804

[CL 25629576 by Joe Kirchoff in ue5-main branch]
2023-05-25 17:24:14 -04:00