using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace UnrealBuildTool { /// /// A module that is compiled from C++ code. /// class UEBuildModuleCPP : UEBuildModule { public class AutoGenerateCppInfoClass { public class BuildInfoClass { /// /// The wildcard of the *.generated.cpp file which was generated for the module /// public readonly string FileWildcard; public BuildInfoClass(string InWildcard) { Debug.Assert(InWildcard != null); FileWildcard = InWildcard; } } /// /// Information about how to build the .generated.cpp files. If this is null, then we're not building .generated.cpp files for this module. /// public BuildInfoClass BuildInfo; public AutoGenerateCppInfoClass(BuildInfoClass InBuildInfo) { BuildInfo = InBuildInfo; } } /// /// Information about the .generated.cpp file. If this is null then this module doesn't have any UHT-produced code. /// public AutoGenerateCppInfoClass AutoGenerateCppInfo = null; public class SourceFilesClass { public readonly List MissingFiles = new List(); public readonly List CPPFiles = new List(); public readonly List CFiles = new List(); public readonly List CCFiles = new List(); public readonly List MMFiles = new List(); public readonly List RCFiles = new List(); public readonly List OtherFiles = new List(); public int Count { get { return MissingFiles.Count + CPPFiles.Count + CFiles.Count + CCFiles.Count + MMFiles.Count + RCFiles.Count + OtherFiles.Count; } } /// /// Copy from list to list helper. /// /// Source list. /// Destination list. private static void CopyFromListToList(List From, List To) { To.Clear(); To.AddRange(From); } /// /// Copies file lists from other SourceFilesClass to this. /// /// Source object. public void CopyFrom(SourceFilesClass Other) { CopyFromListToList(Other.MissingFiles, MissingFiles); CopyFromListToList(Other.CPPFiles, CPPFiles); CopyFromListToList(Other.CFiles, CFiles); CopyFromListToList(Other.CCFiles, CCFiles); CopyFromListToList(Other.MMFiles, MMFiles); CopyFromListToList(Other.RCFiles, RCFiles); CopyFromListToList(Other.OtherFiles, OtherFiles); } } /// /// Adds additional source cpp files for this module. /// /// Files to add. public void AddAdditionalCPPFiles(IEnumerable Files) { SourceFiles.AddRange(Files); SourceFilesToBuild.CPPFiles.AddRange(Files); } /// /// All the source files for this module /// public readonly List SourceFiles = new List(); /// /// A list of the absolute paths of source files to be built in this module. /// public readonly SourceFilesClass SourceFilesToBuild = new SourceFilesClass(); /// /// A list of the source files that were found for the module. /// public readonly SourceFilesClass SourceFilesFound = new SourceFilesClass(); /// /// The directory for this module's generated code /// public readonly DirectoryReference GeneratedCodeDirectory; /// /// The preprocessor definitions used to compile this module's private implementation. /// HashSet Definitions; /// When set, allows this module to report compiler definitions and include paths for Intellisense IntelliSenseGatherer IntelliSenseGatherer; public List IncludeSearchPaths = new List(); public class ProcessedDependenciesClass { /// /// The file, if any, which is used as the unique PCH for this module /// public FileItem UniquePCHHeaderFile = null; } /// /// The processed dependencies for the class /// public ProcessedDependenciesClass ProcessedDependencies = null; /// /// List of invalid include directives. These are buffered up and output before we start compiling. /// public List InvalidIncludeDirectiveMessages; /// /// Hack to skip adding definitions to compile environment. They will be baked into source code by external code. /// public bool bSkipDefinitionsForCompileEnvironment = false; public int FindNumberOfGeneratedCppFiles() { return ((null == GeneratedCodeDirectory) || !DirectoryReference.Exists(GeneratedCodeDirectory)) ? 0 : (DirectoryReference.EnumerateFiles(GeneratedCodeDirectory, "*.generated.*.cpp", SearchOption.AllDirectories).Count() + DirectoryReference.EnumerateFiles(GeneratedCodeDirectory, "*.generated.cpp", SearchOption.AllDirectories).Count()); } protected override void GetReferencedDirectories(HashSet Directories) { base.GetReferencedDirectories(Directories); foreach(FileItem SourceFile in SourceFiles) { Directories.Add(SourceFile.Reference.Directory); } } /// /// Categorizes source files into per-extension buckets /// private static void CategorizeSourceFiles(IEnumerable InSourceFiles, SourceFilesClass OutSourceFiles) { foreach (FileItem SourceFile in InSourceFiles) { string Extension = Path.GetExtension(SourceFile.AbsolutePath).ToUpperInvariant(); if (!SourceFile.bExists) { OutSourceFiles.MissingFiles.Add(SourceFile); } else if (Extension == ".CPP") { OutSourceFiles.CPPFiles.Add(SourceFile); } else if (Extension == ".C") { OutSourceFiles.CFiles.Add(SourceFile); } else if (Extension == ".CC") { OutSourceFiles.CCFiles.Add(SourceFile); } else if (Extension == ".MM" || Extension == ".M") { OutSourceFiles.MMFiles.Add(SourceFile); } else if (Extension == ".RC") { OutSourceFiles.RCFiles.Add(SourceFile); } else { OutSourceFiles.OtherFiles.Add(SourceFile); } } } /// /// List of whitelisted circular dependencies. Please do NOT add new modules here; refactor to allow the modules to be decoupled instead. /// static readonly KeyValuePair[] WhitelistedCircularDependencies = { new KeyValuePair("Engine", "AIModule"), new KeyValuePair("Engine", "Landscape"), new KeyValuePair("Engine", "UMG"), new KeyValuePair("Engine", "GameplayTags"), new KeyValuePair("Engine", "MaterialShaderQualitySettings"), new KeyValuePair("Engine", "UnrealEd"), new KeyValuePair("PacketHandler", "ReliabilityHandlerComponent"), new KeyValuePair("GameplayDebugger", "AIModule"), new