Added -flavor check to BuildCookFort
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: andrew.grant
#ROBOMERGE-SOURCE: CL 5501854 via CL 5501865 via CL 5502958 via CL 5503140
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5518140 by andrew grant in Dev-VR branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 4287066 by Ben.Marsh
BuildGraph: Prevent errors being shown when running with -listonly.
Change 4288274 by Ben.Marsh
If unable to get dbghelp module info, fallback to use available module info (fixes PC calculations for portable stack walk)
(Originally CL 4206596 by Josh.Engerbretson)
Change 4303760 by Ben.Marsh
Automatically apply XML config to all platform rules objects.
Change 4304461 by Mike.Erwin
UAT: fix breakage when cooking Blueprint projects
Yesterday I broke this in CL 4301305. Reworked logic around the -server option was causing
"ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly"
This CL fixes projects that don't have a Server.Target.cs but want to -cook.
#jira UE-60512
Change 4304652 by Ben.Marsh
Improve error message when unable to parse the current CL from a stream.
Change 4304795 by Ben.Marsh
Fix occasional incremental build error in AutomationScripts project. Explicit dependency on Localization output file was invalidating project dependency.
Change 4307117 by Ben.Marsh
UAT: Fix problems making installed builds with Lumin enabled, when passing the -Clean argument to UAT.
* UE4Build was deleting all files in the manifest before running, even if they were output by UBT.
* Lumin was specifying AllowParallelExecutor="false" in InstalledEngineBuild.xml, which was causing each compile to be executed in isolation. Since modules are now compiled into object files separately to being linked into binaries, this was causing object files and .precompiled files to be deleted during the clean operation.
* Individual compile tasks can now override the global "clean' option.
Change 4307187 by Ben.Marsh
UAT: Remove code for deleting build products and retrying XGE compiles.
Change 4307411 by Chad.Garyet
Merging 4279381 to DevBuild
Fix for UE4Build.cs for Swarm
#jira none
Change 4307794 by Ben.Marsh
UBT: Add a $(TargetOutputDir) variable that can be used in UBT paths and expands to the directory containing the executable. Can be used to ensure DLLs are copied to the appropriate output folder during a build.
Also rename the current $(OutputDir) variable (indicating the binary output directory) to $(BinaryOutputDir) to distinguish between them.
Change 4307912 by Ben.Marsh
Remove the Embree and FBX DLLs that are checked in to Engine/Binaries/Win64, and copy them from the ThirdParty directory as part of the build process instead. This fixes issues where the editor executable is under the project directory rather than the engine directory because it's been built with custom settings (eg. as RoboRecall's editor was).
Change 4307950 by Ben.Marsh
UBT: Add a field to the target receipt which specifies the executable to launch. Allows procedurally determining the location of the editor for a particular target.
Change 4308057 by Ben.Marsh
UGS: Try to read the editor executable path from the target receipt, rather than guessing the executable path directly.
Change 4308651 by Ben.Marsh
UBT: Fix project files not containing include search paths for dependent modules.
#jira UE-62042
Change 4310103 by Ben.Marsh
UGS: Fix exception entering custom server settings when UGS registry key does not exist.
Change 4310109 by Ben.Marsh
UGS: Update launcher version to 1.15.
Change 4310232 by Ben.Marsh
UBT: Catch the case where manifests are recycled if the -NoManifestChanges argument is specified.
Change 4310901 by Ben.Marsh
UBT: Prevent continuing past manifest errors.
Change 4311049 by Ben.Marsh
UBT: Suppress message about change to action history if the previous build product did not exist.
Change 4315494 by Mike.Erwin
Fix backup log timestamps.
When engine starts up, it makes a backup of previous run's log with timestamp appended. Previous code used the current engine startup time; basically recording the time it was backed up, not the time it was generated. This change honors the file's original timestamp. This way files sort properly and we get accurate information about when each log was generated.
#jira none
Change 4318354 by Ben.Marsh
UGS: Add proper support for DPI scaling.
Change 4318356 by Ben.Marsh
UGS: Increase version to 1.153.
Change 4318597 by Ben.Marsh
UGS: Make UGS launcher DPI-aware.
Change 4319205 by Ben.Marsh
UAT: Always use the manifest for determining output files. UBT will initialize it to an empty list of files if the arguments deem it necessary.
Change 4319565 by Ben.Marsh
UAT: Generate the manifest for each compiled target at the same time as exporting its build steps. Prevents module manifests being clobbered due to being overwritten twice.
Change 4320058 by Ben.Marsh
UGS: Prevent "path too long" errors when enumerating files to delete. If the path is invalid, we probably never synced it in the first place, and P4 failed silently.
Change 4320559 by Ben.Marsh
UAT: Fix ParallelExecutor not being used when XGE is not installed, and UBT being run twice for each target.
