* 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]
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]
* Use object type rather than var
* Remove double newlines
* Use pattern matching
#rnx
#preflight 647780095d23eca37d28a387
[CL 25706751 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: More automated code cleanup
#rnx
[CL 25695155 by joe kirchoff in ue5-main branch]
2) Added support in artifacts for relative paths
3) Modified ISPC header generation to be cached
At this time, only MSVC compiles are cached and -deterministic must be specified when building.
#rb josh.adams
#preflight 6470a172054af2576a2bd4b9
[CL 25647092 by tim smith in ue5-main branch]
Before:
"Engine\Restricted\NoRedist\Platforms\{Platform}\Restricted\NotForLicensees\Programs\{Project}Config\{Platform}Engine.ini"
After:
"Engine\Restricted\NoRedist\Platforms\{Platform}\Programs\{Project}\Config\{Platform}Engine.ini"
- Fixed config paths for Restricted, non-Platform, program ini files (last change had put OPT_SUBDIR in too many places, it's only needed for Restricted Programs Platform files)
#rb Josh.Adams
#preflight 6466f5b775696d2bd71832dc
[CL 25548254 by stephen ma in ue5-main branch]
- Only active when the project generator says it supports ContentOnly projects, although that is just for now until Xcode can test it out, in case it causes Visual Studio issues
#rb joe.kirchoff
#preflight 64638f4a4404e3cdd240327f
[CL 25490732 by Josh Adams in ue5-main branch]
2) Moved common code from executors into an immediate action queue.
3) Added support in the immediate action queue to read/write artifacts
#rb joe.kirchoff
#preflight 6454f3c5ed7ffaa0f5b2fbfa
[CL 25355149 by tim smith in ue5-main branch]