- Experimenting with disabling this to see if we notice any drawbacks (seems fine after a few days of testing)
[CL 2517690 by Mike Fricker in Main branch]
- Fixed flat include cache not being refreshed after user switches between projects
- Fixed flat include cache not being rebuilt if the cache file was missing
[CL 2402092 by Mike Fricker in Main branch]
- Fixed crash after trying to build a target different than the one you built last time when DependencyCache was missing
[CL 2400418 by Mike Fricker in Main branch]
- Collapsed and renamed some of the new UBT settings for fast build iteration
- New 'BuildConfiguration.bUseUBTMakefiles' that replaces the old experimental settings (defaults to off in this changelist.)
- Cleaned up some comments
- No effective changes
[CL 2400071 by Mike Fricker in Main branch]
- Faster include dependency caching (ToLowerInvariant() is faster than StringComparer.InvariantCultureIgnoreCase on all platforms)
- Cached off the list of FileInfos when requesting cached include dependencies (reduces string hash lookup spam)
- Moved an object lookup out of an inner loop
[CL 2399988 by Mike Fricker in Main branch]
- Hot reload now works when using bUseExperimentalFastBuildIteration and bUseExperimentalFastDependencyScan
- We use a separate Makefile and built target set for Hot Reload vs. normal compiles
- This allows for extremely quick outdateness checking and incremental builds from the editor
[CL 2391333 by Mike Fricker in Main branch]
#ttp 345522: HotReload: Should not try to link DLLs when target is up to date
#change Added code to handle up-to-date state of modules in hot-reload code.
#change Added ECompilationResult::UpToDate and ECompilationResult::Canceled, ECompilationResult::Failed()
#change UBT: added -canskiplink command line param and support for skipping link actions when there was nothing to compile
#change extended the duration of re-compile notifications (TTP# 346604 NUXF-246 Hot compile fail message fades)
#change Added 'Compile Canceled' notification (instead of 'Compile Failed')
[CL 2302307 by Robert Manuszewski in Main branch]
- Indirect C++ includes weren't considered outdated if the UBTMakefile was also out of date in the same session
[CL 2265050 by Mike Fricker in Main branch]
UnrealBuildTool 'Makefiles' allow for very fast iterative builds.
- New BuildConfiguration.xml setting added: "bUseExperimentalFastBuildIteration" (disabled by default)
- Turning this on causes Unreal Build Tool to emit 'UBT Makefiles' for targets when they're built the first time.
- Subsequent builds will load these Makefiles and begin outdatedness checking and build invocation very quickly.
- The caveat is that if source files are added or removed to the project, UBT will need to gather information about those in order for your build to complete successfully.
- Currently, you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
- Events that can invalidate the 'UBT Makefile':
- Adding/removing .cpp files
- Adding/removing .h files with UObjects
- Adding new UObject types to a file that didn't previously have any
- Changing global build settings (most settings in this file qualify.)
- Changed code that affects how Unreal Header Tool works
- You can force regeneration of the 'UBT Makefile' by passing the '-Gather' argument, or simply regenerating project files
- New command-line parameters added:
- "-Gather": Tells UBT to always perform the gather step (slower but will catch project structural changes)
- "-NoGather": Disables the gather step, unless UBT detects that it must be done. This is the default when bUseExperimentalFastBuildIteration is enabled
- "-GatherOnly": Runs the gather step and saves a UBTMakefile, but doesn't build anything
- "-Assemble": Tells UBT to also assemble build products. This always defaults to enabled
- "-NoAssemble": Tells UBT to skip the assemble step, whether we gathered build products or not
- "-AssembleOnly": Tells UBT to only assemble build products and not to gather, unless UBT determines it must
Other changes:
- UBT now keeps track of which targets it was building in an intermediate file, to help it invalidate cached includes in subsequent runs when the targets are different
- C++ includes are now stored in a class separate from the C++ compile enviroment (for easier serialization)
- The method that UBT uses to find the CoreUObject module timestamp was rewritten
- Various '@todo ubtmake' comments added to tag possible remaining Makefile tasks
- The 'FileItem' class had some member variable comments and code cleaned up, while making it serializable
- Cleaned up the comments and member variables in the "Action" class, while making it serializable
- Some UBT classes are now "serializable". This is because we need to store the data in UBTMakefiles.
- Removed support for Actions to tinker with Stdout and Stderror (was not used for anything)
- Moved PrecompileHeaderEnvironment class to the UEBuildModule.cs source file
- Plugin intermediate include directories are now selected on demand rather than cached early
- Toolchain code for gathering prerequisite headers is now shared in a single function (AddPrerequisiteSourceFile)
- Removed Action.StatusDetailedDescription, was not used for anything
- Removed UEBuildConfiguration.bExcludePlugins, was not used for anything
- Removed ECompilationResult.FailedDueToHeaderChange, was not used for anything
[CL 2254472 by Mike Fricker in Main branch]
- 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]