- 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]
Expose RuntimeDependencies to ToolChain ModifyBuildProducts and LinkFiles methods. This is required to properly bundle DLLs on some platforms.
#Jira UE-199874
#rb David.Harvey
[CL 31277174 by michael wanderson in ue5-main branch]
[FYI] michael.wanderson
Original CL Desc
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Expose RuntimeDependencies to ToolChain ModifyBuildProducts and LinkFiles methods. This is required to properly bundle DLLs on some platforms.
#Jira UE-199874
#rb David.Harvey
#changelist validated
#virtualized
[CL 31249061 by bob tellez in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: Move module and plugin validation out of BuildAsync and cleanup warnings
#rnx
[CL 30862164 by joe kirchoff in ue5-main branch]
The bug was introduced with 17546102. Previously "Launch" would get set to the first suitable BuildProduct entry; the module's binary. But after that change it can get incorrectly set to the last suitable BuildProduct entry if the target doesn't not produce a "-Cmd" suffixed output. Any module (such as Sentry's UE integration [1]) that introduces a RuntimeDependency on .exe files can result in invalid target receipts.
[1] https://github.com/getsentry/sentry-unreal/blob/main/plugin-dev/Source/Sentry/Sentry.Build.cs
#rb Joe.Kirchoff
#rnx
[CL 30408745 by martin ridgers in ue5-main branch]