Why do this:
Currently when compiling a cpp file with MSVC, it compiles across multiple cores while clang does not. This means that while we support limiting the number of cores(using ProcessorCountMultiplier), MSVC will use more cores than we specify. It also means that MSVC will always be faster when compiling because clang does not support compiling a cpp over multiple cores. To get similiar results when compiling with clang, we set the weight of MSVC to 1.5 and the weight of clang to 1.0. We then set the ProcessorCountMultiplier to 1.5. This results in MSVC and clang taking roughly the same amount of CPU utilization and clang compiles to be much faster.
Old Timing(secs) Old CPU Utilization New Timing New CPU Utilization(secs)
PlatformA AncientGame 590.94 51 431.47 73
MSVC AncientGameEditor 1016.96 94 1026.08 95
Clang AncientGameEditor 1543.72 63 1270.4 84
PlatformB AncientGame 494 52 396.95 74
Old = without weight path
New = with weight path
#jira
#rb christopher.waters, joe.kirchoff
#preflight 6409026c8832f48a4dc72025
[CL 24567859 by bryan sefcik in ue5-main branch]
* Added option to generate assembly files while compiling cpp files.
* Supported only on MSVC compiler for now.
* The generated files have the .asm extension and are located in the same Intermediate folder as the corresponding .obj
#jira none
#rb Joe.Kirchoff
#preflight
[CL 24545403 by LouisPhilippe Seguin in ue5-main branch]
#fyi Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: Module CppStandard needs to be overridden if it doesn't match the target, rather than if it doesn't match the default
#preflight 640659f02559570cc77b55ed
[CL 24532448 by joe kirchoff in ue5-main branch]
- Added IntermediateDirectoryNoArch to UEBuildModule (we can use this in the future to put generated definitions headers, which can help reduce rebuilds going between multi- and single-arch)
#rb Joe.kirchoff
#jira UE-178211,UE-178589
#preflight 63fd3cb72b1a2765f9a46322
[CL 24441385 by josh adams in ue5-main branch]
- bUsePlatformFileStub = true replaces the default platform file. The default PF is saved and can be reused at any time.
The side effect is lots of warnings for missing files and object loading errors which is acceptable for low level tests.
- bMockEngineDefaults = true sets some mandatory engine defaults (materials, fonts etc) that can only be loaded from cooked assets.
#jira UE-178194
#rb Ryan.Gerleve
#preflight 63f8e7051206d91a2bd8b0cd
[CL 24407283 by chris constantinescu in ue5-main branch]
* Change so SingleFile will not build dependents by default. This can be enabled with -SingleFileBuildDependents
#preflight skipped
#rb joe.kirchoff
[CL 24344617 by henrik karlsson in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: Enable BuildSettings.V3 as default for Engine modules
#rnx
#rb Henrik.Karlsson
#jira UE-176989
[CL 24275425 by joe kirchoff in ue5-main branch]