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UnrealEngineUWP
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02f9df1643e40485ade617adfe18bcafa9d4bdfd
UnrealEngineUWP
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Engine
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Andrew Rodham
dc5abd1940
Changing directory watcher tests to only be run in the editor
...
[CL 2487723 by Andrew Rodham in Main branch]
2015-03-23 09:38:52 -04:00
..
Developer
Changing directory watcher tests to only be run in the editor
2015-03-23 09:38:52 -04:00
Editor
Added 'Drag operation' to FoliageUI mesh selection state, works similar to actors visibility in SceneOutliner
2015-03-23 04:13:32 -04:00
Programs
Add a "InShippingBuildsOnly" setting for code optimization, so it's possible to disable optimization for engine modules in Development/DebugGame configurations.
2015-03-23 09:00:18 -04:00
Runtime
Core - Fixed a deadlock in the FScreenSaverInhibitor
2015-03-23 09:18:37 -04:00
ThirdParty
Linux: drag-and-drop support.
2015-03-21 22:41:16 -04:00
UE4Client.Target.cs
Remove the UE4GAME define (nothing checks against it nor should it), and remove unnecessary Rocket overrides in target properties.
2015-03-12 12:08:37 -04:00
UE4Editor.Target.cs
Add support for precompiling modules separately to the -BuildRocket argument. Targets can specify modules which can be precompiled by overriding the GetModulesToPrecompile() function in their target rules. Running UBT with the -PrecompileModules argument will generate them in the form of static libraries for monolithic builds, or extra DLLs for non-monolithic builds, and running UBT with the -UsePrecompiledModules argument will use them.
2015-03-20 08:25:23 -04:00
UE4Game.Target.cs
Add separate monolithic nodes to build precompiled binaries (AKA Rocket static libraries) for each target platform. GUBP_GetConfigsForPrecompiledBuilds() in the target properties allows a target to specify which platform/configuration combinations to build.
2015-03-21 15:21:14 -04:00
UE4Server.Target.cs
Remove the UE4GAME define (nothing checks against it nor should it), and remove unnecessary Rocket overrides in target properties.
2015-03-12 12:08:37 -04:00