Commit Graph

233 Commits

Author SHA1 Message Date
calvin zheng
8696a158f0 Add FNGame source files to the correct xcode projects
#rb Josh.Adams

[CL 32232571 by calvin zheng in ue5-main branch]
2024-03-13 18:52:20 -04:00
real-mikhail
f43ef6a82d PR #11411: Fixes for Rider project file generator
#jira UE-205866

[CL 32200720 by real-mikhail in ue5-main branch]
2024-03-12 20:35:34 -04:00
joe kirchoff
afb481083b UnrealBuildTool: Write to separate intermediate directory when generating project files
#rnx

[CL 31398341 by joe kirchoff in ue5-main branch]
2024-02-12 16:24:17 -05:00
hnrqbaggio
4a0f4f68c9 PR #11383: Project Generator for VS Workspace support
#jira UE-205245

[CL 31016596 by hnrqbaggio in ue5-main branch]
2024-01-30 14:45:10 -05:00
joe kirchoff
68c06bfbcc UnrealBuildTool: Remove VS2019 support
#jira UE-190039

[CL 30943783 by joe kirchoff in ue5-main branch]
2024-01-26 17:21:00 -05:00
calvin zheng
410e40dc8e Fix FindProjectsForModule for special case where no game module exists
#jira UE-202327
#rb trivial

[CL 30242074 by calvin zheng in ue5-main branch]
2023-12-11 12:51:50 -05:00
calvin zheng
aefa44f4ba Move source files from editor projects to game projects
#jira UE-200317
#rb Josh.Adams

[CL 29874395 by calvin zheng in ue5-main branch]
2023-11-21 15:36:07 -05:00
joe kirchoff
79fcc418c7 UnrealBuildTool: Experimental -VisualStudioLinux for project gen, which creates .vcxproj that allow remote debugging on linux. This currently probably only works for monolithic programs with no extra requried files
#rnx

[CL 29203721 by joe kirchoff in ue5-main branch]
2023-10-27 19:22:34 -04:00
dmytro ivanov
8734aacbaf Add option to update .vcxproj.user files during project generation
#jira UE-186383
#rb Chris.Babcock

[CL 28965010 by dmytro ivanov in ue5-main branch]
2023-10-20 10:18:22 -04:00
joe kirchoff
63b5c311c5 UnrealBuildTool: Show programs in generated project if under a uproject path
#rnx

[CL 28860024 by joe kirchoff in ue5-main branch]
2023-10-17 18:36:13 -04:00
josh adams
c2437d9b07 - Fixed various issues with making Mac/IOS builds that can be uploaded to AppStore in Xcode
* Missing ThinApp.sh
  * Missing some quotes around a variable in GenerateUniversalDSYM.sh
  * Correctly filter out the stub .app's and such when copying the Staged data directory into the .app
  * Disabled the Mac's Sign To Run Locally option by default, as that causes Xcode's Validation/Upload to not have the team name embedded in it, causing a hassle while pushing up to AppStore/TestFlight
  * Fixed the PRODUCT_NAME for BP projects
  * Made CrashReportClient be a sandboxed app that inherits from parent
  * Fix Hybrid apps to check all platforms before in the project generator, so that if a project needs a temp target for IOS (via a plugin)
  * For hybrid projects, don't append Game to the end of the Game target names, as that is the default, and it makes for better named products
  * Disabled the LoginFlow module from OnlineFramework plugin - this was causing issues with having CEF and EpicWebHelper embedded into a sandboxed .app, and LoginFlow isn't seemingly actually used by anything
#jira UE-196297,UE-196299,UE-196296,UE-196300,UE-196295
#rb adam.kinge

[CL 28463729 by josh adams in ue5-main branch]
2023-10-04 13:25:29 -04:00
bryan sefcik
6d9b945de1 Updated all of the intellisense data gathering to be done in parallel.
Updated a few project generators to be thread safe.
Fixed an issue where the vproject generation wasn't deterministic.
Updated the project generation to output the total time it took to execute.

