Requires Visual Studio 2019 15.8 Preview 3, and targets to specify bEnableCppModules = true. Unsupported on other compilers.
Notes:
- Module interfaces need to be placed in .IXX files.
- Module/module dependencies are determined by a post-makefile/pre-build scan of all module interfaces using the compiler, and cause additional prerequisites to be inserted into the dependency graph before execution.
- Available module IFC search paths use normal UE module dependency rules.
- Header units are not currently supported.
- Regular C++ files cannot currently implement functions defined in module interfaces, due to the macros force included by UBT. These macros need to be placed in the global module fragment, but declaring a global module fragment must be done from the translation unit being compiled (making force-included headers invalid).
#rb none
[CL 14354539 by Ben Marsh in ue5-main branch]
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.
Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.
Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects
#rb none
[CL 14301890 by Ben Marsh in ue5-main branch]
#rb Ben.Marsh
#ROBOMERGE-OWNER: james.hopkin
#ROBOMERGE-AUTHOR: james.hopkin
#ROBOMERGE-SOURCE: CL 12779149 via CL 12779152 via CL 12779160
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)
[CL 12782243 by James Hopkin in Main branch]
#jira none
#rb Ben.Marsh
[FYI] Andrew.Grant, Brandon.Schaefer
#ROBOMERGE-SOURCE: CL 12224860 in //UE4/Release-4.25/... via CL 12224862
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v663-12210973)
[CL 12224868 by michael sartain in Main branch]
#rb CopyUp
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: ryan.vance
#ROBOMERGE-SOURCE: CL 12149088 via CL 12150247
#ROBOMERGE-BOT: (v659-12123632)
[CL 12150618 by ryan vance in Main branch]
#rb none
#jira
#ROBOMERGE-SOURCE: CL 12038895 in //UE4/Release-4.25/... via CL 12038911
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)
[CL 12076066 by ben marsh in Main branch]
#rb none
#rnx
#jira
#ROBOMERGE-SOURCE: CL 11631935 in //UE4/Release-4.25/... via CL 11631941
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v655-11596533)
[CL 11631949 by ben marsh in Main branch]
#rb none
#jira UE-89364
#ROBOMERGE-SOURCE: CL 11631903 in //UE4/Release-4.25/... via CL 11631909
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v655-11596533)
[CL 11631916 by ben marsh in Main branch]
#rb none
#jira UE-85511
#ROBOMERGE-SOURCE: CL 11592169 in //UE4/Release-4.25/... via CL 11592173
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v654-11333218)
[CL 11592176 by ben marsh in Main branch]
Also add support for using Visual Studio DTE type libraries from AutoSDK, to fix accessor not working in installed builds built from licensee workspaces.
#jira UE-88791, UE-89124, UE-89162
#rb none
#ROBOMERGE-SOURCE: CL 11590477 in //UE4/Release-4.25/... via CL 11590479
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v654-11333218)
[CL 11590486 by ben marsh in Main branch]
Have UBT set the source target name as a define during compilation. For unique environments, embed that macro globally, but in shared environments just embed it into game modules.
Have the primary game module bind that define to a core delegate so engine systems can query it
Make LiveCodingModule pass the UBT target name to the UBT so that it doesn't have to guess which target to build
For agnostic executables (UE4Game, UE4Editor) running content only projects, the delegate won't be bound, so revert back to type based recompile requests in live coding
Handle DTE string for VS2019 in the source code accessor module
#rb ben.marsh
#ROBOMERGE-SOURCE: CL 11103653 via CL 11103654 via CL 11103656
#ROBOMERGE-BOT: (v640-11091645)
[CL 11103658 by graeme thornton in Main branch]
- UnsafeTypeCastWarningLevel can be set to WarningLevel.Warning or WarningLevel.Error in ModuleName.Build.cs (off by default)
- Currently only supported on MS compilers (Clang ignores the setting for now)
#jira UE-86949
#rb ben.marsh
#ROBOMERGE-SOURCE: CL 11050203 via CL 11050250 via CL 11050262
#ROBOMERGE-BOT: (v637-11041722)
[CL 11050266 by michael noland in Main branch]
The engine will always be built with it as an error.
#rb none
[FYI] Marc.Audy
#jira none
#ROBOMERGE-SOURCE: CL 9839163 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v546-9757112)
[CL 9839167 by ben marsh in Main branch]