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Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.
Changes vs standalone Live++ version:
* UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
* Adding new source files is supported.
* Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
* Settings are exposed in the editor's project settings dialog.
* Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
* Does not require a standalone licensed version of Live++.
Known issues:
* Does not currently support class layout changes / object reinstancing
#rb none
[FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden
#jira
#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)
[CL 5325555 by ben marsh in Dev-Build branch]
26 lines
800 B
C++
26 lines
800 B
C++
// Copyright 2011-2019 Molecular Matters GmbH, all rights reserved.
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#pragma once
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#include "CoreTypes.h"
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namespace environment
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{
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struct Block;
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}
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namespace compiler
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{
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// creates a new entry in the cache for the given compiler .exe, and returns it
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const environment::Block* CreateEnvironmentCacheEntry(const wchar_t* absolutePathToCompilerExe);
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// gets the environment for a given compiler .exe from the cache.
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// returns nullptr if the environment is not yet in the cache.
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const environment::Block* GetEnvironmentFromCache(const wchar_t* absolutePathToCompilerExe);
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// helper function that either creates a new entry in the cache if none exists yet,
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// or returns the one found in the cache.
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const environment::Block* UpdateEnvironmentCache(const wchar_t* absolutePathToCompilerExe);
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}
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