Files
Jack Porter 068ca68f0b Merging //UE4/Main/Engine/... to //UE4/Dev-Mobile
#rb None

[CL 4749281 by Jack Porter in Dev-Mobile branch]
2019-01-17 21:54:28 -05:00

142 lines
5.3 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.IO;
using System.Collections.Generic;
using System.Xml;
using System.Reflection;
using Tools.DotNETCommon;
namespace UnrealBuildTool
{
/// <summary>
/// Global settings for building. Should not contain any target-specific settings.
/// </summary>
class BuildConfiguration
{
/// <summary>
/// Whether to ignore import library files that are out of date when building targets. Set this to true to improve iteration time.
/// By default we don't bother relinking targets if only a dependent .lib has changed, as chances are that
/// the import library wasn't actually different unless a dependent header file of this target was also changed,
/// in which case the target would be rebuilt automatically.
/// </summary>
[XmlConfigFile]
public bool bIgnoreOutdatedImportLibraries = true;
/// <summary>
/// Use existing static libraries for all engine modules in this target.
/// </summary>
[CommandLine("-UsePrecompiled")]
public bool bUsePrecompiled = false;
/// <summary>
/// Whether debug info should be written to the console.
/// </summary>
[XmlConfigFile]
public bool bPrintDebugInfo = false;
/// <summary>
/// Whether to log detailed action stats. This forces local execution.
/// </summary>
[XmlConfigFile]
public bool bLogDetailedActionStats = false;
/// <summary>
/// Whether the hybrid executor will be used (a remote executor and local executor)
/// </summary>
[XmlConfigFile]
public bool bAllowHybridExecutor = false;
/// <summary>
/// Whether XGE may be used.
/// </summary>
[XmlConfigFile]
[CommandLine("-NoXGE", Value = "false")]
public bool bAllowXGE = true;
/// <summary>
/// Whether SN-DBS may be used.
/// </summary>
[XmlConfigFile]
public bool bAllowSNDBS = true;
/// <summary>
/// Enables support for very fast iterative builds by caching target data. Turning this on causes Unreal Build Tool to emit
/// 'UBT Makefiles' for targets when they're built the first time. Subsequent builds will load these Makefiles and begin
/// outdatedness checking and build invocation very quickly. The caveat is that if source files are added or removed to
/// the project, UBT will need to gather information about those in order for your build to complete successfully. Currently,
/// you must run the project file generator after adding/removing source files to tell UBT to re-gather this information.
///
/// Events that can invalidate the 'UBT Makefile':
/// - Adding/removing .cpp files
/// - Adding/removing .h files with UObjects
/// - Adding new UObject types to a file that didn't previously have any
/// - Changing global build settings (most settings in this file qualify.)
/// - Changed code that affects how Unreal Header Tool works
///
/// You can force regeneration of the 'UBT Makefile' by passing the '-gather' argument, or simply regenerating project files
///
/// This also enables the fast include file dependency scanning and caching system that allows Unreal Build Tool to detect out
/// of date dependencies very quickly. When enabled, a deep C++ include graph does not have to be generated, and instead
/// we only scan and cache indirect includes for after a dependent build product was already found to be out of date. During the
/// next build, we'll load those cached indirect includes and check for outdatedness.
/// </summary>
[XmlConfigFile]
[CommandLine("-NoUBTMakefiles", Value = "false")]
public bool bUseUBTMakefiles = true;
/// <summary>
/// Whether DMUCS/Distcc may be used.
/// Distcc requires some setup - so by default disable it so we don't break local or remote building
/// </summary>
[XmlConfigFile]
public bool bAllowDistcc = false;
/// <summary>
/// Whether to allow using parallel executor on Windows.
/// </summary>
[XmlConfigFile]
public bool bAllowParallelExecutor = true;
/// <summary>
/// If true, force header regeneration. Intended for the build machine
/// </summary>
[CommandLine("-ForceHeaderGeneration")]
[XmlConfigFile(Category = "UEBuildConfiguration")]
public bool bForceHeaderGeneration = false;
/// <summary>
/// If true, do not build UHT, assume it is already built
/// </summary>
[CommandLine("-NoBuildUHT")]
[XmlConfigFile(Category = "UEBuildConfiguration")]
public bool bDoNotBuildUHT = false;
/// <summary>
/// If true, fail if any of the generated header files is out of date.
/// </summary>
[CommandLine("-FailIfGeneratedCodeChanges")]
[XmlConfigFile(Category = "UEBuildConfiguration")]
public bool bFailIfGeneratedCodeChanges = false;
/// <summary>
/// True if hot-reload from IDE is allowed
/// </summary>
[CommandLine("-NoHotReloadFromIDE", Value="false")]
[XmlConfigFile(Category = "UEBuildConfiguration")]
public bool bAllowHotReloadFromIDE = true;
/// <summary>
/// If true, the Debug version of UnrealHeaderTool will be build and run instead of the Development version.
/// </summary>
[XmlConfigFile(Category = "UEBuildConfiguration")]
public bool bForceDebugUnrealHeaderTool = false;
/// <summary>
/// Whether to skip compiling rules assemblies and just assume they are valid
/// </summary>
[CommandLine("-SkipRulesCompile")]
public bool bSkipRulesCompile = false;
}
}