- Adds experimental super-fast C++ outdated file checking
- This feature is turned off for now as we continue to test and improve it
- You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml
- Here is the basic idea:
- We no longer exhaustively scan all includes and build up a big graph every invocation
- Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled
- The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin")
- On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date
- Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature.
UnrealBuildTool: Determination of which modules have UObjects is now faster
- We now cache which modules have UObjects and load those for the next session
UnrealBuildTool: Module "shared" precompiled header determination is now much faster
- We no longer scan all C++ includes for a module to figure out which "shared" PCH to use
- Instead, we use the module dependencies specified in the module's *.Build.cs file
- For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH
Other UBT optimizations:
- Reduced calls to string formatting functions when setting up API definitions for all modules
- Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml
- We no longer check for "external" headers when scanning includes (this code didn't work at all)
- Optimized CleanDirectorySeparators() utility function to avoid string copies
Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder
[CL 2238266 by Mike Fricker in Main branch]
By either manually configuring distcc & DMUCS as per their documentation, or using the DistCode Xcode plugin compilation can be distributed amongst networked Macs.
All Macs must have the same developer tools installed & the same distcc/DMUCS/DistCode and be on the same local network.
This works for compiling for Mac & iOS and it should be possible to configure distcc & DMUCS manually for use on build farms for remote building from Windows.
Linux could also use this for local builds or remote build farms - but I'm not in a position to test this.
[CL 2238171 by Mark Satterthwaite in Main branch]
- Integrated IPhonePackager code directly into IOS Automation (this is not 100% working yet, it's a work-in-progress). Original IPP still in same place untouched
- Added a return code to RunLocalProcess
- Added IPhonePackager UAT script that will pass along params to the internal IPP code (RunUAT IPhonePackager -cmd="<ipp commandline here>" [-nocompile])
#codereview Robert.Manuszewski,peter.sauerbrei
[CL 2123325 by Josh Adams in Main branch]
#change Root module path added to include paths.
#change Plugins now write intermediates to the project folder.
#change All generated #includes are now relative.
#change Updated UHTDebugging.manifest to new format.
#remove Rocket-specific UHT execution removed.
#remove Some bHackHeaderGenerator usage removed.
#remove iOS header hack removed.
#codereview robert.manuszewski,ben.marsh
[CL 2068336 by Steve Robb in Main branch]