This removes the old hack that renames the target based on nonunity being set while also adding a new intermediates folder for IWYU.
#jira UE-190274
#rb joe.kirchoff
[CL 26514944 by christopher waters in ue5-main branch]
2) Added support in artifacts for relative paths
3) Modified ISPC header generation to be cached
At this time, only MSVC compiles are cached and -deterministic must be specified when building.
#rb josh.adams
#preflight 6470a172054af2576a2bd4b9
[CL 25647092 by tim smith in ue5-main branch]
* Fixed bug where every change to a header would cause invalidation of makefile due to workset changes.
#preflight skipped
#rb joe.kirchoff
[CL 24344625 by henrik karlsson in ue5-main branch]
* ActionGraphBuilder - Added AllowAsync parameter to CreateIntermediateTextFile which defaults to true.
* UEBuildModuleCPP - Added AllowAsync false to one place where the code touches the file after CreateIntermediateTextFile has been called
* UEBuildModuleCPP - Changed so code writing LiveCodingInfo.json is using same path as others when it comes to writing files
#preflight 63d86264ec3d1af440d22e35
#rb joe.kirchoff
[CL 23924077 by henrik karlsson in ue5-main branch]
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]
* Added support for ".ubtignore" files that can be put in a folder to make ubt ignore the folder and its subfolder
* Fixed bug where project's plugin and source folder were visited multiple times (look in FileMetadataPreftch.cs)
* Changed so Lazy<File/DirectoryItem> is resolved directly on windows platform and only do the extra refresh on mac/linux (there seems to be some bugs on those platforms and we don't want to pay extra cost on windows)
* Added runtimeconfig.template.json and changed UnrealBuildTool to use server gc and a few more settings that improve performance
* Added so all file traversing paths is aware of .uplugin
* Added debug code to be able to write out which files that have been touched during UBT execution. This can serve as a way to identify places to add .ubtignore files
#rb Joe.Kirchoff
#preflight 62f685f8cf7afa018ba0a4a5
#ROBOMERGE-AUTHOR: henrik.karlsson
#ROBOMERGE-SOURCE: CL 21360427 via CL 21371108 via CL 21371121 via CL 21371139
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21371637 by henrik karlsson in ue5-main branch]
Minor refactor to how valid and invalid build records are tracked.
#rb josh.adams
#preflight 62d15d263b057e7274876325
[CL 21108749 by Tim Smith in ue5-main branch]