KeyValuePair("GameplayDebugger", "GameplayTasks"), new KeyValuePair("Engine", "CinematicCamera"), new KeyValuePair("Engine", "CollisionAnalyzer"), new KeyValuePair("Engine", "LogVisualizer"), new KeyValuePair("Engine", "Kismet"), new KeyValuePair("Landscape", "UnrealEd"), new KeyValuePair("Landscape", "MaterialUtilities"), new KeyValuePair("LocalizationDashboard", "LocalizationService"), new KeyValuePair("LocalizationDashboard", "MainFrame"), new KeyValuePair("LocalizationDashboard", "TranslationEditor"), new KeyValuePair("Documentation", "SourceControl"), new KeyValuePair("UnrealEd", "GraphEditor"), new KeyValuePair("UnrealEd", "Kismet"), new KeyValuePair("UnrealEd", "AudioEditor"), new KeyValuePair("BlueprintGraph", "KismetCompiler"), new KeyValuePair("BlueprintGraph", "UnrealEd"), new KeyValuePair("BlueprintGraph", "GraphEditor"), new KeyValuePair("BlueprintGraph", "Kismet"), new KeyValuePair("BlueprintGraph", "CinematicCamera"), new KeyValuePair("ConfigEditor", "PropertyEditor"), new KeyValuePair("SourceControl", "UnrealEd"), new KeyValuePair("Kismet", "BlueprintGraph"), new KeyValuePair("Kismet", "UMGEditor"), new KeyValuePair("MovieSceneTools", "Sequencer"), new KeyValuePair("Sequencer", "MovieSceneTools"), new KeyValuePair("AIModule", "AITestSuite"), new KeyValuePair("GameplayTasks", "UnrealEd"), new KeyValuePair("AnimGraph", "UnrealEd"), new KeyValuePair("AnimGraph", "GraphEditor"), new KeyValuePair("MaterialUtilities", "Landscape"), new KeyValuePair("HierarchicalLODOutliner", "UnrealEd"), new KeyValuePair("PixelInspectorModule", "UnrealEd"), new KeyValuePair("GameplayAbilitiesEditor", "BlueprintGraph"), new KeyValuePair("UnrealEd", "ViewportInteraction"), new KeyValuePair("UnrealEd", "VREditor"), new KeyValuePair("LandscapeEditor", "ViewportInteraction"), new KeyValuePair("LandscapeEditor", "VREditor"), new KeyValuePair("FoliageEdit", "ViewportInteraction"), new KeyValuePair("FoliageEdit", "VREditor"), new KeyValuePair("MeshPaint", "ViewportInteraction"), new KeyValuePair("MeshPaint", "VREditor"), new KeyValuePair("MeshPaintMode", "ViewportInteraction"), new KeyValuePair("MeshPaintMode", "VREditor"), new KeyValuePair("Sequencer", "ViewportInteraction"), }; public UEBuildModuleCPP( string InName, UHTModuleType InType, DirectoryReference InModuleDirectory, DirectoryReference InGeneratedCodeDirectory, IntelliSenseGatherer InIntelliSenseGatherer, IEnumerable InSourceFiles, ModuleRules InRules, bool bInBuildSourceFiles, FileReference InRulesFile ) : base( InName, InType, InModuleDirectory, InRules, InRulesFile ) { GeneratedCodeDirectory = InGeneratedCodeDirectory; IntelliSenseGatherer = InIntelliSenseGatherer; SourceFiles = InSourceFiles.ToList(); CategorizeSourceFiles(InSourceFiles, SourceFilesFound); if (bInBuildSourceFiles) { SourceFilesToBuild.CopyFrom(SourceFilesFound); } Definitions = HashSetFromOptionalEnumerableStringParameter(InRules.Definitions); foreach (string Def in Definitions) { Log.TraceVerbose("Compile Env {0}: {1}", Name, Def); } foreach(string CircularlyReferencedModuleName in Rules.CircularlyReferencedDependentModules) { if(CircularlyReferencedModuleName != "BlueprintContext" && !WhitelistedCircularDependencies.Any(x => x.Key == Name && x.Value == CircularlyReferencedModuleName)) { Log.TraceWarning("Found reference between '{0}' and '{1}'. Support for circular references is being phased out; please do not introduce new ones.", Name, CircularlyReferencedModuleName); } } } // UEBuildModule interface. public override List Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List SharedPCHs, ActionGraph ActionGraph) { UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatformForCPPTargetPlatform(BinaryCompileEnvironment.Platform); List LinkInputFiles = new List(); if (ProjectFileGenerator.bGenerateProjectFiles && IntelliSenseGatherer == null) { // Nothing to do for IntelliSense, bail out early return LinkInputFiles; } CppCompileEnvironment ModuleCompileEnvironment = CreateModuleCompileEnvironment(Target, BinaryCompileEnvironment); IncludeSearchPaths = ModuleCompileEnvironment.IncludePaths.UserIncludePaths.ToList(); IncludeSearchPaths.AddRange(ModuleCompileEnvironment.IncludePaths.SystemIncludePaths.ToList()); if (IntelliSenseGatherer != null) { // Update project file's set of preprocessor definitions and include paths IntelliSenseGatherer.AddIntelliSensePreprocessorDefinitions(ModuleCompileEnvironment.Definitions); IntelliSenseGatherer.AddInteliiSenseIncludePaths(ModuleCompileEnvironment.IncludePaths.SystemIncludePaths, bAddingSystemIncludes: true); IntelliSenseGatherer.AddInteliiSenseIncludePaths(ModuleCompileEnvironment.IncludePaths.UserIncludePaths, bAddingSystemIncludes: false); // Bail out. We don't need to actually compile anything while generating project files. return LinkInputFiles; } // Throw an error if the module's source file list referenced any non-existent files. if (SourceFilesToBuild.MissingFiles.Count > 0) { throw new BuildException( "UBT ERROR: Module \"{0}\" references non-existent files:\n{1} (perhaps a file was added to the project but not checked in)", Name, string.Join("\n", SourceFilesToBuild.MissingFiles.Select(M => M.AbsolutePath)) ); } { // Process all of the header file dependencies for this module this.CachePCHUsageForModuleSourceFiles(Target, ModuleCompileEnvironment); // Make sure our RC files have cached includes. foreach (FileItem RCFile in SourceFilesToBuild.RCFiles) { // The default resource file (PCLaunch.rc) is created in a module-agnostic way, so we want to avoid overriding the include paths for it if(RCFile.CachedIncludePaths == null) { RCFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; } } } // Check to see if this is an Engine module (including program or plugin modules). That is, the module is located under the "Engine" folder bool IsPluginModule = (Target.ProjectFile != null && ModuleDirectory.IsUnderDirectory(DirectoryReference.Combine(Target.ProjectFile.Directory, "Plugins"))); bool IsGameModule = !IsPluginModule && !ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory); // Should we force a precompiled header to be generated for this module? Usually, we only bother with a // precompiled header if there are at least several source files in the module (after combining them for unity // builds.) But for game modules, it can be convenient to always have a precompiled header to single-file // changes to code is really quick to compile. int MinFilesUsingPrecompiledHeader = Target.MinFilesUsingPrecompiledHeader; if (Rules.MinFilesUsingPrecompiledHeaderOverride != 0) { MinFilesUsingPrecompiledHeader = Rules.MinFilesUsingPrecompiledHeaderOverride; } else if (IsGameModule && Target.bForcePrecompiledHeaderForGameModules) { // This is a game module with only a small number of source files, so go ahead and force a precompiled header // to be generated to make incremental changes to source files as fast as possible for small projects. MinFilesUsingPrecompiledHeader = 1; } // Engine modules will always use unity build mode unless MinSourceFilesForUnityBuildOverride is specified in // the module rules file. By default, game modules only use unity of they have enough source files for that // to be worthwhile. If you have a lot of small game modules, consider specifying MinSourceFilesForUnityBuildOverride=0 // in the modules that you don't typically iterate on source files in very frequently. int MinSourceFilesForUnityBuild = 0; if (Rules.MinSourceFilesForUnityBuildOverride != 0) { MinSourceFilesForUnityBuild = Rules.MinSourceFilesForUnityBuildOverride; } else if (IsGameModule) { // Game modules with only a small number of source files are usually better off having faster iteration times // on single source file changes, so we forcibly disable unity build for those modules MinSourceFilesForUnityBuild = Target.MinGameModuleSourceFilesForUnityBuild; } // Should we use unity build mode for this module? bool bModuleUsesUnityBuild = false; if (Target.bUseUnityBuild || Target.bForceUnityBuild) { if (Target.bForceUnityBuild) { Log.TraceVerbose("Module '{0}' using unity build mode (bForceUnityBuild enabled for this module)", this.Name); bModuleUsesUnityBuild = true; } else if (Rules.bFasterWithoutUnity) { Log.TraceVerbose("Module '{0}' not using unity build mode (bFasterWithoutUnity enabled for this module)", this.Name); bModuleUsesUnityBuild = false; } else if (SourceFilesToBuild.CPPFiles.Count < MinSourceFilesForUnityBuild) { Log.TraceVerbose("Module '{0}' not using unity build mode (module with fewer than {1} source files)", this.Name, MinSourceFilesForUnityBuild); bModuleUsesUnityBuild = false; } else { Log.TraceVerbose("Module '{0}' using unity build mode", this.Name); bModuleUsesUnityBuild = true; } } else { Log.TraceVerbose("Module '{0}' not using unity build mode", this.Name); } // Set up the environment with which to compile the CPP files CppCompileEnvironment CompileEnvironment = ModuleCompileEnvironment; if (Target.bUsePCHFiles) { // If this module has an explicit PCH, use that if(Rules.PrivatePCHHeaderFile != null) { PrecompiledHeaderInstance Instance = CreatePrivatePCH(ToolChain, FileItem.GetItemByFileReference(FileReference.Combine(ModuleDirectory, Rules.PrivatePCHHeaderFile)), CompileEnvironment, ActionGraph); CompileEnvironment = new CppCompileEnvironment(CompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include; CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Reference; CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile; LinkInputFiles.AddRange(Instance.Output.ObjectFiles); } // Try to find a suitable shared PCH for this module if (CompileEnvironment.PrecompiledHeaderFile == null && SharedPCHs.Count > 0 && !CompileEnvironment.bIsBuildingLibrary && Rules.PCHUsage != ModuleRules.PCHUsageMode.NoSharedPCHs) { // Find all the dependencies of this module HashSet ReferencedModules = new HashSet(); GetAllDependencyModules(new List(), ReferencedModules, bIncludeDynamicallyLoaded: false, bForceCircular: false, bOnlyDirectDependencies: true); // Find the first shared PCH module we can use PrecompiledHeaderTemplate Template = SharedPCHs.FirstOrDefault(x => ReferencedModules.Contains(x.Module)); if(Template != null && Template.IsValidFor(CompileEnvironment)) { PrecompiledHeaderInstance Instance = FindOrCreateSharedPCH(ToolChain, Template, ModuleCompileEnvironment.bOptimizeCode, ActionGraph); FileReference PrivateDefinitionsFile = FileReference.Combine(CompileEnvironment.OutputDirectory, String.Format("Definitions.{0}.h", Name)); using (StringWriter Writer = new StringWriter()) { // Remove the module _API definition for cases where there are circular dependencies between the shared PCH module and modules using it Writer.WriteLine("#undef {0}", ModuleApiDefine); // Games may choose to use shared PCHs from the engine, so allow them to change the value of these macros if(Type.IsGameModule()) { Writer.WriteLine("#undef UE_IS_ENGINE_MODULE"); Writer.WriteLine("#undef DEPRECATED_FORGAME"); Writer.WriteLine("#define DEPRECATED_FORGAME DEPRECATED"); } WriteDefinitions(CompileEnvironment.Definitions, Writer); FileItem.CreateIntermediateTextFile(PrivateDefinitionsFile, Writer.ToString()); } CompileEnvironment = new CppCompileEnvironment(CompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.ForceIncludeFiles.Add(PrivateDefinitionsFile); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include; CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Reference; CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile; LinkInputFiles.AddRange(Instance.Output.ObjectFiles); } } // If