Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/Configuration/BuildConfiguration.cs
Ben Marsh 6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00

157 lines
5.8 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.IO;
using System.Collections.Generic;
using System.Xml;
using System.Reflection;
using EpicGames.Core;
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/// Whether to ignore import library files that are out of date when building targets.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 do not bother re-linking targets if only a dependent .lib has changed, as chances are that
/// the import library was not actually different unless a dependent header file of this target was also changed,
/// in which case the target would automatically be rebuilt.
/// </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]
[CommandLine("-PrintDebugInfo", Value = "true")]
public bool bPrintDebugInfo = 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 FASTBuild may be used.
/// </summary>
[XmlConfigFile]
[CommandLine("-NoFASTBuild", Value = "false")]
public bool bAllowFASTBuild = 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 are 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 did not 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 will load those cached indirect includes and check for outdatedness.
/// </summary>
[XmlConfigFile]
[CommandLine("-NoUBTMakefiles", Value = "false")]
public bool bUseUBTMakefiles = true;
/// <summary>
/// Whether to allow using parallel executor on Windows.
/// </summary>
[XmlConfigFile]
public bool bAllowParallelExecutor = true;
/// <summary>
/// Number of actions that can be executed in parallel. If 0 then code will pick a default based
/// on the number of cores available. Only applies to the ParallelExecutor
/// </summary>
[XmlConfigFile]
[CommandLine("-MaxParallelActions")]
public int MaxParallelActions = 0;
/// <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 built 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;
/// <summary>
/// Maximum recommended root path length.
/// </summary>
[XmlConfigFile(Category = "WindowsPlatform")]
public int MaxRootPathLength = 50;
/// <summary>
/// Maximum length of a path relative to the root directory. Used on Windows to ensure paths are portable between machines. Defaults to off.
/// </summary>
[XmlConfigFile(Category = "WindowsPlatform")]
public int MaxNestedPathLength = 200;
}
}