[FYI] Joe.Kirchoff
Original CL Desc
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UnrealHeaderTool: Update #include paths to be relative to the module's first public include path (or the generated UHT path if no public include paths are available) rather than the module's parent directory
#rb Tim.Smith
#preflight 635b0719015611ae3a0779d1
[CL 22832250 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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UnrealHeaderTool: BuildSetting.V3 (currently disabled) which disallows adding module parent directory to include path list
#rnx
#rb bryan.sefcik
#preflight 634df3105f008d633fd571d2
[CL 22795918 by joe kirchoff in ue5-main branch]
This can be enabled by modifying `UnrealEngine\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml` like so:
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<BuildConfiguration>
<bShaderCompilerWorkerTrace>true</bShaderCompilerWorkerTrace>
</BuildConfiguration>
</Configuration>
- Added a build configuration xml value, `bShaderCompilerWorkerTrace`.
- Turning this on will set USE_SHADER_COMPILER_WORKER_TRACE=1
- Move the parameter -nothreading to be set when we launch the process instead of internally as an extra cmd line arg.
- Unreal Insights uses a separate thread to send events so threading support is needed for the program. When we have USE_SHADER_COMPILER_WORKER_TRACE enabled we need to turn off `-nothreading`.
- When USE_SHADER_COMPILER_WORKER_TRACE is enabled we pass in `-trace=default` to get CPU event markers.
- The SCW program needs to turn on the following defines to be able to perform CPU and memory traces:
ENABLE_LOW_LEVEL_MEM_TRACKER=1
UE_MEMORY_TAGS_TRACE_ENABLED=1
UE_TRACE_ENABLED=1
- Instrument Shader Compiler Worker with TRACE_CPUPROFILER_EVENT_SCOPE. This are no-ops when this is turned off.
todo: Make the shader compiler worker inherit the trace args from the main process it was launched from.
#rb Yuriy.ODonnell
#jira none
#preflight 634ef80269246074db9637c2
[CL 22625183 by Jason Nadro in ue5-main branch]