there was one header that was included first by enough C++ files, use it as the precompiled header. Only use precompiled headers for projects with enough files to make the PCH creation worthwhile. if (CompileEnvironment.PrecompiledHeaderFile == null && SourceFilesToBuild.CPPFiles.Count >= MinFilesUsingPrecompiledHeader && ProcessedDependencies != null) { PrecompiledHeaderInstance Instance = CreatePrivatePCH(ToolChain, ProcessedDependencies.UniquePCHHeaderFile, CompileEnvironment, ActionGraph); CompileEnvironment = new CppCompileEnvironment(CompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Include; CompileEnvironment.PrecompiledHeaderIncludeFilename = Instance.HeaderFile.Reference; CompileEnvironment.PrecompiledHeaderFile = Instance.Output.PrecompiledHeaderFile; LinkInputFiles.AddRange(Instance.Output.ObjectFiles); } } // Compile CPP files List CPPFilesToCompile = SourceFilesToBuild.CPPFiles; if (bModuleUsesUnityBuild) { CPPFilesToCompile = Unity.GenerateUnityCPPs(Target, CPPFilesToCompile, CompileEnvironment, Name); LinkInputFiles.AddRange(CompileUnityFilesWithToolChain(Target, ToolChain, CompileEnvironment, ModuleCompileEnvironment, CPPFilesToCompile, Name, ActionGraph).ObjectFiles); } else { LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, CPPFilesToCompile, Name, ActionGraph).ObjectFiles); } // Compile all the generated CPP files if (AutoGenerateCppInfo != null && AutoGenerateCppInfo.BuildInfo != null && !CompileEnvironment.bHackHeaderGenerator) { string[] GeneratedFiles = Directory.GetFiles(Path.GetDirectoryName(AutoGenerateCppInfo.BuildInfo.FileWildcard), Path.GetFileName(AutoGenerateCppInfo.BuildInfo.FileWildcard)); if(GeneratedFiles.Length > 0) { // Create a compile environment for the generated files. We can disable creating debug info here to improve link times. CppCompileEnvironment GeneratedCPPCompileEnvironment = CompileEnvironment; if(GeneratedCPPCompileEnvironment.bCreateDebugInfo && Target.bDisableDebugInfoForGeneratedCode) { GeneratedCPPCompileEnvironment = new CppCompileEnvironment(GeneratedCPPCompileEnvironment); GeneratedCPPCompileEnvironment.bCreateDebugInfo = false; } // Compile all the generated files foreach (string GeneratedFilename in GeneratedFiles) { FileItem GeneratedCppFileItem = FileItem.GetItemByPath(GeneratedFilename); CachePCHUsageForModuleSourceFile(CompileEnvironment, GeneratedCppFileItem); // @todo ubtmake: Check for ALL other places where we might be injecting .cpp or .rc files for compiling without caching CachedCPPIncludeInfo first (anything platform specific?) LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(GeneratedCPPCompileEnvironment, new List { GeneratedCppFileItem }, Name, ActionGraph).ObjectFiles); } } } // Compile C files directly. LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.CFiles, Name, ActionGraph).ObjectFiles); // Compile CC files directly. LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.CCFiles, Name, ActionGraph).ObjectFiles); // Compile MM files directly. LinkInputFiles.AddRange(ToolChain.CompileCPPFiles(CompileEnvironment, SourceFilesToBuild.MMFiles, Name, ActionGraph).ObjectFiles); // Compile RC files. LinkInputFiles.AddRange(ToolChain.CompileRCFiles(ModuleCompileEnvironment, SourceFilesToBuild.RCFiles, ActionGraph).ObjectFiles); return LinkInputFiles; } /// /// Create a shared PCH template for this module, which allows constructing shared PCH instances in the future /// /// The target which owns this module /// Base compile environment for this target /// Template for shared PCHs public PrecompiledHeaderTemplate CreateSharedPCHTemplate(UEBuildTarget Target, CppCompileEnvironment BaseCompileEnvironment) { CppCompileEnvironment CompileEnvironment = CreateSharedPCHCompileEnvironment(Target, BaseCompileEnvironment); FileItem HeaderFile = FileItem.GetItemByFileReference(FileReference.Combine(ModuleDirectory, Rules.SharedPCHHeaderFile)); HeaderFile.CachedIncludePaths = CompileEnvironment.IncludePaths; DirectoryReference OutputDir = (CompileEnvironment.PCHOutputDirectory != null)? DirectoryReference.Combine(CompileEnvironment.PCHOutputDirectory, Name) : CompileEnvironment.OutputDirectory; return new PrecompiledHeaderTemplate(this, CompileEnvironment, HeaderFile, OutputDir); } /// /// Creates a precompiled header action to generate a new pch file /// /// The toolchain to generate the PCH /// /// /// Graph containing build actions /// The created PCH instance. private PrecompiledHeaderInstance CreatePrivatePCH(UEToolChain ToolChain, FileItem HeaderFile, CppCompileEnvironment ModuleCompileEnvironment, ActionGraph ActionGraph) { // Cache the header file include paths. This file could have been a shared PCH too, so ignore if the include paths are already set. if(HeaderFile.CachedIncludePaths == null) { HeaderFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; } // Create the wrapper file, which sets all the definitions needed to compile it FileReference WrapperLocation = FileReference.Combine(ModuleCompileEnvironment.OutputDirectory, String.Format("PCH.