- Deprecating EngineIncludeOrderVersion.Unreal5_0 and EngineIncludeOrderVersion.Unreal5_1.
- Adding way more comments on EngineIncludeOrderVersion including warnings about using EngineIncludeOrderVersion.Latest.
#jira none
#rb joe.kirchoff
[CL 26161171 by christopher waters in 5.3 branch]
- Allow for per-project override in a project's platform's config folder (this is merging with my other work on per-project SDKs and validation of multi-target builds)
- More versions will move over after this
#rb david.harvey
#[robomerge][bot5] -FNMain
#ushell-cherrypick of 26150552 by josh.adams
[CL 26152902 by calvin zheng in 5.3 branch]
Before:
Total time in Parallel executor: 2602.17 seconds
Total execution time: 2642.38 seconds
After:
Total time in Parallel executor: 2259.58 seconds
Total execution time: 2296.80 seconds
#jira
[CL 25965005 by bryan sefcik in ue5-main branch]
- -IncludeHeaders will add individual header compiles to the build.
- -HeadersOnly when used with -IncludeHeaders will compile only the headers. This replaces -IWYUHeadersOnly.
- Ported file collision support over from ClangToolChain into VCToolChain
#rb henrik.karlsson
[CL 25899533 by christopher waters in ue5-main branch]
* Add new setting CppStandardEngine so this can be controlled separately for engine module
* CppStandard no longer requires RequiresUniqueBuildEnvironment as it does not affect engine modules
#rb christopher.waters
[CL 25821375 by joe kirchoff in ue5-main branch]
* Use object type rather than var
* Remove double newlines
* Use pattern matching
#rnx
#preflight 647780095d23eca37d28a387
[CL 25706751 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: More automated code cleanup
#rnx
[CL 25695155 by joe kirchoff in ue5-main branch]
[FYI] jodon.karlik
Original CL Desc
-----------------------------------------------------------------
UBT: Recursively gather the PublicDependencies and link the entire chain so the writer of a module does not need to understand the linking requirements of every Plugin they use.
#jira UE-166371
#preflight 646fbee150786bb5ba9e2ed2
[CL 25646787 by marc audy in ue5-main branch]
- Open QAGame in Unreal Editor
- From the File Menu bar, select File > New Level
- Create a new Basic Template level
Steps:
1) Within the viewport, select the Floor mesh
2) Within the Details Panel's Components section, select Add
3) Search for PCG
4)The PCG Component is exposed within an Actor's Component section within the viewport
#jira UEENGQA-84969
#rb jerome.delattre chris.constantinescu tim.gautier
#preflight 64630ec1cf4562e0962dfc48
[CL 25604396 by saltanat janybekova in ue5-main branch]
* Add MaxCppStandard option to the target, so the CppStd can be limited if it would be set higher for any reason. HoloLens for example does not support c++20 because it uses the /ZW flag to enable WinRT and these are incompatible. I will look into making WinRT only be added if it is required for a Module at a later time
* Any module that sets bTreatAsEngineModule will be upgraded to c++20 unless it has already overridden it to c++17, unless MaxCppStandard is set.
* Some modules, mostly in plugins, are set in the ModuleRules to always build with c++17. This is generally because third party source is included that are incompatible with c++20 but there are a few cases that should be looked into later
* VS2019 needed a few extra fixes but also supports c++20. Reminder that support for the 2019 toolchain is going to be removed in 5.5
#jira UE-182121
#rb Francis.Hurteau
#preflight 6441adee434155a8f8688d45
#preflight 6441adfcf030f684d53981c5
[CL 25153700 by Joe Kirchoff in ue5-main branch]