The issue is happening because CVD support is enabled but UE trace is disabled therefore some methods are still compiled out. This change makes sure CVD code is compiled out if UE trace is also compiled out because CVD depends on it.
#jira UE-204859
[FYI] Benn.Gallagher
[CL 30877818 by sergio gardeazabal in ue5-main branch]
[FYI] Joe.Kirchoff
Original CL Desc
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UnrealBuildTool: Move module and plugin validation out of BuildAsync and cleanup warnings
#rnx
[CL 30862164 by joe kirchoff in ue5-main branch]
* Change (most) fields to properties
* Naming rule fixes for local variables
* Remove unnecessary default values
* Move ReadOnlyTargetRules to new file
* Remove RequiresUniqueBuildEnvironment from obsolete properties
* Document formatting
#rnx
[CL 30415265 by joe kirchoff in ue5-main branch]
The bug was introduced with 17546102. Previously "Launch" would get set to the first suitable BuildProduct entry; the module's binary. But after that change it can get incorrectly set to the last suitable BuildProduct entry if the target doesn't not produce a "-Cmd" suffixed output. Any module (such as Sentry's UE integration [1]) that introduces a RuntimeDependency on .exe files can result in invalid target receipts.
[1] https://github.com/getsentry/sentry-unreal/blob/main/plugin-dev/Source/Sentry/Sentry.Build.cs
#rb Joe.Kirchoff
#rnx
[CL 30408745 by martin ridgers in ue5-main branch]
and also removing the escape hatch for "the source file must include the header of the same name" and
just including the superfluous header files for now to silence UBT warnings.
#rb Tim.Smith
#rb Tim.Smith
[FYI] Joe.Kirchoff
[FYI] Chris.Waters
[CL 30196956 by yiliang siew in ue5-main branch]