Commit Graph

103 Commits

Author SHA1 Message Date
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Josh Adams
b0e4357576 - UBT Code changes to remove 32-bit Windows support (C++ code for 32-bit still exists)
#rb marc.audy (concept, not each file)

[CL 15265424 by Josh Adams in ue5-main branch]
2021-01-31 15:09:58 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
mark lintott
53511dcacd #jira UE-104748
#rb Ben.Marsh

Renamed UE4.natvis to Unreal.natvis
Fixed up Project File Generator within the Unreal Build Tool

[CL 15009828 by mark lintott in ue5-main branch]
2021-01-07 10:21:33 -04:00
Ben Marsh
6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00
Ben Marsh
83f27d27e9 UBT: Mark platforms and project file generation code as not nullable aware.
#rb none
#rnx

[CL 14960496 by Ben Marsh in ue5-main branch]
2020-12-20 17:32:59 -04:00
Joakim Lindqvist
302f1f8ddd UBT can now filter out any project which requires dotnet support from the solution, which we do for VS2017 as it does not support Dotnet Core 3+
#rb ben.marsh

[CL 14855498 by Joakim Lindqvist in ue5-main branch]
2020-12-04 12:20:48 -04:00
Josh Adams
b2e578ee68 - Fixed debugging AutomationTool in Visual Studio with netCore changes
#rb joakim.lindqvist

[CL 14836195 by Josh Adams in ue5-main branch]
2020-12-02 12:57:17 -04:00
Joakim Lindqvist
394b90b098 UBT changes required for netcore projects.
* Added support for more complex Msbuild conditions (using static property methods) as we use this to do per platform checks in the csprojs.
* Tweaks to the parsing of csprojs as expecations are different for netcore (mostly for how configurations are defined)
* Lastly if -dotnetcore flag is present when generating projects, use the netcore project files instead.

#rb ben.marsh

[CL 14572331 by Joakim Lindqvist in ue5-main branch]
2020-10-26 06:08:01 -04:00
Joakim Lindqvist
28a2dc4fe7 Unreal VS 1.57
* Improved detection of UE solution by using a special section outputted to the solution, this replaces the need to add a special comment into the solution (or relying on naming convention as was the fallback). This still works with the old conventions to support being used in a UE4 solution.
* Inverted Quickbuild menu to dynamically populate the platforms instead - this allows UnrealVS to data drive the platform list. Unfortunatley due to how visual studio UI handles dynamic lists we can not have a menu that is dynamic and has children. Thus configurations are now hard coded instead - these are still only visible when they are actually supported, but it means UnrealVS needs to be updated when new configurations are added.
* Fixed issue setting debug arguments to net core projects (due to the change to launchSettings.json to store the debug arguments)

#rb ben.marsh
#jira UE-100134, UE-95503

[CL 14444525 by Joakim Lindqvist in ue5-main branch]
2020-10-08 04:19:43 -04:00
Joakim Lindqvist
eebb43e444 Added UnrealEngineGeneratedSolutionVersion tag to generated solution file which is used by UnrealVS to detect that this is a unreal solution. Should fix failure to detect renamed solution in UnrealVS.
#rb none
#jira UE-100134

[CL 14394956 by Joakim Lindqvist in ue5-main branch]
2020-09-25 07:23:43 -04:00
Ben Marsh
03675533ea Rename UE4Game -> UnrealGame, UE4Client -> UnrealClient, UE4Server -> UnrealServer.
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]
2020-09-11 15:54:42 -04:00
Ben Marsh
486408b1a9 Rename UE5Editor to UnrealEditor.
#rb none
#jira UE-97600

[CL 14292067 by Ben Marsh in ue5-main branch]
2020-09-10 15:39:00 -04:00
Ben Marsh
be7034ec27 Rename UE4Editor to UE5Editor, and generated solution/projects from UE4 -> UE5.
UE4Game/Client/Server targets left intact for the time being.

