- Added ability to optionally skip SDK validation when making a Target instance even if we don't want to skip Target validation (used when we make the base UnrealEditor target to compare to project's Editor target - we don't need to manage SDK for that temporary UnrealEditor target).
- ShaderCompileWorker is now BuildEnvironment.UniqueIfNeeded, which will build into the project binaries dir if needed (based on per-project SDK override)
- UnrealPak is marked as not caring about an SDK versions so it can be built along with SCW that does care
- Added $(BinaryDir) variable to UEBuildTarget, etc, for the location of the first Binary in the output binaries
#rb David.Harvey, Joe.Kirchoff
[CL 31661939 by josh adams in ue5-main branch]
The issue is happening because CVD support is enabled but UE trace is disabled therefore some methods are still compiled out. This change makes sure CVD code is compiled out if UE trace is also compiled out because CVD depends on it.
#jira UE-204859
[FYI] Benn.Gallagher
[CL 30877818 by sergio gardeazabal in ue5-main branch]
Original CL Desc
-----------------------------------------------------------------
New VerseScope "InternalUser" and renamed "User" to "PublicUser"
- new enumerator for VerseScope named "InternalUser"
- renamed existing VerseScope "User" to "PublicUser" - this is possible without breaking existing projects since the VerseScope is not written out to the uplugin file when it is set to "User"
#rb andrew.scheidecker
#rnx
[CL 29419291 by bob tellez in ue5-main branch]
[FYI] Markus.Breyer
Original CL Desc
-----------------------------------------------------------------
New VerseScope "InternalUser" and renamed "User" to "PublicUser"
- new enumerator for VerseScope named "InternalUser"
- renamed existing VerseScope "User" to "PublicUser" - this is possible without breaking existing projects since the VerseScope is not written out to the uplugin file when it is set to "User"
#rb andrew.scheidecker
#rnx
[CL 29418991 by bob tellez in ue5-main branch]
- new enumerator for VerseScope named "InternalUser"
- renamed existing VerseScope "User" to "PublicUser" - this is possible without breaking existing projects since the VerseScope is not written out to the uplugin file when it is set to "User"
#rb andrew.scheidecker
#rnx
[CL 29416324 by markus breyer in ue5-main branch]
Expected usage:
```
[ModuleGroups("MyGroup"]
public class MyModule : ModuleRules {... }
public class MyOtherModule : ModuleRules
{
...
PrivateDependencyModuleNames.AddRange( GetModulesInGroup("MyGroup") );
}
```
#rnx
#rb Josh.Adams
[CL 29270167 by david harvey in ue5-main branch]
Use -Mode=Test by default for all LLT Project to enable pre-analysis of dependency graph.
#jira UE-193632
#rb Sean.Sweeney
[CL 28313218 by chris constantinescu in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: Always enable ValidateFormatStrings for engine modules, and create a pch variant for modules that opt out
#rnx
[CL 27331965 by joe kirchoff in ue5-main branch]
* bIsPlatformExtension - true if there's a platform extension .Build.cs with a subclass
* PlatformDirectory - location of the main Build.cs or the platform extension's subclass Build.cs
* PlatformModuleDirectory - string version of above
* PlatformSubdirectoryName - this is the name underneath the ModuleDirectory that platform files are in, or '.' (because platform extensions are already under a platform dir, we don't add another directory - there would be ThirdParty/MyLib/MyPlatform/foo.lib vs Platforms/MyPlatform/ThirdParty/MyLib/foo.lib, in the extension case, there's no MyPlatform directory underneath the module dir)
- With these changes, basic Build.cs files can be written without needing to know if a platform is an extension or not, and the extension subclasses can be much simpler
#rb david.harvey
[CL 26483586 by Josh Adams in ue5-main branch]