{0}.h", Name)); FileItem WrapperFile = CreatePCHWrapperFile(WrapperLocation, ModuleCompileEnvironment.Definitions, HeaderFile); // Create a new C++ environment that is used to create the PCH. CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(ModuleCompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Create; CompileEnvironment.PrecompiledHeaderIncludeFilename = WrapperFile.Reference; CompileEnvironment.OutputDirectory = ModuleCompileEnvironment.OutputDirectory; CompileEnvironment.bOptimizeCode = ModuleCompileEnvironment.bOptimizeCode; // Create the action to compile the PCH file. CPPOutput Output = ToolChain.CompileCPPFiles(CompileEnvironment, new List() { WrapperFile }, Name, ActionGraph); return new PrecompiledHeaderInstance(WrapperFile, CompileEnvironment.bOptimizeCode, Output); } /// /// Generates a precompiled header instance from the given template, or returns an existing one if it already exists /// /// The toolchain being used to build this module /// The PCH template /// Whether optimization should be enabled for this PCH /// Graph containing build actions /// Instance of a PCH public PrecompiledHeaderInstance FindOrCreateSharedPCH(UEToolChain ToolChain, PrecompiledHeaderTemplate Template, bool bOptimizeCode, ActionGraph ActionGraph) { PrecompiledHeaderInstance Instance = Template.Instances.Find(x => x.bOptimizeCode == bOptimizeCode); if(Instance == null) { // Create a suffix to distinguish this shared PCH variant from any others. Currently only optimized and non-optimized shared PCHs are supported. string Variant = ""; if(bOptimizeCode != Template.BaseCompileEnvironment.bOptimizeCode) { if(bOptimizeCode) { Variant += ".Optimized"; } else { Variant += ".NonOptimized"; } } // Create the wrapper file, which sets all the definitions needed to compile it FileReference WrapperLocation = FileReference.Combine(Template.OutputDir, String.Format("SharedPCH.{0}{1}.h", Template.Module.Name, Variant)); FileItem WrapperFile = CreatePCHWrapperFile(WrapperLocation, Template.BaseCompileEnvironment.Definitions, Template.HeaderFile); // Create the compile environment for this PCH CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(Template.BaseCompileEnvironment); CompileEnvironment.Definitions.Clear(); CompileEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.Create; CompileEnvironment.PrecompiledHeaderIncludeFilename = WrapperFile.Reference; CompileEnvironment.OutputDirectory = Template.OutputDir; CompileEnvironment.bOptimizeCode = bOptimizeCode; // Create the PCH CPPOutput Output = ToolChain.CompileCPPFiles(CompileEnvironment, new List() { WrapperFile }, "Shared", ActionGraph); Instance = new PrecompiledHeaderInstance(WrapperFile, bOptimizeCode, Output); Template.Instances.Add(Instance); } return Instance; } /// /// Compiles the provided CPP unity files. Will /// private CPPOutput CompileUnityFilesWithToolChain(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, CppCompileEnvironment ModuleCompileEnvironment, List SourceFiles, string ModuleName, ActionGraph ActionGraph) { List NormalFiles = new List(); List AdaptiveFiles = new List(); bool bAdaptiveUnityDisablesPCH = (Target.bAdaptiveUnityDisablesPCH && Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs); if ((Target.bAdaptiveUnityDisablesOptimizations || bAdaptiveUnityDisablesPCH) && !Target.bStressTestUnity) { foreach (FileItem File in SourceFiles) { // Basic check as to whether something in this module is/isn't a unity file... if (File.ToString().StartsWith(Unity.ModulePrefix)) { NormalFiles.Add(File); } else { AdaptiveFiles.Add(File); } } } else { NormalFiles.AddRange(SourceFiles); } CPPOutput OutputFiles = new CPPOutput(); if (NormalFiles.Count > 0) { OutputFiles = ToolChain.CompileCPPFiles(CompileEnvironment, NormalFiles, Name, ActionGraph); } if (AdaptiveFiles.Count > 0) { // Create the new compile environment. Always turn off PCH due to different compiler settings. CppCompileEnvironment AdaptiveUnityEnvironment = new CppCompileEnvironment(ModuleCompileEnvironment); if(Target.bAdaptiveUnityDisablesOptimizations) { AdaptiveUnityEnvironment.bOptimizeCode = false; } AdaptiveUnityEnvironment.PrecompiledHeaderAction = PrecompiledHeaderAction.None; Console.WriteLine("Compiling {0} without PCH", String.Join(", ", AdaptiveFiles.Select(x => x.AbsolutePath))); // Compile the files CPPOutput AdaptiveOutput = ToolChain.CompileCPPFiles(AdaptiveUnityEnvironment, AdaptiveFiles, Name, ActionGraph); // Merge output OutputFiles.ObjectFiles.AddRange(AdaptiveOutput.ObjectFiles); OutputFiles.DebugDataFiles.AddRange(AdaptiveOutput.DebugDataFiles); } return OutputFiles; } /// /// Create a header file containing the module definitions, which also includes the PCH itself. Including through another file is necessary on /// Clang, since we get warnings about #pragma once otherwise, but it also allows us to consistently define the preprocessor state on all /// platforms. /// /// The output file to create /// Definitions required by the PCH /// The PCH file to include /// FileItem for the created file static FileItem CreatePCHWrapperFile(FileReference OutputFile, IEnumerable Definitions, FileItem IncludedFile) { // Build the contents of the wrapper file StringBuilder WrapperContents = new StringBuilder(); using (StringWriter Writer = new StringWriter(WrapperContents)) { Writer.WriteLine("// PCH for {0}", IncludedFile.AbsolutePath); WriteDefinitions(Definitions, Writer); Writer.WriteLine("#include \"{0}\"", IncludedFile.AbsolutePath); } // Create the item FileItem WrapperFile = FileItem.CreateIntermediateTextFile(OutputFile, WrapperContents.ToString()); WrapperFile.CachedIncludePaths = IncludedFile.CachedIncludePaths; // Touch it if the included file is newer, to make sure our timestamp dependency checking is accurate. if (IncludedFile.LastWriteTime > WrapperFile.LastWriteTime) { File.SetLastWriteTimeUtc(WrapperFile.AbsolutePath, DateTime.UtcNow); WrapperFile.ResetFileInfo(); } return WrapperFile; } /// /// Write a list of macro definitions to an output file /// /// List of definitions /// Writer to receive output static void WriteDefinitions(IEnumerable Definitions, TextWriter Writer) { foreach(string Definition in Definitions) { int EqualsIdx = Definition.IndexOf('='); if(EqualsIdx == -1) { Writer.WriteLine("#define {0} 1", Definition); } else { Writer.WriteLine("#define {0} {1}", Definition.Substring(0, EqualsIdx), Definition.Substring(EqualsIdx + 1)); } } } public static FileItem CachePCHUsageForModuleSourceFile(CppCompileEnvironment ModuleCompileEnvironment, FileItem CPPFile) { if (!CPPFile.bExists) { throw new BuildException("Required source file not found: " + CPPFile.AbsolutePath); } DateTime PCHCacheTimerStart = DateTime.UtcNow; // Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking // for header dependencies CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; FileItem PCHFile = ModuleCompileEnvironment.Headers.CachePCHUsageForCPPFile(CPPFile, ModuleCompileEnvironment.IncludePaths, ModuleCompileEnvironment.Platform); if (UnrealBuildTool.bPrintPerformanceInfo) { double PCHCacheTime = (DateTime.UtcNow - PCHCacheTimerStart).TotalSeconds; TotalPCHCacheTime += PCHCacheTime; } return PCHFile; } public void CachePCHUsageForModuleSourceFiles(ReadOnlyTargetRules Target, CppCompileEnvironment ModuleCompileEnvironment) { if(Rules == null || Rules.PCHUsage == ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs || Rules.PrivatePCHHeaderFile != null) { if(InvalidIncludeDirectiveMessages == null) { // Find all the source files in this module List ModuleFiles = SourceFileSearch.FindModuleSourceFiles(RulesFile); // Find headers used by the source file. Dictionary NameToHeaderFile = new Dictionary(); foreach(FileReference ModuleFile in ModuleFiles) { if(ModuleFile.HasExtension(".h")) { NameToHeaderFile[ModuleFile.GetFileNameWithoutExtension()] = ModuleFile; } } // Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking for header dependencies foreach (FileItem CPPFile in SourceFilesFound.CPPFiles) { CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; } // Find the directly included files for each source file, and make sure it includes the matching header if possible InvalidIncludeDirectiveMessages = new List(); if (Rules != null && Rules.bEnforceIWYU && Target.bEnforceIWYU) { foreach (FileItem CPPFile in SourceFilesFound.CPPFiles) { List DirectIncludeFilenames = ModuleCompileEnvironment.Headers.GetDirectIncludeDependencies(CPPFile, bOnlyCachedDependencies: false); if (DirectIncludeFilenames.Count > 0) { string IncludeName = Path.GetFileNameWithoutExtension(DirectIncludeFilenames[0].IncludeName); string ExpectedName = CPPFile.Reference.GetFileNameWithoutExtension(); if (String.Compare(IncludeName, ExpectedName, StringComparison.InvariantCultureIgnoreCase) != 0) { FileReference HeaderFile; if (NameToHeaderFile.TryGetValue(ExpectedName, out HeaderFile) && !IgnoreMismatchedHeader(ExpectedName)) { InvalidIncludeDirectiveMessages.Add(String.Format("{0}(1): error: Expected {1} to be first header included.", CPPFile.Reference, HeaderFile.GetFileName())); } } } } } } } else { if (ProcessedDependencies == null) { DateTime PCHCacheTimerStart = DateTime.UtcNow; bool bFoundAProblemWithPCHs = false; FileItem UniquePCH = null; foreach (FileItem CPPFile in SourceFilesFound.CPPFiles) // @todo ubtmake: We're not caching CPPEnvironments for .c/.mm files, etc. Even though they don't use PCHs, they still have #includes! This can break dependency checking! { // Store the module compile environment along with the .cpp file. This is so that we can use it later on when looking // for header dependencies CPPFile.CachedIncludePaths = ModuleCompileEnvironment.IncludePaths; // Find headers used by the source file. FileItem PCH = ModuleCompileEnvironment.Headers.CachePCHUsageForCPPFile(CPPFile, ModuleCompileEnvironment.IncludePaths, ModuleCompileEnvironment.Platform); if (PCH == null) { throw new BuildException("Source file \"{0}\" is not including any headers. We expect all modules to include a header file for precompiled header generation. Please add an #include statement.", CPPFile.AbsolutePath); } if (UniquePCH == null) { UniquePCH = PCH; } else if (!UniquePCH.Info.Name.Equals(PCH.Info.Name, StringComparison.InvariantCultureIgnoreCase)) // @todo ubtmake: We do a string compare on the file name (not path) here, because sometimes the include resolver will pick an Intermediate copy of a PCH header file and throw off our comparisons { // OK, looks like we have multiple source files including a different header file first. We'll keep track of this and print out // helpful information afterwards. bFoundAProblemWithPCHs = true; } } ProcessedDependencies = new ProcessedDependenciesClass { UniquePCHHeaderFile = UniquePCH }; if (bFoundAProblemWithPCHs) { // Map from pch header string to the source files that use that PCH Dictionary> UsageMapPCH = new Dictionary>(); foreach (FileItem CPPFile in SourceFilesToBuild.CPPFiles) { // Create a new entry if not in the pch usage map List Files; if (!UsageMapPCH.TryGetValue(CPPFile.PrecompiledHeaderIncludeFilename, out Files)) { Files = new List(); UsageMapPCH.Add(CPPFile.PrecompiledHeaderIncludeFilename, Files); } Files.Add(CPPFile); } if (UnrealBuildTool.bPrintDebugInfo) { Log.TraceVerbose("{0} PCH files for module {1}:", UsageMapPCH.Count, Name); int MostFilesIncluded = 0; foreach (KeyValuePair> CurPCH in UsageMapPCH) { if (CurPCH.Value.Count > MostFilesIncluded) { MostFilesIncluded = CurPCH.Value.Count; } Log.TraceVerbose(" {0} ({1} files including it: {2}, ...)", CurPCH.Key, CurPCH.Value.Count, CurPCH.Value[0].AbsolutePath); } } if (UsageMapPCH.Count > 1) { // Keep track of the PCH file that is most used within this module FileReference MostFilesAreIncludingPCH = null; int MostFilesIncluded = 0; foreach (KeyValuePair> CurPCH in UsageMapPCH.Where(PCH => PCH.Value.Count > MostFilesIncluded)) { MostFilesAreIncludingPCH = CurPCH.Key; MostFilesIncluded = CurPCH.Value.Count; } // Find all of the files that are not including our "best" PCH header StringBuilder FilesNotIncludingBestPCH = new StringBuilder(); foreach (KeyValuePair> CurPCH in UsageMapPCH.Where(PCH => PCH.Key != MostFilesAreIncludingPCH)) { foreach (FileItem SourceFile in CurPCH.Value) { FilesNotIncludingBestPCH.AppendFormat("{0} (including {1})\n", SourceFile.AbsolutePath, CurPCH.Key); } } // Bail out and let the user know which source files may need to be fixed up throw new BuildException( "All source files in module \"{0}\" must include the same precompiled header first. Currently \"{1}\" is included by most of the source files. The following source files are not including \"{1}\" as their first include:\n\n{2}", Name, MostFilesAreIncludingPCH, FilesNotIncludingBestPCH); } } if (UnrealBuildTool.bPrintPerformanceInfo) { double PCHCacheTime = (DateTime.UtcNow - PCHCacheTimerStart).TotalSeconds; TotalPCHCacheTime += PCHCacheTime; } } } } private bool IgnoreMismatchedHeader(string ExpectedName) { switch(ExpectedName) { case "Stats2": case "DynamicRHI": case "RHICommandList": case "RHIUtilities": return true; } switch(Name) { case "D3D11RHI": case "D3D12RHI": case "XboxOneD3D11RHI": case "VulkanRHI": case "OpenGLDrv": case "MetalRHI": case "PS4RHI": case "Gnmx": case "OnlineSubsystemIOS": case "OnlineSubsystemLive": return true; } return false; } /// /// Determine whether optimization should be enabled for a given target /// /// The optimization setting from the rules file /// The active target configuration /// Whether the current module is an engine module /// True if optimization should be enabled public static bool ShouldEnableOptimization(ModuleRules.CodeOptimization Setting, UnrealTargetConfiguration Configuration, bool bIsEngineModule) { switch(Setting) { case ModuleRules.CodeOptimization.Never: return false; case ModuleRules.CodeOptimization.Default: case ModuleRules.CodeOptimization.InNonDebugBuilds: return (Configuration == UnrealTargetConfiguration.Debug)? false : (Configuration != UnrealTargetConfiguration.DebugGame || bIsEngineModule); case ModuleRules.CodeOptimization.InShippingBuildsOnly: return (Configuration == UnrealTargetConfiguration.Shipping); default: return true; } } /// /// Creates a compile environment from a base environment based on the module settings. /// /// Rules for the target being built /// An existing environment to base the module compile environment on. /// The new module compile environment. public CppCompileEnvironment CreateModuleCompileEnvironment(ReadOnlyTargetRules Target, CppCompileEnvironment BaseCompileEnvironment) { CppCompileEnvironment Result = new CppCompileEnvironment(BaseCompileEnvironment); if (Binary == null) { // Adding this check here as otherwise the call to Binary.Config.IntermediateDirectory will give an // unhandled exception throw new BuildException("Module {0} is required by this target, but is not compiled into any binary. Check any references to it are correct for this configuration, and whether it can be built.", this.ToString()); } // Check if this is an engine module bool bIsEngineModule = ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory); // Override compile environment Result.bFasterWithoutUnity = Rules.bFasterWithoutUnity; Result.bOptimizeCode = ShouldEnableOptimization(Rules.OptimizeCode, Target.Configuration, bIsEngineModule); Result.bUseRTTI = Rules.bUseRTTI || Target.bForceEnableRTTI; Result.bUseAVX = Rules.bUseAVX; Result.bEnableBufferSecurityChecks = Rules.bEnableBufferSecurityChecks; Result.MinSourceFilesForUnityBuildOverride = Rules.MinSourceFilesForUnityBuildOverride; Result.MinFilesUsingPrecompiledHeaderOverride = Rules.MinFilesUsingPrecompiledHeaderOverride; Result.bBuildLocallyWithSNDBS = Rules.bBuildLocallyWithSNDBS; Result.bEnableExceptions |= Rules.bEnableExceptions; Result.bEnableShadowVariableWarnings = Rules.bEnableShadowVariableWarnings; Result.bEnableUndefinedIdentifierWarnings = Rules.bEnableUndefinedIdentifierWarnings; Result.bUseStaticCRT = Target.bUseStaticCRT; Result.OutputDirectory = DirectoryReference.Combine(Binary.Config.IntermediateDirectory, Name); Result.PCHOutputDirectory = (Result.PCHOutputDirectory == null)? null : DirectoryReference.Combine(Result.PCHOutputDirectory, Name); // Set the macro used to check whether monolithic headers can be used if (bIsEngineModule && (!Rules.bEnforceIWYU || !Target.bEnforceIWYU)) { Result.Definitions.Add("SUPPRESS_MONOLITHIC_HEADER_WARNINGS=1"); } // Add a macro for when we're compiling an engine module, to enable additional compiler diagnostics through code. if (bIsEngineModule) { Result.Definitions.Add("UE_IS_ENGINE_MODULE=1"); } else { Result.Definitions.Add("UE_IS_ENGINE_MODULE=0"); } // Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes). if (!bIsEngineModule) { if (Target.Configuration == UnrealTargetConfiguration.DebugGame) { Result.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1"); } else { Result.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=0"); } } // Add the module's private definitions. Result.Definitions.AddRange(Definitions); // Setup the compile environment for the module. SetupPrivateCompileEnvironment(Result.IncludePaths.UserIncludePaths, Result.IncludePaths.SystemIncludePaths, Result.Definitions, Result.AdditionalFrameworks); // @hack to skip adding definitions to compile environment, they will be baked into source code files if (bSkipDefinitionsForCompileEnvironment) { Result.Definitions.Clear(); Result.IncludePaths.UserIncludePaths = new HashSet(BaseCompileEnvironment.IncludePaths.UserIncludePaths); } return Result; } /// /// Creates a compile environment for a shared PCH from a base environment based on the module settings. /// /// The target being built /// An existing environment to base the module compile environment on. /// The new shared PCH compile