#rb none

[CL 14288076 by Ben Marsh in ue5-main branch]
2020-09-10 09:10:30 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
halfdan ingvarsson
de55208aef Added option to UBT project generation to allow users to specify include paths to be omitted from project files. This speeds up parsing, reduces memory footprint, and allows irrelevant symbols to be excluded from intellisense suggestions.
Example usage in BuildConfiguration.xml -

<VCProjectFileGenerator>
    <ExcludedIncludePaths>ThirdParty\WebRTC;ThirdParty\PhysX</ExcludedIncludePaths>
</VCProjectFileGenerator>

Example savings -

Adding ThirdParty\PhysX = 47% vcproj reduction (28MB -> 15MB)
Adding ThirdParty\ = 61% vcproj reduction (28MB -> 11MB)

#jira na
#rb swarm

[CL 13632181 by halfdan ingvarsson in ue5-main branch]
2020-06-05 12:15:12 -04:00
ben marsh
3b7230edd9 Add an option to configure the maximum length of shared include paths to use when generating Visual Studio project files. Despite improving Visual Studio stability for some users, it seems to be causing VAX crashes for others.
To disable the use of shared include paths (at the expensive of Visual Studio using more memory), put this in BuildConfiguration.xml:

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
	<VCProjectFileGenerator>
		<MaxSharedIncludePaths>0</MaxSharedIncludePaths>
	</VCProjectFileGenerator>
</Configuration>

The setting specifies the maximum length of the shared include paths to use, in bytes. The default value is 24,576 (24k).

#jira

#ROBOMERGE-SOURCE: CL 13151316 via CL 13151320 via CL 13151331
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v688-13145358)

[CL 13151347 by ben marsh in Main branch]
2020-05-04 15:18:03 -04:00
ben marsh
61d897c732 Another attempt at fixing Visual Studio memory uses. Now sets the most common include paths, up to 24k, in the IncludePath property, and the remainder on individual items.
#jira UE-92188

#ROBOMERGE-SOURCE: CL 12911340 via CL 12911341 via CL 12911342
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12911343 by ben marsh in Main branch]
2020-04-19 13:25:35 -04:00
ben marsh
4a56b51501 Temporarily revert change to set IncludePaths variable, since it causes an error setting the INCLUDE environment variable when building large projects.
#jira

#ROBOMERGE-SOURCE: CL 12911196 via CL 12911197 via CL 12911198
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12911202 by ben marsh in Main branch]
2020-04-19 10:50:32 -04:00
ben marsh
5dbe78ca68 Change the property used to set include paths for Visual Studio project file. This signifantly reduces memory usage in the IDE (measured ~1,100mb before, ~500mb after) without changing intellisense results, because the property isn't propagated to each item. Also remove unnecessary force included files in non-C++ items.
#rb none
#jira UE-92188

#ROBOMERGE-SOURCE: CL 12905889 in //UE4/Release-4.25/... via CL 12905891 via CL 12905893
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12908019 by ben marsh in Main branch]
2020-04-18 16:10:23 -04:00
ben marsh
2254e7d424 Fix output directory in project files for programs build from extension folders.
#jira

#ROBOMERGE-SOURCE: CL 12862062 via CL 12862070 via CL 12862081
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12862084 by ben marsh in Main branch]
2020-04-16 10:00:42 -04:00
michael sartain
43ef13a97b Fix UnrealBuildTool unused variable warnings
#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]
2020-03-16 19:04:42 -04:00
ben marsh
ec8016f074 UBT: Add a BuildConfiguration setting for forcing UBT to be built in debug configuration (VCProjectFileGenerator/bBuildUBTInDebug).
#rb none
#jira

#ROBOMERGE-SOURCE: CL 12169952 in //UE4/Release-4.25/... via CL 12169953
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v661-12148976)

[CL 12169955 by ben marsh in Main branch]
2020-03-13 23:17:56 -04:00
ben marsh
7ab2ff7a72 Another fix for UE-88874 (exception generating project files from binary release).
#rb none
#jira UE-88874
#rnx

#ROBOMERGE-SOURCE: CL 11527879 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)

[CL 11527887 by ben marsh in 4.25-Plus branch]
2020-02-18 18:04:21 -05:00