-The logic in NativeProjects.cs IsHybridContentOnlyProject which decides whether we need to build an executable for a project was always using the buildhost platform (usually win64) to decide which plugins were active. This caused it to miss enabled code plugins that build for the actual target platform but not the host platform and potentially not do an executible build when one is required.
-Now we pass the TargetPlatforms for the current build into ConditionalMakeTempTargetForHybridProject so that we can test against them. If any project in this list needs code built we will make a temp target.
#jira UE-189611 UE-192833
#rb Josh.Adams
[CL 27101769 by jeff fisher in ue5-main branch]
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]
- 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]
* Use object type rather than var
* Remove double newlines
* Use pattern matching
#rnx
#preflight 647780095d23eca37d28a387
[CL 25706751 by joe kirchoff in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: More automated code cleanup
#rnx
[CL 25695155 by joe kirchoff in ue5-main branch]
- Only active when the project generator says it supports ContentOnly projects, although that is just for now until Xcode can test it out, in case it causes Visual Studio issues
#rb joe.kirchoff
#preflight 64638f4a4404e3cdd240327f
[CL 25490732 by Josh Adams in ue5-main branch]
* Also reverting a previous change that was building the whole project when adding new plugins.
#jira UE-171182
[REVIEW] [at]Josh.Adams, [at]Joe.Kirchoff
#preflight 640f5e7380540a5a36edb89d
[CL 24641918 by mic rooney in ue5-main branch]
* Change so SingleFile will not build dependents by default. This can be enabled with -SingleFileBuildDependents
#preflight skipped
#rb joe.kirchoff
[CL 24344617 by henrik karlsson in ue5-main branch]
Changed how single files are built. We don't want to invalidate makefile everytime we build single files since it destroys turnaround times. With this change a single file compile can take 2s (+ the actual compile time).
The new behavior injects a special action per module when creating the makefile. These actions can be used to on-the-fly create a proper compile action that follows the rules of the module that the specific file belongs to.. In a normal build these actions are ignored since the logic deciding which actions to build is backtraced from which binaries we want to create.
When a specific file compile is triggered, the logic deciding which files to build search up all these special actions and create a lookup based on which folders the special actions handle. It then try to find the special action that handles the specific file. The matching special action then creates a compile action that can handle that specific file and then queue up the action for execution. If no special action is found it falls back to try to use actions that have this specific file as input (ispc files for example)
Details:
* Removed lots of custom code for "specific files" handling
* Changed so pch (both private and shared) always use definition file. Added #pragma once and change so pch wrapper file include definition file. This made the adaptive path and specific file easy to implement (just disable pch in compile environment and it will just work)
* Added SingleFileAction for both VCToolChain and ClangToolChain. It now works to compile specific headers and cpp files. (It creates wrapper files on the fly to be able to compile all header files (compiling headers directly blow up if there are circular includes)
* Fixed so GenerateClangDatabase mode works with new changes
* Moved the logic that makes sure all (directly) depending cpp files are recompiled when .h are included in the singlefile option
#preflight 63dcc46f78716a01e8069649
#rb joe.kirchoff
[CL 24094027 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]