Commit Graph

35 Commits

Author SHA1 Message Date
Josh Adams
4d71a93586 - Added ability to have a IDE project for each Target (UnrealGame vs UnrealEditor) and remove the Type from the Configurations (Debug, Development, etc - no more Development Editor config)
- Enabled for Xcode, added support but left disabled for VisualStudio
- For Games and Samples with multiple projects, a solution folder now contains them
#rb joe.kirchoff
#preflight 63efb20061378b7ea02bc32d

[CL 24285567 by Josh Adams in ue5-main branch]
2023-02-17 12:53:28 -05:00
josh adams
1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
Robert Millar
d1ae213d52 Server mode for UBT for use by VS Code extension. Provides compile configuration on demand, responding to commands over stdin in json format.
VS Code project file generator argument to skip compile commands json files.
VS Code project file generator adds VS Code extension id as configuration provider to configurations.
Add optional implementable funcion for toolchains to return the path to default C++ compiler.
Add rootdirectory= argument to provide root directory if UBT is published to a different directory than standard.

#jira none
#preflight 635c08e6052cb0bae6a5371a

[CL 22831178 by Robert Millar in ue5-main branch]
2022-10-28 12:59:39 -04:00
real-mikhail
c717e1f3b3 PR #9569: Rider project model: get the list of supported configurations from UnrealBuildTool (Contributed by real-mikhail)
#jira UE-163885
#rb Joe.Kirchoff
#tests Tested in Rider and MSVS

[CL 22058287 by real-mikhail in ue5-main branch]
2022-09-16 15:53:01 -04:00
UnrealBot
73409369c0 Branch snapshot for CL 21319338
[CL 21319338 in ue5-main branch]
2022-08-10 16:03:37 +00:00
Ben Marsh
cbb950c578 UBT: Use ILogger throughout UBT, rather than legacy EpicGames.Core.Log methods. All output going forwards should use structured logging rather than String.Format style logging.
#preflight 628e9dc6e746de4961f60032

[CL 20373777 by Ben Marsh in ue5-main branch]
2022-05-25 19:55:37 -04:00
Joe Kirchoff
c512a89ace Rename UnrealBuildTool.EngineSourceDirectory -> Unreal.EngineSourceDirectory
#rnx
#rb trivial
#preflight 628e9fdaf622d972b59ebe85

[CL 20372061 by Joe Kirchoff in ue5-main branch]
2022-05-25 17:54:39 -04:00
halfdan ingvarsson
6ca396c3fd UnrealBuildTool: Fix the Rider project generator in the presence of platform extension specializations.
#robomerge FNMain
#rb david.harvey
#preflight 6285233f2a7df8ed9f9dd2fa

[CL 20263449 by halfdan ingvarsson in ue5-main branch]
2022-05-18 13:09:30 -04:00
jonathan adamczewski
0a6164bbd3 nullability annotations, rethrow fixes, net6.0 warning suppression
#jira none
#trivial
#rnx
#preflight 62425155c61d8a458f230657

[CL 19536049 by jonathan adamczewski in ue5-main branch]
2022-03-28 20:50:06 -04:00
jonathan adamczewski
5c68d1d9ef Revert //UE5/Main/... changelist 19531725 - return to NET Core 3.1
#preflight 62422fd0470aff98e946bfce
#jira UE-119846

[CL 19534572 by jonathan adamczewski in ue5-main branch]
2022-03-28 18:25:19 -04:00
jonathan adamczewski
18ac15cbb1 Upgrade to .NET 6.0
#jira UE-119846
#preflight 6241fc06470aff98e943c035

[CL 19531725 by jonathan adamczewski in ue5-main branch]
2022-03-28 15:30:56 -04:00
Joe Kirchoff
82466ed8be UnrealBuildTool: Fix engine modules being filtered out of generated projects when programs should not be added
#jira UE-146426
#rnx
#rb trivial
#preflight 62338ddd0820efd0945ea479

[CL 19427071 by Joe Kirchoff in ue5-main branch]
2022-03-17 17:05:06 -04:00
jonathan adamczewski
0509b06d55 UnrealBuildTool: rename MasterProject settings as PrimaryProject, and some other uses of 'master'
Variable, function and class renames only. XML-facing variables included deprecated support for the old names.

Renaming of the MasterProjectName.txt file will be handled in a subsequent change.

#jira none
#preflight 61d8a162ec35d1b940f74818

#ROBOMERGE-AUTHOR: jonathan.adamczewski
#ROBOMERGE-SOURCE: CL 18550269 in //UE5/Release-5.0/... via CL 18550308 via CL 18550325
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18550338 by jonathan adamczewski in ue5-main branch]
2022-01-07 15:40:41 -05:00
jonathan adamczewski
5c48869c86 UnrealBuildTool: rename MasterProject settings as PrimaryProject, and some other uses of 'master'
Variable, function and class renames only. XML-facing variables included deprecated support for the old names.

Renaming of the MasterProjectName.txt file will be handled in a subsequent change.

#jira none
#preflight 61d8a162ec35d1b940f74818

#ROBOMERGE-AUTHOR: jonathan.adamczewski
#ROBOMERGE-SOURCE: CL 18550269 in //UE5/Release-5.0/... via CL 18550308
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18550325 by jonathan adamczewski in ue5-release-engine-test branch]
2022-01-07 15:40:01 -05:00
Ben Marsh
b516c7819c UBT: Add a -nocpp option for generating solutions without any C++ source when working on C# projects.
#preflight none

[CL 18487877 by Ben Marsh in ue5-main branch]
2021-12-19 16:09:38 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
jonathan adamczewski
42ef103436 UnrealBuildTool:
Add new commandline option: -AlwaysRulesCompile, ensures that rules assemblies will be compiled during the run.

#jira none

#ROBOMERGE-SOURCE: CL 17428445 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17428452 by jonathan adamczewski in ue5-release-engine-test branch]
2021-09-03 19:27:06 -04:00
jonathan adamczewski
64c210d294 AutomationTool, BuildUtilities:
UnrealBuild -> Unreal for EngineDirectory, RootDirectory, IsEngineInstalled, UnrealBuildToolPath
Remove CommandUtils EngineDirectory, RootDirectory, IsEngineInstalled - use equvalents from UnrealBuildBase.Unreal

#jira none

#ROBOMERGE-SOURCE: CL 16648181 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16648203 by jonathan adamczewski in ue5-release-engine-test branch]
2021-06-11 18:21:35 -04:00
jonathan adamczewski
233b7719a5 <saved by Perforce>
#ROBOMERGE-SOURCE: CL 16642197 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16642206 by jonathan adamczewski in ue5-release-engine-test branch]
2021-06-11 11:37:42 -04:00
jonathan adamczewski
d58996b916 UnrealBuildTool: move some path constants into BuildUtilities
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

#ROBOMERGE-SOURCE: CL 16607440 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16607455 by jonathan adamczewski in ue5-release-engine-test branch]
2021-06-09 12:55:13 -04:00
Josh Adams
b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00
Ben Marsh
6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00
Ben Marsh
83f27d27e9 UBT: Mark platforms and project file generation code as not nullable aware.
#rb none
#rnx

[CL 14960496 by Ben Marsh in ue5-main branch]
2020-12-20 17:32:59 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00