UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath
Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal
#jira none
[CL 16648181 by jonathan adamczewski in ue5-main branch]
Add a StringComparison argument to CreateIntermediateTextFile() and require callers to make a decision about the case-sensitivity used when considering whether to re-write a file.
(This is intentionally explicit and verbose at the call-site - we should implement a better solution. This change makes it clear that there is work to be done to be able to simplify the interface and achieve reliable behavior.)
As a first pass, C++ files (headers, cpp files, pch files) will have a case-sensitive comparison (C++ code is, mostly, case sensitive), Linux script files have a case-sensitive comparison (case-sensitive filesystem), and all other files are compared disregarding case - to match pre-existing behavior, and with the desire to not borrow more surprises than necessary.
#jira none
[CL 16616339 by jonathan adamczewski in ue5-main branch]
RootDirectory, EngineDirectory, UnrealBuildToolPath are now found in BuildUtilities' UnrealBuild namesapce.
The way these are computed has changed. Previously, it was assumed that the application is UnrealBuildTool, and paths were constructed relative to that assembly.
Now, the assumption is that the process is located under a "Engine/Build/DotNET" sub-path and paths are constructed relative to that.
#jira none
[CL 16607440 by jonathan adamczewski in ue5-main branch]
Requires Visual Studio 2019 15.8 Preview 3, and targets to specify bEnableCppModules = true. Unsupported on other compilers.
Notes:
- Module interfaces need to be placed in .IXX files.
- Module/module dependencies are determined by a post-makefile/pre-build scan of all module interfaces using the compiler, and cause additional prerequisites to be inserted into the dependency graph before execution.
- Available module IFC search paths use normal UE module dependency rules.
- Header units are not currently supported.
- Regular C++ files cannot currently implement functions defined in module interfaces, due to the macros force included by UBT. These macros need to be placed in the global module fragment, but declaring a global module fragment must be done from the translation unit being compiled (making force-included headers invalid).
#rb none
[CL 14354539 by Ben Marsh in ue5-main branch]
#rb CopyUp
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: ryan.vance
#ROBOMERGE-SOURCE: CL 12149088 via CL 12150247
#ROBOMERGE-BOT: (v659-12123632)
[CL 12150618 by ryan vance in Main branch]
Creation time of the makefile was being used to test whether dependencies have been modified, which is valid for external dependencies (since we want to catch any files modified after the build process starts), but not valid for files we create during the makefile building (such as response files).
Code attempting to detect response files was also incorrect, and would find any leaf files not included in a unity blob. Response files are now detected explicitly.
#rb none
#jira
#ROBOMERGE-SOURCE: CL 12039693 in //UE4/Release-4.25/... via CL 12039698
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)
[CL 12076084 by ben marsh in Main branch]
#rb none
#jira
#ROBOMERGE-SOURCE: CL 12038895 in //UE4/Release-4.25/... via CL 12038911
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)
[CL 12076066 by ben marsh in Main branch]
Any build targets have a DefaultBuildSettings property. For engine targets, this defaults to BuildSettingsVersion.Latest. For project targets, this defaults to BuildSettingsVersion.Release_4_23. For new projects, this will default to the engine version they are created from.
If a target is not using the latest default build settings, they will receive a message describing the settings that have changed, like this:
[Upgrade]
[Upgrade] Using UE 4.23 compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
[Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length.
[Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html.
[Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.Release_4_24;' in UnrealPak.Target.cs, and explicitly overriding desired settings.
[Upgrade]
Intent is to reduce friction for users initially upgrading to new engine versions, while notifying them of more optimal build settings being available, and letting them choose when (or if) to use them.
#rb none
[CL 8556769 by Ben Marsh in Dev-Build branch]