* Disabled box for pgooptimized link actions for now just to rule out if long link time is because of box
[CL 28324916 by henrik karlsson in ue5-main branch]
Added override cook platform for use by content beacon to the datadrivenplatforminfo.
[REVIEW] [at]Josh.Adams
[CL 28223391 by daniel lamb in ue5-main branch]
-OpenVR has been essentially replaced by OpenXR at this point and this third party source is no longer in use.
#review-27792355
#rb Jules.Blok
[CL 27794345 by Jeff Fisher in ue5-main branch]
- Expected to bring more icache-friendly code placement, especially for large binaries (https://reviews.llvm.org/D113424)
- Reportedly not default in lld because some synthetic benchmarks were regressed.
- Suggested by Neil.Henning
#rb NeilH (suggested)
[CL 27450033 by arciel rekman in ue5-main branch]
Now we will use the existing LinuxPlatfromSDK or if doesn't exist make a new one and correctly register it
#jira UE-193418
#rb Josh.Adams, Zack.Neyland
[CL 27323816 by brandon schaefer in ue5-main branch]
- Sometimes PGO data gets stale and can needs to be removed (until a new one is collected) because it can even break the build. Instead of changing the build scripts each time when such an update process happens, add a way for UBT to silently ignore non-existent PGO data (when the file exists but has 0 size).
#rb Josh.Adams
[REVIEW] [at]Josh.Adams
#rnx
[CL 27071828 by arciel rekman in ue5-main branch]
Updated the project generators to search the VS platform directory when HasVisualStudioSupport is called to find out whether a platform is supported. This fixes several issues where platforms were being generated like they were supported by the host machine but actually weren't.
#rb joe.kirchoff
#jira
[CL 26795017 by bryan sefcik in ue5-main branch]
- 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]
- This reduces Shipping server binary by a couple megabytes, and also helps reduce work during the LTO/PGO builds.
#rb Yuriy.ODonnell
[REVIEW] [at]Yuriy.ODonnell
[CL 25984505 by arciel rekman 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]
- Issue a warning when ThinLTO flag is specified on the command line but has no effect.
#rb Brandon Schaefer
[REVIEW]
#preflight 647a06fcf40c6565433192ac
[CL 25762597 by arciel rekman in ue5-main branch]