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Live++ reads object files at startup for game modules, and assigns unique ids to each compiland (used to disambiguate static variables). When compiling the patch, these compilands are modified to reference a unique id for the unity blob, causing the variables to be reconstructed. Solution is to generate a JSON file to each output directory containing object files containing the mapping, and to use that to assign compiland ids at startup. #rb none #jira UE-74036 #ROBOMERGE-SOURCE: CL 6455253 in //UE4/Release-4.22/... #ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main) [CL 6455273 by ben marsh in Main branch]
18 lines
449 B
C
18 lines
449 B
C
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonSerializer.h"
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struct FLiveCodingManifest
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{
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FString LinkerPath;
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TMap<FString, FString> LinkerEnvironment;
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TMap<FString, TArray<FString>> BinaryToObjectFiles;
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bool Read(const TCHAR* FileName, FString& OutFailReason);
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bool Parse(FJsonObject& Object, FString& OutFailReason);
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};
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