Change 4322499 by Chad.Garyet
Adding regex to rip the first two p4 path fragments out of a project name to look for wildcard matches in the db
Also actually now allows ability to get ids for specific projects, versus before where all ids were returned for projects that would have matched via wildcard
Pushed to Live 8/28/18
#jira none
Change 4323023 by Ben.Marsh
UBT: Fix cook problems caused by copied runtime dependencies not being added to the receipt or manifest.
#jira UE-63416
Change 4323094 by Ben.Marsh
Add missing dependency on UnrealPak being compiled before building feature packs.
#jira UE-63430
Change 4323330 by Ben.Marsh
Prevent runtime dependencies being copied into installed locations.
#jira UE-63434
Change 4325603 by Ben.Marsh
UBT: Output a message when there is nothing to build for a target (eg. because it's an installed build)
Change 4325607 by Ben.Marsh
UnrealPak: Prevent non-deterministic padding data when compression is disabled.
Change 4328149 by Ben.Marsh
UBT: Fixed issue where MaxProcessorCount and ProcessorCountMultiplier settings would only affect the first class found. These values can now be configured for each executor separately, via the LocalExecutor, ParallelExecutor and SNDBS sections in BuildConfiguration.xml.
Change 4330605 by Ben.Marsh
UGS: When browsing for a project file, always default to the directory containing the current selection.
#jira UE-63474
Change 4333349 by Ben.Marsh
PR #5052: Remove OutputLines = new List<string>(); (Contributed by LizardThief)
Change 4334312 by Ben.Marsh
Update UGS version to 1.154, launcher version to 1.16.
Change 4335790 by Ben.Marsh
UAT: Add a script that checks that the following macro pairs are correctly balanced within every source file in the engine:
* PRAGMA_DISABLE_OPTIMIZATION and PRAGMA_ENABLE_OPTIMIZATION
* PRAGMA_DISABLE_DEPRECATION_WARNINGS and PRAGMA_ENABLE_DEPRECATION_WARNINGS
* THIRD_PARTY_INCLUDES_START and THIRD_PARTY_INCLUDES_END
* PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS
* PRAGMA_DISABLE_UNDEFINED_IDENTIFIER_WARNINGS and PRAGMA_ENABLE_UNDEFINED_IDENTIFIER_WARNINGS
* PRAGMA_DISABLE_MISSING_VIRTUAL_DESTRUCTOR_WARNINGS and PRAGMA_ENABLE_MISSING_VIRTUAL_DESTRUCTOR_WARNINGS"
* BEGIN_FUNCTION_BUILD_OPTIMIZATION and END_FUNCTION_BUILD_OPTIMIZATION
* BEGIN_FUNCTION_BUILD_OPTIMIZATION and END_FUNCTION_BUILD_OPTIMIZATION
* BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION and END_SLATE_FUNCTION_BUILD_OPTIMIZATION
Additional projects to scan may be specified with the -Project=<FileName> argument.
Change 4336441 by Ben.Marsh
UGS: Halve P4 update rate (now once every 2m)
Change 4336597 by Ben.Marsh
UAT: Add a command for stashing and unstashing a target. Useful for A/B testing. Example syntax:
Stashing:
RunUAT StashTarget -Name=UE4Editor -To=D:\TempEditor
RunUAT StashTarget -Name=UE4Editor -Platform=Win64 -Configuration=Debug -To=D:\TempEditor
RunUAT StashTarget -Name=ShooterGameEditor -Platform=Win64 -Configuration=Debug -Project=D:\P4\Samples\ShooterGame\ShooterGame.uproject -To=D:\TempEditor
Unstashing:
RunUAT UnstashTarget -From=D:\TempEditor
Change 4301305 by Mike.Erwin
UAT: support multiple Client and Server targets per project.
AutomationTool now accepts values for its -client and -server parameters.
So if you have ClientA.Target.cs and ClientB.Target.cs, run UAT with -client=ClientB to make a build of that variant.
If there is only one target of a particular type (true for all projects up to this point) UAT will detect and use it. If more than target is found, you must specify which one to use. Existing build commands should continue working as before.
Project.Properties.Targets is now a List instead of a Dictionary. RocketSamples.cs is updated here, scripts in other branches might need similar changes. Tested ok in Dev-Core, 4.20, and Fortnite-Main.
#jira UE-60512
Change 4304662 by Ben.Marsh
Always pass an explicit file list into BuildPatchTool when chunking a build. Less prone to errors than filtering files out from a build.
Change 4304874 by Ben.Marsh
UBT: Add an option to produce an error whenever a module manifest is changing, to make it easier to track down issues with files being modified.
Change 4319181 by Ben.Marsh
UAT: Use enum for platform and configuration settings in UE4Build.cs.
#rb none
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4336671 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4336684 by ben marsh in Dev-VR branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
we now use an enum similar to UE4 with Fatal, Error, Warning, Display, Log, Verbose, and VeryVerbose
Log will only go to the log file unless -verbose is passed on the command line
reduced some of the output from UAT to be Log only
[CL 2631062 by Peter Sauerbrei in Main branch]
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh
[CL 2605826 by Wes Hunt in Main branch]