- Allow for per-project override in a project's platform's config folder (this is merging with my other work on per-project SDKs and validation of multi-target builds)
- More versions will move over after this
#rb david.harvey
[CL 26150552 by josh adams in ue5-main branch]
[OverrideSDK]
SDKVersion=x.y.z
and AutoSDK, or anything using GetMainVersion(), would use that version string instead
- If multiple targets are built in one run of UBT/UAT, it will error out because there is no support to switch SDKs (and builds happen in parallel, etc)
- This is not a complete solution, because it can cause problems with shared tools like ShaderCompileWorker, when different projects are on different SDKs and they have one SCW to share
- Renamed GetMainVersion to GetMainVersionInternal(), and wrapped that in a new non-vitual GetMainVersion() that calls GetMainVersionInternal() (and handles the ini overrides)
#rb david.harvey,dave.barrett
#jira UE-185364
#preflight 647a12e7b0670733186c928e
[CL 25767233 by josh adams in ue5-main branch]
Due to v19 no linking correctly as well as older LLVM versions that dont support C++17 anyway
#jira UE-157592
#preflight 62b9f3f6e77151e599791232
#rb Joe.Kirchoff, Robert.Seiver, James.Singer
#lockdown jessica.agee
#ROBOMERGE-OWNER: brandon.schaefer
#ROBOMERGE-AUTHOR: brandon.schaefer
#ROBOMERGE-SOURCE: CL 20837379 in //UE5/Release-5.0/... via CL 20838337
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20840089 by brandon schaefer in ue5-main branch]