Marc Audy
cac1fe0019
Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
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This represents UE4/Main @ CL# 15277572
[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Marc Audy
bc88b73a29
Merge Release-Engine-Staging to Main @ CL# 15151250
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Represents UE4/Main @ 15133763
[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Joakim Lindqvist
04ede392fe
Adding info on which processes has file opened to debug UE-105044. Removed previous temp output as we have determined the mutex locking is working as expected.
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#jira UE-105044
[CL 15083046 by Joakim Lindqvist in ue5-main branch]
2021-01-14 08:58:18 -04:00
Marc Audy
bf80889353
UE5/Release-Engine-Staging to UE5/Main
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This represents UE4/Main up to CL# 14958402
[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
Joakim Lindqvist
b01a37b4a6
Added debug output to help track down
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UE-105044
[CL 15009811 by Joakim Lindqvist in ue5-main branch]
2021-01-07 10:19:31 -04:00
Ben Marsh
6f927647b1
Changing C# code over to using EpicGames.Core over DotNETCommon.
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#rb none
#rnx
[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00
Ben Marsh
64651ad903
Remove references to FastJSON functionality in DotNETCommon. Use a duplicate copy in AutomationScripts called Json_DEPRECATED instead.
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#rb none
#rnx
[CL 14962028 by Ben Marsh in ue5-main branch]
2020-12-21 22:05:50 -04:00
Ben Marsh
1e9946779e
UBT: Fix up a few more nullable references.
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#rb none
#rnx
[CL 14960616 by Ben Marsh in ue5-main branch]
2020-12-20 20:07:40 -04:00
Ben Marsh
68f5abeb09
UBT: Convert UnrealBuildTool to use nullable references.
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#rb none
#rnx
[CL 14960546 by Ben Marsh in ue5-main branch]
2020-12-20 18:47:42 -04:00
Ben Marsh
83f27d27e9
UBT: Mark platforms and project file generation code as not nullable aware.
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#rb none
#rnx
[CL 14960496 by Ben Marsh in ue5-main branch]
2020-12-20 17:32:59 -04:00
Ben Marsh
24dc06981b
UBT: Remove support for outputting entire action graph for a target. This is not going to be valid with C++20 modules, since we require dependencies discovered at build time to feed back into the action graph execution.
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#rb none
#rnx
[CL 14814704 by Ben Marsh in ue5-main branch]
2020-11-25 21:24:19 -04:00
Ben Marsh
7bcee7e396
UBT: Rename QueuedAction to LinkedAction.
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#rb none
#rnx
[CL 14812791 by Ben Marsh in ue5-main branch]
2020-11-25 10:13:28 -04:00
Marc Audy
a7f9391231
Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
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This represents UE4/Main @ 14768117
For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer
[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Ben Marsh
8d1f11d053
UBT: Start to move Windows specific compile functionality into the VCCompileAction class.
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#rb none
#rnx
[CL 14810985 by Ben Marsh in ue5-main branch]
2020-11-24 17:48:38 -04:00
Ben Marsh
f25f409ced
UBT: Change the produced/prerequisite item lists for actions to be IEnumerables, so we can generate them dynamically using iterators.
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#rb none
#rnx
[CL 14810772 by Ben Marsh in ue5-main branch]
2020-11-24 16:08:50 -04:00
Ben Marsh
51d24bf4cc
UBT: Duplicate actions for HotReload rather than mutating existing actions. We can probably make this much cleaner in future, just laying the groundwork.
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[CL 14810050 by Ben Marsh in ue5-main branch]
2020-11-24 12:56:09 -04:00
Ben Marsh
7ec8925ea4
UBT: Move all internal derived data for action objects into a separate class. This will allow creating specific action-derived classes for different actions.
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#rb none
[CL 14807917 by Ben Marsh in ue5-main branch]
2020-11-23 17:48:35 -04:00
Ben Marsh
0e95359692
UBT: Remove the DistCC executor. We don't maintain this any more.
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#rb none
[CL 14807528 by Ben Marsh in ue5-main branch]
2020-11-23 15:53:51 -04:00
Marc Audy
68150e0be7
Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
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This represents UE4/Main @ 14594913
[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Ben Marsh
7bb8c4ae95
UBT: Support for module partitions. Also rework dependency mapping to handle modules in files in files with different names.
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#rb none
[CL 14520558 by Ben Marsh in ue5-main branch]
2020-10-19 22:32:26 -04:00
Josh Adams
df33c7885f
- Added file logging to GenerteProjectFiles (saved to Engine/Programs/UnrealBuildTool/Log_GPF.txt)
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- Improved GPF's SDK error printouts, with no more red error text, and just a list of bad platform SDKs, and a link to the log file to get the detailed information if desired
#rb ben.marsh
[CL 14475783 by Josh Adams in ue5-main branch]
2020-10-12 18:14:03 -04:00
Josh Adams
788aad5cb0
- Updated UEBuildPlatform[SDK] to look in DDPI.ini and not bother setting up SDKs for platforms that aren't enabled (no need to print out errors for missing platform SDKs for platforms that aren't valid, like consoles on Mac)
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- Streamlined the logs for bad SDK versions, especially when multiple platforms have bad SDKs
- Skip over non-enabled platforms in some Turnkey commands
[CL 14462457 by Josh Adams in ue5-main branch]
2020-10-09 13:20:15 -04:00
Ben Marsh
52672b7bf5
Remove references to Enterprise from UBT.
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#rb none
[CL 14354554 by Ben Marsh in ue5-main branch]
2020-09-20 15:18:41 -04:00
Ben Marsh
57d9b51398
Initial support for C++20 modules.
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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]
2020-09-20 15:04:30 -04:00
Ben Marsh
486408b1a9
Rename UE5Editor to UnrealEditor.
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#rb none
#jira UE-97600
[CL 14292067 by Ben Marsh in ue5-main branch]
2020-09-10 15:39:00 -04:00