environment. public CppCompileEnvironment CreateSharedPCHCompileEnvironment(UEBuildTarget Target, CppCompileEnvironment BaseCompileEnvironment) { CppCompileEnvironment CompileEnvironment = new CppCompileEnvironment(BaseCompileEnvironment); // Use the default optimization setting for bool bIsEngineModule = ModuleDirectory.IsUnderDirectory(UnrealBuildTool.EngineDirectory); CompileEnvironment.bOptimizeCode = ShouldEnableOptimization(ModuleRules.CodeOptimization.Default, Target.Configuration, bIsEngineModule); // Override compile environment CompileEnvironment.bIsBuildingDLL = !Target.ShouldCompileMonolithic(); CompileEnvironment.bIsBuildingLibrary = false; CompileEnvironment.bUseStaticCRT = (Target.Rules != null && Target.Rules.bUseStaticCRT); CompileEnvironment.OutputDirectory = DirectoryReference.Combine(Binary.Config.IntermediateDirectory, Name); CompileEnvironment.PCHOutputDirectory = (CompileEnvironment.PCHOutputDirectory == null)? null : DirectoryReference.Combine(CompileEnvironment.PCHOutputDirectory, Name); // Add a macro for when we're compiling an engine module, to enable additional compiler diagnostics through code. if (bIsEngineModule) { CompileEnvironment.Definitions.Add("UE_IS_ENGINE_MODULE=1"); } else { CompileEnvironment.Definitions.Add("UE_IS_ENGINE_MODULE=0"); } // Switch the optimization flag if we're building a game module. Also pass the definition for building in DebugGame along (see ModuleManager.h for notes). if (!bIsEngineModule) { if (Target.Configuration == UnrealTargetConfiguration.DebugGame) { CompileEnvironment.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=1"); } else { CompileEnvironment.Definitions.Add("UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=0"); } } // Add the module's private definitions. CompileEnvironment.Definitions.AddRange(Definitions); // Find all the modules that are part of the public compile environment for this module. List Modules = new List(); Dictionary ModuleToIncludePathsOnlyFlag = new Dictionary(); FindModulesInPublicCompileEnvironment(Modules, ModuleToIncludePathsOnlyFlag); // Now set up the compile environment for the modules in the original order that we encountered them foreach (UEBuildModule Module in Modules) { Module.AddModuleToCompileEnvironment(null, ModuleToIncludePathsOnlyFlag[Module], CompileEnvironment.IncludePaths.UserIncludePaths, CompileEnvironment.IncludePaths.SystemIncludePaths, CompileEnvironment.Definitions, CompileEnvironment.AdditionalFrameworks); } return CompileEnvironment; } public class UHTModuleInfoCacheType { public UHTModuleInfoCacheType(IEnumerable InHeaderFilenames, UHTModuleInfo InInfo) { HeaderFilenames = InHeaderFilenames; Info = InInfo; } public IEnumerable HeaderFilenames = null; public UHTModuleInfo Info = null; } private UHTModuleInfoCacheType UHTModuleInfoCache = null; /// Total time spent generating PCHs for modules (not actually compiling, but generating the PCH's input data) public static double TotalPCHGenTime = 0.0; /// Time spent caching which PCH header is included by each module and source file public static double TotalPCHCacheTime = 0.0; /// /// If any of this module's source files contain UObject definitions, this will return those header files back to the caller /// /// public UHTModuleInfoCacheType GetCachedUHTModuleInfo(EGeneratedCodeVersion GeneratedCodeVersion) { if (UHTModuleInfoCache == null) { IEnumerable HeaderFilenames = Directory.GetFiles(ModuleDirectory.FullName, "*.h", SearchOption.AllDirectories); UHTModuleInfo Info = ExternalExecution.CreateUHTModuleInfo(HeaderFilenames, Name, ModuleDirectory, Type, GeneratedCodeVersion); UHTModuleInfoCache = new UHTModuleInfoCacheType(Info.PublicUObjectHeaders.Concat(Info.PublicUObjectClassesHeaders).Concat(Info.PrivateUObjectHeaders).Select(x => x.AbsolutePath).ToList(), Info); } return UHTModuleInfoCache; } public override void GetAllDependencyModules(List ReferencedModules, HashSet IgnoreReferencedModules, bool bIncludeDynamicallyLoaded, bool bForceCircular, bool bOnlyDirectDependencies) { List AllDependencyModules = new List(); AllDependencyModules.AddRange(PrivateDependencyModules); AllDependencyModules.AddRange(PublicDependencyModules); if (bIncludeDynamicallyLoaded) { AllDependencyModules.AddRange(DynamicallyLoadedModules); AllDependencyModules.AddRange(PlatformSpecificDynamicallyLoadedModules); } foreach (UEBuildModule DependencyModule in AllDependencyModules) { if (!IgnoreReferencedModules.Contains(DependencyModule)) { // Don't follow circular back-references! bool bIsCircular = HasCircularDependencyOn(DependencyModule.Name); if (bForceCircular || !bIsCircular) { IgnoreReferencedModules.Add(DependencyModule); if (!bOnlyDirectDependencies) { // Recurse into dependent modules first DependencyModule.GetAllDependencyModules(ReferencedModules, IgnoreReferencedModules, bIncludeDynamicallyLoaded, bForceCircular, bOnlyDirectDependencies); } ReferencedModules.Add(DependencyModule); } } } } public override void RecursivelyAddPrecompiledModules(List Modules) { if (!Modules.Contains(this)) { Modules.Add(this); // Get the dependent modules List DependentModules = new List(); if (PrivateDependencyModules != null) { DependentModules.AddRange(PrivateDependencyModules); } if (PublicDependencyModules != null) { DependentModules.AddRange(PublicDependencyModules); } if (DynamicallyLoadedModules != null) { DependentModules.AddRange(DynamicallyLoadedModules); } if (PlatformSpecificDynamicallyLoadedModules != null) { DependentModules.AddRange(PlatformSpecificDynamicallyLoadedModules); } // Find modules for each of them, and add their dependencies too foreach (UEBuildModule DependentModule in DependentModules) { DependentModule.RecursivelyAddPrecompiledModules(Modules); } } } } }