Before: 21.62 seconds
After: 17.56 seconds

#jira
#rb joe.kirchoff

[CL 27179702 by bryan sefcik in ue5-main branch]
2023-08-17 14:18:48 -04:00
jeff fisher
d5fbfa08db UE-189611 ARImageDetection Fails to Launch on Android - Error: Unable to load plugin 'XRBase'
-The logic in NativeProjects.cs IsHybridContentOnlyProject which decides whether we need to build an executable for a project was always using the buildhost platform (usually win64) to decide which plugins were active.  This caused it to miss enabled code plugins that build for the actual target platform but not the host platform and potentially not do an executible build when one is required.
-Now we pass the TargetPlatforms for the current build into ConditionalMakeTempTargetForHybridProject so that we can test against them.  If any project in this list needs code built we will make a temp target.
#jira UE-189611 UE-192833
#rb Josh.Adams

[CL 27101769 by jeff fisher in ue5-main branch]
2023-08-15 10:07:26 -04:00
robert millar
a1f3e3d073 Allow bGatherThirdPartySource to be set from UBT xml config.
#rb joe.kirchoff
#jira none

[CL 26761842 by robert millar in ue5-main branch]
2023-08-01 19:52:59 -04:00
christopher waters
47426db352 Adding UnrealIntermediateEnvironment to allow different intermediate paths based on build settings.
This removes the old hack that renames the target based on nonunity being set while also adding a new intermediates folder for IWYU.

#jira UE-190274
#rb joe.kirchoff

[CL 26514944 by christopher waters in ue5-main branch]
2023-07-21 12:08:09 -04:00
Josh Adams
2bba9a54d8 - Yet another fix, this time for UnrealEditor standalone with clean build
#rb self

[CL 26159153 by Josh Adams in ue5-main branch]
2023-06-21 15:35:20 -04:00
Josh Adams
3f7d1d861e - Fixed errors with plugin modules failing to find a project to put into (better fix then yesterday's for the AdditionalPluginDirectories)
#rb self

[CL 26156103 by Josh Adams in ue5-main branch]
2023-06-21 14:16:14 -04:00
Josh Adams
a1d3002e33 - Fix crash with UnrealEditor builds, caused by earlier fix for AdditionalPluginDirectories warning
#rb trivial

[CL 26140047 by Josh Adams in ue5-main branch]
2023-06-20 20:37:31 -04:00
Josh Adams
17fdc6481d - Moved the SingleTargetName property up to ProjectFileGenerator from Xcode generator, and use it to remove Targets from the list to be processed. This is useful because when modern Xcode creates a stub xcode project for a Program, it has no uproject to use with "-game -project", so the GPF code would process all .Target.cs files, which can lead to warnings about missing AdditionalPluginDirectories (build machines may not fully sync a stream, and processing every Target can cause unexpected problems)
#rb joe.kirchoff

[CL 26132088 by Josh Adams in ue5-main branch]
2023-06-20 15:59:57 -04:00
Josh Adams
29e1d190e2 - Fixed project generation for code plugins under hybrid temp targets
[CL 25954295 by Josh Adams in ue5-main branch]
2023-06-13 12:05:44 -04:00
joe kirchoff
e63f39e009 UnrealBuildTool: Fix failure to open/browse to source file in Visual Studio
* Write PrimaryProjectPath.txt with the location of the solution, this could be different than the root depending on project gen arguments
* Update SourceCodeAccessor accordingly to get the correct path to the solution, maintaining old defaults if the PrimaryProjectPath.txt file is not found

#rnx
#jira UE-114382

[CL 25935357 by joe kirchoff in ue5-main branch]
2023-06-12 15:33:56 -04:00
joe kirchoff
c2917fa859 UnrealBuildTool: Filter out programs when generating projects if they're not located under Source/Programs after the TargetRule is created
#rnx
#rb trivial

[CL 25860547 by joe kirchoff in ue5-main branch]
2023-06-07 18:15:41 -04:00
josh adams
11028c13f4 - Fixed a crash when generating some Xcode stub projects for commandline building. I could not repro, but this fix works for someone that could
#rb adam.kinge

[CL 25857364 by josh adams in ue5-main branch]
2023-06-07 16:43:13 -04:00
joe kirchoff
90ee0e778b [Backout] - CL25209946
#fyi Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: Fix failure to open/browse to source file in Visual Studio
* Always update PrimaryProjectName.txt when a project specific solution is generated
* -Game solution is always placed under the project directory, update SourceCodeAccessor according, this code was out of date

#rnx
#jira UE-114382
#preflight 6449c0c4401d328ad93a635b

[CL 25732405 by joe kirchoff in ue5-main branch]
2023-06-01 13:38:36 -04:00
joe kirchoff
acacd6a8de UnrealBuildTool: More automated code cleanup
* Use object type rather than var
* Remove double newlines
* Use pattern matching

#rnx
#preflight 647780095d23eca37d28a387

[CL 25706751 by joe kirchoff in ue5-main branch]
2023-05-31 13:37:21 -04:00