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UnrealEngineUWP
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Engine
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UnrealBuildTool
History
Ben Marsh
31021ed18b
UBT: Fix PCH usage on Clang.
...
#jira UE-103802 #rb none [CL 14895570 by Ben Marsh in ue5-main branch]
2020-12-09 21:49:24 -04:00
..
Configuration
Remove exposed parts of the Blueprint nativization feature (deprecated), and decouple it from the editor/cooking phase.
2020-12-08 16:28:03 -04:00
Executors
UBT and UAT now use .NET Core instead of Framework and Mono. This means that we use the same runtime on Windows, Linux and Mac. Further benefits including newer C# features and a lot of intresting features for the future around AOT and Tiered compilation.
2020-12-02 06:57:13 -04:00
Modes
UBT: Remove support for outputting entire action graph for a target. This is not going to be valid with C++20 modules, since we require dependencies discovered at build time to feed back into the action graph execution.
2020-11-25 21:24:19 -04:00
Platform
UBT: Fix PCH usage on Clang.
2020-12-09 21:49:24 -04:00
Preprocessor
UBT: Add preprocessor work from Private-ArtifactCache stream.
2020-11-23 13:33:12 -04:00
ProjectFiles
Remove exposed parts of the Blueprint nativization feature (deprecated), and decouple it from the editor/cooking phase.
2020-12-08 16:28:03 -04:00
Properties
UBT: Add preprocessor work from Private-ArtifactCache stream.
2020-11-23 13:33:12 -04:00
Storage
Missing copyright notices.
2020-11-24 11:54:19 -04:00
System
Added a limit to the number of actions live coding will handle by default. The user can change these limits and even request that the compilation try again withot enforcing the limit.
2020-12-08 09:47:08 -04:00
ToolChain
Remove exposed parts of the Blueprint nativization feature (deprecated), and decouple it from the editor/cooking phase.
2020-12-08 16:28:03 -04:00
app.config
Add Thread_UseAllCpuGroups to UnrealBuildTool config to enable UBT to use both CPU groups on high-core systems such as 64-core ThreadRippers.
2020-03-02 15:50:41 -05:00
app.manifest
…
UnrealBuildTool.cs
UBT and UAT now use .NET Core instead of Framework and Mono. This means that we use the same runtime on Windows, Linux and Mac. Further benefits including newer C# features and a lot of intresting features for the future around AOT and Tiered compilation.
2020-12-02 06:57:13 -04:00
UnrealBuildTool.csproj
Changed pdb format to not use portable pdbs (which is the default in net core) and instead back to our old pdb configuration.
2020-12-02 15:29:59 -04:00
UnrealBuildTool.sln
Renamed UnrealBuildToolCore.sln to just UnrealBuildTool and updated with the new project names after we switched it over to net core.
2020-12-03 07:21:06 -04:00